Cob lets out a sigh of relief once they get moving.
He stores the journal in his pouch for safekeeping for now and then takes out his fiddle and plays a lively tune (Performance 16+7 = 23) to try and cheer the children up (and maybe the crew that just lost there ship too).
While he does he says to the group "I suppose finding some Rangers would be a good first step once we get off of this boat."
"Good plan, Cob. I wonder if there is a way to signal that to shore so they meet us? We don't know who else might be waiting otherwise", Drexon replies weakly.
If he hears Senni offer healing, he will raise his hand. "Over here. I took a lightning surge to the face. And the rest of me too in truth", he adds with a little chuckle, before groaning and holding his head.
McGee has some healing he could provide anyone who needed, if consumables wanted to be saved. He would focus on the children first, of course, then the group he came with before he considered using his magics to heal any of the other crew... He has three level 1 Healing Word available (1d4+4 each) and two level 2 available (2d4+4).
Senni's healing is not real potions of healing. It is artificer ones that can be created using a spell slot and last until the next long rest so consumables are no issue here. (he also has cure wounds and healing word for combat situations, however the potion is greater healing so when action economy isn't important it is better)
Drexon would be grateful for one of those healing words McGee. Just a level 1 for now to get him into double figures, please.
((Done!))
"Buck up, man! The kids are saved, the day is won! Take a moment and get yourself together and stop bleeding all over the place, eh?" McGee calls out to Drexon, effective casting Healing Word upon him. (Oh, rolled a 4 so 8 pts of Healing...)
Drexon breathes in deeply, happy that it does not cause him pain as he does so any more.
"Thank you. And not just for healing me, for having our back. It was noble of you. All of you", he says to McGee, and extending the thanks out to Senni and Seraphis. "When we started this mission, there were five of us. Amber made six. So much has been lost, but you are right, we should savour this moment a little even as we mourn those losses".
Cob nods his thanks to Senni as he's too busy consuming the elixir to voice his thanks (13)
"I've not idea how to get word to the Rangers," Cob says before looking around for the Captain. "How do you signal you're in trouble? Can you run those flags up? Ask for help?"
As Cob plays his music, Amber chimes in with a surprisingly ethereal hum as she helps treat the injured crew members. The people who hear her seem a little bit calmer and feel just a tiny bit better.
{{Amber will give a 1d6 healing to 2 people with her ability. Both of these people will also gain 1 temporary hp.}}
"The sinking ship will still be visible from the port," Lorgar replies. "They will know that something happened. The question now is whether you want to hide the children or not to avoid more unsavoury people. We can hide them below the deck. The chaos that the sinking will cause will make it easier for us to 'smuggle' the children safely back to wherever they came from."
Drexon will not take Amber's healing unless no other steps forward as being in need.
"Perhaps we can do both. Keep the children in plain sight, but hidden", he says, looking over at them to judge their size and whether they could be disguised as sailors at all.
Looking at the children, three of them are visibly in their teenage years. The oldest is a girl named Maria, who is about 14 years old. Her two brothers, Liam and Owen, appear to be also nearing their teenage years, around 11-12 years old. The three of them are the only siblings among the children. The rest of the children are of varying ages, with the littlest one being 5 years old and the oldest being 9 years old.
"The older three can dress up as deckhands," the first mate of the sunken Cobalt Restitution said. "We brought a couple of clothing trunks on board when we evacuated so the other crews can start over easier with some luggage with them. Not much but most of them should still be clean."
Cob looks at the group of kids then smiles when the first mate mentions clean.
"Maybe we mess up the younger ones a bit, use some dirt to make it look like they've got stubble and that they're a bunch of halflings and gnomes." Cob suggests then thinks for a bit longer. "Or I could just cover them all in darkness and we walk out as a group in the dark."
McGee asks just how much the kids need to be hidden in the first place. There's a sinking ship and that should take most people's focus off them unless they are somehow being accused of being involved. If they are accused, the captain and his crew will be the focus, not any random passengers aboard or people they may have rescued.
"In my experience the masses aren't going to pay much attention to anyone not drawing attention to themselves..." McGee notes. "As for the authorities, they do like to stick their nose in where it doesn't belong... But if they show up I am sure a distraction can be created to draw their attention far away from this ship and it's passengers." With that McGee gives Cob and the others a wink and a nod to assure them he has some shenanigans up his sleeve if need be...
((If need be, McGee has an arsenal of distractions at his disposal - His natural ways with words and performance skills, of course, but also four spell slots which could be used for Charm Person and/or Suggestion to redirect the attention of individuals. If a bigger scene is needed he could get creative with his Prestidigitation and his Instrument of Illusions to create a larger distraction... Spectral Ghosts of the crew of the sinking ship, perhaps...))
"The children were identified as passengers on the other ship. If they are not with us, the authorities will expect them to be stuck and might spend resources trying to rescue them that are better spent elsewhere. The unsavoury people will find out sooner or later that their children are not arriving, and will probably take other children whether or not these ones are seen. Our best bet is to take these children to someone trustworthy to take back to their parents, and then make our way to where those children were headed. I truly believe that if we don't deal with this at the source, it will keep happening."
Seraphis just remains quiet as they escort the children and his companions chat. He is merely a sword for now unsure what his place in this group was as of right now. As they talk and suggest a plan he just nods at stopping the beast at it's head "Whatever you all decide, you have my sword. I could send word to house Clarent and see if they couldn't help with the children."
Drexon looks around at the crew of the Cobalt Restitution, at Lorgar and then at McGee, Senni and Seraphis.
"I cannot say too much at the moment, but know that those responsible have a wide reach. They will be watching, even though they might not intervene. The harbour security and city guard might not be as safe as you might imagine either. You four chose to help the children, when you didn't have to get involved", he says looking at Lorgar, McGee, Senni and Seraphis. "You have earned some trust. Beyond Cob and Amber, there is no-one else in this city that has earned that".
"Cob and myself already have a target on our backs, it might be wise for us to lead those responsible away, whilst the children are delivered home", he says, and looks at Amber. "You said you would see this through, that you would get the children home. Will you still honour that? Perhaps with help from House Clarent", he asks, motioning to Seraphis at the last after their offer. "I trust Lady Zelena", he adds.
Turning to Cob, "I hope I am not speaking out of turn".
Cob looks seriously at Drexon for a long moment with no expression on his face.
Eventually he cracks a smile and a spectral mage hand claps Drexon on the back.
”They’ve tried killing us a few times already and failed. We’re invincible. As long as the people we trust are taking these kids home, paint as big a target on our backs as you like.” Cob says but then looks at the others. “Just keep those swords and spells nearby.”
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Cob lets out a sigh of relief once they get moving.
He stores the journal in his pouch for safekeeping for now and then takes out his fiddle and plays a lively tune (Performance 16+7 = 23) to try and cheer the children up (and maybe the crew that just lost there ship too).
While he does he says to the group "I suppose finding some Rangers would be a good first step once we get off of this boat."
If anyone needs healing, Senni can quickly brew some healing potions (2d4+5 healing, but will take a spell slot so limited)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
"Good plan, Cob. I wonder if there is a way to signal that to shore so they meet us? We don't know who else might be waiting otherwise", Drexon replies weakly.
If he hears Senni offer healing, he will raise his hand. "Over here. I took a lightning surge to the face. And the rest of me too in truth", he adds with a little chuckle, before groaning and holding his head.
Healing: 1+1+5=7
(one more available after that)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Cob will take the healing potion offered if no one else needs it. The lightning almost did him in too.
McGee has some healing he could provide anyone who needed, if consumables wanted to be saved. He would focus on the children first, of course, then the group he came with before he considered using his magics to heal any of the other crew... He has three level 1 Healing Word available (1d4+4 each) and two level 2 available (2d4+4).
Senni's healing is not real potions of healing. It is artificer ones that can be created using a spell slot and last until the next long rest so consumables are no issue here. (he also has cure wounds and healing word for combat situations, however the potion is greater healing so when action economy isn't important it is better)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Drexon would be grateful for one of those healing words McGee. Just a level 1 for now to get him into double figures, please.
((Done!))
"Buck up, man! The kids are saved, the day is won! Take a moment and get yourself together and stop bleeding all over the place, eh?" McGee calls out to Drexon, effective casting Healing Word upon him. (Oh, rolled a 4 so 8 pts of Healing...)
Drexon breathes in deeply, happy that it does not cause him pain as he does so any more.
"Thank you. And not just for healing me, for having our back. It was noble of you. All of you", he says to McGee, and extending the thanks out to Senni and Seraphis. "When we started this mission, there were five of us. Amber made six. So much has been lost, but you are right, we should savour this moment a little even as we mourn those losses".
Cob nods his thanks to Senni as he's too busy consuming the elixir to voice his thanks (13)
"I've not idea how to get word to the Rangers," Cob says before looking around for the Captain. "How do you signal you're in trouble? Can you run those flags up? Ask for help?"
As Cob plays his music, Amber chimes in with a surprisingly ethereal hum as she helps treat the injured crew members. The people who hear her seem a little bit calmer and feel just a tiny bit better.
{{Amber will give a 1d6 healing to 2 people with her ability. Both of these people will also gain 1 temporary hp.}}
"The sinking ship will still be visible from the port," Lorgar replies. "They will know that something happened. The question now is whether you want to hide the children or not to avoid more unsavoury people. We can hide them below the deck. The chaos that the sinking will cause will make it easier for us to 'smuggle' the children safely back to wherever they came from."
Drexon will not take Amber's healing unless no other steps forward as being in need.
"Perhaps we can do both. Keep the children in plain sight, but hidden", he says, looking over at them to judge their size and whether they could be disguised as sailors at all.
Looking at the children, three of them are visibly in their teenage years. The oldest is a girl named Maria, who is about 14 years old. Her two brothers, Liam and Owen, appear to be also nearing their teenage years, around 11-12 years old. The three of them are the only siblings among the children. The rest of the children are of varying ages, with the littlest one being 5 years old and the oldest being 9 years old.
"The older three can dress up as deckhands," the first mate of the sunken Cobalt Restitution said. "We brought a couple of clothing trunks on board when we evacuated so the other crews can start over easier with some luggage with them. Not much but most of them should still be clean."
Cob looks at the group of kids then smiles when the first mate mentions clean.
"Maybe we mess up the younger ones a bit, use some dirt to make it look like they've got stubble and that they're a bunch of halflings and gnomes." Cob suggests then thinks for a bit longer. "Or I could just cover them all in darkness and we walk out as a group in the dark."
McGee asks just how much the kids need to be hidden in the first place. There's a sinking ship and that should take most people's focus off them unless they are somehow being accused of being involved. If they are accused, the captain and his crew will be the focus, not any random passengers aboard or people they may have rescued.
"In my experience the masses aren't going to pay much attention to anyone not drawing attention to themselves..." McGee notes. "As for the authorities, they do like to stick their nose in where it doesn't belong... But if they show up I am sure a distraction can be created to draw their attention far away from this ship and it's passengers." With that McGee gives Cob and the others a wink and a nod to assure them he has some shenanigans up his sleeve if need be...
((If need be, McGee has an arsenal of distractions at his disposal - His natural ways with words and performance skills, of course, but also four spell slots which could be used for Charm Person and/or Suggestion to redirect the attention of individuals. If a bigger scene is needed he could get creative with his Prestidigitation and his Instrument of Illusions to create a larger distraction... Spectral Ghosts of the crew of the sinking ship, perhaps...))
"The children were identified as passengers on the other ship. If they are not with us, the authorities will expect them to be stuck and might spend resources trying to rescue them that are better spent elsewhere. The unsavoury people will find out sooner or later that their children are not arriving, and will probably take other children whether or not these ones are seen. Our best bet is to take these children to someone trustworthy to take back to their parents, and then make our way to where those children were headed. I truly believe that if we don't deal with this at the source, it will keep happening."
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Seraphis just remains quiet as they escort the children and his companions chat. He is merely a sword for now unsure what his place in this group was as of right now. As they talk and suggest a plan he just nods at stopping the beast at it's head "Whatever you all decide, you have my sword. I could send word to house Clarent and see if they couldn't help with the children."
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Drexon looks around at the crew of the Cobalt Restitution, at Lorgar and then at McGee, Senni and Seraphis.
"I cannot say too much at the moment, but know that those responsible have a wide reach. They will be watching, even though they might not intervene. The harbour security and city guard might not be as safe as you might imagine either. You four chose to help the children, when you didn't have to get involved", he says looking at Lorgar, McGee, Senni and Seraphis. "You have earned some trust. Beyond Cob and Amber, there is no-one else in this city that has earned that".
"Cob and myself already have a target on our backs, it might be wise for us to lead those responsible away, whilst the children are delivered home", he says, and looks at Amber. "You said you would see this through, that you would get the children home. Will you still honour that? Perhaps with help from House Clarent", he asks, motioning to Seraphis at the last after their offer. "I trust Lady Zelena", he adds.
Turning to Cob, "I hope I am not speaking out of turn".
Cob looks seriously at Drexon for a long moment with no expression on his face.
Eventually he cracks a smile and a spectral mage hand claps Drexon on the back.
”They’ve tried killing us a few times already and failed. We’re invincible. As long as the people we trust are taking these kids home, paint as big a target on our backs as you like.” Cob says but then looks at the others. “Just keep those swords and spells nearby.”