Finding himself a likely spot for a short rest, Utar spends a little time after his sermon in quiet contemplation. He thanks his former comrade again, their aid was again invaluable.
His rest concluded, Utar feels much the better for it. Seeking out Raist, he approaches the pale newcomer. "Feeling while again after our recent scuffle?"
(OOC Spending two hit due for an extra 2d8+8 hp back - 15. War priest and adrenaline rush charges are reset.)
Utar notes that despite claiming to be in fine fettle, Raist's breathing seems if not laboured, then not exactly easy either. He knows his own knowledge likely isn't enough to diagnose anything in the here and now, but he checks his grey matter anyway. Besides, there are others he can likely take the symptoms to.
Seeing Riast taken care of, or at least sensing the promise of such in Utar's "longwinded" sermon, Doozey let his attention focus more on the barge operator and a hopefully positive response to the stoutling earlier inquiry. But with or without it, he follows through afterwards with at least tending to the toads first on the ship with but a knife and Taters initial assistance. Though when even after Utar's sermon the numbness to his digits and limbs remained the stoutling sighed and begrudgingly paused in his work to further tend to his own frostbitten being.
Battle Medicine on self once, restoring: 12 HP.
(@Lerus: Not sure if an additional survival/nature check is needed to begin carving up the toads for ease of transport/preservation, but feel free to do so on my behalf if but to not hold things up.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
(@MB: I suspect you may have missed accounting for the 11 damage Utar took in post#136. See initiative tracker in post#140 for Utar's HP before healing took place.)
Utar's sermon is quite effective in not only magically healing the group but also enabling their own natural healing processes to speed up. Within 10 minutes, the group seems to be almost back to tip-top shape. Doozey also spends some time with his healer's kit to make sure his particular frostbite wounds are well treated. (Utar recovers 26 HP; Raist recovers 22 HP; Neya recovers 11 HP; Doozey recovers 23 HP; Taters recovers 11 HP.)
-> Survival check on Doozey's behalf (Halfling Luck):15 (15)
The bargeman has no issues stopping for the time being. Not only does he stand to profit from maximizing the amount of meat he is able to ferry back into town, but he would also benefit from taking some time to catch his breath. It is not every day that a simple townsman like himself gets to go on a dangerous hunt with famous adventurers. His pulse is more than just accelerated.
Branden accepts Neya's offer: "I wouldn't mind carrying one such vial. I promise to administer it to whomever shows the need, should I not need it myself first. I have to admit that I am a bit nervous about walking into a dangerous and treacherous prison."
Field dressing eight giant toads is not a swift task, and Doozey has to spend quite a bit time on it despite his experience. For the blue toads, the halfling's knife has to carefully separate the dangerous subcutaneous layer without leaving a trace of its chilling nature. For the green toads, the poison glands have to be surgically removed without being pierced. At some point, Branden informs the ranger, and the rest of the group, they should probably start considering "hitting the road" again, lest the group fails to arrive at the Grimshackle prison under sunlight. This suggestion comes as Doozey is finishing up his fifth toad, and would mean leaving the last three for nature to take care off.
The merchant and the bargeman then start discussing what price the group will accept for the toad meat. Branden argues for CRAP, highlighting the arduous task of acquiring such rare meat. The bargeman emphasizes that he still needs to make the trip back home alone, and needs to be able to claim some profit from the market back at home. The negotiation continues while CRAP decided to claim five toads or to spend more time on preparing the last three untouched toads.
Finally catching his breath enough Raist responds to Utar. "Yes you did see me with the mistress, she offered my services to you all saying that 'I needed to get out more'" he says with a short laugh. "I admit I am a bit rusty, but no fear in the future, my flames will do no harm to those I wish to spare"
Doozey gave a small but understanding smile and nod to Braden for the suggestion, knowing full well his own limitations. And with the hope and belief the others did as well, the stoutling turned his attention towards getting cleaned up as best he could with the river before doing a final check over his work as the ship got underway. Tater's ears droop down at the news, and yet he followed along aside Doozey, if but to stretch his legs.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Turning to the bargeman. "If you would be so kind, could you take some portions of the blue shin to the library for study" he looks intently at the bargeman until he gets an answer
As if intimidated into a response, the bargeman agrees to Raist's requests. "Yes, of course. Blue toad shins to the library." He confirms the request, pretending he understands its motivation.
As Doozey finishes up and then cleans up, Neya hands over a potion to Branden and keeps an eye out. Although not immediately, a few scavengers do pick up the scent of blood and begin to approach from the distance. The eldritch fighter has no trouble spotting them from far away, though it is still hard to determine what kind of predators they might actually be from this distance. The group does not linger more than they need to, and soon the barge resumes its trip upstream.
Fog rolls into your trajectory for this last leg of the trip, slowing progress to a crawl. The good news is that most of the trip was already behind you. The bad news is that, by the time you arrive at the disembarking spot, you are all cold and soaked to the bone. Shivering, Branden Yil states: "Just another half an hour on foot from here, and we'll arrive at our destination. All we have to do is follow this local path here." He points with a finger turning reddish from the cold. Before departing, the bargeman hands over coins totaling an agreed price. He then travels downstream to claim riches in Phlan by trading the spoils of the day's hunt. Branden hands over 5gp to each of you and seems to keep the remaining 10gp in a separate coin purse on his belt.
The path goes inland before turning you around and bringing you back to an upstream section of the river bank. Branden explains that river barges are not allowed to dock right at the premises anymore, so they have to disembark any passengers (or prisoners) at the designated spot you just left from.
Grimshackle Jail clings like a drowning man to the rocky bank of the Stojanow River. Rotten timbers sag from the tower’s walls, and its outbuildings stand in ruin. Rooks nest in the crenels of the tower’s battlements. Broad walls encircle the tower’s base, where a large gate house exits onto the now unused towpath. A slatted peephole is fitted at human eye level in the stout, iron-bound door.
Branden points to the door as to spur you onward. He then offers the coin purse containing the remainder of the toad payment to whomever would like to lead next and explains: “To ease negotiations.” Despite taking the lead in negotiating the barge fare and the price for the toad meat haul, it seems Branden is a bit too fearful to be the first to approach the prison door.
"Which of us would be best at this task? I might be able to brow-beat lesser guardsmen into action but those used to such actions might be more resistant, even with some financial incentive. I doubt it would work with those of rank. This might be a situation where we catch more flies with honey than vinegar."
Utar gives a pause to let his wisdom sink in, "Although why anyone would need to catch flies is beyond me."
Doozey shrugged then showed a card that had several lines on it. Each line being the same with only the subject of it changing, and it is the topmost one he gestures to while holding it up for the others: 'Sounds like a goblin saying, so I wouldn't worry bout it too much.' Once everyone more or less had a chance to do so, he then picks out another card that says: 'Sorry, but someone else has to take point on this one.'
With his piece "spoken", he turned to look expectantly at Neya and Raist, hoping either or might volunteer. Yet ifeven they seemed less than thrilled or even refused to step up, Doozey sighed and pinched the bridge of his nose, before then look to Branden with a hand outstretched. "Gib Gibe. I... mamage somehow."
Once the coin is in hand he'd head straight for the doors, rapped them hard, then back away from them far enough to hopefully be within view of the eye slot. "We 'ere ta see prismer."He plainly asks once someone answers, then gently shake the coin purse in the air.
Utar considers a situation where he would be the best fitting CRAPer for such a task and, although it sounds quite feasible judging by Branden's facial response, the Tormite decides to give his companions the opportunity to take the lead.
Doozey is reluctant to be the one to take up the task but still considers himself an option should no one else step up. In his head, the ranger plans how he'd go about it, including details on how he'd knock on the door, where he'd stand afterwards, and what words he'd say to the guardsman.
While the orc and the halfling ponder, and given Raist's momentary silence, Neya voices her willingness to serve. She collects the coin purse, walks up the door, and knocks on it. The door is made of stout wood and bound in iron, and its lock seems to be well made. As she approaches, Neya estimates that the prison’s outer wall is no more than 15ft high, and neglected damages to it make for an easy climb should the need arise (passive perception). Observing the monk's approach, Raist, Doozey, and Utar additionally notice that the parapet extending behind the wall is currently unpatrolled (passive perception).
Muffled footsteps are heard, drawing closer. They pause on the other side the door, and you hear somebody climbing a creaking foot ladder. The peephole snaps open, and a pair of glaring eyes confront you. “What do you want?”
Neya introduces first the vague idea of a potential business opportunity instead of herself or her group. The offer seems to strike a chord: "A business opportunity? Are you here to pay a ransom?" The eyes on the peep hole shift left and right, gathering as much visual information on the party as they can.
This post has potentially manipulated dice roll results.
Raist moves next to Utar and says lowly. "Guide me if we move. Shake.me if more is needed" then even quieter. "Sebastion. Let's take a look shall we"
The raven flies up then over the wall scanning the courtyard and doing a pass around the structure Raist is using its eyes and passing to Utar what he sees
Utar takes Raist's arm, understanding his instructions. Should the party be invited inside, he will guide Raist into the building, giving verbal instructions as appropriate to step up over the threshold.
While Neya interacts with the pair of eyes on the door, and with Utar providing support, Raist taps into Sebastian's senses and goes for a fly about by taking advantage of the poorly guarded walls.
From high above, Raist gets a good sense of the structure that is called the Grimshackle Jail. It is little more than a four-tiered round tower built next to a rocky outcrop. The front-third of the tower births an ill-maintained wall that defines an enclosed courtyard (area 1 in the map). The portion of the walls closest to the river are supported by an unmanned parapet, but two jailers patrol the courtyard while wielding crossbows. Within the courtyard, Raist also identifies ruined stables (area 2) and a barely functioning smithy (area 3), though the furnace is cold at the moment. The front door to the tower is closed, and the tower itself also suffers from disrepair, much like the outer wall. On the other side of the front gate (bottom of map, in the gap between sections of the parapet), standing on a step ladder, is a halfling talking to Neya through a sliding peep hole.
prayer of healing hp regain - 11
Finding himself a likely spot for a short rest, Utar spends a little time after his sermon in quiet contemplation. He thanks his former comrade again, their aid was again invaluable.
His rest concluded, Utar feels much the better for it. Seeking out Raist, he approaches the pale newcomer. "Feeling while again after our recent scuffle?"
(OOC Spending two hit due for an extra 2d8+8 hp back - 15. War priest and adrenaline rush charges are reset.)
Spending 3 HD
11
"I feel a bit better. (Soft wheeze) thank you"
Laissez les bons temps rouler
(She wasn't injured, but she will use SR to get SR-recharge abilities and Ki/Focus points back)
"I have six healing potions I am willing to give. This offer extends to everyone on this vessel."
Extended Signature
Utar notes that despite claiming to be in fine fettle, Raist's breathing seems if not laboured, then not exactly easy either. He knows his own knowledge likely isn't enough to diagnose anything in the here and now, but he checks his grey matter anyway. Besides, there are others he can likely take the symptoms to.
Medicine - 8
"How did you get wound up into this anyway? Did I see it right at the plaza, you were with that scribe?"
Seeing Riast taken care of, or at least sensing the promise of such in Utar's "longwinded" sermon, Doozey let his attention focus more on the barge operator and a hopefully positive response to the stoutling earlier inquiry. But with or without it, he follows through afterwards with at least tending to the toads first on the ship with but a knife and Taters initial assistance. Though when even after Utar's sermon the numbness to his digits and limbs remained the stoutling sighed and begrudgingly paused in his work to further tend to his own frostbitten being.
Battle Medicine on self once, restoring: 12 HP.
(@Lerus: Not sure if an additional survival/nature check is needed to begin carving up the toads for ease of transport/preservation, but feel free to do so on my behalf if but to not hold things up.)
When you realize you're doing too much: Signature.
(@MB: I suspect you may have missed accounting for the 11 damage Utar took in post#136. See initiative tracker in post#140 for Utar's HP before healing took place.)
Utar's sermon is quite effective in not only magically healing the group but also enabling their own natural healing processes to speed up. Within 10 minutes, the group seems to be almost back to tip-top shape. Doozey also spends some time with his healer's kit to make sure his particular frostbite wounds are well treated. (Utar recovers 26 HP; Raist recovers 22 HP; Neya recovers 11 HP; Doozey recovers 23 HP; Taters recovers 11 HP.)
-> Survival check on Doozey's behalf (Halfling Luck): 15 (15)
The bargeman has no issues stopping for the time being. Not only does he stand to profit from maximizing the amount of meat he is able to ferry back into town, but he would also benefit from taking some time to catch his breath. It is not every day that a simple townsman like himself gets to go on a dangerous hunt with famous adventurers. His pulse is more than just accelerated.
Branden accepts Neya's offer: "I wouldn't mind carrying one such vial. I promise to administer it to whomever shows the need, should I not need it myself first. I have to admit that I am a bit nervous about walking into a dangerous and treacherous prison."
Field dressing eight giant toads is not a swift task, and Doozey has to spend quite a bit time on it despite his experience. For the blue toads, the halfling's knife has to carefully separate the dangerous subcutaneous layer without leaving a trace of its chilling nature. For the green toads, the poison glands have to be surgically removed without being pierced. At some point, Branden informs the ranger, and the rest of the group, they should probably start considering "hitting the road" again, lest the group fails to arrive at the Grimshackle prison under sunlight. This suggestion comes as Doozey is finishing up his fifth toad, and would mean leaving the last three for nature to take care off.
The merchant and the bargeman then start discussing what price the group will accept for the toad meat. Branden argues for CRAP, highlighting the arduous task of acquiring such rare meat. The bargeman emphasizes that he still needs to make the trip back home alone, and needs to be able to claim some profit from the market back at home. The negotiation continues while CRAP decided to claim five toads or to spend more time on preparing the last three untouched toads.
Finally catching his breath enough Raist responds to Utar. "Yes you did see me with the mistress, she offered my services to you all saying that 'I needed to get out more'" he says with a short laugh. "I admit I am a bit rusty, but no fear in the future, my flames will do no harm to those I wish to spare"
Laissez les bons temps rouler
Doozey gave a small but understanding smile and nod to Braden for the suggestion, knowing full well his own limitations. And with the hope and belief the others did as well, the stoutling turned his attention towards getting cleaned up as best he could with the river before doing a final check over his work as the ship got underway. Tater's ears droop down at the news, and yet he followed along aside Doozey, if but to stretch his legs.
When you realize you're doing too much: Signature.
Turning to the bargeman. "If you would be so kind, could you take some portions of the blue shin to the library for study" he looks intently at the bargeman until he gets an answer
Laissez les bons temps rouler
Neya hands Branden one of her healing potion, "I trust your judgment, then."
Neya will keep an eye out for any further activity since blood is not exactly scentless.
Perception: 17
Extended Signature
As if intimidated into a response, the bargeman agrees to Raist's requests. "Yes, of course. Blue toad shins to the library." He confirms the request, pretending he understands its motivation.
As Doozey finishes up and then cleans up, Neya hands over a potion to Branden and keeps an eye out. Although not immediately, a few scavengers do pick up the scent of blood and begin to approach from the distance. The eldritch fighter has no trouble spotting them from far away, though it is still hard to determine what kind of predators they might actually be from this distance. The group does not linger more than they need to, and soon the barge resumes its trip upstream.
Fog rolls into your trajectory for this last leg of the trip, slowing progress to a crawl. The good news is that most of the trip was already behind you. The bad news is that, by the time you arrive at the disembarking spot, you are all cold and soaked to the bone. Shivering, Branden Yil states: "Just another half an hour on foot from here, and we'll arrive at our destination. All we have to do is follow this local path here." He points with a finger turning reddish from the cold. Before departing, the bargeman hands over coins totaling an agreed price. He then travels downstream to claim riches in Phlan by trading the spoils of the day's hunt. Branden hands over 5gp to each of you and seems to keep the remaining 10gp in a separate coin purse on his belt.
The path goes inland before turning you around and bringing you back to an upstream section of the river bank. Branden explains that river barges are not allowed to dock right at the premises anymore, so they have to disembark any passengers (or prisoners) at the designated spot you just left from.
Grimshackle Jail clings like a drowning man to the rocky bank of the Stojanow River. Rotten timbers sag from the tower’s walls, and its outbuildings stand in ruin. Rooks nest in the crenels of the tower’s battlements. Broad walls encircle the tower’s base, where a large gate house exits onto the now unused towpath. A slatted peephole is fitted at human eye level in the stout, iron-bound door.
Branden points to the door as to spur you onward. He then offers the coin purse containing the remainder of the toad payment to whomever would like to lead next and explains: “To ease negotiations.” Despite taking the lead in negotiating the barge fare and the price for the toad meat haul, it seems Branden is a bit too fearful to be the first to approach the prison door.
"Which of us would be best at this task? I might be able to brow-beat lesser guardsmen into action but those used to such actions might be more resistant, even with some financial incentive. I doubt it would work with those of rank. This might be a situation where we catch more flies with honey than vinegar."
Utar gives a pause to let his wisdom sink in, "Although why anyone would need to catch flies is beyond me."
Doozey shrugged then showed a card that had several lines on it. Each line being the same with only the subject of it changing, and it is the topmost one he gestures to while holding it up for the others: 'Sounds like a goblin saying, so I wouldn't worry bout it too much.' Once everyone more or less had a chance to do so, he then picks out another card that says: 'Sorry, but someone else has to take point on this one.'
With his piece "spoken", he turned to look expectantly at Neya and Raist, hoping either or might volunteer. Yet if even they seemed less than thrilled or even refused to step up, Doozey sighed and pinched the bridge of his nose, before then look to Branden with a hand outstretched. "Gib Gibe. I... mamage somehow."
Once the coin is in hand he'd head straight for the doors, rapped them hard, then back away from them far enough to hopefully be within view of the eye slot. "We 'ere ta see prismer." He plainly asks once someone answers, then gently shake the coin purse in the air.
When you realize you're doing too much: Signature.
"Shall I lead the negotiations?" Neya volunteers.
If she's entrusted the task, she will approach the doors, with coin purse in hand, to the prison and knock loudly.
"Hello? We've come to discuss a business opportunity!"
Extended Signature
Utar considers a situation where he would be the best fitting CRAPer for such a task and, although it sounds quite feasible judging by Branden's facial response, the Tormite decides to give his companions the opportunity to take the lead.
Doozey is reluctant to be the one to take up the task but still considers himself an option should no one else step up. In his head, the ranger plans how he'd go about it, including details on how he'd knock on the door, where he'd stand afterwards, and what words he'd say to the guardsman.
While the orc and the halfling ponder, and given Raist's momentary silence, Neya voices her willingness to serve. She collects the coin purse, walks up the door, and knocks on it. The door is made of stout wood and bound in iron, and its lock seems to be well made. As she approaches, Neya estimates that the prison’s outer wall is no more than 15ft high, and neglected damages to it make for an easy climb should the need arise (passive perception). Observing the monk's approach, Raist, Doozey, and Utar additionally notice that the parapet extending behind the wall is currently unpatrolled (passive perception).
Muffled footsteps are heard, drawing closer. They pause on the other side the door, and you hear somebody climbing a creaking foot ladder. The peephole snaps open, and a pair of glaring eyes confront you. “What do you want?”
Neya introduces first the vague idea of a potential business opportunity instead of herself or her group. The offer seems to strike a chord: "A business opportunity? Are you here to pay a ransom?" The eyes on the peep hole shift left and right, gathering as much visual information on the party as they can.
Raist moves next to Utar and says lowly. "Guide me if we move. Shake.me if more is needed" then even quieter. "Sebastion. Let's take a look shall we"
The raven flies up then over the wall scanning the courtyard and doing a pass around the structure Raist is using its eyes and passing to Utar what he sees
Perception: 19
Laissez les bons temps rouler
Utar takes Raist's arm, understanding his instructions. Should the party be invited inside, he will guide Raist into the building, giving verbal instructions as appropriate to step up over the threshold.
While Neya interacts with the pair of eyes on the door, and with Utar providing support, Raist taps into Sebastian's senses and goes for a fly about by taking advantage of the poorly guarded walls.
From high above, Raist gets a good sense of the structure that is called the Grimshackle Jail. It is little more than a four-tiered round tower built next to a rocky outcrop. The front-third of the tower births an ill-maintained wall that defines an enclosed courtyard (area 1 in the map). The portion of the walls closest to the river are supported by an unmanned parapet, but two jailers patrol the courtyard while wielding crossbows. Within the courtyard, Raist also identifies ruined stables (area 2) and a barely functioning smithy (area 3), though the furnace is cold at the moment. The front door to the tower is closed, and the tower itself also suffers from disrepair, much like the outer wall. On the other side of the front gate (bottom of map, in the gap between sections of the parapet), standing on a step ladder, is a halfling talking to Neya through a sliding peep hole.
BIRD'S EYE VIEW: