This post has potentially manipulated dice roll results.
With hungry desperation, the ghoul lashes out, its teeth gnashing. Then he bears down upon the Euryterid corpse, biting a chunk of flesh of it for healing : ((If it paralyzes Fop, he will change target to Thune))
Fop launches a deadly aimed strike at the ghoul, who dodges out of the way, but Fop takes advantage of the opening to jab his dagger in the ghouls head, after which the ghoul falls, remaining still.
Rollback Post to RevisionRollBack
Coriana - Company of the Grey Chain Wagner - Dragon Heist: Bards. DM - The Old Keep
As the last remnants of the caravan hurry to get the wagons through the ruined gates, a sense of urgency and relief fills the air. The adventurers, guards, and passengers work together, assisting each other to ensure the safety of everyone within the caravan. The ghouls have been dispatched, and the threat has been quelled, but the memory of the harrowing encounter lingers in the minds of those who have survived.
Narrakas, still recovering from the effects of the ghoul's poison, rides in the cart where he was paralyzed, unable to fully participate in the final efforts to reach the Weeping Willow Inn. His companions, understanding his ordeal, ensure that he is brought safely to the inn, where he finally fully recovers his movement.
As the caravan arrives at the Weeping Willow Inn, the weary travelers are met with a sight that brings hope and relief. The inn stands as a beacon of warmth and refuge amidst the eerie and haunting surroundings of the Mere of Dead Men. The inn's structure is a combination of wood and stone, with a thatched roof that slopes gently down, providing a charming and rustic appearance.
The inn's exterior is adorned with hanging lanterns, their soft glow welcoming the travelers as they approach. The lanterns cast a warm light upon the weathered wooden sign that proudly bears the image of a willow tree shedding tears. The name "The Weeping Willow Inn" is inscribed beneath the image in elegant script.
Around the inn, a small courtyard is dotted with colorful flowers and well-kept bushes, adding a touch of serenity to the otherwise desolate landscape of the Mere. The sound of running water can be heard from a nearby fountain, offering a soothing melody to the tired ears of the travelers.
However, as the adventurers and caravan members step inside, they are greeted by a haunting sight—the inn appears mostly empty. The distressed looks on the faces of those who arrived before them speak of recent troubles. There seems to be but a single person running the establishment—the owner, Jorik.
The inn's interior, though cozy, lacks the lively chatter and warmth that one would expect from such a place. The flickering glow of the fireplace casts long shadows across the dimly lit room, emphasizing the emptiness around them. Tables and chairs sit unoccupied, a stark contrast to the bustling atmosphere that would normally fill an inn on a busy night.
Jorik, the inn's owner, stands behind the bar, his face etched with concern. He greets the new arrivals with a solemn nod, acknowledging the hardships they must have faced on their journey. There is weariness in his eyes, a reflection of the struggles he has likely encountered trying to manage the inn alone during these troubled times.
The aroma of food still lingers in the air, hinting at a meager meal that may have been prepared for those who arrived earlier. Jorik seems to have done his best to provide for his guests, but the scarcity of patrons and resources is evident.
As the last of the caravan members enter the Weeping Willow Inn, Lady Othmor's eyes quickly scan the room, searching for the familiar figure of Lord Foppington. Upon spotting him, she lets out a sigh of relief and rises gracefully from her seat, making her way over to him.
"Lord Foppington, I am glad to see that you have made it through safely," Lady Othmor says with genuine concern in her voice. "It was a perilous journey, and I feared for your safety amidst those ghastly ghouls."
Her eyes then shift to the other adventurers and guards who have arrived, her expression softening with empathy. "And to all of you brave souls, I express my utmost gratitude for standing together against the horrors we faced on the road. It was a harrowing ordeal, but we have arrived at the inn, and that, in itself, is a small victory."
Despite Lady Othmor's kind words and genuine concern, the guards seem to find little comfort in her reassurances. Their faces, usually adorned with stoic expressions, now reveal subtle signs of unease and weariness. Though they respect and appreciate Lady Othmor's noble demeanor, they cannot easily shake off the weight of the recent harrowing encounter with the ghouls. As she speaks, the guards shift their glances uneasily, exchanging knowing looks with one another.
Once Narrakas regained the power to walk under his own feet, the goblin is all grumbles and curses and darkly muttered promises of vengeance against the soul of the ghouls one day. There's also a half-hearted attempt at a thanks to whoever happened to carry him, but not without a snide sounding remark soon following it in goblin as he trundled along with the others into the inn proper. Unsurprised by the lack of residents given the warm welcome of the local "fauna", Narrakas simply beelines it for the bar and slaps a few nibs(coppers) on the counter.
"Drink. Stiff one." He boldly requests, before a short attention has him look back on the scene playing out with the Lord and Lady. At the end the Lady's speech, Narrakas snorts and says, "Oi! Stiff up those backs, longshanks tinder heads! Small victory is good victory. Especially if you stay among living after." He lets out a raspy chuckle. "So stop shifting about like ya shat ya pants 'n try'na hide it. Make bloody merry and celebrate already! 'cause ya lived! Ya survived! And ya prove'n yerself better than the dumb shites that couldn't handle a little walk. Unlike you all, eh?!"He adds, encouraging the guards in his own crass way. Though if any of them are "still" sluggish to show spirit, he's demeanor would shift towards a more intimidating posture... our as much as he could without pulling down the scarf and bearing razor sharp teeth at the group.
“umm, yes. We should count our blessings. i was impressed with the skills and courage this group displayed. What has befallen this place?” Eldon looks at the innkeep.
Jorik pours Narrakas a few shots of Fireseed. He wipes the bar and takes Narrakas' copper to the till.
Responding to Eldon's inquiry, Jorik looks around at the sudden influx of guests and shrugs, "Looks like you people made it through the Mere and are in need of rest, am I right?" Then, after a beat he says "Oh! You were referring to before you lot arrived. Well, I've only been owner here for a short while, but I guess you could say were not exactly a 'tourist destination'."
Having planned to stop at the Weeping Willow, part of the arrangements of the caravan had included a stay at the inn. Thus, Master Garret now steps forward and makes the sleeping arrangements for all. The adventurers find themselves allotted bunks in a shared room. Breakfast will be early, and the caravan will head out at first light to make the most of the daylight hours to get out of the Mere and to their destination of Saltmarsh.
With the promise of booze well within his reach, Narrakas promptly abandons further attempts at encouraging the other guards to instead quickly down his first , before then letting out a satisfied sigh of relief. "Narrakas approved."He mutters, grinning from ear to ear and not seeming to mind more of his covering had come undone in the process. As he goes for the second shot glass he twitches and grunts in pain as the reminder of all his various injuries make themselves known again.
Grumbling, he'd take his second shot before unpacking some healing tools, only half listening at first to the announcement about first light. When it does finally register however, he grumbles again, before asking Eldon, "You. Narrakas want know if Dead Heads stay out of town? Or they like wandering in too from time to time?"
(@CF: From what I vaguely recall/been able to look up, PF2E characters don't recover all hp over typical 5e 8 hour long rest? If so, and since Narrakas does have and if asked directly is willing to try and treat the wounds of others, do you want a series of rolls? Or are you fine with handwaving it while within a relatively safe place?)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
(@CF: From what I vaguely recall/been able to look up, PF2E characters don't recover all hp over typical 5e 8 hour long rest? If so, and since Narrakas does have and if asked directly is willing to try and treat the wounds of others, do you want a series of rolls? Or are you fine with handwaving it while within a relatively safe place?)
Correct. There is usually more of a focus on the use of healing support. Hence the medicine skill and things like treat wounds and battle medicine being actually useful.
Official rules:
LONG-TERM REST
You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level.
For faster/fuller healing - If any of you are trained in medicine (I believe only Narrakas is) and have a healers kit (Jorik has one that you can borrow while at the inn), then roll the appropriate medicine check to treat wounds for each person you wish to attempt to heal. (DC 15). If you succeed roll for the amount of healing. You may spend another hour and double the healing for that person. Obviously, healing the party would then take a good portion of the evening.
BUT FIRST
Narrakas Fort Save for alcohol consumed: (rolled on Narrakas' sheet) 15 - the alcohol is pleasing to you and you feel no effects. There is another undrunk shot that you have paid for. (He gave you 3 shots - assuming a 'few' = 3 and each shot costs 1cp)
This post has potentially manipulated dice roll results.
(@CF: Sounds about right! And I've deducted the coin from his sheet.)
(OOC: As I don't know how injured folk are off, I'll handle his healing for the time being. He'd only make the one attempt for the night, since we're expected to get up early/on the off chance others want to be treated as well over the course of an hour.)
With hungry desperation, the ghoul lashes out, its teeth gnashing. Then he bears down upon the Euryterid corpse, biting a chunk of flesh of it for healing : ((If it paralyzes Fop, he will change target to Thune))
Bite attack: 13 Base damage: 4
Bite attack: 21 Base damage: 4
Consume Flesh: Heals 3 hp.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
The ghoul misses Lord Foppington with its first bite, but sinks its teeth into his leg with the second. ((Foppington Fortitude Save DC14))
It then rips a chunk from the dead Eurypterid and its flesh begins to heal.
Next Narrakas ((paralyzed, flat footed)) -> Lord Foppington ((pending Fort save, w/Panache)) -> Guards -> Eldon -> Thune ->
Common Eurypterid-> Ghoul 1((penalty to Will & Perception))->Ghoul 2->Ghoul 3->Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Narraka's End Turn Fort Save: 9.
When you realize you're doing too much: Signature.
Narrakas remains paralyzed - next Fort DC 10
Next Lord Foppington ((pending Fort save, w/Panache)) -> Guards -> Eldon -> Thune ->
Common Eurypterid-> Ghoul 1((penalty to Will & Perception))->Ghoul 2->Ghoul 3-> Narrakas ((paralyzed, flat footed)) ->Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Fort Save DC14 12
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Fop attempts to send the ghoul back to hell.
=> Confident Finisher - To hit 20 Damage: 5 + Precise Strike damage 7 [[On a miss the target takes 1/2 the precise strike damage.]]
=> Bon Mot "Is that all you've got? How bad of a fighter were you when you were alive?" Diplomacy 21
=> Step back a few feet.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
((The 1/2 precise strike damage does it off -- @Charwoman_Gene please describe how Lord Foppington dispatches this last ghoul))
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Fop launches a deadly aimed strike at the ghoul, who dodges out of the way, but Fop takes advantage of the opening to jab his dagger in the ghouls head, after which the ghoul falls, remaining still.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
As the last remnants of the caravan hurry to get the wagons through the ruined gates, a sense of urgency and relief fills the air. The adventurers, guards, and passengers work together, assisting each other to ensure the safety of everyone within the caravan. The ghouls have been dispatched, and the threat has been quelled, but the memory of the harrowing encounter lingers in the minds of those who have survived.
Narrakas, still recovering from the effects of the ghoul's poison, rides in the cart where he was paralyzed, unable to fully participate in the final efforts to reach the Weeping Willow Inn. His companions, understanding his ordeal, ensure that he is brought safely to the inn, where he finally fully recovers his movement.
As the caravan arrives at the Weeping Willow Inn, the weary travelers are met with a sight that brings hope and relief. The inn stands as a beacon of warmth and refuge amidst the eerie and haunting surroundings of the Mere of Dead Men. The inn's structure is a combination of wood and stone, with a thatched roof that slopes gently down, providing a charming and rustic appearance.
The inn's exterior is adorned with hanging lanterns, their soft glow welcoming the travelers as they approach. The lanterns cast a warm light upon the weathered wooden sign that proudly bears the image of a willow tree shedding tears. The name "The Weeping Willow Inn" is inscribed beneath the image in elegant script.
Around the inn, a small courtyard is dotted with colorful flowers and well-kept bushes, adding a touch of serenity to the otherwise desolate landscape of the Mere. The sound of running water can be heard from a nearby fountain, offering a soothing melody to the tired ears of the travelers.
However, as the adventurers and caravan members step inside, they are greeted by a haunting sight—the inn appears mostly empty. The distressed looks on the faces of those who arrived before them speak of recent troubles. There seems to be but a single person running the establishment—the owner, Jorik.
The inn's interior, though cozy, lacks the lively chatter and warmth that one would expect from such a place. The flickering glow of the fireplace casts long shadows across the dimly lit room, emphasizing the emptiness around them. Tables and chairs sit unoccupied, a stark contrast to the bustling atmosphere that would normally fill an inn on a busy night.
Jorik, the inn's owner, stands behind the bar, his face etched with concern. He greets the new arrivals with a solemn nod, acknowledging the hardships they must have faced on their journey. There is weariness in his eyes, a reflection of the struggles he has likely encountered trying to manage the inn alone during these troubled times.
The aroma of food still lingers in the air, hinting at a meager meal that may have been prepared for those who arrived earlier. Jorik seems to have done his best to provide for his guests, but the scarcity of patrons and resources is evident.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
As the last of the caravan members enter the Weeping Willow Inn, Lady Othmor's eyes quickly scan the room, searching for the familiar figure of Lord Foppington. Upon spotting him, she lets out a sigh of relief and rises gracefully from her seat, making her way over to him.
"Lord Foppington, I am glad to see that you have made it through safely," Lady Othmor says with genuine concern in her voice. "It was a perilous journey, and I feared for your safety amidst those ghastly ghouls."
Her eyes then shift to the other adventurers and guards who have arrived, her expression softening with empathy. "And to all of you brave souls, I express my utmost gratitude for standing together against the horrors we faced on the road. It was a harrowing ordeal, but we have arrived at the inn, and that, in itself, is a small victory."
Despite Lady Othmor's kind words and genuine concern, the guards seem to find little comfort in her reassurances. Their faces, usually adorned with stoic expressions, now reveal subtle signs of unease and weariness. Though they respect and appreciate Lady Othmor's noble demeanor, they cannot easily shake off the weight of the recent harrowing encounter with the ghouls. As she speaks, the guards shift their glances uneasily, exchanging knowing looks with one another.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Once Narrakas regained the power to walk under his own feet, the goblin is all grumbles and curses and darkly muttered promises of vengeance against the soul of the ghouls one day. There's also a half-hearted attempt at a thanks to whoever happened to carry him, but not without a snide sounding remark soon following it in goblin as he trundled along with the others into the inn proper. Unsurprised by the lack of residents given the warm welcome of the local "fauna", Narrakas simply beelines it for the bar and slaps a few nibs(coppers) on the counter.
"Drink. Stiff one." He boldly requests, before a short attention has him look back on the scene playing out with the Lord and Lady. At the end the Lady's speech, Narrakas snorts and says, "Oi! Stiff up those backs,
longshankstinder heads! Small victory is good victory. Especially if you stay among living after." He lets out a raspy chuckle. "So stop shifting about like ya shat ya pants 'n try'na hide it. Make bloody merry and celebrate already! 'cause ya lived! Ya survived! And ya prove'n yerself better than the dumb shites that couldn't handle a little walk. Unlike you all, eh?!"He adds, encouraging the guards in his own crass way. Though if any of them are "still" sluggish to show spirit, he's demeanor would shift towards a more intimidating posture... our as much as he could without pulling down the scarf and bearing razor sharp teeth at the group.When you realize you're doing too much: Signature.
“umm, yes. We should count our blessings. i was impressed with the skills and courage this group displayed. What has befallen this place?” Eldon looks at the innkeep.
Jorik pours Narrakas a few shots of Fireseed. He wipes the bar and takes Narrakas' copper to the till.
Responding to Eldon's inquiry, Jorik looks around at the sudden influx of guests and shrugs, "Looks like you people made it through the Mere and are in need of rest, am I right?" Then, after a beat he says "Oh! You were referring to before you lot arrived. Well, I've only been owner here for a short while, but I guess you could say were not exactly a 'tourist destination'."
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
“yes. we need a rest for the night. The mere was- disturbing.” eldon says.
Having planned to stop at the Weeping Willow, part of the arrangements of the caravan had included a stay at the inn. Thus, Master Garret now steps forward and makes the sleeping arrangements for all. The adventurers find themselves allotted bunks in a shared room. Breakfast will be early, and the caravan will head out at first light to make the most of the daylight hours to get out of the Mere and to their destination of Saltmarsh.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Lord Foppington spends a laborious amount of time cleaning his equipment and clothing from the swamp muck.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
With the promise of booze well within his reach, Narrakas promptly abandons further attempts at encouraging the other guards to instead quickly down his first , before then letting out a satisfied sigh of relief. "Narrakas approved." He mutters, grinning from ear to ear and not seeming to mind more of his covering had come undone in the process. As he goes for the second shot glass he twitches and grunts in pain as the reminder of all his various injuries make themselves known again.
Grumbling, he'd take his second shot before unpacking some healing tools, only half listening at first to the announcement about first light. When it does finally register however, he grumbles again, before asking Eldon, "You. Narrakas want know if Dead Heads stay out of town? Or they like wandering in too from time to time?"
(@CF: From what I vaguely recall/been able to look up, PF2E characters don't recover all hp over typical 5e 8 hour long rest? If so, and since Narrakas does have and if asked directly is willing to try and treat the wounds of others, do you want a series of rolls? Or are you fine with handwaving it while within a relatively safe place?)
When you realize you're doing too much: Signature.
Correct. There is usually more of a focus on the use of healing support. Hence the medicine skill and things like treat wounds and battle medicine being actually useful.
Official rules:
LONG-TERM REST
You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level.
For faster/fuller healing - If any of you are trained in medicine (I believe only Narrakas is) and have a healers kit (Jorik has one that you can borrow while at the inn), then roll the appropriate medicine check to treat wounds for each person you wish to attempt to heal. (DC 15). If you succeed roll for the amount of healing. You may spend another hour and double the healing for that person. Obviously, healing the party would then take a good portion of the evening.
BUT FIRST
Narrakas Fort Save for alcohol consumed: (rolled on Narrakas' sheet) 15 - the alcohol is pleasing to you and you feel no effects. There is another undrunk shot that you have paid for. (He gave you 3 shots - assuming a 'few' = 3 and each shot costs 1cp)
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
(@CF: Sounds about right! And I've deducted the coin from his sheet.)
(OOC: As I don't know how injured folk are off, I'll handle his healing for the time being. He'd only make the one attempt for the night, since we're expected to get up early/on the off chance others want to be treated as well over the course of an hour.)
Narrakas Self Care(DC 15): 12.
When you realize you're doing too much: Signature.
Foppington looks fairly beaten up from the ghouls, about 1/2 hp.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep