Much as before, Doozey secured his backpack at camp, taking only the bear essentials -- rope, weaponry, healer's kit, and waterskin(strangely enough) -- prior to the dive.
Later taking advantage of the offered hand, Doozey is the next onto the bank. Though he glanced back, the notion of aiding Graxx and Neya having passed his mind, the Hunter within prompted vigilance. To that end, a wary eye stays on the surroundings as he absently made sure his bowstring still felt taut and ready.
"Right then... Keep quiet as much as you can. We'll want to distrub the bats as little as possible, least we deal with a swarm. Other than that, follow my lead for now." With the warning given, and once everyone appeared more or less ready, the stoutling lead the advance down the tunnel with crossbow in hand, and wary eyes narrowed for any danger or threat going forward.
Along the way, he tries to keep an eye out for signs of scuffs in the stone, or eventual trails of blood of a creature injured having come through.
"Going silent is a good idea. I'll make our efforts more easy." She says in a hushed tone.
She then takes two fingers and a thumb and pinches them against her forehead, removing some ethereal energy and blows on it. The energy then disperses and settles around everyone's feet muffling their footsteps and leaving no footprints (+10 stealth to everyone, 2 ki points for pass without trace)
Graxx pokes out of the water first and moves towards the muddy ledge. An observer would never be able to tell that the human man is exhausted judging by the ease with which he pulls himself onto drier land. With his follow up help, the rest of the party also makes their way out of the water.
Utar makes sure his Driftglobe is hovering at a distance that benefits the entire party. Meanwhile, Neya argues for a quiet approach, making sure to enchant everyone's feet accordingly.
Doozey looks around for markings on the walls or droplets of blood, but finds little to that effect. Luckily, there is only one way forward from where they emerged. The bats continue to make their presence known from beyond a bend in the tunnel ahead. Once preparations are ready, the adventurers nod to each other and the ranger leads them onward.
(OOC: Let's get a stealth check with disadvantage from both @Grx and @MB before proceeding).
(OOC: As discussed in our OOC chat, Graxx's roll gets a +10 bonus for a total of 20.)
The group moves forward at a slow pace, being mindful of where they step and trying to muffle all noises not already being diminished by Neya's shadow magic. The tunnel continues at an upward slope at first, but soon slopes back downward in such a way that the adventurers expect to find another body of water soon. Maximizing the party chances of approaching undetected, Doozey takes a few hurried steps in order to put some distance between him and the rest of CRAP. The halfling fails to notice the steps of his companions behind him and is glad that this is the case... except, a tired Utar's heavy breathing is somewhat noticeable still. His floating orb's light is also quite noticeable, and judging by the chirping of the still unseen bats, some of them have noticed it as well.
The tunnel biforcates in two separate occasions, but a quick trip down alternate routes reveals only dead ends. Soon, the halfling approaches an opening. He can hear water drops hitting either stone or another body of water just ahead before he makes the last bend that reveals a cavern lagoon of crystalline water. The rest of the party is just a few steps behind and, upon arrival, they make note of the cracks in the cavern's ceiling allowing streaks of morning sunlight in. A few shadows quickly flash by these sources of natural light, finally giving the group a glimpse of the bats they've been hearing. Three large rocky plateaus jet out of the water reaching different heights. Their surfaces are wet, revealing that water hits them from above, and/or perhaps that some creature uses them as a resting place once they come out of the water. Other rocks barely poke out of the water, at times being more visible than others depending on how water drops from above disturb the surface of the lagoon.
CRAP has some time to take in all that they see. The careful approach pays off in that they succeed in not startling any beast into attacking them. Nonetheless, something eventually still shows up, moving through the water at a speed and direction that indicate purpose. A serpentine creature slithers through the clear water before launching itself to the top of the nearest plateau. Muscly hind legs sustain the weight of its long serpent-like body, while shorter but still bulky front legs/arms are adorned by deadly claws. It's body is covered by a mix of scales and plumes. The scales are as shiny and smooth as the one on the fish you saw jumping out of the water last night, but look as tough as those of reptilians. The particular angle at which light is hitting the scales at this moment gives the creature a sort of greenish-yellow coloration, though those colors shimmer into more silvery tones of blue and pink as the creature moves in place. The short plumes mostly match the pinkish tones that shine from the scales sporadically. Two bright blue long dorsal fins (or are they wings?) rise from its back at an angle and lead all the way down its body to the very tip of the tail. Atop its long neck, a triangular-shaped head is adorned by numerous coral like structures, tinted in the bright colors of tropical sea-life. They grow out in various directions, as natural coral is known to do, giving the impression the creature is wearing some sort of wild but regal crown. Two bright solid green eyes stare directly at the party.
With the creature not making any moves towards the party, Utar considers it prudent to do the same.
"Does anyone know what this thing is?" he whispers, "because Torm knows I have no idea."
Not focusing on the creature, Utar tries to slow his own breathing, concentrating on their surroundings. If there down here to find Elisande, it would be good to know whether the girl is still alive down here
Perception (listening for any human sounds in the cave) 12
This post has potentially manipulated dice roll results.
"Perhaps we don't discuss trophies around this one." Doozey warned quietly without taking his eyes off the creature. Yet, even Doozey couldn't help afterwards being allured onto the same line of thinking in terms of the creature's origins. And so, he racked his brains, hoping to at least eliminate any of the more natural, if albeit loosely mystical creatures from his mental catalogue while carefully sheathing his weapon.
If the motion alone hadn't drawn its ire by then, the stoutling presses his luck in asking the following; first in sylvan, and then again in Draconic:
"Do you be of the courts, o' wonderous one?"
Draconic:
"Or of the more primordial souls?"
After which he waits with baited breathe, hoping against better judgement for the creature's nature to be benign, at the very least. And if proven soon enough to be more beast than sentient creature, he had whisper over to Neya about presenting food.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Graxx tenses up even more when Doozey starts speaking the different languages.
Graxx goes to place his greatsword on his back following Doozey's lead but as he loosens his grip he feels fear and anxiety run through him. A bead of sweat appears on his brow. Graxx tightly grips the greatsword once more and instead hangs it down along his leg but holding it comforts him.
"What are you saying? Can it read my mind?" say Graxx.
Graxx tries to make his mind blank but instead keeps thinking about the creature. He attempts this a few times before giving up the attempt to clear his mind.
Doozey said nothing at first, too focused on watching for any signs of sudden movements. But as Graxx' insistence, he spares a quick glance in the tribesman way prior to saying, "Politely inquiring into their nature, in my own limited capacity, so that we may address them properly, if they should be. And if not be, well... just stay on guard, my well muscled friend." He calmly warned.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Utar: You do not hear any obvious sounds that betray the presence of a little human girl in these caverns. That said, it is easy to imagine that the dripping water and the bat noises are getting in the way of you noticing other possible distant sounds out there... Wait! Was that a little cry?
Utar breaks the silence with his whispered question, which leads Graxx to venture a guess and then Doozey to try talking to the creature starring at the party. The barbarian mentions the possibility of a worthy trophy, to which the creature cocks its head and exhales. Recognizing this reaction as a sign of intelligence, the hunter tries an educated guess at the origins of this creature. The scales and body type are a bit off from the stories he has heard, but they do seem somewhat draconic in shape. No Dragonborn Doozey has ever met resembles this beast either (and Doozey is an expert in those humanoids), but he knows that dragons come in very different shapes and sizes, and each one of these somewhat rare creatures is quite unique. In order to confirm his suspicions, the ranger asks a couple of questions, one in Sylvan and the other in Draconic.
There is no immediate response, but the creature continues to observe. In the next few seconds, Graxx and Doozey exchange a few words and some quick planning should things go suddenly south. Neya notices that the lack of sudden movements from the party members is paying off in that the creature is avoiding them too. The monk allows her mind to ponder a separate question while this exchange of studious looks is happening. Tough she can't quite see the creature's claws clearly from this angle, she has no reason to believe this is not the Kuo-toa murderer.
Just as Doozey is about to ask Neya to offer it some food, the creature responds in a much more eloquent tone that expected, and in Common: "It seems at least one of you can speak my tongue, but I gather this conversation will go smoother if I am to switch to yours instead. First, let me commend you for not immediately resorting to violence, as many have in the past, and despite this one's inquietude." It nods towards Graxx before continuing. "Second, I must ask: why have you chosen to enter my lair? If you came in search of some misplaced attempt at adventure or treasure, I must ask you to leave. Politely, at first."
(OOC: The party is about 20 feet away from the creature at the moment.)
Doozey blinks twice, feeling uncertain for a moment that he had not heard the creature -- Dragon lesser or greater varient -- right in the moment. So, he answered in kind, cocking his head to the side and head for a moment, and letting out his own sigh. "What I say next it is not meant in mocking, Noble One. But as you can see, we are hardly in any state for seeking treasure. At least none worth fighting over, if'n it can be helped. Which your last words made clear the end result in our stubbornness there." He admits, further relaxing his stance, and urging the same of the others in a few downward gestures.
"It is hoped as well the intrustion be forgiven. We mean only to find a missing child. Her trail, inferred and indirect thought it was, having lead us here to your abode. And we would see her safe, and speak with her, if'n you know anything of lil' Eli. Which I find hard to imagine not being the case given your 'presumed' work on the beach. And the fish men left behind."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Utar joins Graxx in his 'inquietude', very content to let Doozey do the talking.
Grasping his amulet, he reaches forward and lays a hand on the stoutling's shoulder, casting guidance.
Not one to speak from experience, he assumes convincing a dragon to let a bunch of adventurers poke about it's lair is no easy feat, he supposes any help he can render might be the difference between swimming back to the surface, or becoming lunch.
(OOC Any skill check that Doozey might make in the next minute benefits from an additional 1d4.)
Graxx and Utar see that Doozey is taking the lead in this exchange and decide to help him as they can. The barbarian calms himself for now while the cleric calls a small blessing of Torm onto his halfling companion.
The creature is not happy about that: "Do not think for a second that I do not understand what you are doing, half-orc. That amulet you hold so tightly... Is your god watching over you now? Is some of their light reaching your more talkative friend. I hope that he now has all the help that he'll need, for you shall not cast another spell in my lair. Consider this your last warning."
Doozey then tries to diffuse the situation by changing the subject. He inquires about Elisande and the Kuo-toa, to which the creature responds: "Those depraved fishmen got only what they deserved for attempting to capture a fleeing child." It then shows particular interest in Doozey: "You must be a splendid tracker to pinpoint the location of the child through storm, woods, and lake. Who are you, diminutive one?" The creature extends its neck toward the ranger and begins to sniff the air... "Hmmm.. A Redfoot, I see. Tell me, lost halfling, where has your clan's notorious ambition taken you? Is your greed so great that you accept the employ of those wicked villagers across the water? No one else would hire to get this girl back."
(@Ori: Please include a nature check with your next post. You can use the guidance die Utar gave you.)
(@MB: Please include a history check with your next post.)
(@Grx: Please include an insight check with your next post.)
(@Drache: I'll ask a roll from you once you tell us what Neya is doing in this scenario.)
Doozey winced, having half-expected the reaction. And yet, by the time a muddled mind even fully register a need for warning, it had been too late. Still, a faint but thankful grin had been initially thrown the Half-Orc's way, before turning back to nod in acknowledgement of his skill. "Doozey, and I was not without help." He had replied immediately, offhandedly gesturing to Utar. Then everything from his focus to his form sharpened at the words to follow.
He rubbed rubbed at an ear in disbelief of the words, and even did a double take for good measure. Nothing. No change. No illusion. Or perhaps...? He shook his head curtly again, but could not help but still stare wide-eyed at the creature. "You know of the Redfoots?" He half-whispered, as a single tear escapes. "I've been...My Brother..." He covered his eyes, and stared rubbing at them. But not without a few more tears slipping past.
"I have so many questions... But, but, but now's not the time!" He straightens back out with a sniffle. "I care little for their coin, and even less for their company. All that is wished is that little Eli is safe... To see that she finds a home in the city -- B-back in Phlan, was it?" He grumbles. "I've never been good with names -- But anywhere except the island. Short of her request'n it, and after learning what we knew of those... those wretched adults of that village.... No. Never back there." Doozey ends on a stern note.
Much as before, Doozey secured his backpack at camp, taking only the bear essentials -- rope, weaponry, healer's kit, and waterskin(strangely enough) -- prior to the dive.
Later taking advantage of the offered hand, Doozey is the next onto the bank. Though he glanced back, the notion of aiding Graxx and Neya having passed his mind, the Hunter within prompted vigilance. To that end, a wary eye stays on the surroundings as he absently made sure his bowstring still felt taut and ready.
"Right then... Keep quiet as much as you can. We'll want to distrub the bats as little as possible, least we deal with a swarm. Other than that, follow my lead for now." With the warning given, and once everyone appeared more or less ready, the stoutling lead the advance down the tunnel with crossbow in hand, and wary eyes narrowed for any danger or threat going forward.
Along the way, he tries to keep an eye out for signs of scuffs in the stone, or eventual trails of blood of a creature injured having come through.
Survival: 14.
Perception: 8(if needed).
When you realize you're doing too much: Signature.
Neya accepts Graxx's aid and is last up.
"Going silent is a good idea. I'll make our efforts more easy." She says in a hushed tone.
She then takes two fingers and a thumb and pinches them against her forehead, removing some ethereal energy and blows on it. The energy then disperses and settles around everyone's feet muffling their footsteps and leaving no footprints (+10 stealth to everyone, 2 ki points for pass without trace)
Stealth: 18
(Eh... Still better than most passive perception)
Extended Signature
Doozey's Stealth: 27.
When you realize you're doing too much: Signature.
Graxx pokes out of the water first and moves towards the muddy ledge. An observer would never be able to tell that the human man is exhausted judging by the ease with which he pulls himself onto drier land. With his follow up help, the rest of the party also makes their way out of the water.
Utar makes sure his Driftglobe is hovering at a distance that benefits the entire party. Meanwhile, Neya argues for a quiet approach, making sure to enchant everyone's feet accordingly.
Doozey looks around for markings on the walls or droplets of blood, but finds little to that effect. Luckily, there is only one way forward from where they emerged. The bats continue to make their presence known from beyond a bend in the tunnel ahead. Once preparations are ready, the adventurers nod to each other and the ranger leads them onward.
(OOC: Let's get a stealth check with disadvantage from both @Grx and @MB before proceeding).
Stealth 15
Stealth: 10
(OOC: As discussed in our OOC chat, Graxx's roll gets a +10 bonus for a total of 20.)
The group moves forward at a slow pace, being mindful of where they step and trying to muffle all noises not already being diminished by Neya's shadow magic. The tunnel continues at an upward slope at first, but soon slopes back downward in such a way that the adventurers expect to find another body of water soon. Maximizing the party chances of approaching undetected, Doozey takes a few hurried steps in order to put some distance between him and the rest of CRAP. The halfling fails to notice the steps of his companions behind him and is glad that this is the case... except, a tired Utar's heavy breathing is somewhat noticeable still. His floating orb's light is also quite noticeable, and judging by the chirping of the still unseen bats, some of them have noticed it as well.
The tunnel biforcates in two separate occasions, but a quick trip down alternate routes reveals only dead ends. Soon, the halfling approaches an opening. He can hear water drops hitting either stone or another body of water just ahead before he makes the last bend that reveals a cavern lagoon of crystalline water. The rest of the party is just a few steps behind and, upon arrival, they make note of the cracks in the cavern's ceiling allowing streaks of morning sunlight in. A few shadows quickly flash by these sources of natural light, finally giving the group a glimpse of the bats they've been hearing. Three large rocky plateaus jet out of the water reaching different heights. Their surfaces are wet, revealing that water hits them from above, and/or perhaps that some creature uses them as a resting place once they come out of the water. Other rocks barely poke out of the water, at times being more visible than others depending on how water drops from above disturb the surface of the lagoon.
CRAP has some time to take in all that they see. The careful approach pays off in that they succeed in not startling any beast into attacking them. Nonetheless, something eventually still shows up, moving through the water at a speed and direction that indicate purpose. A serpentine creature slithers through the clear water before launching itself to the top of the nearest plateau. Muscly hind legs sustain the weight of its long serpent-like body, while shorter but still bulky front legs/arms are adorned by deadly claws. It's body is covered by a mix of scales and plumes. The scales are as shiny and smooth as the one on the fish you saw jumping out of the water last night, but look as tough as those of reptilians. The particular angle at which light is hitting the scales at this moment gives the creature a sort of greenish-yellow coloration, though those colors shimmer into more silvery tones of blue and pink as the creature moves in place. The short plumes mostly match the pinkish tones that shine from the scales sporadically. Two bright blue long dorsal fins (or are they wings?) rise from its back at an angle and lead all the way down its body to the very tip of the tail. Atop its long neck, a triangular-shaped head is adorned by numerous coral like structures, tinted in the bright colors of tropical sea-life. They grow out in various directions, as natural coral is known to do, giving the impression the creature is wearing some sort of wild but regal crown. Two bright solid green eyes stare directly at the party.
The creature observes for now.
With the creature not making any moves towards the party, Utar considers it prudent to do the same.
"Does anyone know what this thing is?" he whispers, "because Torm knows I have no idea."
Not focusing on the creature, Utar tries to slow his own breathing, concentrating on their surroundings. If there down here to find Elisande, it would be good to know whether the girl is still alive down here
Perception (listening for any human sounds in the cave) 12
Graxx stares in astonishment.
"It must be a fae like Doozey described. A lot bigger than what I had imagined in my mind" says Graxx.
"If it means to fight those feathers would make a mighty trophy" says Graxx with a grin.
"Perhaps we don't discuss trophies around this one." Doozey warned quietly without taking his eyes off the creature. Yet, even Doozey couldn't help afterwards being allured onto the same line of thinking in terms of the creature's origins. And so, he racked his brains, hoping to at least eliminate any of the more natural, if albeit loosely mystical creatures from his mental catalogue while carefully sheathing his weapon.
Nature: 11.
If the motion alone hadn't drawn its ire by then, the stoutling presses his luck in asking the following; first in sylvan, and then again in Draconic:
"Do you be of the courts, o' wonderous one?"
Draconic:
"Or of the more primordial souls?"
After which he waits with baited breathe, hoping against better judgement for the creature's nature to be benign, at the very least. And if proven soon enough to be more beast than sentient creature, he had whisper over to Neya about presenting food.
When you realize you're doing too much: Signature.
Graxx tenses up....
"Can.. Can it speak?" says Graxx.
Graxx tenses up even more when Doozey starts speaking the different languages.
Graxx goes to place his greatsword on his back following Doozey's lead but as he loosens his grip he feels fear and anxiety run through him. A bead of sweat appears on his brow. Graxx tightly grips the greatsword once more and instead hangs it down along his leg but holding it comforts him.
"What are you saying? Can it read my mind?" say Graxx.
Graxx tries to make his mind blank but instead keeps thinking about the creature. He attempts this a few times before giving up the attempt to clear his mind.
Doozey said nothing at first, too focused on watching for any signs of sudden movements. But as Graxx' insistence, he spares a quick glance in the tribesman way prior to saying, "Politely inquiring into their nature, in my own limited capacity, so that we may address them properly, if they should be. And if not be, well... just stay on guard, my well muscled friend." He calmly warned.
When you realize you're doing too much: Signature.
Graxx tightens his one handed grip as he nods to Doozey he understands.
He shifts his weight onto his right leg and twists his foot trying to dig into the terrain.
His eyes scan the large creature trying to determine where to strike if needed.
"By the looks of its behavior, it may be assessing our natures as well." Neya chimes in.
"I wonder, could this be the creature that killed those kuo-toa?"
Neya will try to judge, from a distance and through her condition, whether the creature's claws may match the kuo-toa's injuries.
Perception: 12
Extended Signature
Utar: You do not hear any obvious sounds that betray the presence of a little human girl in these caverns. That said, it is easy to imagine that the dripping water and the bat noises are getting in the way of you noticing other possible distant sounds out there... Wait! Was that a little cry?
Utar breaks the silence with his whispered question, which leads Graxx to venture a guess and then Doozey to try talking to the creature starring at the party. The barbarian mentions the possibility of a worthy trophy, to which the creature cocks its head and exhales. Recognizing this reaction as a sign of intelligence, the hunter tries an educated guess at the origins of this creature. The scales and body type are a bit off from the stories he has heard, but they do seem somewhat draconic in shape. No Dragonborn Doozey has ever met resembles this beast either (and Doozey is an expert in those humanoids), but he knows that dragons come in very different shapes and sizes, and each one of these somewhat rare creatures is quite unique. In order to confirm his suspicions, the ranger asks a couple of questions, one in Sylvan and the other in Draconic.
There is no immediate response, but the creature continues to observe. In the next few seconds, Graxx and Doozey exchange a few words and some quick planning should things go suddenly south. Neya notices that the lack of sudden movements from the party members is paying off in that the creature is avoiding them too. The monk allows her mind to ponder a separate question while this exchange of studious looks is happening. Tough she can't quite see the creature's claws clearly from this angle, she has no reason to believe this is not the Kuo-toa murderer.
Just as Doozey is about to ask Neya to offer it some food, the creature responds in a much more eloquent tone that expected, and in Common: "It seems at least one of you can speak my tongue, but I gather this conversation will go smoother if I am to switch to yours instead. First, let me commend you for not immediately resorting to violence, as many have in the past, and despite this one's inquietude." It nods towards Graxx before continuing. "Second, I must ask: why have you chosen to enter my lair? If you came in search of some misplaced attempt at adventure or treasure, I must ask you to leave. Politely, at first."
(OOC: The party is about 20 feet away from the creature at the moment.)
Doozey blinks twice, feeling uncertain for a moment that he had not heard the creature -- Dragon lesser or greater varient -- right in the moment. So, he answered in kind, cocking his head to the side and head for a moment, and letting out his own sigh. "What I say next it is not meant in mocking, Noble One. But as you can see, we are hardly in any state for seeking treasure. At least none worth fighting over, if'n it can be helped. Which your last words made clear the end result in our stubbornness there." He admits, further relaxing his stance, and urging the same of the others in a few downward gestures.
"It is hoped as well the intrustion be forgiven. We mean only to find a missing child. Her trail, inferred and indirect thought it was, having lead us here to your abode. And we would see her safe, and speak with her, if'n you know anything of lil' Eli. Which I find hard to imagine not being the case given your 'presumed' work on the beach. And the fish men left behind."
When you realize you're doing too much: Signature.
Graxx shuffles misunderstanding the meaning of inquietude.
"Sorry, I'll be quiet." says Graxx in a whisper to the party.
Utar joins Graxx in his 'inquietude', very content to let Doozey do the talking.
Grasping his amulet, he reaches forward and lays a hand on the stoutling's shoulder, casting guidance.
Not one to speak from experience, he assumes convincing a dragon to let a bunch of adventurers poke about it's lair is no easy feat, he supposes any help he can render might be the difference between swimming back to the surface, or becoming lunch.
(OOC Any skill check that Doozey might make in the next minute benefits from an additional 1d4.)
Graxx and Utar see that Doozey is taking the lead in this exchange and decide to help him as they can. The barbarian calms himself for now while the cleric calls a small blessing of Torm onto his halfling companion.
The creature is not happy about that: "Do not think for a second that I do not understand what you are doing, half-orc. That amulet you hold so tightly... Is your god watching over you now? Is some of their light reaching your more talkative friend. I hope that he now has all the help that he'll need, for you shall not cast another spell in my lair. Consider this your last warning."
Doozey then tries to diffuse the situation by changing the subject. He inquires about Elisande and the Kuo-toa, to which the creature responds: "Those depraved fishmen got only what they deserved for attempting to capture a fleeing child." It then shows particular interest in Doozey: "You must be a splendid tracker to pinpoint the location of the child through storm, woods, and lake. Who are you, diminutive one?" The creature extends its neck toward the ranger and begins to sniff the air... "Hmmm.. A Redfoot, I see. Tell me, lost halfling, where has your clan's notorious ambition taken you? Is your greed so great that you accept the employ of those wicked villagers across the water? No one else would hire to get this girl back."
(@Ori: Please include a nature check with your next post. You can use the guidance die Utar gave you.)
(@MB: Please include a history check with your next post.)
(@Grx: Please include an insight check with your next post.)
(@Drache: I'll ask a roll from you once you tell us what Neya is doing in this scenario.)
Nature: 1+8=16 Total.
Doozey winced, having half-expected the reaction. And yet, by the time a muddled mind even fully register a need for warning, it had been too late. Still, a faint but thankful grin had been initially thrown the Half-Orc's way, before turning back to nod in acknowledgement of his skill. "Doozey, and I was not without help." He had replied immediately, offhandedly gesturing to Utar. Then everything from his focus to his form sharpened at the words to follow.
He rubbed rubbed at an ear in disbelief of the words, and even did a double take for good measure. Nothing. No change. No illusion. Or perhaps...? He shook his head curtly again, but could not help but still stare wide-eyed at the creature. "You know of the Redfoots?" He half-whispered, as a single tear escapes. "I've been...My Brother..." He covered his eyes, and stared rubbing at them. But not without a few more tears slipping past.
"I have so many questions... But, but, but now's not the time!" He straightens back out with a sniffle. "I care little for their coin, and even less for their company. All that is wished is that little Eli is safe... To see that she finds a home in the city -- B-back in Phlan, was it?" He grumbles. "I've never been good with names -- But anywhere except the island. Short of her request'n it, and after learning what we knew of those... those wretched adults of that village.... No. Never back there." Doozey ends on a stern note.
When you realize you're doing too much: Signature.