With the chest now disarmed and secured within Raist's extradimensional mansion,Utar focuses his attention on another high priority: rest and relaxation (and food!). The elf wonders if Doozey is going to partake, but Neya lets him know that the halfling has chosen to stay outside.
Outside, Doozey finishes his solo-camp preparations and gets as comfortable as he will get this night. Biscuit is tasked with staying awake for the next six hours and seems up to it. Well into the night, past the time Doozey has fallen asleep, Biscuit gets bored in his solitude. The noises coming from the Gray Patriots' camp, who are amidst their own exit preparations, soon fade to become part of the background noise that Biscuit gets used to during his watch. When a couple of the highwaymen from the neighboring camp show up to do their own investigation of the kobold camp, the low noises they make go unnoticed by the mastiff (and the sleeping oxen for that matter).
When Doozey is licked awake by his mastiff brother to begin his watch, the ranger notices two things right away. First, the pile of ash that remains in the embers of the funeral pyre have been searched through. Second, the Gray Patriots have left their camp, likely sometime during Biscuit's watch. Their ship is no longer moored to the cave entrance at sea-level, their tents have been folded up, stowed away, and transported out of the cliff area along with whatever secrets they might have housed.
About halfway into Doozey's watch, the rest of CRAP walks out of Raist's extradimensional mansion, fully rested (having to rest for only 8 hours while Biscuit is still halfway through his own rest.) At this point, Doozey is also considered fully rested (past 8 hours of sleep/watch out of the 12 hours carved for it.) Over the next 3 to 4 hours, the group can go on with their planning or whatever you may choose to do, but keep in mind that Biscuit stills needs to sleep for that time if you want him to benefit from a long rest. If you choose to interrupt Biscuit's long rest in a way that he doesn't get to complete one, I'll need a CON saving throw for him against exhaustion.
-> Raist, Neya, Utar, and Doozey may complete a long rest. Biscuit cannot.
(OOC: Exploring and investigating the King's Pyre marks the end of ACT III - KING'S PYRE. You can each add 6,600 XP to your character sheets. Notice that the XP accounting is a bit behind where you currently are in the adventure, as the fight against the orcish warband is part of the next act, that is, the one you are currently in. We'll be all caught up by the time this episode ends. Be sure to check the OOC channel for details.)
Utar sets the dragon chest down on the ground some distance away from where Biscuit is sleeping, not wanting to wake the sleep mastiff.
Gesturing the other members of CRAP over, Utar whispers that they might want to open the chest and make final preparations to take the oxen and cart back to Phlan. "One final point, do we want to go through the caves and do we want to give the Grey Patriots camp a once over?"
Though it took a moment longer than it should've to fully register the chest, Doozey has a small array of emotions flit across his faces before seemingly settling on grudging understanding in a reluctant nod. "Sure, we can do the thing -- but inside, if'n ya don't mind? Secondly, well, I second the idea of checking out the other camp. Would be only fair seeing as some of them at least came snooping around the pyre. Though, I doubt we'll find much if Sandy as his crew are as prepared to play guerrilla warfare as he claims.... But, if I can at least find something with their scent, I can maybe track'em down later."
He frowns as he looks out to the waters. "Though, that too may be easier said than done." He sighs, before then scanning the immediate area.
Upon sensing no credible threat that could disturb Biscuit's rest, the halfling once more looks to the others and said, "I'll leave ya'll to deal with that and get a jump start in searching their campsite. But if anything, weird happens do give me a holler."Doozey lingers if but for a few responses, then departs for the Grey Patriots former campsite outside unless bade to do otherwise.
CRAP reunites outside and begins to plan next steps. These include: 1) Opening Jeralla's disarmed treasure chest; 2) Do a once-over in the caverns; 3) Prepare the wagon and the oxen from the trip back to Phlan; 4) Check if the Gray Patriots left anything behind in their camp.
(OOC: Let me start with item 1 in the list above. Then, please provide more details on how you'd like to go about the other three items. Regarding item 4, I am seeking some clarification in the OOC channel.)
Despite bringing Jeralla's treasure chest back outside, Utar is asked to move it back into Raist's extradimensional mansion, so it can be opened there as a added security layer. Assuming Utar agrees with the suggestion, he goes back inside and begins to go over the spoils.
JERALLA'S TREASURE HOARD
- 230 platinum pieces; - 800gp in other loose coins; - 20 gold bars (each weighs 5lbs and is worth 250gp; total value = 5,000gp); - 40 silver trade bars bearing the mint mark of Baldur’s Gate (each weighs 1lbs and is worth 5gp; total value = 200gp total); - A pale blue with green and golden mottling opal (worth 1,000gp); - A jade dragon statuette (worth 100gp); - A set of jeweled finger-gauntlets (100gp); - A copper locket containing a painting of a halfling child (5gp); - 32 bottles of fine wine (each weighs 2lbs and is worth 10gp; total value = 320gp); - A 20-foot loop of iron chain (this item is not magical, weighs 20lbs, and is worth 10gp); - A belt with two handaxes (these items are not magical, collectively weigh 4lbs and is worth 10gp); - A set of enchanted oil paints (this item is magical and must be identified or studied for an hour before use);
In addition to the chest's contents, the group would have had the chance to identify a couple of their newest magical acquisitions overnight, through study and experimentation: - The dragon helm functions as a Helm of Telepathy. - Shieldbiter's blade is a Sword of Wounding
Neya perks up in realization, "We should make sure the horses are safe as well. In the chaos of the night, I only now remember that we had rented their services."
Under the presumption Raist would stay behind to at least initially aid Utar in catalogue whatever lay in the chest, Doozey leaves behind the helmet and greatsword(?) once worn or held by the orcs before truly readying to partways to get a leg on other activities. But when Neya brings up the horses...
"That... is a fair point. Uhmm... Ya know what, I can go with you there first, and if all goes well, we can bring'em down. In fact while we're at it-..."He pauses, looks asckance and scratching the side of a cheek, and then solemnly nodded. "I was gonna say we can recover that other body as well, but... I think we should save that for when we're ready to party from King's Pyre altogether. 'cause the less we have to move it, the more -- hopefully, the more we can keep things intact, ya know?"
Utar acquiesces to toting the chest around a little more. He is suitably impressed when the chest is opened and gives a little whistle when the riches inside are revealed.
When Neya mentions the horses, Utar slaps his own forehead, incredulous that once again he's rented a beast of burden only to completely forget about it. "Idiot! I fogot all about thse horses. Should two of us retrieve them while the others continue our search?"
(OOC - Is the dragon helm the one that the Harper mentioned? Also, did we get anything on Raist's wheezing? Happy to narritively leave it to the ride back to Phlan.)
"What? No, Raist, we don't have to take'm through all that. There's literally a winding path over there and is probably how they got the wagon down in the first place." Doozey is quick to correct, before then shaking his head as he looked to the others. "Anyhow, if'n yer volunteering as well, Utar, you can take my place then on getting the horses. Whoever has the bag aughta pass it to Raist in the meantime so he can load up whatever was in that chest if ya'll ain't done that yet, and we'll sort out what to do with it all once we're back in Phlan. Alright? In the meantime, uhh...."
Doozey pauses again, if only to again scan the general area and consider next steps. "I was gonna go into the cave ahead of everyone, but that can wait 'till you lot get back. So, I guess in the meantime, I'll get the oxen ready so we can leave as soon as we're done with everything. Before I deal with them though..." Doozey takes out a familiar thin strip of white cloth, wraps it about a hand, and with it held close to his chest wove a charm in Sylvan to once more bolster the vitality of his allies.
-Casting (3rd level)Aid on Neya, Utar, and Raist, granting 10 max hp and healing the same amount.
With that done, Doozey adds: "There. Just in case there's any nasty surprises. Now don't cha'll play around up there forever. The longer we linger here, the greater the odds Jeralla might actually manage to send something this way to take back what's hers. Long shot, I know, but better safe than sorry." And if there's no other forgotten concerns to deal with, Doozey weaves another charm before heading over to the oxen.
(@MB: No, the helm that the party has collected and identified does not match the description of Sirge's helmet.)
With Jeralla's haul catalogued, the group begins to plan how to give the entire area a once-over. However, Neya interrupts the process by suddenly adding another item to the list: the poor horses had been nearly forgotten! The new item jumps straight to the top of the list and CRAP discusses how to go about it.
Utar agrees with Doozey that two CRAPers should go check on the horses while two others stay downside. Doozey volunteers for the task and looks at the original task-giver, Neya, to serve as the second volunteer. However, it soon sounds like Utar might be interested in going up, so the halfling cedes his spot.
Raist looks around for a way to reach the horses and bring them down (or drive the wagon up) and soon gets his answer from the party's ranger. With a path, a couple of volunteers, and a mission, the last thing they need before going to check on the horses is some extra protection. Doozey aims his spell at Utar and Neya, and lets Raist in on it as well, even if the elf doesn't seem to need much healing at the moment given that his wheezing has seemingly receded for now (as Utar had noticed).
-> Utar, Raist, and Neya all gain 10HPand their max HP increases by that same amount to accommodate this.
It takes some time to get there and verify their condition, but Neya and Utar confirm that their three horses spent the night at the same location where they had been left. All three of them are still tied to their respective trees, the vegetation around them is decisively shorter, and the water they were provisioned with is entirely gone by now. Other than that, they seem to be happy campers. Also, on their way up, the duo spots the place where they left the remains of Gavriel, the cleric of Helm who was an agent of the Order of the Gauntlet and Villonah's colleague.
Down below, Doozey uses this time to look around camp (perception) and confirm that there is no signs of any lingering threats in the area this morning. Small predators and opportunistic scavengers and birds have found their way to the camp, collecting scraps that managed to avoid being completely burnt, but Doozey's experienced senses don't register them as threats. Next on his list: talking to the oxen.
By the time Neya and Utar return with the three horses, Doozey and Raist have finished preparing the wagon and oxen for departure. The beasts have no agenda or plans, and have certainly calmed down overnight. They are willing to do as Doozey requests, especially since he is clearly understood by them due to the spell. You may consider Jeralla's chest and its contents fully loaded back onto the wagon and ready to go, if you'd so like.
(OOC: If you'd like to do a once-over in the caverns, give me a group survival check. If you like to look around the Gray Patriots' campsite, you may roll separate investigation or perception checks for (a) the area around their defunct campfire, (b) the area to the northeast where the isolated tent once was, (c) the camp-level cave, (d) the water-level cave, (e) the area where their ship was moored, and (f) the meeting place on the statue's lap area.)
Utar decides to look over the isolated tent within the Grey Patriot's camp: Perception - 17
(OOC Thank you for the helmet update and a reminder about the Harper Agent's name! I really must make better notes! Also, can Utar take Gavriel's remains down and prepare them for transport back to Phlan and return to his temple? Gentle repose cast as a ritual seems like it would be proper for such an action?)
Despite feelings of self-assurance in the lack of credible threat to either cart or a still resting Biscuit, Doozey remained hesitant to leave either unintended for long. As the others would need his help however, the halfling quietly placed his faith in "Uncle Arvoreen's" watchful gaze and follow after the others.
Once it came time to expand the group's investigations/survey, Doozey focus' his attention first around the meeting place, if but in vain hopes a torn cloth or scales might give him something to track Jerella down by later.
But if there's time, in so far as the party is willing to make time for it, then the halfling would eventually his way to where the ship was moored afterwards search...
(OOC: I'm placing this second check in spoiler in case party has different ideas, or someone beats Doozey to the puch given his priority is the statue search area)
If any time remains, she also looks around where the Grey Pariots were loading their ship. Perhaps in their haste, the may have mistakenly left something.
Perception: 5
(Tactical mid for both: Survival: 10 Perception: 3)
-Biscuit's Watch: 10.
-Doozey's Watch: 31.
(adv for Doozey being from Keen hearing and smell)
When you realize you're doing too much: Signature.
"He has chosen to stay outside. I worry what might be out there, but the opportunity to experience magical lodgings was too much of a draw for me."
Extended Signature
With the chest now disarmed and secured within Raist's extradimensional mansion, Utar focuses his attention on another high priority: rest and relaxation (and food!). The elf wonders if Doozey is going to partake, but Neya lets him know that the halfling has chosen to stay outside.
Outside, Doozey finishes his solo-camp preparations and gets as comfortable as he will get this night. Biscuit is tasked with staying awake for the next six hours and seems up to it. Well into the night, past the time Doozey has fallen asleep, Biscuit gets bored in his solitude. The noises coming from the Gray Patriots' camp, who are amidst their own exit preparations, soon fade to become part of the background noise that Biscuit gets used to during his watch. When a couple of the highwaymen from the neighboring camp show up to do their own investigation of the kobold camp, the low noises they make go unnoticed by the mastiff (and the sleeping oxen for that matter).
When Doozey is licked awake by his mastiff brother to begin his watch, the ranger notices two things right away. First, the pile of ash that remains in the embers of the funeral pyre have been searched through. Second, the Gray Patriots have left their camp, likely sometime during Biscuit's watch. Their ship is no longer moored to the cave entrance at sea-level, their tents have been folded up, stowed away, and transported out of the cliff area along with whatever secrets they might have housed.
About halfway into Doozey's watch, the rest of CRAP walks out of Raist's extradimensional mansion, fully rested (having to rest for only 8 hours while Biscuit is still halfway through his own rest.) At this point, Doozey is also considered fully rested (past 8 hours of sleep/watch out of the 12 hours carved for it.) Over the next 3 to 4 hours, the group can go on with their planning or whatever you may choose to do, but keep in mind that Biscuit stills needs to sleep for that time if you want him to benefit from a long rest. If you choose to interrupt Biscuit's long rest in a way that he doesn't get to complete one, I'll need a CON saving throw for him against exhaustion.
-> Raist, Neya, Utar, and Doozey may complete a long rest. Biscuit cannot.
(OOC: Exploring and investigating the King's Pyre marks the end of ACT III - KING'S PYRE. You can each add 6,600 XP to your character sheets. Notice that the XP accounting is a bit behind where you currently are in the adventure, as the fight against the orcish warband is part of the next act, that is, the one you are currently in. We'll be all caught up by the time this episode ends. Be sure to check the OOC channel for details.)
Utar sets the dragon chest down on the ground some distance away from where Biscuit is sleeping, not wanting to wake the sleep mastiff.
Gesturing the other members of CRAP over, Utar whispers that they might want to open the chest and make final preparations to take the oxen and cart back to Phlan. "One final point, do we want to go through the caves and do we want to give the Grey Patriots camp a once over?"
Raist emerges. "Sounds like a reasonable course of action. Just to be thorough anyways"
Laissez les bons temps rouler
Utar's eye narrow although it is his ears which alert him to a change in Raist's speech. The wheezing is less proounced.
Though it took a moment longer than it should've to fully register the chest, Doozey has a small array of emotions flit across his faces before seemingly settling on grudging understanding in a reluctant nod. "Sure, we can do the thing -- but inside, if'n ya don't mind? Secondly, well, I second the idea of checking out the other camp. Would be only fair seeing as some of them at least came snooping around the pyre. Though, I doubt we'll find much if Sandy as his crew are as prepared to play guerrilla warfare as he claims.... But, if I can at least find something with their scent, I can maybe track'em down later."
He frowns as he looks out to the waters. "Though, that too may be easier said than done." He sighs, before then scanning the immediate area.
-Perception: 23. (23)
Upon sensing no credible threat that could disturb Biscuit's rest, the halfling once more looks to the others and said, "I'll leave ya'll to deal with that and get a jump start in searching their campsite. But if anything, weird happens do give me a holler." Doozey lingers if but for a few responses, then departs for the Grey Patriots former campsite outside unless bade to do otherwise.
When you realize you're doing too much: Signature.
CRAP reunites outside and begins to plan next steps. These include:
1) Opening Jeralla's disarmed treasure chest;
2) Do a once-over in the caverns;
3) Prepare the wagon and the oxen from the trip back to Phlan;
4) Check if the Gray Patriots left anything behind in their camp.
(OOC: Let me start with item 1 in the list above. Then, please provide more details on how you'd like to go about the other three items. Regarding item 4, I am seeking some clarification in the OOC channel.)
Despite bringing Jeralla's treasure chest back outside, Utar is asked to move it back into Raist's extradimensional mansion, so it can be opened there as a added security layer. Assuming Utar agrees with the suggestion, he goes back inside and begins to go over the spoils.
In addition to the chest's contents, the group would have had the chance to identify a couple of their newest magical acquisitions overnight, through study and experimentation:
- The dragon helm functions as a Helm of Telepathy.
- Shieldbiter's blade is a Sword of Wounding
Finally, by simply attuning to the magical book, Onwelror reveals his secrets to Raist. this is Onwelror's Tome of Beast Familiars.
Neya perks up in realization, "We should make sure the horses are safe as well. In the chaos of the night, I only now remember that we had rented their services."
Extended Signature
Under the presumption Raist would stay behind to at least initially aid Utar in catalogue whatever lay in the chest, Doozey leaves behind the helmet and greatsword(?) once worn or held by the orcs before truly readying to partways to get a leg on other activities. But when Neya brings up the horses...
"That... is a fair point. Uhmm... Ya know what, I can go with you there first, and if all goes well, we can bring'em down. In fact while we're at it-..." He pauses, looks asckance and scratching the side of a cheek, and then solemnly nodded. "I was gonna say we can recover that other body as well, but... I think we should save that for when we're ready to party from King's Pyre altogether. 'cause the less we have to move it, the more -- hopefully, the more we can keep things intact, ya know?"
When you realize you're doing too much: Signature.
Utar acquiesces to toting the chest around a little more. He is suitably impressed when the chest is opened and gives a little whistle when the riches inside are revealed.
When Neya mentions the horses, Utar slaps his own forehead, incredulous that once again he's rented a beast of burden only to completely forget about it. "Idiot! I fogot all about thse horses. Should two of us retrieve them while the others continue our search?"
(OOC - Is the dragon helm the one that the Harper mentioned? Also, did we get anything on Raist's wheezing? Happy to narritively leave it to the ride back to Phlan.)
"Bring the horses down or the wagon up? We're the passages we went through wide enough? Raist rubs his chin looking around.
Laissez les bons temps rouler
"What? No, Raist, we don't have to take'm through all that. There's literally a winding path over there and is probably how they got the wagon down in the first place." Doozey is quick to correct, before then shaking his head as he looked to the others. "Anyhow, if'n yer volunteering as well, Utar, you can take my place then on getting the horses. Whoever has the bag aughta pass it to Raist in the meantime so he can load up whatever was in that chest if ya'll ain't done that yet, and we'll sort out what to do with it all once we're back in Phlan. Alright? In the meantime, uhh...."
Doozey pauses again, if only to again scan the general area and consider next steps. "I was gonna go into the cave ahead of everyone, but that can wait 'till you lot get back. So, I guess in the meantime, I'll get the oxen ready so we can leave as soon as we're done with everything. Before I deal with them though..." Doozey takes out a familiar thin strip of white cloth, wraps it about a hand, and with it held close to his chest wove a charm in Sylvan to once more bolster the vitality of his allies.
-Casting (3rd level)Aid on Neya, Utar, and Raist, granting 10 max hp and healing the same amount.
With that done, Doozey adds: "There. Just in case there's any nasty surprises. Now don't cha'll play around up there forever. The longer we linger here, the greater the odds Jeralla might actually manage to send something this way to take back what's hers. Long shot, I know, but better safe than sorry." And if there's no other forgotten concerns to deal with, Doozey weaves another charm before heading over to the oxen.
When you realize you're doing too much: Signature.
DM's Screen:
16
22
19
(@MB: No, the helm that the party has collected and identified does not match the description of Sirge's helmet.)
With Jeralla's haul catalogued, the group begins to plan how to give the entire area a once-over. However, Neya interrupts the process by suddenly adding another item to the list: the poor horses had been nearly forgotten! The new item jumps straight to the top of the list and CRAP discusses how to go about it.
Utar agrees with Doozey that two CRAPers should go check on the horses while two others stay downside. Doozey volunteers for the task and looks at the original task-giver, Neya, to serve as the second volunteer. However, it soon sounds like Utar might be interested in going up, so the halfling cedes his spot.
Raist looks around for a way to reach the horses and bring them down (or drive the wagon up) and soon gets his answer from the party's ranger. With a path, a couple of volunteers, and a mission, the last thing they need before going to check on the horses is some extra protection. Doozey aims his spell at Utar and Neya, and lets Raist in on it as well, even if the elf doesn't seem to need much healing at the moment given that his wheezing has seemingly receded for now (as Utar had noticed).
-> Utar, Raist, and Neya all gain 10HP and their max HP increases by that same amount to accommodate this.
It takes some time to get there and verify their condition, but Neya and Utar confirm that their three horses spent the night at the same location where they had been left. All three of them are still tied to their respective trees, the vegetation around them is decisively shorter, and the water they were provisioned with is entirely gone by now. Other than that, they seem to be happy campers. Also, on their way up, the duo spots the place where they left the remains of Gavriel, the cleric of Helm who was an agent of the Order of the Gauntlet and Villonah's colleague.
Down below, Doozey uses this time to look around camp (perception) and confirm that there is no signs of any lingering threats in the area this morning. Small predators and opportunistic scavengers and birds have found their way to the camp, collecting scraps that managed to avoid being completely burnt, but Doozey's experienced senses don't register them as threats. Next on his list: talking to the oxen.
By the time Neya and Utar return with the three horses, Doozey and Raist have finished preparing the wagon and oxen for departure. The beasts have no agenda or plans, and have certainly calmed down overnight. They are willing to do as Doozey requests, especially since he is clearly understood by them due to the spell. You may consider Jeralla's chest and its contents fully loaded back onto the wagon and ready to go, if you'd so like.
(OOC: If you'd like to do a once-over in the caverns, give me a group survival check. If you like to look around the Gray Patriots' campsite, you may roll separate investigation or perception checks for (a) the area around their defunct campfire, (b) the area to the northeast where the isolated tent once was, (c) the camp-level cave, (d) the water-level cave, (e) the area where their ship was moored, and (f) the meeting place on the statue's lap area.)
Utar breathes a sigh of relief. There was a real chance that CRAP would get a reputation for losing horses the way they were going...
For the group survival check: 11 plus 3 from Torm's guidance
Utar decides to look over the isolated tent within the Grey Patriot's camp: Perception - 17
(OOC Thank you for the helmet update and a reminder about the Harper Agent's name! I really must make better notes! Also, can Utar take Gavriel's remains down and prepare them for transport back to Phlan and return to his temple? Gentle repose cast as a ritual seems like it would be proper for such an action?)
Raist spends his time loading the wagon and assists Utar with the body when it is returned.
Group survival check. 5
Laissez les bons temps rouler
Despite feelings of self-assurance in the lack of credible threat to either cart or a still resting Biscuit, Doozey remained hesitant to leave either unintended for long. As the others would need his help however, the halfling quietly placed his faith in "Uncle Arvoreen's" watchful gaze and follow after the others.
For the group Survival: 15.
Once it came time to expand the group's investigations/survey, Doozey focus' his attention first around the meeting place, if but in vain hopes a torn cloth or scales might give him something to track Jerella down by later.
Perception: 32.
But if there's time, in so far as the party is willing to make time for it, then the halfling would eventually his way to where the ship was moored afterwards search...
(OOC: I'm placing this second check in spoiler in case party has different ideas, or someone beats Doozey to the puch given his priority is the statue search area)
Perception: 24.
When you realize you're doing too much: Signature.
(OOC: I forgot the adv. roll should keen hearing/smell apply, so here are those: 17. )
DM's Eyes Only again:
And for the hidden roll: 22.
When you realize you're doing too much: Signature.
Neya also does a once-over in the cave system.
Survival: 7
If any time remains, she also looks around where the Grey Pariots were loading their ship. Perhaps in their haste, the may have mistakenly left something.
Perception: 5
(Tactical mid for both: Survival: 10 Perception: 3)
Extended Signature