Mica takes some of the beer Ran’s offer in a small wooden cup and raises it in a toast to the others before drinking. “So what if these scouts do not return with any news of the ruins we are seeking? Where do we go next, any ideas? Back to the basin, onward to the fire mountains?”
Mica, the old druid laughs when he sees the vials of velociraptor pheromones and agrees that he thinks something useful can be made.
[Roll WIS + proficiency. Working under the old druid's tutelage you attempt to concentrate the pheromones into a more useful state. On a result of 10 or better, you receive one vial of Velociraptor Fear Scent. On a result of 18 or better, you receive an additional one vial of Velociraptor Mating Scent.
Fear Scent: When this vial is poured out, any velociraptors within 60' must make a WIS save against DC 16 or become frightened for one minute.
Mating Scent: Functions similar to 'Summon Velociraptor'. When this vial is poured out, 1d6+2 velociraptors will arrive after three rounds. These velociraptors will be hostile to all other creatures, including the summoner and each other. ]
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
As they wait for the scouts to return, Mica works with the druid and triumphantly holds up two concoctions made from the velociraptor pheromones. “These may come in handy, maybe we can drop a mating call into the Red Wizards camp”he chuckles.
The dwarves celebrate with you long into the night. By morning, Micahas been named an honorary dwarf, and Hewhas had his dwarfhood stripped for retiring early to bed.
Dawn comes with intense humidity and equally intense headaches for those who partied to hard. It also comes with news that the new upper camp, outside the forge entrance, was attacked by jungle bats in the night. There were no serious injuries, but it was an unwelcome reminder of the ever-present danger of this land.
Danica'sabsence from the party was noted last night, and this morning she is listless and quiet. She has been spending the last few nights with her star map, in consultation and prayer with her goddess and with the dwarven druids. She looks pale today, as bad if not worse than when she was down with the shivering sickness.
Nalomanterys:
You have an unfortunate insight into what may be ailing her. This morning, you feel it too, in a fashion. Whatever this curse is that afflicts you, it feels more intense right now. Perhaps you are nearing the source, or perhaps time is running short. Whatever the cause, the faint tug on your spirit that has been easy to ignore these last weeks, has become more urgent... more unavoidable. It isn't enough to interfere with your studies or concentration, but you are nevertheless persistently aware of it in a way you had not been before now.
As the party ponders the impact of this, a call comes up from Sithi. As you gather at the village gate, you see that one of the dwarven scouts has returned: and she is not alone.
Limping along behind the scout is a thin human man. His left arm is wrapped up tight against his chest, and severe burns are visible around his shoulder. He is not properly dressed for the jungle, and his boat shoes have nearly disintegrated from moisture and wear. The man is given clean water and the druids see to the worst of his wounds. As he settled in to the camp, he shares an astonishing tale.
The man says his name is Ra-Das. He claims to have been the navigator on a Halruuan airship, the Star Goddess. The Star Goddess was a 90' ship, newly commissioned for this, its maiden flight. The crew had taken flight from Halarahh a week ago. Among them was an accomplished team of mages and explorers. They had planned to perform an aerial survey of the deep jungle, seeking to pin down the source of the mysterious death curse.
Five nights ago, they encountered something remarkable. Deep in the jungle, to the west of the Peaks of Flame, there is a sunken city. It rests in a deep chasm, with twin rivers, one of water and one of magma, flowing down into it. It is surrounded by steep cliffs and sits at least 100' to 150' below the rest of the jungle.
As they passed over it, they saw that ruins were alive with fire. There seemed to be a battle of some kind taking place. The crew of the Star Goddess had little time to take more notes... for there were two other airships, both larger than their own ship, hovering above the ancient ruins. One of those ships rose and gave chase, pursuing them northwest as they tried to make for the mountains. The huge ship overtook them, however, and gouts of flame fired from the other airship burst their own air bladder, and the Star Goddess crashed into the canopy, a flaming wreck.
There were survivors, at least at first. The ship had broken into pieces, with some landing on the jungle floor and some resting in the trees. One of the mages had teleported away, promising to send help. A few of the warriors had ventured south, to seek the coast and perhaps a ship. The wounded had remained, capturing rainwater and trying to hold out until rescure. The dwarven scout had arrived two days ago. Ra-Das had been the healthiest of the remaining survivors, so he agreed to accompany the dwarf back to the village.
Ra-Das says he can provide the approximate location of the hidden city they observed... but he has a price. He wants you to return first to the wreck of the Star Goddess and assist the others in escaping back to the dwarven village.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Mica listens to the man’s tale with interest “That’s it”he exclaims as Ra-Das describes the ruined city “Near the Peaks of Flame, just as we thought.” He thinks back to the stream of fire they spotted before arriving at the Dwarven village and wonders if that was the crash they had witnessed. “Predators will soon be drawn to the crash site, if they have not been already. The wounded will not be able to defend themselves. They will not last long. We should help save who we can.”
At Ran’s question, he takes a long look at Danica and nods “Almost as bad as when she had the sickness. We are bringing the survivors back here anyway, wouldn’t hurt to give her time to rest up before we push to the ruins. She would be in good hands.”
Nalomanterys, usually more than happy to take the most certain path before him, ponders the situation as he looks at Danica seemingly slipping away. "If the fire in the sky was the airships, we can probably find the location without directions - It could save us half a week of walking back and forth..." The health of the survivors does not seem to be a factor in his considerations.
But he relents, eventually coming to the same conclusion as the others that the sure thing is to spend another few days helping these crash survivors and getting an exact destination. "I suppose it is in everyone's best interest that we rescue these survivors." He turns to Ra-Das and asks, "How many of you are there? And how badly injured?" He looks over the navigator's injuries - they looked fairly bad, and he was supposedly the best off.
He turns to the group. "How are we going to get them back here if they cannot walk? Surely we cannot carry them for two days?" He looks to Ran inquisitively. Even the fighter's great strength could not hold out carrying survivors for two days through the jungle. Or...?
((I don't know Halruuan or Halarahh... does Nalomanterys? History: 27 (nat 20) in the game log))
Nalomanterysis well aware of the history of Halruaa. Considered 'the heirs of Netheril', Halruaa is an advanced mageocracy far to the south. [Well, come to think of it, being as far south as you are in this godsforsaken jungle, Halruaa is actually more to the east, now. In any event...] it is a tropical nation, surrounded and protected on all sides by mountains and seas. It is ruled by powerful wizards and the practice and study of magic is considered the pinacle of the arts and sciences.
Legends say it was first founded by diviners from Netheril, who foresaw the inevitable folly of Karsus and who fled far to the south to escape the doom. The kingdom of Halruaa today is mostly human, with the ruling class almost exclusively human mages. It is said that they continue to seek balance between the immense power that comes with control of the Weave, with enforced philosophy of humility, such that they avoid repeating the mistakes of Netheril.
Outside of Halruaa, the land is best known for its powerful magics, its fantastic airships, and its most famous export, Haerlu Wine (actually a potent, golden brandy).
Ra-Das explains that when he left the wreckage to travel here, there were still 6 other survivors, including the ship's captain, Thasselandra Bravewing, the master-of-arms, Falx Haranis, three more crewmen and one of the explorers, who had been too ill to venture south with the others who had left to seek the coast.
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PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Meili, make a persuasion check to see if the Dwarves can be convinced to lend some manpower to the rescue mission.
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PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
This post has potentially manipulated dice roll results.
[Can I use advantage? After all, the deal was "scouts are searching for the way while the group frees the Forge". We did our part, but scouts did not. Will roll twice and you decide.]
Meili, actually, began not with a persuasion but with a question of whether the dwarves were ready to accept the lost travellers. It would be strange if they did not, but politeness demanded to ask. Only then was the idea of landing a hand carefully presented as part of the "searching for the lost city" deal.
The dwarves are willing to take in the Halruaans, at least until such time as they can be sent back to civilization. Eventually, the dwarves will look to open routes to market some of their own forge productions, as the stockpile of adamantine could quickly transform their community from subsistence jungle survivors back into wealthy tradesmen. It may be some months, but if they humans haven't left by then, Sithi ventures, they could perhaps accompany the dwarves when they head to Port Nyanzaru and from there return home.
Sithi at first takes issue with the insinuation that the deal hasn't been fully completed. "Ah, ye askhed fer the locashun of tha hidden citahy, and you'hve been shown tha wahy." He also points out that some of his scouts haven't returned yet, and their fate is unknown. He may well have lost lives fulfilling his end of the bargain. In the end, however, he consents to allow the scout who found the wreck to accompany you, and the old druid sends one of his apprentices as well. If you find survivors, and you wish to continue on toward your goal, the two dwarves feel they can lead any survivors back to Hrakhamar.
[These two will have the stats of a scout and a druid.]
Before you depart, the old Druid comes to see you about Danica. Her condition has continued to deteriorate. She looks to have lost weight, just over the last few days since the battles in the forge. Though she has packed her things and seems to intend to accompany you, the old Druid suggests you let her remain here in his care, at least for now. He has a deep connection to the land here, and though Danica follows a different druidic path, he believes he can buy her time to continue to fight the curse that threatens to drain her spirit from her.
For her part, Danicaresists the notion, not least because she is the one empowering the totem you received from the old Hag. Without it, she fears, you will not have the promised protection from the Sewn Sisters. Even if she is right, looking at her you can't help but think the old Druid has a point, and that she will not last much longer, slogging through the jungles with you.
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PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
It was a relief. Meili did not want to pressure the dwarves and was truly glad they suggested the escort back themselves. "It would help greatly, thank you!"She wholeheartedly meant it.
There was that question of Danica, though. "Captain... You might want to sit it out. The Sisters are after you, as we know."(Meili sincerely hoped that was the case and that she sounded convincing enough) "We will be safe without the doll. But in your condition, you would not get far if you went with us. Maybe druids here can stop whatever is haunting you. Let them try while we are out?"
She did not mention that the group might simply continue the journey, provided Ra-Das would share coordinates now but later quietly asked the demanding survivor. "If your shipmates are still alive, they will be brought here soon. Can you give your coordinates to, say, dwarves that go with us, if you do not trust us to keep the word? They could share the knowledge once we are at the site."
Ra-Das is reluctant at first, but once he sees that a rescue party is being put together, and at least someone will bring any survivors back her, he relents. He sits down with Hewand Micafor several hours, looking at Danica's map and showing reference points that can guide you from the wreck of the Star Goddess down to the hidden city.
Danica, for her part, seems deeply embarrassed at not being able to press on, but she cannot deny the truth of Meili'swords. She relents, sharing with you necessary supplies before you go.
[Go through Danica's inventory and not in the OOC DMs what items you are taking. There is a healing potion and some bug repellant, at least, that I think some of you may want to grab.]
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PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
“Don’t worry, Cap’n, we’ll be back for you. We will be alright for a few days out and back without the doll, you just focus on feeling better.” Mica turns to the old druid. “Please do what you can for her to get her back on her feet.” Mica spends the remainder of the time reviewing the map with Ra-Das and Hew, as well as the scout, trying to commit some of the details to memory before it is time to head out.
((This conversation is technically private, but I'm not putting it in a spoiler))
Nalomanterys sits down next to Danica; the soft blue glow illuminating his pupils is a dead giveaway that he's cast detect magic. He sits in silence for a moment, closely examining his hands, although there's nothing interesting enough to warrant the inspection he's giving it.
"It is the curse, of course." He says, breaking the silence. "What is ailing you, I mean; obviously..." He turns to check the captain's reaction. "I am sure that is equally disheartening and unsurprising. I am afraid you are coming apart at the seams, my dear." He goes quite again for a moment, and then reassures her, "I have made a promise to end this curse, and I intend to keep it or die trying - none can say that Nalomanterys the Great is not beneficent, can they?" He asks the question rhetorically and hollowly, as though it was a line he used often in the past, but no longer cares if it's true or not. He pats Danica on the shoulder as he stands up. "Just hang in there. We are close to the end, now."
He spends the rest of the day recovering from his hangover and taking the time to clean himself up a bit, trimming his nails with a small, sharp dagger whose only use so far has been hygiene and not self-defense. He reorganizes his backpack and component pouch, and spends hours trying to clean the sweat and grease out of his hair and beard. By the end of the day, he looks good for the Chultan jungle, and still terrible for anywhere else, although his robe is perfectly clean and repaired from his spells. The wizard is ready to rescue these scouts and then move on to the sunken city. When the group leaves, he wishes the Dwarves good luck on their quest to recapture their lost glory.
Ran hangs a raincatcher from his pack and jams as much insect repellent as he can into the side pockets and his pouch. He nods a good bye to Danica, wondering if he'll see the captain again. He looks around the camp then tells the bird "well you're not getting changed back to your miserable self here. Might as well keep going."
When the others are ready, he'll let the trackers lead the way but will keep towards the front in case of trouble, to be a shield in front of Nalomanterys.
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Ran pulls out the jug strapped to his back and begins pouring beer for everyone.
Mica takes some of the beer Ran’s offer in a small wooden cup and raises it in a toast to the others before drinking. “So what if these scouts do not return with any news of the ruins we are seeking? Where do we go next, any ideas? Back to the basin, onward to the fire mountains?”
Mica, the old druid laughs when he sees the vials of velociraptor pheromones and agrees that he thinks something useful can be made.
[Roll WIS + proficiency. Working under the old druid's tutelage you attempt to concentrate the pheromones into a more useful state. On a result of 10 or better, you receive one vial of Velociraptor Fear Scent. On a result of 18 or better, you receive an additional one vial of Velociraptor Mating Scent.
Fear Scent: When this vial is poured out, any velociraptors within 60' must make a WIS save against DC 16 or become frightened for one minute.
Mating Scent: Functions similar to 'Summon Velociraptor'. When this vial is poured out, 1d6+2 velociraptors will arrive after three rounds. These velociraptors will be hostile to all other creatures, including the summoner and each other. ]
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Wis+Proficiency: 19.
.
As they wait for the scouts to return, Mica works with the druid and triumphantly holds up two concoctions made from the velociraptor pheromones. “These may come in handy, maybe we can drop a mating call into the Red Wizards camp” he chuckles.
The dwarves celebrate with you long into the night. By morning, Mica has been named an honorary dwarf, and Hew has had his dwarfhood stripped for retiring early to bed.
Dawn comes with intense humidity and equally intense headaches for those who partied to hard. It also comes with news that the new upper camp, outside the forge entrance, was attacked by jungle bats in the night. There were no serious injuries, but it was an unwelcome reminder of the ever-present danger of this land.
Danica's absence from the party was noted last night, and this morning she is listless and quiet. She has been spending the last few nights with her star map, in consultation and prayer with her goddess and with the dwarven druids. She looks pale today, as bad if not worse than when she was down with the shivering sickness.
Nalomanterys:
You have an unfortunate insight into what may be ailing her. This morning, you feel it too, in a fashion. Whatever this curse is that afflicts you, it feels more intense right now. Perhaps you are nearing the source, or perhaps time is running short. Whatever the cause, the faint tug on your spirit that has been easy to ignore these last weeks, has become more urgent... more unavoidable. It isn't enough to interfere with your studies or concentration, but you are nevertheless persistently aware of it in a way you had not been before now.
As the party ponders the impact of this, a call comes up from Sithi. As you gather at the village gate, you see that one of the dwarven scouts has returned: and she is not alone.
Limping along behind the scout is a thin human man. His left arm is wrapped up tight against his chest, and severe burns are visible around his shoulder. He is not properly dressed for the jungle, and his boat shoes have nearly disintegrated from moisture and wear. The man is given clean water and the druids see to the worst of his wounds. As he settled in to the camp, he shares an astonishing tale.
The man says his name is Ra-Das. He claims to have been the navigator on a Halruuan airship, the Star Goddess. The Star Goddess was a 90' ship, newly commissioned for this, its maiden flight. The crew had taken flight from Halarahh a week ago. Among them was an accomplished team of mages and explorers. They had planned to perform an aerial survey of the deep jungle, seeking to pin down the source of the mysterious death curse.
Five nights ago, they encountered something remarkable. Deep in the jungle, to the west of the Peaks of Flame, there is a sunken city. It rests in a deep chasm, with twin rivers, one of water and one of magma, flowing down into it. It is surrounded by steep cliffs and sits at least 100' to 150' below the rest of the jungle.
As they passed over it, they saw that ruins were alive with fire. There seemed to be a battle of some kind taking place. The crew of the Star Goddess had little time to take more notes... for there were two other airships, both larger than their own ship, hovering above the ancient ruins. One of those ships rose and gave chase, pursuing them northwest as they tried to make for the mountains. The huge ship overtook them, however, and gouts of flame fired from the other airship burst their own air bladder, and the Star Goddess crashed into the canopy, a flaming wreck.
There were survivors, at least at first. The ship had broken into pieces, with some landing on the jungle floor and some resting in the trees. One of the mages had teleported away, promising to send help. A few of the warriors had ventured south, to seek the coast and perhaps a ship. The wounded had remained, capturing rainwater and trying to hold out until rescure. The dwarven scout had arrived two days ago. Ra-Das had been the healthiest of the remaining survivors, so he agreed to accompany the dwarf back to the village.
Ra-Das says he can provide the approximate location of the hidden city they observed... but he has a price. He wants you to return first to the wreck of the Star Goddess and assist the others in escaping back to the dwarven village.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
"Vacation's over," Ran says as he starts gathering gear.
When he sees how rough Danica is looking he takes the others aside.
"She doesn't look like she can handle another walkabout in the jungle," Ran says. "Maybe she should put her feet up here for a bit."
Mica listens to the man’s tale with interest “That’s it” he exclaims as Ra-Das describes the ruined city “Near the Peaks of Flame, just as we thought.” He thinks back to the stream of fire they spotted before arriving at the Dwarven village and wonders if that was the crash they had witnessed. “Predators will soon be drawn to the crash site, if they have not been already. The wounded will not be able to defend themselves. They will not last long. We should help save who we can.”
At Ran’s question, he takes a long look at Danica and nods “Almost as bad as when she had the sickness. We are bringing the survivors back here anyway, wouldn’t hurt to give her time to rest up before we push to the ruins. She would be in good hands.”
Nalomanterys, usually more than happy to take the most certain path before him, ponders the situation as he looks at Danica seemingly slipping away. "If the fire in the sky was the airships, we can probably find the location without directions - It could save us half a week of walking back and forth..." The health of the survivors does not seem to be a factor in his considerations.
But he relents, eventually coming to the same conclusion as the others that the sure thing is to spend another few days helping these crash survivors and getting an exact destination. "I suppose it is in everyone's best interest that we rescue these survivors." He turns to Ra-Das and asks, "How many of you are there? And how badly injured?" He looks over the navigator's injuries - they looked fairly bad, and he was supposedly the best off.
He turns to the group. "How are we going to get them back here if they cannot walk? Surely we cannot carry them for two days?" He looks to Ran inquisitively. Even the fighter's great strength could not hold out carrying survivors for two days through the jungle. Or...?
((I don't know Halruuan or Halarahh... does Nalomanterys? History: 27 (nat 20) in the game log))
Nalomanterys is well aware of the history of Halruaa. Considered 'the heirs of Netheril', Halruaa is an advanced mageocracy far to the south. [Well, come to think of it, being as far south as you are in this godsforsaken jungle, Halruaa is actually more to the east, now. In any event...] it is a tropical nation, surrounded and protected on all sides by mountains and seas. It is ruled by powerful wizards and the practice and study of magic is considered the pinacle of the arts and sciences.
Legends say it was first founded by diviners from Netheril, who foresaw the inevitable folly of Karsus and who fled far to the south to escape the doom. The kingdom of Halruaa today is mostly human, with the ruling class almost exclusively human mages. It is said that they continue to seek balance between the immense power that comes with control of the Weave, with enforced philosophy of humility, such that they avoid repeating the mistakes of Netheril.
Outside of Halruaa, the land is best known for its powerful magics, its fantastic airships, and its most famous export, Haerlu Wine (actually a potent, golden brandy).
Ra-Das explains that when he left the wreckage to travel here, there were still 6 other survivors, including the ship's captain, Thasselandra Bravewing, the master-of-arms, Falx Haranis, three more crewmen and one of the explorers, who had been too ill to venture south with the others who had left to seek the coast.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Ran shrugs.
"We can't carry or drag six of you back through the jungle," Ran adds. "If you can heal them we can protect them on the way back."
"With returned scouts, Forge retaken and new settlement established maybe some dwarves can go with us too."
Meili prepared to go with others.
Meili Liang Lvl 5 Monk
Dice
Meili, make a persuasion check to see if the Dwarves can be convinced to lend some manpower to the rescue mission.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
[Can I use advantage? After all, the deal was "scouts are searching for the way while the group frees the Forge". We did our part, but scouts did not. Will roll twice and you decide.]
Meili, actually, began not with a persuasion but with a question of whether the dwarves were ready to accept the lost travellers. It would be strange if they did not, but politeness demanded to ask. Only then was the idea of landing a hand carefully presented as part of the "searching for the lost city" deal.
Persuasion: 11 and 20
Meili Liang Lvl 5 Monk
Dice
The dwarves are willing to take in the Halruaans, at least until such time as they can be sent back to civilization. Eventually, the dwarves will look to open routes to market some of their own forge productions, as the stockpile of adamantine could quickly transform their community from subsistence jungle survivors back into wealthy tradesmen. It may be some months, but if they humans haven't left by then, Sithi ventures, they could perhaps accompany the dwarves when they head to Port Nyanzaru and from there return home.
Sithi at first takes issue with the insinuation that the deal hasn't been fully completed. "Ah, ye askhed fer the locashun of tha hidden citahy, and you'hve been shown tha wahy." He also points out that some of his scouts haven't returned yet, and their fate is unknown. He may well have lost lives fulfilling his end of the bargain. In the end, however, he consents to allow the scout who found the wreck to accompany you, and the old druid sends one of his apprentices as well. If you find survivors, and you wish to continue on toward your goal, the two dwarves feel they can lead any survivors back to Hrakhamar.
[These two will have the stats of a scout and a druid.]
Before you depart, the old Druid comes to see you about Danica. Her condition has continued to deteriorate. She looks to have lost weight, just over the last few days since the battles in the forge. Though she has packed her things and seems to intend to accompany you, the old Druid suggests you let her remain here in his care, at least for now. He has a deep connection to the land here, and though Danica follows a different druidic path, he believes he can buy her time to continue to fight the curse that threatens to drain her spirit from her.
For her part, Danica resists the notion, not least because she is the one empowering the totem you received from the old Hag. Without it, she fears, you will not have the promised protection from the Sewn Sisters. Even if she is right, looking at her you can't help but think the old Druid has a point, and that she will not last much longer, slogging through the jungles with you.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
It was a relief. Meili did not want to pressure the dwarves and was truly glad they suggested the escort back themselves. "It would help greatly, thank you!" She wholeheartedly meant it.
There was that question of Danica, though. "Captain... You might want to sit it out. The Sisters are after you, as we know." (Meili sincerely hoped that was the case and that she sounded convincing enough) "We will be safe without the doll. But in your condition, you would not get far if you went with us. Maybe druids here can stop whatever is haunting you. Let them try while we are out?"
She did not mention that the group might simply continue the journey, provided Ra-Das would share coordinates now but later quietly asked the demanding survivor. "If your shipmates are still alive, they will be brought here soon. Can you give your coordinates to, say, dwarves that go with us, if you do not trust us to keep the word? They could share the knowledge once we are at the site."
Meili Liang Lvl 5 Monk
Dice
Ra-Das is reluctant at first, but once he sees that a rescue party is being put together, and at least someone will bring any survivors back her, he relents. He sits down with Hew and Mica for several hours, looking at Danica's map and showing reference points that can guide you from the wreck of the Star Goddess down to the hidden city.
Danica, for her part, seems deeply embarrassed at not being able to press on, but she cannot deny the truth of Meili's words. She relents, sharing with you necessary supplies before you go.
[Go through Danica's inventory and not in the OOC DMs what items you are taking. There is a healing potion and some bug repellant, at least, that I think some of you may want to grab.]
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
“Don’t worry, Cap’n, we’ll be back for you. We will be alright for a few days out and back without the doll, you just focus on feeling better.” Mica turns to the old druid. “Please do what you can for her to get her back on her feet.” Mica spends the remainder of the time reviewing the map with Ra-Das and Hew, as well as the scout, trying to commit some of the details to memory before it is time to head out.
((This conversation is technically private, but I'm not putting it in a spoiler))
Nalomanterys sits down next to Danica; the soft blue glow illuminating his pupils is a dead giveaway that he's cast detect magic. He sits in silence for a moment, closely examining his hands, although there's nothing interesting enough to warrant the inspection he's giving it.
"It is the curse, of course." He says, breaking the silence. "What is ailing you, I mean; obviously..." He turns to check the captain's reaction. "I am sure that is equally disheartening and unsurprising. I am afraid you are coming apart at the seams, my dear." He goes quite again for a moment, and then reassures her, "I have made a promise to end this curse, and I intend to keep it or die trying - none can say that Nalomanterys the Great is not beneficent, can they?" He asks the question rhetorically and hollowly, as though it was a line he used often in the past, but no longer cares if it's true or not. He pats Danica on the shoulder as he stands up. "Just hang in there. We are close to the end, now."
He spends the rest of the day recovering from his hangover and taking the time to clean himself up a bit, trimming his nails with a small, sharp dagger whose only use so far has been hygiene and not self-defense. He reorganizes his backpack and component pouch, and spends hours trying to clean the sweat and grease out of his hair and beard. By the end of the day, he looks good for the Chultan jungle, and still terrible for anywhere else, although his robe is perfectly clean and repaired from his spells. The wizard is ready to rescue these scouts and then move on to the sunken city. When the group leaves, he wishes the Dwarves good luck on their quest to recapture their lost glory.
Ran hangs a raincatcher from his pack and jams as much insect repellent as he can into the side pockets and his pouch. He nods a good bye to Danica, wondering if he'll see the captain again. He looks around the camp then tells the bird "well you're not getting changed back to your miserable self here. Might as well keep going."
When the others are ready, he'll let the trackers lead the way but will keep towards the front in case of trouble, to be a shield in front of Nalomanterys.