Summary: Cora lands two blows into Alul (11), before giving Yaalin a nod and stepping away. Abigail comes out from around the corner, her first arrow flying wide and sticking into the wall. Her second arrow finds it's target, striking Alul in a fleshy bit on the side (12). Diadochi swings, two blows connecting from his loxodon fists connecting into Alul's muzzle (10), while Yaalin's divine words echo through the room. A blast of radiant light striking him in the back (21). Lafetha draws her scimitar, swinging it at Alul. It harmlessly bounces off, the blade being neither magic nor silver. But as Alul gives out a bit of a laugh her flame blade streaks across his face, leaving a deep bubbling scar of melting skin (24). Alul begins to draw his breath, tracing a arcane word. The ripple of another thunder wave forming. Sim lines up a shot, firing it just before the spell goes off. The arrow striking Alul through the mouth.
Alul stumbles, before falling over. His body shifting and transforming. Back into that matted hair, green skinned muscular body. Knotty muscles becoming loose as the life and final breath leaves out of him with a gurgle. A ring is still on his finger, and his sword tumbles and skids across the ground.
Cora stands there, breathing heavy. The Hn'ti are still going to be coming, and soon. "We need to leave, fast." She turns to look at the hole in the floor.
Sim moves over to Alul and pulls the silver arrows from him. “Your time to rest has come” he whispers then he turns to the group “I suggest we leave unless we want to try to make amends with the tribe. And I suggest we leave this mountain as well.”
Diadochi picks up his Warhammer and anything he can quickly grab that used to belong to Alul, "look lovely, lads. No mountain sides for us to throw ourselves off of this time." And will start to head back the way they came.
Sim is able to recover a single silver arrow, as is Abigail, from the battle. The others having been destroyed by flames, spells, and the bludgeoning impact of Diadochi's fists.
Diadochi struggles for a moment taking off Alul's ring before placing it into his pocket, and hoisting the fallen greatsword up on his shoulder.
Cora is first to jump down, gracefully falling with barely a splash as the others climb down. Torches lighting the way back through the underground. Sounds always a bit behind; at first thinking it's Yaalin. Then - only to realize - you don't see her. Only the sounds of the hunting parties of Hn'ti searching for you all...
That Night At Camp...
The Hn'ti village sits far enough in the distance that you all feel safe. The patrol seeming to have stopped soon after you all exited, not bothering to chase you through fields. A singular, familiar bird's caw can be heard echoing along the mountain. Faintly in the distance, faint wisps of smoke from a campfire can be noticed by those with keen eyes; another troop having set up camp. A wolf's howl coming after the you all noticing it.
Cora seems to hear the howl and chuckles, shaking her head, still in her goblin disguise. "Well. Glad some of them made it," she says quietly to herself, before looking back to the village off in the distance.
A warming, salty wind seems to pick up through the night. Not unlike the breeze along the Northern Shores, which Yaalin and Abigail would remember well.
Yaalin, you can't help but to feel, emptier. The voice that had guided you back to friends now... gone. The stars above twinkling brighter, as if reassuring your decision, even if they seem further away in the sky.
Diadochi, the sky seems to sparkle a bit brighter for you. Much how in your time with Yaalin, she would describe to you when 'things were right.' While you know your friend is still there in the village, you cannot help but to feel that it's what she wanted.
Yaalin helps the others down the hole patting Diadochi and sinching his backpack up tighter. (Slipping the Wand of Web in while she does so).
Once the others are all down the hole and moving towards the exit she turns back to the body of Alul and kneeling next to it begins a small last rites ceremony. She will not contest the Hn'ti when they arrive and will surrender to them peacefully. Knowing she has to atone for what has been done and knowing that she lacks understanding here. They surround her muttering to each other before her world goes black.
That night she lifts her head to the stars shining through the smoke hole in the tent, smiling up at their reassuring light, her nostrils flaring a bit as memories cross her mind of sea and spray. Adjusting in her bonds a bit she sits praying that her friends stay safe no matter where they go.
Sim stops as he gets to the edge of the hole and seeing Yaalin slip the wand in diadochi’s pack he looks at her and nods in respect. He hesitates wanting to apologize for everything that passed between them but knowing that her sacrifice is buying them time he offers his hand and then turns and slips over the edge. He says nothing to the others knowing it is her decision to make and also recognizing that she is probably the sole cause they will get out safely.
That night at camp Sim doesn’t take the ring or the sword. Instead he spends the night in sleep and meditation to recover his health and pray to the mountain gods to carry Yaalin safely to her final home.
Diadochi calls the group together, he fiddles with the wand he found in his bag, " I was too close to wiping out another village. This time not just through complicity this time either. I went along with deeds I knew were wrong. It's clear I lost my way. I... I can't lose Yaalin again. I'm heading out to find the Shepard, maybe get him to speak on Yaalin's behalf, I'm not sure yet, but I am sure this is a thing I must do.
Sim I've been blessed to have you as a friend and pathfinder. I know you agreed to this largely because of me, that might be the kindest thing anyone has done for me. Thank you.
Lafetha, I am leaving you to make sure it friends don't die I'm my absence. I know they are capable hands.
Abigail, I'll admit that I didn't think highly of you when we first started out but at every turn you have earned my respect. Please forgive my ignorance.
Cora, the iron queen is lucky to have someone as skilled and devoted as you working for her. I'd appreciate it if you see anyone from back home, don't mention ... Really anything about me."
He addresses everyone again, "I hope I'll see you all again soon one day, but until then, this is goodbye." He uses his trunk to wipe away a tear from his eye."
He places the wand on the great sword lying flat on the ground. The sword already has the ring, and the wooden miniatures Diadochi carved of each of his teammates. Diadochi walks of into the horizon.
Abigail waves and sighs as Diadochi leaves. "Well, there goes a perfectly good second mate." She gets up off of the rock she was sitting on and goes over to the pile of stuff Diadochi left.
Picking up the wooden statue of herself, she smiles slightly and tucks it into her pack before picking up the great-sword and giving it a few swings. She then examines the wand, shrugs, and holds it out for someone else to take (if no one else does, she stores it in her pack). She does the same for the ring.
Before bed, she will swing the sword around, hacking at some trees and trying it out (i.e. identifying it).
Cora watches Diadochi head off, before scratching her head.
"I wonder if he realizes that Shepherd is, likely, back at Rest. Rather than being a few hours away from the Hn'ti village." She shrugs, while watching Abigail pick up the sword. "Still, Loxodon and their values and wanderings tend to lead to such things."
That night, and the following day of travel for Sim, Cora, Lafetha and Abigail are without incident. A more quiet and somber trip back down the mountain to the village of Rest. On the morning of the last day, they away to find Cora gone. The wooden goblin looking facemask left by the fire.
It's noon when the remaining three return to town. The Blackmire camp seems to be gathering their supplies. Breaking down the camp and returning it to their carts. Mr. Jacobsen, and his two kids, playing out in the fields while the adult do some work. Both seeming to be in good health. Mr. Jacobsen himself, clearly still injured, but able to lift and get the horses ready.
When the group eventually returns, Mama's lone good eye looks over at them. A hand raising before any of them can even begin to speak. "Well. Time to go. Not e'ry delve is a success. Most often than not, someone be dead. Or it's a goose chase." She shrugs. "We leave at dawn. And will settle up debts and payments then. Go get yer fun out yer system before we travel again."
Back in Rest, things seem to be as usual. People working in the fields, others tending to chores and their duties. Some kids out playing or helping out the families that stay at home. Inside the Blood Raven, the tavern owner is prepping for a party. The Mayor having learned that his wife is pregnant with their first child, and will be celebrating.
Items Identified:
Alul's Greatsword. +1 Greatsword (Heavy / Two Handed). Requires Attunement. Grants the Wielder the "Great Weapon Master" Feat
Executioner of Hope. Ring. Requires Attunement by Spellcaster. Hags Resilience: You no longer recover HP during a Short Rest by Spending Hit Dice. Instead, you may spend Hit Dice to gain Temporary HP. 1/Day: When casting a spell that target an area, you may select 3 + INT Modifier targets to not be effected. 1x: When casting a spell that has a casting time as 1 action, you may instead cast it as a bonus action. Doing this destroys the ring.
Mask of Goblinkind. Requires attunement by small or medium creature. Gain Darkvision of 60 feet. Able to Speak and Understand Goblin. Your appearence changes to look like the Goblin known as Shale. a DC 18 investigation check can see through this illusion for a small creature. Or a DC 13 investigation check to see through this illusion for a medium creature. On a corner of the mask is a symbol of the Faith.
Looking at the mask, those that remain know that trading this to the Mayor might complete their objective. Having successfully routed the Goblin Ruler and bringing it's Head back. Or, it can be kept.
That night, the town celebrates. The Mayor and his pregnant wife are expecting. Twins, according to Orta. Who he thanks graciously despite her not being at the party, for assisting them so far.
Sim watches Diadochi go. Knowing there is no way he can save his friend from what lies inside. Then picks up his wooden figure and stores it carefully in his pack.
The morning they find Cora gone he tells the others “take the sword and ring” and he pockets the web wand. “As for the mask give it to the mayor, fulfill your contract.”
The next few days he moves in a bit of a haze wondering if he shouldn’t have followed after Diadochi. The festivities in town bring him no joy. Finally he settles for approaching Shepherd near the camp to ask him to help Diadochi in his quest to aide Yaalin. Maybe teach him to communicate with the Hn’ti if possible.
That same day he starts working the sword forms he had seen Diadochi practice many times.
(The wand is fully charged, but requires attunement / regenerates per day. The Mask was Cora's, but she seems to have left it before vanishing off to where-ever she went. You can take that as a sign of completing a contract, or symbolic of no longer needing to be Shale, or just dumb luck!)
The remaining people head off to the Mayor before the party. He seems a bit, saddened that you're returning without Diadochi. After all, Noblility should be with Nobility - even the disgraced kind. With some talking and handing over the mask, Abigail and Lafetha tell the story of what had happened. (Or spin a good yarn about it..)
After agreeing, the Mayor takes the Mask and escorts Abigail and Lafetha to his private collection. A series of paintings, oddities, and other variable odds and ends. Of the items from his collection, he states that you may select one for such a reward, and only one. (Not one each) Of the items that catch your eye, you see....
A letter, written in a dead and forgotten form of Elven.
A brooch.
A flame-colored feather that's as heavy as a stone when lifted, but falls like a feather when dropped.
An elaborately cut sapphire that's in a necklace.
A dark glass dodecahedron with a singular face of it clear. It's filled with liquid and has another cut gemstone inside of it that sometimes bounces up with little phrases.
Lafetha takes the brooch, shaking the hand of the Mayor and his Butler, before turning to leave. Leaving behind a slightly wided-eyed Abigail who's busy looking at the sapphire. The two head out of the mayors, heading back to town for the celebration.
Morning...
Mama is busy getting the horses hitched to the wagons with the Jacobsen family. She glances over to the remaining trio, handing each a heavy bag of coins. "Remainder of yer stipend" she says with a nod. (Each bag contains 180 gold coins.) Letting them take their time breaking down their camp, Mama approaches Sim. Her rough dwarven hand resting on his shoulder.
"He's a'right," she says to him. Looking into Sim's face. Inside her glass eye, right in the pupil, a scene plays out. A vague image of Diadochi talking to some tall tattoo covered hobgoblin around a morning fire. Both seeming to be boasting about stories based on how their sitting. She blinks a few times, the vision fading. "I ain't seen Yaalin. I lost track o'her more than a week ago. But it ain't perfect either," there's a bit of a shrug.
The Blackmire Wagon Train sets off. The wheels creaking and rolling across the ground. The frost that was on the ground when you all first arrived now gone. Along the mountains in your last looks, pockets of green along the base beginning to bloom from the snow caps and ice pockets melting. The town returning to it's hard life of toiling soil that's more rocks than nutrients. Over the course of days, the Widowpeaks fade into the background. The larger peaks being so tall, they still cast their shadow over the group for a week before reaching the no-mans-land that exists beyond the 5 Kingdoms.
Eshe is in his, now dwarven, prime out here. Able to find some food where there is little. Navigating through the dust storms as the soil blows away from the barren landscape. Sometimes with Sim heading off and coming back from a hunt with some extra meat. Even though most of it gets turned into Mama's stew.... nothing fancy. But keeps you alive...
3 Weeks Later...
The wagons arrive at Sumnergard, the last rail station of the east, inside the kingdom of Kvinter. Since you last arrived, a metal frames of buildings have gone up. The loud whistles of the rails echoing through the fields. Some small farmsteads are a quick 20 minute walk from the city itself. Busy move through the streets; both fortune seekers believing that somewhere out in the barrens is fortune and fame. Centaur traders that seem to be able to find their own way in the barrens setting up little posts of wares. Large markets and warehouses assisting in the cities growth. The thick mid-day clouds from smelting steel and burning materials. A small temple to the Faith, one showing the sigils of the Tower of Knowledge being off, surrounded by shotgun housing. Kventiner "Blue Coats" patrolling with their batons and keeping the peace.
Compared to Rest and the Village, it's loud. Noisy. And full of life. For others, it seems to be missing that charm of a entire village being a singular community. All driven to be together and move forward.
Mama is the first to say her goodbye. Paying the remaining members of the company before heading off. A simple handshake and a nod to each of you.
Ironsides stays with Sora-ha, who doesn't leave for about a week to finish Sim's Breastplate made from the landshark you fought.
The Jacobsen family eventually heads off to one of the farms. They offer you a place to stay for a night, and a good meal cooked by the rest of his family. (Two older sons, a daughter, and his wife.) While he would love to host you all for longer, their home is rather small and it has been a few months since they were united.
Eshe stays behind with you all for a few days. Trying to figure out his new life. Entirely grateful that you brought him back to life, a debt he can't repay, but now has to return to friends and others and explain what happened.
Inside the Green Horse Tavern; a day or two later...
The proper tavern is loud, boisterous, and full of competing stories and minstrels. Some are busy playing a tale or trying to get a sing-along. While others have people eventually standing on top of tables, shouting to find followers for expeditions. Eshe has bought you all a few rounds, the least he can do while he also looks for new work.
"STRANGEPRIDE!" A voice rings out. "STRANGEPRIDE?!" again.
A thump arrives at the table. A average height Noctis man, deep purple skin, bright white hair, pointed small ears and fierce red eyes, takes a seat at the table. A heavy mug slamming down. "I heard you were victim of Blackscales. Yet here you are," the man flashes a smile before taking a swig. "By the Queen this is some luck."
Abigail, you recognize this Noctis as Rollo Wednesday. First mate from one of your early years, slightly before joining the crew of the fateful crew that went down. Rollo being one of the first, professionally, to let you be a navigator and work with maps. "I'm looking for some new crew. Got m'self a river boat and some jobs lined up. You interested?"
Abigail, Lafetha, and Sim have about 4 weeks of downtime. Some activities will take some time (a week), while others will not (like general shopping.) Let me know what you do with your 4 weeks.
Each of These Take 1 Week
Buying A Magic Item. Cost 100 GP (this includes living in a wealthy lifestyle to court the right kind of seller). Make a CHA / Persuasion roll. Every additional 100 Gold you spend gives you a +10 to your roll. The higher the roll, the better items you find. (That being said, even getting a 1 will find something.)
Carousing. This is for making contacts to be used later. Cost (10 gold for low / 50 gold for middle / 250 gold for upper). Low is laborers and lowlifes. Middle is merchants and those with some money. High is political officials and people who have more 'power'. Make a CHA / Persuasion check. This roll can fail and backfire...
Crime. You rob some people and do some crimes! Cost 25 gold (gathering intel and paying off the right people). Choose a DC (10, 15, 20, 25 - higher the more gold!). Make 3 Checks. 1) DEX / Stealth, 2) Theives Tools (DEX), and 3) (Pick 1) INT/ Investigation, WIS/Perception, CHA /Deception. Pass all 3? Get full loot. Pass 2, get half loot. Pass 1? Fail but you escape. Pass 0? Get caught and thrown in jail, loose gold, and loose downtime.
Gambling. You do a week of gambling! Cost (As much as you want). Make 3 Checks. WIS / Insight, CHA / Deception, CHA / Intimidation. DC is random and swings from 7 - 25. Win 0? Lose it all and be in debt the amount you gambled. Win 1 lose 1/2. Win 2 win what you put in + 50%. Win 3 double what you put in.
Fight Club. Can't talk about it... Cost (0!). Make 3 Checks. STR / Athletics, DEX / Acrobatics, CON + (1/2 your biggest HD. A fighter's d10 = 5.) You may replace 1 of these with an attack roll. DC swings (per part) swings from 7 - 25. Win 0: Lose and get beat up. Win 1: Gain 50 Gold. Win 2: Gain 100 Gold. Win 3: Gain 200 gold.
Sell Magic Item. Must be a single magic item per week. Cost 25 gold. Make a CHA / Persuasion roll to see what offer comes in.
Work: Just do basic regular work. Make a single check from: STR / Athletics, DEX /Acrobatics, INT + Tool you're proficient in. CHA /Performance, CHA + Musical Instrument you're proficient in. Results equal living a lifestyle. 21+ make 25 coin as well.
Survive If you're proficient in survival, you can spend a week just getting by. no cost.
These do not have a time cost.
Buying / Selling Regular Items. Simply tell me what you're getting / selling. Give a CHA / Persuasion roll.
Buy a Health Potion (Basic). They go for 60 gold.
Give a (Uncommon+) Magic Item to the Church: Get 200 gold, no other roll for this 'donation' 1/2 that amount of it's one use.
You end up spending 25 gold this week. Staying in the right accommodations. Paying off someone to give some intel on potential buyers, making sure it isn't some local gang that'll rob you blind. Good meals with a potential client. In the end, the person is willing to give you 400 gold for the Helmet of Telepathy.
Do you take it? (This is a average offer, from the persuasion 11 - 20 range)
Sim - Week 2
You make contact with some others from the House, and they need a few documents forged. Luckily, they are fairly easy to forge. You spend 25 gold this week, paying for lodging that's out of the way. Getting some inks and papers that will work, and making sure the desk clerk doesn't tell others where you are outside those that you allow. While you're able to get in and out of situations rather easily and lie your way through, it is definitely not your best work. Because of that, you end up gaining 25 gold from the House as payment.
Abigail "Wildcat of the Sea" Week 1: "Finally, some civilization! Let's have some fun - Fight Club!"
"Take this you son of motherless ****-all!" Attack: 22 "Are trying to hit me, goat herder!" Acrobatics: 14 "Give me your best shot, cur!" Con. Save: 17
Abigail "Wildcat of the Sea" Week 2: "Gambling! I'm in!"
100 Gold
::Learning Tells:: Insight: 24 ::Bluffing Tells and Bets:: Deception: 12 ::Bluffing Raises and Calls:: Intimidation: 13
This post has potentially manipulated dice roll results.
Abigail! Week One.
You find yourself in some local fight rings. Some of them a bit more colorful than others.
DC (1): 9 // DC (2): 19 // DC (3): 19
Through the week, you unfortunately lose more than you win. But you do win.. and get 50 gold from it all.
Abigail! Week Two
Shaking off the previous week - after all it was nothing compared to being on the mountain - you do find the local dens where people are off playing different amounts of cards and other games of change.
DC (1): 9 // DC (2): 9 // DC (3): 10
You put in 100 gold. But throughout the week, some bad luck, calling a few bluffs, and possibly being a bit overconfident, you lose 50gold overall.
Round 4 (End)
Summary: Cora lands two blows into Alul (11), before giving Yaalin a nod and stepping away. Abigail comes out from around the corner, her first arrow flying wide and sticking into the wall. Her second arrow finds it's target, striking Alul in a fleshy bit on the side (12). Diadochi swings, two blows connecting from his loxodon fists connecting into Alul's muzzle (10), while Yaalin's divine words echo through the room. A blast of radiant light striking him in the back (21). Lafetha draws her scimitar, swinging it at Alul. It harmlessly bounces off, the blade being neither magic nor silver. But as Alul gives out a bit of a laugh her flame blade streaks across his face, leaving a deep bubbling scar of melting skin (24). Alul begins to draw his breath, tracing a arcane word. The ripple of another thunder wave forming. Sim lines up a shot, firing it just before the spell goes off. The arrow striking Alul through the mouth.
Alul stumbles, before falling over. His body shifting and transforming. Back into that matted hair, green skinned muscular body. Knotty muscles becoming loose as the life and final breath leaves out of him with a gurgle. A ring is still on his finger, and his sword tumbles and skids across the ground.
Cora stands there, breathing heavy. The Hn'ti are still going to be coming, and soon. "We need to leave, fast." She turns to look at the hole in the floor.
What do you do?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Sim moves over to Alul and pulls the silver arrows from him. “Your time to rest has come” he whispers then he turns to the group “I suggest we leave unless we want to try to make amends with the tribe. And I suggest we leave this mountain as well.”
(can I get some healing?)
Diadochi picks up his Warhammer and anything he can quickly grab that used to belong to Alul, "look lovely, lads. No mountain sides for us to throw ourselves off of this time." And will start to head back the way they came.
Sim is able to recover a single silver arrow, as is Abigail, from the battle. The others having been destroyed by flames, spells, and the bludgeoning impact of Diadochi's fists.
Diadochi struggles for a moment taking off Alul's ring before placing it into his pocket, and hoisting the fallen greatsword up on his shoulder.
Cora is first to jump down, gracefully falling with barely a splash as the others climb down. Torches lighting the way back through the underground. Sounds always a bit behind; at first thinking it's Yaalin. Then - only to realize - you don't see her. Only the sounds of the hunting parties of Hn'ti searching for you all...
That Night At Camp...
The Hn'ti village sits far enough in the distance that you all feel safe. The patrol seeming to have stopped soon after you all exited, not bothering to chase you through fields. A singular, familiar bird's caw can be heard echoing along the mountain. Faintly in the distance, faint wisps of smoke from a campfire can be noticed by those with keen eyes; another troop having set up camp. A wolf's howl coming after the you all noticing it.
Cora seems to hear the howl and chuckles, shaking her head, still in her goblin disguise. "Well. Glad some of them made it," she says quietly to herself, before looking back to the village off in the distance.
A warming, salty wind seems to pick up through the night. Not unlike the breeze along the Northern Shores, which Yaalin and Abigail would remember well.
Yaalin, you can't help but to feel, emptier. The voice that had guided you back to friends now... gone. The stars above twinkling brighter, as if reassuring your decision, even if they seem further away in the sky.
Diadochi, the sky seems to sparkle a bit brighter for you. Much how in your time with Yaalin, she would describe to you when 'things were right.' While you know your friend is still there in the village, you cannot help but to feel that it's what she wanted.
What do you do?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Yaalin helps the others down the hole patting Diadochi and sinching his backpack up tighter. (Slipping the Wand of Web in while she does so).
Once the others are all down the hole and moving towards the exit she turns back to the body of Alul and kneeling next to it begins a small last rites ceremony. She will not contest the Hn'ti when they arrive and will surrender to them peacefully. Knowing she has to atone for what has been done and knowing that she lacks understanding here. They surround her muttering to each other before her world goes black.
That night she lifts her head to the stars shining through the smoke hole in the tent, smiling up at their reassuring light, her nostrils flaring a bit as memories cross her mind of sea and spray. Adjusting in her bonds a bit she sits praying that her friends stay safe no matter where they go.
Sim stops as he gets to the edge of the hole and seeing Yaalin slip the wand in diadochi’s pack he looks at her and nods in respect. He hesitates wanting to apologize for everything that passed between them but knowing that her sacrifice is buying them time he offers his hand and then turns and slips over the edge. He says nothing to the others knowing it is her decision to make and also recognizing that she is probably the sole cause they will get out safely.
That night at camp Sim doesn’t take the ring or the sword. Instead he spends the night in sleep and meditation to recover his health and pray to the mountain gods to carry Yaalin safely to her final home.
Diadochi calls the group together, he fiddles with the wand he found in his bag, " I was too close to wiping out another village. This time not just through complicity this time either. I went along with deeds I knew were wrong. It's clear I lost my way. I... I can't lose Yaalin again. I'm heading out to find the Shepard, maybe get him to speak on Yaalin's behalf, I'm not sure yet, but I am sure this is a thing I must do.
Sim I've been blessed to have you as a friend and pathfinder. I know you agreed to this largely because of me, that might be the kindest thing anyone has done for me. Thank you.
Lafetha, I am leaving you to make sure it friends don't die I'm my absence. I know they are capable hands.
Abigail, I'll admit that I didn't think highly of you when we first started out but at every turn you have earned my respect. Please forgive my ignorance.
Cora, the iron queen is lucky to have someone as skilled and devoted as you working for her. I'd appreciate it if you see anyone from back home, don't mention ... Really anything about me."
He addresses everyone again, "I hope I'll see you all again soon one day, but until then, this is goodbye." He uses his trunk to wipe away a tear from his eye."
He places the wand on the great sword lying flat on the ground. The sword already has the ring, and the wooden miniatures Diadochi carved of each of his teammates. Diadochi walks of into the horizon.
Abigail waves and sighs as Diadochi leaves. "Well, there goes a perfectly good second mate." She gets up off of the rock she was sitting on and goes over to the pile of stuff Diadochi left.
Picking up the wooden statue of herself, she smiles slightly and tucks it into her pack before picking up the great-sword and giving it a few swings. She then examines the wand, shrugs, and holds it out for someone else to take (if no one else does, she stores it in her pack). She does the same for the ring.
Before bed, she will swing the sword around, hacking at some trees and trying it out (i.e. identifying it).
Cora watches Diadochi head off, before scratching her head.
"I wonder if he realizes that Shepherd is, likely, back at Rest. Rather than being a few hours away from the Hn'ti village." She shrugs, while watching Abigail pick up the sword. "Still, Loxodon and their values and wanderings tend to lead to such things."
That night, and the following day of travel for Sim, Cora, Lafetha and Abigail are without incident. A more quiet and somber trip back down the mountain to the village of Rest. On the morning of the last day, they away to find Cora gone. The wooden goblin looking facemask left by the fire.
It's noon when the remaining three return to town. The Blackmire camp seems to be gathering their supplies. Breaking down the camp and returning it to their carts. Mr. Jacobsen, and his two kids, playing out in the fields while the adult do some work. Both seeming to be in good health. Mr. Jacobsen himself, clearly still injured, but able to lift and get the horses ready.
When the group eventually returns, Mama's lone good eye looks over at them. A hand raising before any of them can even begin to speak. "Well. Time to go. Not e'ry delve is a success. Most often than not, someone be dead. Or it's a goose chase." She shrugs. "We leave at dawn. And will settle up debts and payments then. Go get yer fun out yer system before we travel again."
Back in Rest, things seem to be as usual. People working in the fields, others tending to chores and their duties. Some kids out playing or helping out the families that stay at home. Inside the Blood Raven, the tavern owner is prepping for a party. The Mayor having learned that his wife is pregnant with their first child, and will be celebrating.
Items Identified:
Alul's Greatsword. +1 Greatsword (Heavy / Two Handed). Requires Attunement. Grants the Wielder the "Great Weapon Master" Feat
Executioner of Hope. Ring. Requires Attunement by Spellcaster. Hags Resilience: You no longer recover HP during a Short Rest by Spending Hit Dice. Instead, you may spend Hit Dice to gain Temporary HP. 1/Day: When casting a spell that target an area, you may select 3 + INT Modifier targets to not be effected. 1x: When casting a spell that has a casting time as 1 action, you may instead cast it as a bonus action. Doing this destroys the ring.
Mask of Goblinkind. Requires attunement by small or medium creature. Gain Darkvision of 60 feet. Able to Speak and Understand Goblin. Your appearence changes to look like the Goblin known as Shale. a DC 18 investigation check can see through this illusion for a small creature. Or a DC 13 investigation check to see through this illusion for a medium creature. On a corner of the mask is a symbol of the Faith.
Looking at the mask, those that remain know that trading this to the Mayor might complete their objective. Having successfully routed the Goblin Ruler and bringing it's Head back. Or, it can be kept.
That night, the town celebrates. The Mayor and his pregnant wife are expecting. Twins, according to Orta. Who he thanks graciously despite her not being at the party, for assisting them so far.
What do the three of you do?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Sim watches Diadochi go. Knowing there is no way he can save his friend from what lies inside. Then picks up his wooden figure and stores it carefully in his pack.
The morning they find Cora gone he tells the others “take the sword and ring” and he pockets the web wand. “As for the mask give it to the mayor, fulfill your contract.”
The next few days he moves in a bit of a haze wondering if he shouldn’t have followed after Diadochi. The festivities in town bring him no joy. Finally he settles for approaching Shepherd near the camp to ask him to help Diadochi in his quest to aide Yaalin. Maybe teach him to communicate with the Hn’ti if possible.
That same day he starts working the sword forms he had seen Diadochi practice many times.
((Back at the campfire, Abigail pockets the Ring and Wand - Is there only 1 charge left on the wand?)) ((Also, it the mask not technically Cora's?))
If we have the Mask of Goblinkind, or Cora can be prevailed upon to give it to us in order to settle our contract with the mayor, then:
Abigail takes the mask to the mayor prior to the evening party - if there is time - in order to settle the contract.
(The wand is fully charged, but requires attunement / regenerates per day. The Mask was Cora's, but she seems to have left it before vanishing off to where-ever she went. You can take that as a sign of completing a contract, or symbolic of no longer needing to be Shale, or just dumb luck!)
The remaining people head off to the Mayor before the party. He seems a bit, saddened that you're returning without Diadochi. After all, Noblility should be with Nobility - even the disgraced kind. With some talking and handing over the mask, Abigail and Lafetha tell the story of what had happened. (Or spin a good yarn about it..)
After agreeing, the Mayor takes the Mask and escorts Abigail and Lafetha to his private collection. A series of paintings, oddities, and other variable odds and ends. Of the items from his collection, he states that you may select one for such a reward, and only one. (Not one each) Of the items that catch your eye, you see....
A letter, written in a dead and forgotten form of Elven.
A brooch.
A flame-colored feather that's as heavy as a stone when lifted, but falls like a feather when dropped.
An elaborately cut sapphire that's in a necklace.
A dark glass dodecahedron with a singular face of it clear. It's filled with liquid and has another cut gemstone inside of it that sometimes bounces up with little phrases.
..Which one do you pick?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Lafetha asks the Mayor for the brooch and thanks him.
Lafetha takes the brooch, shaking the hand of the Mayor and his Butler, before turning to leave. Leaving behind a slightly wided-eyed Abigail who's busy looking at the sapphire. The two head out of the mayors, heading back to town for the celebration.
Morning...
Mama is busy getting the horses hitched to the wagons with the Jacobsen family. She glances over to the remaining trio, handing each a heavy bag of coins. "Remainder of yer stipend" she says with a nod. (Each bag contains 180 gold coins.) Letting them take their time breaking down their camp, Mama approaches Sim. Her rough dwarven hand resting on his shoulder.
"He's a'right," she says to him. Looking into Sim's face. Inside her glass eye, right in the pupil, a scene plays out. A vague image of Diadochi talking to some tall tattoo covered hobgoblin around a morning fire. Both seeming to be boasting about stories based on how their sitting. She blinks a few times, the vision fading. "I ain't seen Yaalin. I lost track o'her more than a week ago. But it ain't perfect either," there's a bit of a shrug.
The Blackmire Wagon Train sets off. The wheels creaking and rolling across the ground. The frost that was on the ground when you all first arrived now gone. Along the mountains in your last looks, pockets of green along the base beginning to bloom from the snow caps and ice pockets melting. The town returning to it's hard life of toiling soil that's more rocks than nutrients. Over the course of days, the Widowpeaks fade into the background. The larger peaks being so tall, they still cast their shadow over the group for a week before reaching the no-mans-land that exists beyond the 5 Kingdoms.
Eshe is in his, now dwarven, prime out here. Able to find some food where there is little. Navigating through the dust storms as the soil blows away from the barren landscape. Sometimes with Sim heading off and coming back from a hunt with some extra meat. Even though most of it gets turned into Mama's stew.... nothing fancy. But keeps you alive...
3 Weeks Later...
The wagons arrive at Sumnergard, the last rail station of the east, inside the kingdom of Kvinter. Since you last arrived, a metal frames of buildings have gone up. The loud whistles of the rails echoing through the fields. Some small farmsteads are a quick 20 minute walk from the city itself. Busy move through the streets; both fortune seekers believing that somewhere out in the barrens is fortune and fame. Centaur traders that seem to be able to find their own way in the barrens setting up little posts of wares. Large markets and warehouses assisting in the cities growth. The thick mid-day clouds from smelting steel and burning materials. A small temple to the Faith, one showing the sigils of the Tower of Knowledge being off, surrounded by shotgun housing. Kventiner "Blue Coats" patrolling with their batons and keeping the peace.
Compared to Rest and the Village, it's loud. Noisy. And full of life. For others, it seems to be missing that charm of a entire village being a singular community. All driven to be together and move forward.
Mama is the first to say her goodbye. Paying the remaining members of the company before heading off. A simple handshake and a nod to each of you.
Ironsides stays with Sora-ha, who doesn't leave for about a week to finish Sim's Breastplate made from the landshark you fought.
The Jacobsen family eventually heads off to one of the farms. They offer you a place to stay for a night, and a good meal cooked by the rest of his family. (Two older sons, a daughter, and his wife.) While he would love to host you all for longer, their home is rather small and it has been a few months since they were united.
Eshe stays behind with you all for a few days. Trying to figure out his new life. Entirely grateful that you brought him back to life, a debt he can't repay, but now has to return to friends and others and explain what happened.
Inside the Green Horse Tavern; a day or two later...
The proper tavern is loud, boisterous, and full of competing stories and minstrels. Some are busy playing a tale or trying to get a sing-along. While others have people eventually standing on top of tables, shouting to find followers for expeditions. Eshe has bought you all a few rounds, the least he can do while he also looks for new work.
"STRANGEPRIDE!" A voice rings out. "STRANGEPRIDE?!" again.
A thump arrives at the table. A average height Noctis man, deep purple skin, bright white hair, pointed small ears and fierce red eyes, takes a seat at the table. A heavy mug slamming down. "I heard you were victim of Blackscales. Yet here you are," the man flashes a smile before taking a swig. "By the Queen this is some luck."
Abigail, you recognize this Noctis as Rollo Wednesday. First mate from one of your early years, slightly before joining the crew of the fateful crew that went down. Rollo being one of the first, professionally, to let you be a navigator and work with maps. "I'm looking for some new crew. Got m'self a river boat and some jobs lined up. You interested?"
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Downtime Activities...
Abigail, Lafetha, and Sim have about 4 weeks of downtime. Some activities will take some time (a week), while others will not (like general shopping.) Let me know what you do with your 4 weeks.
Each of These Take 1 Week
Buying A Magic Item. Cost 100 GP (this includes living in a wealthy lifestyle to court the right kind of seller). Make a CHA / Persuasion roll. Every additional 100 Gold you spend gives you a +10 to your roll. The higher the roll, the better items you find. (That being said, even getting a 1 will find something.)
Carousing. This is for making contacts to be used later. Cost (10 gold for low / 50 gold for middle / 250 gold for upper). Low is laborers and lowlifes. Middle is merchants and those with some money. High is political officials and people who have more 'power'. Make a CHA / Persuasion check. This roll can fail and backfire...
Crime. You rob some people and do some crimes! Cost 25 gold (gathering intel and paying off the right people). Choose a DC (10, 15, 20, 25 - higher the more gold!). Make 3 Checks. 1) DEX / Stealth, 2) Theives Tools (DEX), and 3) (Pick 1) INT/ Investigation, WIS/Perception, CHA /Deception. Pass all 3? Get full loot. Pass 2, get half loot. Pass 1? Fail but you escape. Pass 0? Get caught and thrown in jail, loose gold, and loose downtime.
Gambling. You do a week of gambling! Cost (As much as you want). Make 3 Checks. WIS / Insight, CHA / Deception, CHA / Intimidation. DC is random and swings from 7 - 25. Win 0? Lose it all and be in debt the amount you gambled. Win 1 lose 1/2. Win 2 win what you put in + 50%. Win 3 double what you put in.
Fight Club. Can't talk about it... Cost (0!). Make 3 Checks. STR / Athletics, DEX / Acrobatics, CON + (1/2 your biggest HD. A fighter's d10 = 5.) You may replace 1 of these with an attack roll. DC swings (per part) swings from 7 - 25. Win 0: Lose and get beat up. Win 1: Gain 50 Gold. Win 2: Gain 100 Gold. Win 3: Gain 200 gold.
Sell Magic Item. Must be a single magic item per week. Cost 25 gold. Make a CHA / Persuasion roll to see what offer comes in.
Work: Just do basic regular work. Make a single check from: STR / Athletics, DEX /Acrobatics, INT + Tool you're proficient in. CHA /Performance, CHA + Musical Instrument you're proficient in. Results equal living a lifestyle. 21+ make 25 coin as well.
Survive If you're proficient in survival, you can spend a week just getting by. no cost.
These do not have a time cost.
Buying / Selling Regular Items. Simply tell me what you're getting / selling. Give a CHA / Persuasion roll.
Buy a Health Potion (Basic). They go for 60 gold.
Give a (Uncommon+) Magic Item to the Church: Get 200 gold, no other roll for this 'donation' 1/2 that amount of it's one use.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Decides to see what he can sell the Helm of Telepathy for on week 1
persuasion 25
Sim takes on a spy Guild forgery job for Week 2. DC 10
stealth 16
Calligraphy 19
Deception 10
Sim - Week 1
You end up spending 25 gold this week. Staying in the right accommodations. Paying off someone to give some intel on potential buyers, making sure it isn't some local gang that'll rob you blind. Good meals with a potential client. In the end, the person is willing to give you 400 gold for the Helmet of Telepathy.
Do you take it? (This is a average offer, from the persuasion 11 - 20 range)
Sim - Week 2
You make contact with some others from the House, and they need a few documents forged. Luckily, they are fairly easy to forge. You spend 25 gold this week, paying for lodging that's out of the way. Getting some inks and papers that will work, and making sure the desk clerk doesn't tell others where you are outside those that you allow. While you're able to get in and out of situations rather easily and lie your way through, it is definitely not your best work. Because of that, you end up gaining 25 gold from the House as payment.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Abigail "Wildcat of the Sea" Week 1: "Finally, some civilization! Let's have some fun - Fight Club!"
"Take this you son of motherless ****-all!" Attack: 22
"Are trying to hit me, goat herder!" Acrobatics: 14
"Give me your best shot, cur!" Con. Save: 17
Abigail "Wildcat of the Sea" Week 2: "Gambling! I'm in!"
100 Gold
::Learning Tells:: Insight: 24
::Bluffing Tells and Bets:: Deception: 12
::Bluffing Raises and Calls:: Intimidation: 13
Abigail! Week One.
You find yourself in some local fight rings. Some of them a bit more colorful than others.
DC (1): 9 // DC (2): 19 // DC (3): 19
Through the week, you unfortunately lose more than you win. But you do win.. and get 50 gold from it all.
Abigail! Week Two
Shaking off the previous week - after all it was nothing compared to being on the mountain - you do find the local dens where people are off playing different amounts of cards and other games of change.
DC (1): 9 // DC (2): 9 // DC (3): 10
You put in 100 gold. But throughout the week, some bad luck, calling a few bluffs, and possibly being a bit overconfident, you lose 50 gold overall.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour