(@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)
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.
(@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: 27. (defunct campfire)
When you realize you're doing too much: Signature.