(@MB: Absolutely yes! Consider Gentle Repose cast and Gavriel's remains properly taken care of. In fact, you get a Heroic Inspiration token for it.)
Upon their return, Utar and Neya bring with them more than just the horses. Utar carefully carries a bundle containing the earthly remains of Gavriel, the fallen cleric of Helm. He indicates that his first priority is properly caring for the body, and Raist volunteers to assist. (Feel free to add flavor/detail here.)
Once that ritual is complete and the body is loaded onto the wagon, CRAP reviews their to-do list and agrees to comb over the cave system on this side of the cliff. (The two unexplored caves near the Gray Patriots camp require their own checks... see my previous post.) Doozey joins somewhat reluctantly, knowing that his temporary departure leaves Biscuit and the gathered loot exposed to potential dangers. The search takes some time and serves to mostly confirm how efficient CRAP had been when silently storming the caverns and rescuing the prisoners. One potential useful item previously left behind is the patch of striped toadstools growing near the back of the cave with the 4-way intersection. (As part of the survival check...) CRAP spends a few minutes studying its constitution and determines that a mouthful of these toadstools is likely to poison the adventurous eater at least for a short period of time. Then, returning to the cavern where the prisoners were kept, there is a realization that CRAP could claim one or two of the cages used to keep them should they find a way to transport such cages on the wagon or some other way. A third possible reward is the scareman prop, which could serve as a simple deterrent against beasts or simple-minded humanoids should CRAP think it worth preventing others from coming to these campsites. Finally, in a mud patch within one of the long path-like caves, CRAP finds a discarded, two-sentence, handwritten note. The ink is that made of berries, and some of the words have already faded. It seems to be a request addressed to Jeralla. The author begs her to return the abducted owlbear to the forest, and claims that members of the Emerald Enclave will be able to retrieve it then, no hard feelings.
The party then returns to the wagon and verifies that all remains as they were left, including Biscuit and his snores. From here, each CRAPer goes on their own solo investigation. The exception, at least for now, is Raist, who elects to remain with Biscuit and the wagon just in case.
@Utar: You explore the area where you remember a military-style tent standing alone and separate from the common area of the Gray Patriots' camp. On the ground, you find evidence that the tent housed a table (four identical small square prints on the dirt), a fallen or discarded chest piece (a rook), another imprint on the dirt resembling the undercarriage of an armoire or trunk or chest, and specks of a brightly colored powder of some kind.
@Doozey: Thick scrub grows over the statue’s lap. The king’s ruined forearms rest on his thighs, forming two platforms high above ground level. In this renewed morning, sea fog swirls over the statue, and the roar of the waterfalls is deafening. You find a cracked but otherwise unremarkable horn on the ground, the kind that would be blown as a warning to allies.
@Neya: Perhaps by hearing Doozey mutter to himself that he also wanted to go investigate the area where the ship was moored, you find yourself gravitating in that direction. You need to go swimming or at least wadding to properly investigate this area and (based on your roll), you decide this is not really worth the effort after all. You have swum on the Moonsea before and remember how cold it can get, to the point it might just shock you. You best avoid this unnecessary risk. There is nothing here that calls your attention anyway. Whatever there might have been has surely left with the ship. Nonetheless, you do spot a discarded length of rope (less than 3ft) thrown near some rocks, and an empty and broken keg of ale that managed to retain some air and now bobs in the water.
(OOC: Your time is your own. Unless you want to leave, you are welcome to roll checks for other areas.)
Tenderly setting his bundle down within the cart, Utar spends a few moments showing Raist a simple rhythm clapped out on his hands. It isn't strictly necessary for the ritual to succeed, but it aids the orc recall the rhythm of the chanting and it adds an element of theatre to proceedings. Besides, Raist has offered to help and Utar isn't too sure what other jobs he needs doing; he should pay incense for next time!
Kneeling over Gavriel's remains, he apologies that his religious knowledge only really extends to Torm, but that he hopes Gavriel can forgive him, especially as Helm's acolytes will perform the funeral rights in accordance with his faith. The chanting itself is a fairly simple affair, intoned in common and asking for a reprieve for Gavriel, that he might be spared further decay until his fellow Helmites can carry out the necessary rights for him. Utar reminds Torm of the actions undertaken by Gavriel looking to ease the pressure on the citizens of Phlan, as a final rejoinder, Utar reminds Torm that he can only hope for such a death in service and that such rights might not come forward for him. Therefore it is only right that when given the opportunity to return the body of such a cleric, he is compelled to act.
As a final gesture, two copper coins are gently placed over Gavriel's eyes, sealing the bargain with Torm.
Raist quickly copies Utars rhythm and chanting solemnly. Not sure of Helms rules on the matter. He casts mending a couple of times to help clean up the body and then after utar places the body in the wagon Raist places some of the kobald weapons at the clerics feet.
He.shrugs "not sure how much it will help the fallen but may mean something to his compatriots. Go check out the other camp if ypu wish. Ill stay and keep vigil.
If Biscuit wakes. " go inside my fine fellow. They will feed you and give you fresh water, he pauses. " I hope you can understand me"
(The door to the mansion is open and I don't think it's been 24 hours yet)
This post has potentially manipulated dice roll results.
For better or worse, Biscuit remained asleep. Though his kicking as if chasing something in his dream could easily be a misleading moment.
As for Doozey, if Neya hadn't collected toadstools, then the halfling would've saw to carefully harvesting them. The heart and mind of an eccentric hunter having been rekindled at thoughts of a new concoction... a new... recipeh!
BUT, that would have to wait until they were back in the city. Until then, he moved on as the others had in searching the area, collecting what seemed useful(such as the handwritten note, and later the cracked horn), or making a note of other findings. Not all that was found had been a complete disappointment for the halfling. Yet, it wasn't enough. So, short of the others making the call to mount up and roll out, Doozey makes at least one last ditch effort to search the Grey Patriots former campfire area for any signs of a half-burnt missive or other clue that might give away something of value.
(@Red: Yeah, certainly not 24 hours yet. You have 15 hours left on the mansion, but Biscuit still needs a few more hours of sleep for a complete long rest.)
With Raist's help, which included magical repairing of the fabrics and other items the victim wore and carried, Utar's ritual was a success. The communication with Torm is mostly one-sided when it come to shared words, thoughts, and gestures, but the God of Justice does respond in his own way: Utar's latest miracle latches onto Gavriel's remains effortlessly once the ritual is complete.
Hoping the rest of the group extends him the opportunity to search some more, Doozey moves from the meeting area to the Gray Patriots' campsite proper. He remembers seeing a circle of tents pitched near the cliff edge, partially hidden behind rocks and scrub brush. Now, he only sees signs of a recently abandoned campsite and the aftermath of a fight. There are a few graves nearby with gray cloaks hanging from sticks vertically driven into the earth. There is also a small open grave or ditch, into which two kobold corpses have been thrown. They were clearly stripped of any useful items before being discarded here. Doozey spots the markings of a helmet strap around one of the kobold's necks, as well as a loose peacock feather.
Around the campfire itself, Doozey finds spilled oil spots and food crumbs. There are markings in the earth indicating the exact placements of tents, bedrolls, and even lanterns. In the campfire ashes, the ranger uncovers the unburned corner of a map and a small scrap of paper on which the words "...overthrow the mer..." are the only readable remains.
Though it came as no surprise, Doozey nevertheless clicked his tongue at the mistreatment of the corpses and quietly resolved finish what the Grey Patriots couldn't be bothered with dealing with finishing before departing the area. But just as he's about to turn away to continue his investigation, seeing evidence of a peacock feather gets his attention. So, he climbed down into the grave to unearth the kobold enough to get a better look at the helmet. And if it was what he thought, then he's sure to relieve the dead of the helm before clamoring out again with helmet packed away in his pack.
Soon after, he's kneeling among ashes carefully exhuming a piece of a map. What's there isn't much to go by, and yet all the same Doozey sighed in relief and murmured, "A start." It too finds its way carefully stashed away somewhere on the halfling's person before he's on the move again with but one of two destinations in mind. Yet as much as he's of a mind to finally explore the Grey Patriots former cavern domicile, he'd check in withthe party, requesting for just a bit more time to see to it, if Neya hadn't beaten him to the punch.
"Apart from there, I don't see us needing to stick around here for much longer. I'd, uhh, like to finish the grave the Grey Patriots had going on their side -- make sure everything is properly buried and some measure of rites given to the departed on the off chance they rise up later as undead. But other than that.... yea..."He concludes with a shrug and waits to see how his words are taken. Regardless of the party's reasoning, he offers no lasting resistance in the event none of what his wishes were to be met; only a brief look of mute disappointment before seeing about getting Biscuit loaded into the wagon, then taking the reins, seeing as he was to be down a mount for the return trip.
Doozey gets down into the ditch to possibly recover a helmet before properly paying funeral respects to these two kobolds. However, once he gets closer, Doozey realized the what he saw was simply the remains of a forcibly removed helmet from the head of the kobold. The item has been claimed by an already departed Gray Patriot. What that was left behind was a loose feather and the markings on a dead kobold's neck.
The halfling then collects the small map piece from the campfire ashes (but presumably not the ripped piece of paper), and stops by CRAP's camp to let Utar and Raist know that he just needs a bit more time before he is ready to depart. Eventually making his way to the nearby camp-level cave on the Gray Patriots' side, Doozey finds a discarded loaf of bread and a punctured wineskin. The cave itself is small and generally featureless, apart from a narrow passageway that leads downward (toward sea level).
Neya goes for a quick swim and finds herself breathing underwater without any restriction or difficulty. That said, the water is extremely cold and the current is pulling. She quickly finds herself having to exert her muscles or be carried away dangerously. There is no time to focus on properly searching whatever these waters may hide.
(@Lerus: Apologies, but looks like I misread your last post, 'cause I thought the words were written on the map piece. He would've collected it as well, if only for easier recall/to show the others later)
Doozey, if only for the purposes of returning with Neya in tow, and she'd been missing for a fair bit, carried on down towards the sea level cave via the passageway near the Grey patriots camp. His thoughts ever racing over the possibilities but hope never allowed to grow to bright in the heart, least he finds himself disappointed. "That reminds me, I aughta see a smith once we're back in town, and make sure these new blades are in tip top shape." He murmured, allowing his thoughts to at least briefly drift away from more serious subjects.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
The cold water shocks Neya's body into a momentary stasis. It is enough for her to be caught by the current and be pushed toward the sea-level cave nearby. She might have been in risk of drowning, but her necklace removes at least this one concern from her mind. By the time she finally stops moving, Neya finds herself on a pebble stone beach nestled inside the sea cave. Her muscles ache.
Doozey arrives as Neya struggles to stand back up. He emerges from a narrow passageway that leads upward. The cavernous sea cave echoes with the ebb and flow of the tide.
Back at camp, Raist finds the perfect opportunity (and time) to recall his avian friend.Utar keeps an eye out but is fairly certain that CRAP is alone in the area. Biscuit sleeps in the wagon, having been moved into it not too long ago.
Doozey is at first taken aback at the waterlogged state of Neya, but recovered fairly quickly and rushed over to further help steady the woman to the best of his ability. "My goodness! Ya aight there, Neya? What happened? Ya slip 'n fall in, or what?"He asked, and even if initially rebuffed, walked closely beside Neya as they presumably began making their way to the wagon and everyone else. "'cause yer look'n worse than a drowned rat on during trolltide."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Soaked and sore, Neya is busy wringing out her clothes the best she can when Doozey finds her, "Searching for something while swimming in the Moonsea takes a lot of effort. And, in my case, did not yield anything worthwhile."
Doozey comes to Neya's aid and she summarizes what happened to her. Already feeling like he is making the others wait for him, Doozey focuses now on accompanying Neya on their way back to CRAP's camp. On their way out, both CRAPers notice (passive perception) a dragging mark on the pebble beach indicating that a rowboat had been pulled up onto the beach not too long ago.
Soon, all CRAPers are reunited near the wagon.
(OOC: Ready to depart or is there any last task you'd like to see to?)
Under almost any other circumstances, the sight of the rowboat would've raised immediate alarm for the halfling. Yet, in not having subsequently caught wind of any familiar or unfamiliar scents on the wind as well, and with Neya still looking a little out of it, Doozey said softly to her, "We'll let the others know, but we gotta keep going."He hoped it would be enough.
Once reuinited with the others, Doozey is quick to inform them about the boat, but in a more hushed tones out of concern for being overheard. "If'n I were to be honest, us skeedadling might be the better call. But, if that row boat is in anyway tied to Jerella snooping around again..."He purposefully trailed off from there to let his words sink in.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Having rested, Utar feels strong enough to turn on his magical radar again, but holds off before offering an alternative:
"It could be Sirge or Villie coming back to check on things as well, there's no reason to think whoever pulled up on the shore is an enemy. Or even connected to either Jeralla or the Grey Patriots. They could be fisher-folk or smugglers or sailors from wreck. No reason to necessarily say they are our enemies."
That being said, Utar will turn on his magical radar centred on Jeralla should CRAP decide to investigate further.
The existence and discovery of a rowboat's drag-marks on the pebble beach down below sends a reunited CRAP into theorizing and planning. Doozey fears the worse but is brought down to earth by Utar's more pragmatic approach. To help with any possible investigation, the cleric even offers to turn on his Jeralla radar back on. In the end, though, it is Raist who brings sense into the conversation, reminding the others that what they discovered was just the evidence that a rowboat had been brought to land and not the rowboat itself. Sebastian is sent to check it out and confirm Raist's deductions. The elf looks through the bird's eyes, even if he has to walk a bit to maintain the limited connection, and indeed confirms that there is no physical boat present in the area at the moment. Much like many of the things CRAP found since waking up this morning, this is just another piece of evidence that the Gray Patriots have left and taken their valuables with them.
With Raist confirming that CRAP are now completely paranoid, Utar suggests that they pack up their belongings, head back to the cart, and get back to Phlan. Hopefully with at least some of the bandits that have been raiding the area now dealt with, pressure on the city might have eased and while CRAP completed none of their actual objectives, it should be remembered that in life the destination is not important, the journey is.
Rollback Post to RevisionRollBack
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(@MB: Absolutely yes! Consider Gentle Repose cast and Gavriel's remains properly taken care of. In fact, you get a Heroic Inspiration token for it.)
Upon their return, Utar and Neya bring with them more than just the horses. Utar carefully carries a bundle containing the earthly remains of Gavriel, the fallen cleric of Helm. He indicates that his first priority is properly caring for the body, and Raist volunteers to assist. (Feel free to add flavor/detail here.)
Once that ritual is complete and the body is loaded onto the wagon, CRAP reviews their to-do list and agrees to comb over the cave system on this side of the cliff. (The two unexplored caves near the Gray Patriots camp require their own checks... see my previous post.) Doozey joins somewhat reluctantly, knowing that his temporary departure leaves Biscuit and the gathered loot exposed to potential dangers. The search takes some time and serves to mostly confirm how efficient CRAP had been when silently storming the caverns and rescuing the prisoners. One potential useful item previously left behind is the patch of striped toadstools growing near the back of the cave with the 4-way intersection. (As part of the survival check...) CRAP spends a few minutes studying its constitution and determines that a mouthful of these toadstools is likely to poison the adventurous eater at least for a short period of time. Then, returning to the cavern where the prisoners were kept, there is a realization that CRAP could claim one or two of the cages used to keep them should they find a way to transport such cages on the wagon or some other way. A third possible reward is the scareman prop, which could serve as a simple deterrent against beasts or simple-minded humanoids should CRAP think it worth preventing others from coming to these campsites. Finally, in a mud patch within one of the long path-like caves, CRAP finds a discarded, two-sentence, handwritten note. The ink is that made of berries, and some of the words have already faded. It seems to be a request addressed to Jeralla. The author begs her to return the abducted owlbear to the forest, and claims that members of the Emerald Enclave will be able to retrieve it then, no hard feelings.
The party then returns to the wagon and verifies that all remains as they were left, including Biscuit and his snores. From here, each CRAPer goes on their own solo investigation. The exception, at least for now, is Raist, who elects to remain with Biscuit and the wagon just in case.
@Utar: You explore the area where you remember a military-style tent standing alone and separate from the common area of the Gray Patriots' camp. On the ground, you find evidence that the tent housed a table (four identical small square prints on the dirt), a fallen or discarded chest piece (a rook), another imprint on the dirt resembling the undercarriage of an armoire or trunk or chest, and specks of a brightly colored powder of some kind.
@Doozey: Thick scrub grows over the statue’s lap. The king’s ruined forearms rest on his thighs, forming two platforms high above ground level. In this renewed morning, sea fog swirls over the statue, and the roar of the waterfalls is deafening. You find a cracked but otherwise unremarkable horn on the ground, the kind that would be blown as a warning to allies.
@Neya: Perhaps by hearing Doozey mutter to himself that he also wanted to go investigate the area where the ship was moored, you find yourself gravitating in that direction. You need to go swimming or at least wadding to properly investigate this area and (based on your roll), you decide this is not really worth the effort after all. You have swum on the Moonsea before and remember how cold it can get, to the point it might just shock you. You best avoid this unnecessary risk. There is nothing here that calls your attention anyway. Whatever there might have been has surely left with the ship. Nonetheless, you do spot a discarded length of rope (less than 3ft) thrown near some rocks, and an empty and broken keg of ale that managed to retain some air and now bobs in the water.
(OOC: Your time is your own. Unless you want to leave, you are welcome to roll checks for other areas.)
Tenderly setting his bundle down within the cart, Utar spends a few moments showing Raist a simple rhythm clapped out on his hands. It isn't strictly necessary for the ritual to succeed, but it aids the orc recall the rhythm of the chanting and it adds an element of theatre to proceedings. Besides, Raist has offered to help and Utar isn't too sure what other jobs he needs doing; he should pay incense for next time!
Kneeling over Gavriel's remains, he apologies that his religious knowledge only really extends to Torm, but that he hopes Gavriel can forgive him, especially as Helm's acolytes will perform the funeral rights in accordance with his faith. The chanting itself is a fairly simple affair, intoned in common and asking for a reprieve for Gavriel, that he might be spared further decay until his fellow Helmites can carry out the necessary rights for him. Utar reminds Torm of the actions undertaken by Gavriel looking to ease the pressure on the citizens of Phlan, as a final rejoinder, Utar reminds Torm that he can only hope for such a death in service and that such rights might not come forward for him. Therefore it is only right that when given the opportunity to return the body of such a cleric, he is compelled to act.
As a final gesture, two copper coins are gently placed over Gavriel's eyes, sealing the bargain with Torm.
Raist quickly copies Utars rhythm and chanting solemnly. Not sure of Helms rules on the matter. He casts mending a couple of times to help clean up the body and then after utar places the body in the wagon Raist places some of the kobald weapons at the clerics feet.
He.shrugs "not sure how much it will help the fallen but may mean something to his compatriots. Go check out the other camp if ypu wish. Ill stay and keep vigil.
If Biscuit wakes. " go inside my fine fellow. They will feed you and give you fresh water, he pauses. " I hope you can understand me"
(The door to the mansion is open and I don't think it's been 24 hours yet)
Laissez les bons temps rouler
For better or worse, Biscuit remained asleep. Though his kicking as if chasing something in his dream could easily be a misleading moment.
As for Doozey, if Neya hadn't collected toadstools, then the halfling would've saw to carefully harvesting them. The heart and mind of an eccentric hunter having been rekindled at thoughts of a new concoction... a new... recipeh!
BUT, that would have to wait until they were back in the city. Until then, he moved on as the others had in searching the area, collecting what seemed useful(such as the handwritten note, and later the cracked horn), or making a note of other findings. Not all that was found had been a complete disappointment for the halfling. Yet, it wasn't enough. So, short of the others making the call to mount up and roll out, Doozey makes at least one last ditch effort to search the Grey Patriots former campfire area for any signs of a half-burnt missive or other clue that might give away something of value.
Doozey's Perception: 21. (defunct campfire)
When you realize you're doing too much: Signature.
(@Red: Yeah, certainly not 24 hours yet. You have 15 hours left on the mansion, but Biscuit still needs a few more hours of sleep for a complete long rest.)
With Raist's help, which included magical repairing of the fabrics and other items the victim wore and carried, Utar's ritual was a success. The communication with Torm is mostly one-sided when it come to shared words, thoughts, and gestures, but the God of Justice does respond in his own way: Utar's latest miracle latches onto Gavriel's remains effortlessly once the ritual is complete.
Hoping the rest of the group extends him the opportunity to search some more, Doozey moves from the meeting area to the Gray Patriots' campsite proper. He remembers seeing a circle of tents pitched near the cliff edge, partially hidden behind rocks and scrub brush. Now, he only sees signs of a recently abandoned campsite and the aftermath of a fight. There are a few graves nearby with gray cloaks hanging from sticks vertically driven into the earth. There is also a small open grave or ditch, into which two kobold corpses have been thrown. They were clearly stripped of any useful items before being discarded here. Doozey spots the markings of a helmet strap around one of the kobold's necks, as well as a loose peacock feather.
Around the campfire itself, Doozey finds spilled oil spots and food crumbs. There are markings in the earth indicating the exact placements of tents, bedrolls, and even lanterns. In the campfire ashes, the ranger uncovers the unburned corner of a map and a small scrap of paper on which the words "...overthrow the mer..." are the only readable remains.
Though it came as no surprise, Doozey nevertheless clicked his tongue at the mistreatment of the corpses and quietly resolved finish what the Grey Patriots couldn't be bothered with dealing with finishing before departing the area. But just as he's about to turn away to continue his investigation, seeing evidence of a peacock feather gets his attention. So, he climbed down into the grave to unearth the kobold enough to get a better look at the helmet. And if it was what he thought, then he's sure to relieve the dead of the helm before clamoring out again with helmet packed away in his pack.
Soon after, he's kneeling among ashes carefully exhuming a piece of a map. What's there isn't much to go by, and yet all the same Doozey sighed in relief and murmured, "A start." It too finds its way carefully stashed away somewhere on the halfling's person before he's on the move again with but one of two destinations in mind. Yet as much as he's of a mind to finally explore the Grey Patriots former cavern domicile, he'd check in withthe party, requesting for just a bit more time to see to it, if Neya hadn't beaten him to the punch.
"Apart from there, I don't see us needing to stick around here for much longer. I'd, uhh, like to finish the grave the Grey Patriots had going on their side -- make sure everything is properly buried and some measure of rites given to the departed on the off chance they rise up later as undead. But other than that.... yea..." He concludes with a shrug and waits to see how his words are taken. Regardless of the party's reasoning, he offers no lasting resistance in the event none of what his wishes were to be met; only a brief look of mute disappointment before seeing about getting Biscuit loaded into the wagon, then taking the reins, seeing as he was to be down a mount for the return trip.
-Perception: 27.
When you realize you're doing too much: Signature.
Neya will go swimming waters in the area. Partially to look around and also partially to test the limits of her necklace of adaptation.
Perception: 4
Extended Signature
Doozey gets down into the ditch to possibly recover a helmet before properly paying funeral respects to these two kobolds. However, once he gets closer, Doozey realized the what he saw was simply the remains of a forcibly removed helmet from the head of the kobold. The item has been claimed by an already departed Gray Patriot. What that was left behind was a loose feather and the markings on a dead kobold's neck.
The halfling then collects the small map piece from the campfire ashes (but presumably not the ripped piece of paper), and stops by CRAP's camp to let Utar and Raist know that he just needs a bit more time before he is ready to depart. Eventually making his way to the nearby camp-level cave on the Gray Patriots' side, Doozey finds a discarded loaf of bread and a punctured wineskin. The cave itself is small and generally featureless, apart from a narrow passageway that leads downward (toward sea level).
Neya goes for a quick swim and finds herself breathing underwater without any restriction or difficulty. That said, the water is extremely cold and the current is pulling. She quickly finds herself having to exert her muscles or be carried away dangerously. There is no time to focus on properly searching whatever these waters may hide.
@Drache: Please roll a CON saving throw.
Con save: 6
Extended Signature
While waiting Raist sits.on the grass and takes 10 minutes and performs his own ritual find familiar and brings Sebastian back
(Cast as regular level not using the book)
Laissez les bons temps rouler
(@Lerus: Apologies, but looks like I misread your last post, 'cause I thought the words were written on the map piece. He would've collected it as well, if only for easier recall/to show the others later)
Doozey, if only for the purposes of returning with Neya in tow, and she'd been missing for a fair bit, carried on down towards the sea level cave via the passageway near the Grey patriots camp. His thoughts ever racing over the possibilities but hope never allowed to grow to bright in the heart, least he finds himself disappointed. "That reminds me, I aughta see a smith once we're back in town, and make sure these new blades are in tip top shape." He murmured, allowing his thoughts to at least briefly drift away from more serious subjects.
When you realize you're doing too much: Signature.
(@Ori: Sounds good.)
(@Drache: You need new dice!)
The cold water shocks Neya's body into a momentary stasis. It is enough for her to be caught by the current and be pushed toward the sea-level cave nearby. She might have been in risk of drowning, but her necklace removes at least this one concern from her mind. By the time she finally stops moving, Neya finds herself on a pebble stone beach nestled inside the sea cave. Her muscles ache.
Doozey arrives as Neya struggles to stand back up. He emerges from a narrow passageway that leads upward. The cavernous sea cave echoes with the ebb and flow of the tide.
Back at camp, Raist finds the perfect opportunity (and time) to recall his avian friend. Utar keeps an eye out but is fairly certain that CRAP is alone in the area. Biscuit sleeps in the wagon, having been moved into it not too long ago.
Doozey is at first taken aback at the waterlogged state of Neya, but recovered fairly quickly and rushed over to further help steady the woman to the best of his ability. "My goodness! Ya aight there, Neya? What happened? Ya slip 'n fall in, or what?" He asked, and even if initially rebuffed, walked closely beside Neya as they presumably began making their way to the wagon and everyone else. "'cause yer look'n worse than a drowned rat on during trolltide."
When you realize you're doing too much: Signature.
Soaked and sore, Neya is busy wringing out her clothes the best she can when Doozey finds her, "Searching for something while swimming in the Moonsea takes a lot of effort. And, in my case, did not yield anything worthwhile."
Extended Signature
Doozey comes to Neya's aid and she summarizes what happened to her. Already feeling like he is making the others wait for him, Doozey focuses now on accompanying Neya on their way back to CRAP's camp. On their way out, both CRAPers notice (passive perception) a dragging mark on the pebble beach indicating that a rowboat had been pulled up onto the beach not too long ago.
Soon, all CRAPers are reunited near the wagon.
(OOC: Ready to depart or is there any last task you'd like to see to?)
Under almost any other circumstances, the sight of the rowboat would've raised immediate alarm for the halfling. Yet, in not having subsequently caught wind of any familiar or unfamiliar scents on the wind as well, and with Neya still looking a little out of it, Doozey said softly to her, "We'll let the others know, but we gotta keep going." He hoped it would be enough.
Once reuinited with the others, Doozey is quick to inform them about the boat, but in a more hushed tones out of concern for being overheard. "If'n I were to be honest, us skeedadling might be the better call. But, if that row boat is in anyway tied to Jerella snooping around again..." He purposefully trailed off from there to let his words sink in.
When you realize you're doing too much: Signature.
Having rested, Utar feels strong enough to turn on his magical radar again, but holds off before offering an alternative:
"It could be Sirge or Villie coming back to check on things as well, there's no reason to think whoever pulled up on the shore is an enemy. Or even connected to either Jeralla or the Grey Patriots. They could be fisher-folk or smugglers or sailors from wreck. No reason to necessarily say they are our enemies."
That being said, Utar will turn on his magical radar centred on Jeralla should CRAP decide to investigate further.
"It's more likely the boat was.used to get to and from the ship. go check it out my friend and don't. Take.an arrow this time if you can"
Raist.sends Sebastian to get.a.look at the area
Laissez les bons temps rouler
The existence and discovery of a rowboat's drag-marks on the pebble beach down below sends a reunited CRAP into theorizing and planning. Doozey fears the worse but is brought down to earth by Utar's more pragmatic approach. To help with any possible investigation, the cleric even offers to turn on his Jeralla radar back on. In the end, though, it is Raist who brings sense into the conversation, reminding the others that what they discovered was just the evidence that a rowboat had been brought to land and not the rowboat itself. Sebastian is sent to check it out and confirm Raist's deductions. The elf looks through the bird's eyes, even if he has to walk a bit to maintain the limited connection, and indeed confirms that there is no physical boat present in the area at the moment. Much like many of the things CRAP found since waking up this morning, this is just another piece of evidence that the Gray Patriots have left and taken their valuables with them.
With Raist confirming that CRAP are now completely paranoid, Utar suggests that they pack up their belongings, head back to the cart, and get back to Phlan. Hopefully with at least some of the bandits that have been raiding the area now dealt with, pressure on the city might have eased and while CRAP completed none of their actual objectives, it should be remembered that in life the destination is not important, the journey is.