The family of a fellow adventurer has contacted you and explained that the adventurer and her companions are weeks overdue for their return from their quest. Making some inquiries around town leads you to the captain whose boat they charted to take them to their destination. Now you listen as he tells you what he knows.
True, I was hired to sail them past the Witch’s Teeth. Four adventurers looking to earn a name; who was I to throw vinegar on their fancies? I took ’em within a rowboat’s jaunt of the place to the door on the rock. I know as much of the place as any sailor—nothing. The man who built that door and its innards was known as Pallon the Pious, a pirate of some renown. Given his actions in life, I don’t know how he made right with any god when he died. The adventurers? Well, I imagine you four want me to take you out. Perhaps you’ll find your answer there…
Soren enjoys the bracing wind coming off the water and looks to see if he can spot any marine life.
"Thank you for ferrying us out to this door on the rock. How long ago did you take the previous four adventurers there? And how long ago did Pallon the Pious build it?"
(OOC: @Larren12, I think Ursa had an unresolved downtime activity - looking for magic items. see post 422 and post 446.)
You notice that within a day Thom has himself pulled back together, same old tight ass self. Judging everyone's actions from his high horse. Even while on the ship he manages to keep himself clean cut and pressed.
BLEATING CALL 2nd-level enchantment Casting Time: 1 action Range: 90 feet Components: S, M (a bit of fur or hair from a young beast or humanoid) Duration: 1 minute You create a sound on a point within range. The sound’s volume can range from a whisper to a scream, and it can be any sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Each creature that starts its turn within 30 feet of the sound and can hear it must make a Wisdom saving throw. On a failed save, the target must take the Dash or Disengage action and move toward the sound by the safest available route on each of its turns. When it arrives to the source of the sound, the target must use its action to examine the sound. Once it has examined the sound, the target determines the sound is illusory and can no longer hear it, ending the spell’s effects on that target and preventing the target from being affected by the sound again for the duration of the spell. If a target takes damage from you or a creature friendly to you, it is no longer under the effects of this spell. Creatures that can’t be charmed are immune to this spell.
AVOID GRIEVOUS INJURY 1st-level divination Casting Time: 1 reaction, which you take when you are struck by a critical hit Range: Self Components: V, S Duration: Instantaneous You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.
(Soren) The Captain replies. "It's been at least six weeks since I took them to the island. When I dropped them off, the one called, Meira told me to pick them up in 3 days. When I returned there was nobody there waiting for me. Now I'm not a very patient man, but they had paid me a handsome fee, so I decided to wait a few hours. That's when I heard it. A laugh. No... more like a cackle, that made my blood colder than the strait's water in high winter. I got away from that place as fast as I could." The captain hangs his head in shame, a tear running down his cheek. " I ran like a Southlander runs from the sound of thunder, I admit that and I ain't proud of it." He reaches out and lays a callused hand on your shoulder. Now I've been around enough of you adventuring folk to know that once you set your mind to something the god be dammed." He squeezes your shoulder. "Something unnatural is on that island, something that probably killed them. Something that most likely will kill all of you."
Soren thinks seriously about the captain's confession.
"Fight or flight is a strong instinct across nature, captain. But I sense you have courage despite your self-admonishment. You are a true northlander. I will make you this wager. You wait for us. If you must leave, come back again and look. You are betting on us. When we return safely, I will give you your winnings of 10 gold pieces. But if we never return, you lose and promise to properly bury 10 silver pieces separately with honor in the wilderness, one for each of the six of us, and one for each of the four adventurers who came before. On your honor as a northman. That's ten to one odds you're getting - and I personally like your chances of winning."
Garmuk not scared, dead adventurers did not have Garmuk axe to kill things for them... Garmuk bored... Anyone want wrestle winner gets honor of first ashore?
Thredash smiles at his pal - the honour is yours Garmuk - and picks his friend up heaving him into the near the bow, and then follows with both their packs...
Gathering your gear, you make the trek to the location of the door. Sure enough, you discover a stone door set into the side of a small bluff overlooking the sea,
A silver cup is fitted into the center of the door with a small inscription carved above it. A gull watches you from a nearby perch; its eyes reflect the dull gray waters. The inscription reads: Give to receive. Make A DC 10 Wisdom (Perception) Check.
On to the next Adventure!
The family of a fellow adventurer has contacted you and explained that the adventurer and her companions are weeks overdue for their return from their quest. Making some inquiries around town leads you to the captain whose boat they charted to take them to their destination. Now you listen as he tells you what he knows.
True, I was hired to sail them past the Witch’s Teeth. Four adventurers
looking to earn a name; who was I to throw vinegar on their fancies? I
took ’em within a rowboat’s jaunt of the place to the door on the rock. I
know as much of the place as any sailor—nothing. The man who built
that door and its innards was known as Pallon the Pious, a pirate of
some renown. Given his actions in life, I don’t know how he made right
with any god when he died. The adventurers? Well, I imagine you four
want me to take you out. Perhaps you’ll find your answer there…
Soren enjoys the bracing wind coming off the water and looks to see if he can spot any marine life.
"Thank you for ferrying us out to this door on the rock. How long ago did you take the previous four adventurers there? And how long ago did Pallon the Pious build it?"
(OOC: @Larren12, I think Ursa had an unresolved downtime activity - looking for magic items. see post 422 and post 446.)
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
You notice that within a day Thom has himself pulled back together, same old tight ass self. Judging everyone's actions from his high horse. Even while on the ship he manages to keep himself clean cut and pressed.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
(Ursa)
BLEATING CALL
2nd-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: S, M (a bit of fur or hair from a young
beast or humanoid)
Duration: 1 minute
You create a sound on a point within range. The sound’s
volume can range from a whisper to a scream, and it can
be any sound you choose. The sound continues unabated
throughout the duration, or you can make discrete sounds
at different times before the spell ends.
Each creature that starts its turn within 30 feet of
the sound and can hear it must make a Wisdom saving
throw. On a failed save, the target must take the Dash
or Disengage action and move toward the sound by the
safest available route on each of its turns. When it arrives
to the source of the sound, the target must use its action
to examine the sound. Once it has examined the sound,
the target determines the sound is illusory and can no
longer hear it, ending the spell’s effects on that target and
preventing the target from being affected by the sound
again for the duration of the spell. If a target takes damage
from you or a creature friendly to you, it is no longer under
the effects of this spell.
Creatures that can’t be charmed are immune to this spell.
AVOID GRIEVOUS INJURY
1st-level divination
Casting Time: 1 reaction, which you take when you are
struck by a critical hit
Range: Self
Components: V, S
Duration: Instantaneous
You cast this spell when a foe strikes you with a critical hit
but before damage dice are rolled. The critical hit against
you becomes a normal hit.
(Soren) The Captain replies. "It's been at least six weeks since I took them to the island. When I dropped them off, the one called, Meira told me to pick them up in 3 days. When I returned there was nobody there waiting for me. Now I'm not a very patient man, but they had paid me a handsome fee, so I decided to wait a few hours. That's when I heard it. A laugh. No... more like a cackle, that made my blood colder than the strait's water in high winter. I got away from that place as fast as I could." The captain hangs his head in shame, a tear running down his cheek. " I ran like a Southlander runs from the sound of thunder, I admit that and I ain't proud of it." He reaches out and lays a callused hand on your shoulder. Now I've been around enough of you adventuring folk to know that once you set your mind to something the god be dammed." He squeezes your shoulder. "Something unnatural is on that island, something that probably killed them. Something that most likely will kill all of you."
No stain on your honour, Captain. We will find out what is going on...come hell or high water...
Brix pushes back from his third time at the rail while wiping the spittle from his face.
"Seems aquatic travel does not suit me. I better find some good brewing ingredients on this island." He grumbles.
**This Space for Rent**
Soren thinks seriously about the captain's confession.
"Fight or flight is a strong instinct across nature, captain. But I sense you have courage despite your self-admonishment. You are a true northlander. I will make you this wager. You wait for us. If you must leave, come back again and look. You are betting on us. When we return safely, I will give you your winnings of 10 gold pieces. But if we never return, you lose and promise to properly bury 10 silver pieces separately with honor in the wilderness, one for each of the six of us, and one for each of the four adventurers who came before. On your honor as a northman. That's ten to one odds you're getting - and I personally like your chances of winning."
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
Garmuk not scared, dead adventurers did not have Garmuk axe to kill things for them... Garmuk bored... Anyone want wrestle winner gets honor of first ashore?
Thredash smiles at his pal - the honour is yours Garmuk - and picks his friend up heaving him into the near the bow, and then follows with both their packs...
Grapple 12
Laughing as Garmuk his the floor taking both packs square in the face and chest.
Garmuk gets up and locks arms with the much larger orc.
Grapple: 6
Ooc: the dice have spoken wow nat 1 I think Garmuk should fall overboard on that lol.
Gathering your gear, you make the trek to the location of the door. Sure enough, you discover a stone door set into the side of a small bluff overlooking the sea,
A silver cup is fitted into the center of the door with a small inscription
carved above it. A gull watches you from a nearby perch; its eyes reflect
the dull gray waters.
The inscription reads: Give to receive. Make A DC 10 Wisdom (Perception) Check.
Brix steps up to read the inscription hoping his arcane knowledge might give him advantage. (Does it?)
21
**This Space for Rent**
13
Thom looks and thinks somewhat deeper than he normally would.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Smiling at the antics of his half-orc friends, Soren reaches out to the spirits of the water for Guidance.
Perception + Guidance: 7 + 3
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
Inside the cup are flakes of dried blood.
Let's start with water...If that does not work I will give blood...
Thredash pours some water from his waterskin into the silver cup, and then draws out a dart so as to poke himself with it should that be necessary
Bird looking at Garmuk weird. Kill bird offer as sacrifice?
Garmuk pulls out a javelin waiting for a response.
(Thredash) The water has no effect.