Doozey canted his head at the specific mention of The Audacity; only to shrug it off. Then a moment passes prior to his going "OH! Right! The Story" and looking up to Yovir with a gleam in his eyes. "It was certainly an experience dealing with that accursed thing. Turns out-..." He goes on to explain a condensed version of the tale of the crew, its villany, and subsequent damnation into the guardians of the island. Towards the end of which, his gaze grows distant as he come to a certain realization.
After a mercifully short moment or two, he shakes himself out of it. "All in all, that's not to say you shouldn't be at least a little prepared for trouble of the non-undead kind. As this Dragon Cult is no doubt aiming to stir up more trouble in the future. In fact, this thieving business around town could even be part of grandier." He speaks of as much with his brows furrowed at the end. "There's... also might be something else that we be figuring you and yours can maybe help with." He said, turning towards the end to give Utar and Neya at least an expectant look.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
"We should clarify that the Audacity was not involved in the raids," Neya adds.
"Ironically enough, it accidentally had a role in destroying the ship that was responsible; a Cult of the Dragon vessel dubbed The Third Dracolich. That was not until we had already routed a majority of the Cult's forces. In fact, we are reasonably sure that we were the ones who allowed the Audacity to emerge when it did."
"Fortunately, the ships accompanied each other to the depths."
The Doomguide listens to the retelling of your adventure, paying particular attention to the the bits about fake undead and the Audacity. He says: "No, no, we would not raise arms against threats other than the undead, so I am relieved to hear none of those were involved. You might disagree with it, but should the city face threats of other nature, be it disguised kobolds or hellish pirates, the priests of Kelemvor shall not interfere. So say our teachings. We shall only help guide those who can be saved back to life and those who can't onward to whatever comes after." He repeats: "So say our teachings." Brother Keefe does not say a thing.
"That said," he continues "I thank you for sharing this information with us. It is good to know we won't be needing to dust off our maces and breastplates. It is heroes like you that must rise to defend this city from evils like this Cult of the Dragon. So once again, thank you. Additionally, It is also good to know that my mom's stories weren't just tales for children, as terrifying as that might be."
"Now, I believe I owe you some information." he changes subjects. "I can't remember whether or not I already shared it with you, old age and all, but the name of the contact I said I would share with you is Podo.He used to be an acolyte of Kelemvor here in the graveyard up until several months ago. Drink and wanderlust drove him away from Valhingen. I hear he now lives in the streets of the residential district, in the east portion of town. He'd be a good person to ask about these home robberies you mentioned."
After adjusting the basket of tools he has been balancing atop his head, he concludes: "Now, if there is anything else I can help you with, like Doozey here is suggesting, please do let me know. Otherwise, I should go back to tending to my garden. He waves as to gesture to the entire graveyard. "We'll gladly serve you some fruit in case you have not broken your night's fast yet."
Utar nods along with Yovir's words, "It's good to know that whatever the threat you'll be there to help, with armour or without. This Podo... Is there anything that would distinguish him, a tattoo, a mark? We'd also like to speak to Yip if we could. We think we've found the thing that has put him in his current state."
“Podo is a halfling that lives on the streets. You should be able to find him easily on the eastern part of town, performing street acts for drink money. No identifying marks, but he is a fire-eater. Again, should be easy to spot. Now, follow me. I’m interested to see what you may be able to do regarding Yip’s ailment.”
Yovir guides you to the room were Yip has been staying. The madman is sitting quietly on his chair. The young acolyte responsible for his care lets you know that he has been quieter lately, but no other improvements have been witnessed.
Graxx calmly walks up and kneels beside Yip. He doesn't touch the madman.
"Yip... Yip... Can you hear me my friend. The evil you saw is no more. You can calm yourself now. I know what it is like when your mind is not your own. You can come back from this."
Not wanting Yip to see what he suspects is the thing that caused him so much damage, Utar asks Yovir to follow him outside of the room.
Once there, Utar pulls the sheet wrapping the dragon statue back and shows it to Yovir.
"We found this on the ship belonging to the Cult of the Dragon. We suspect they used it to interrogate survivors of their raids, including Yip here. We aren't especially sure if that it is specifically, but we wondered if knowing what caused the damage to Yip might not help to heal him."
Doozey remains fairly quiet through proceedings, and stood back away from Yip and Graxx' subsequent sides. As much as he might've liked to offer some form of assistance in explaining the group's thought process on the freeing Yip, such matters were best left to others. Or at least namely, a half-orc with a calling for divine magic.
Though he would be ready at any moment to help however he can; be it in his involvement in some ritual, or in some other way.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
While Graxx checks on Yip, and Doozey observes in thought, Utar asks for a moment of Yovir's time outside the chamber. Upon seeing the statuette revealed by the half-orc, the Doomguide quickly produces a casting of Detect Evil and Good, gasping at his findings. He looks at Utar with worried eyes and says: "It is good thing that you showed this to me in private. An item this malevolent is likely to only cause more harm... unless we are able to fully understand how it works and then manipulate its use. I am not confident that is even possible, but if it is, it would certainly take much studying."
He then pauses and suggests: "Perhaps my priests and I can work to that end, if you are comfortable leaving the statue with us. I promise to destroy it should it prove useless in curing the madness."
Yovir takes the wrapped statue and nods at Utar: "Came back to me if you are curious about our progress." With that, the Doomguide lets the group say their goodbyes to Brother Keefe, Acolyte Elden, and Madman Yip, who remains unresponsive despite Graxx's best attempts to comfort the poor man. Yovir then drops off his gardening tools before rededicating his immediate future to the very different task of studying the strange but certainly evil art piece. Brother Keefe walks you back to the edge of the graveyard. During the short walk he just reiterates how good it was to see the party and how excited he is about his new training.
The walk back into town takes the group past Podol Plaza once again. You notice that some people have gathered to watch a curious street performance. A brave man in his 40s handles some sort of large wild cat, perhaps a jaguar or a leopard, through hops and onto barrels of increasing size. Children are excited and the adults mesmerize. Those more perceptive among you get the impression that the feline creature stares at you as you walk past. Noticing that you might have spent more time in the graveyard than anticipated, and that it is already early afternoon, you press onward in hopes to catch Dornal in his preferred meal-serving establishment.
Utar casts an eye about for friendly looking member of staff or a plume of white hair, hoping for someone to point the way to Dornal or for an indication as to where the dwarf is within the building.
Despite Utar's best attempts, you find that the welcoming staff at the Velvet Doublet are not really that welcoming, at least to you. They remember your last visit and are not fond of "dirty adventurers" coming onto their fine festhall. Nonetheless, they also remember you were here last time as Dornal Whitebeard's guests, so they feel at loss about what to do. They almost welcome Dornal interference calling you to his table.
The dwarf has already finished his meal but that does not stop him from ordering more food for you. Like before, he does not ask what you want. Instead, he just orders a small protein-heavy banquet of his on choosing. Once the food arrives, you have your choice of cinnamon roasted boar, banana leaf roasted pheasant, baked cod, wood-grilled guinea pig, dried fruit (cherries, apples, and oranges), and cooked artichoke. Dornal can't resist but have a second lunch with you. You share with the dwarf the story of your trip, keeping it to basics in terms of the actual adventure but giving him all the details about your encounter with Gilfron Milon and his son. The dwarf reveals that he already received news of your success from the merchant himself, and that he has been carrying your reward with him since. He plops a leather bag with 400gp on the table to much of the disgust of other guests. Dornal couldn't care less. He reiterates that he always eats his lunches here, and that you are welcome to come by anytime you want. "I might even have more work for you in the future." Before you leave, he says: "The priest was right about you, Chaotic Relief." He smiles: "You have a friend in me." You hear some of the other patrons murmur your adventuring party's name among themselves.
Though it is still not quite the end of the working day, you decide to go and check whether the smithies are done with your request. Walking back through Podol Plaza to reach the Black Fist's headquarters (Stojanow Gate), you notice that the jaguar/leopard act is over and the cat and its master can be found nowhere. Some of the Black Fist guards are beginning to recognize your faces and let you pass without much trouble. When you arrive at the forges you notice that Brunhilde is not around, but Siegfied and Horseshoe are there to hand the items over. The male dwarf says: "I noticed yar amulet there friend, so took the liberty of stampin' the right gauntlet of Torm on the pauldron piece for yas."Utar looks at it and sees a small but well made emblem on the one pauldron (the shield arm side of the splint armor). Horseshoe hands over to Doozey a banded-iron buckler and a full set of halfing-sized studded leather armor. The boy doesn't say anything but points to himself proudly to let you know that he was the one who made the studs that were then sold to the leatherworker who made the armor. Finally, a silvered halberd is handed carefully to Graxx. "That there is an expensive piece of delicate work, mister. Yas treat that weapon finely, yas hear me? Siegfied's tone is a half-joking one.
The rest of the late afternoon and evening are spent at the Laughing Goblin, where the party discusses plans for the next day. You decide you could all use some alone time to run some errands and focus on your own priorities for a bit. You agree to meet at the Laughing Goblin in a few days to resume planning as a group then.
(OOC#1: Biscuit is left at the Temple of the Hand for one more night).
(OOC#2: Apart from downtime activities, if you'd like to add anything before we call the curtains on this episode, now is the time).
Utar thanks Dornal on leaving their leisurely lunch and is firm not taking any of Doozey's share of the reward, although he does opine that regardless of maybe Graxx's decision on the matter the stoutling should find some way to repay Graxx with something as valuable to him as Biscuit undoubtedly is to Doozey. He wonders whether between the two of them, they might able to find a lead on a weapon of Tempus.
At the smithy, Utar is more than delighted at the additional detail added to his armour promising to make sure to pass the word to his brothers and sisters should Siegmund want to take on any more commissions.
Thinking back to the lavish food of the afternoon, Utar is glad of the simpler fare of The Laughing Goblin. Thinking of the magnificent tea offered at the Tea Kettle, he asks Fat Mar what the Goblin can offer.
Doozey was no stranger to odd looks. Or to be more accurate, this time around, he especially paid them little mind. After everything that has been endured over the past week alone, things were being driven more into perspective.The Stoutling, in his own awkward way, thanked Dornal afterward for the meal as well as the coin. But once the group had left the premise, he at least tried to pass over the coin to Graxx and Utar, citing it as partial repayment for all they've done for him.
Despite this, the refusal left him both comforted and pensive in a strange way. Thus, when/if word about the weapon of Tempus gets brought up, he suggests their visit to the Temple tomorrow might be more fruitful if they ask the head priest about any such things; either not fully knowing or understanding the less familial nature of non-halfling gods and goddesses...
Once at the smithy, he thanks the boy with an offer of a firm handshake, and the firmly ingrained words of thanks spoken in dwarvish. One of the few words he could recall Grandma's talk about the genesis of the redfoots. While some of the many had been lost due to time, he knew it to involve great praise as well.
When at last the group reaches the Laughing Goblin to discuss future plans, it takes some time, but eventually Doozey opened up in part about "personal things" needing taking care of come the next day. He would still join Utar and whoever else went to the temple the next day, if coincidently in the afternoon. Otherwise, he is tight lip about plan; only able to apologize when pressed, and try at least not further spoil the mood.
"Oh, I'll take good care of it friend. Thank you for making such a weapon."
Graxx is glad for his new weapon but is very interested in finding a true relic of Tempus.
Once back at the Laughing Goblin Graxx will tell the others he plans to go to the local Shrine and try to locate a volunteer. If he cannot find a volunteer he will ask nearby shops and vendors when they typically see someone at the Shrine. Graxx if finding a volunteer would ask if they have any old books on Tempus warriors or rumors of Tempus weapons.
After speaking with Dornal, Neya accompanies her companions to their errands around town.
After feeling the heft of her purse throughout the day, she decides to put some of it to use. Considering how useful the potions of healing they used up during their time on the island, she decides restocking on them at an apothecary may be prudent. Perhaps there may be more than just healing potions she may be interested in?
Dornal nods one last time to the group in recognition of your appreciation for the meal, and as yet another sign of his appreciation for the merchant's rescue. "You know where and when to find me," he repeats himself just to be sure you got the message.
On their way out, Doozey tries to give Graxx and Utar some of his portion of the just-collected reward, but both refuse it. Utar's refusal even comes with a suggestion, which both human and halfling take note. Doozey mentions that perhaps the priests of Torm would know something about Tempus' relics, but Graxx seems to have a better idea.
AT THE BLACK FIST FORGE
Siegfied first corrects, then reminds Utar: "It's Siegfied... The name is S-I-E-G-F-I-E-D. And remember that we serve ya lot because Captain Burral approved it. We won't be extendin' that benefit to yar family and friends without direct orders to do so. Not my rule, sorry."
To Graxx, Siegfied says: "Oh, it was not my work, friend. Ya should thank Brunhilde instead... next time, I guess."
Horseshoe seems pretty pleased with Doozey's recognition of his work. The boy does not seem to have a lot of experience, but does love his trade.
AT THE LAUGHING GOBLIN
Utar is thankful for the lighter fare at the more mundane dockside tavern. Fat Mar tries to indulge the half-orc by bringing him a cupful of lemon tea, though the concoction tastes a lot more like boiled lemonade. Once the group starts to plan, Doozey snaps a quick word about picking up Biscuit the next afternoon but remains otherwise quiet. Graxx shares that he is planning to commune with his god for a bit while Neya mentions some minor trades she'd like to cross of her list.
With that, the party calls it a night, dreaming of their recent victories over the Cult of the Dragon and their personal to-do lists.
This is the first of our usual end-of-chapter bookkeeping posts. It's been a while but they should look familiar by now. In this first post, we'll just note all the XP gained during the episode so that we all have a handy one-stop-shop to verify your XP gains. It also helps all of us ensure that we are on the same page. More details on the exact XP gained can be found in the OOC chat, and are summarized in the box below.
ACT I - At the Open..............................................................................900 XP per character ACT II - On the Road.............................................................................800 XP per character ACT III - The Village..........................................................................3,000 XP per character ACT IV - Bump in the Night.....................................................................4,300 XP per character ACT V - High Seas..............................................................................2,500 XP per character EPILOGUE - Bringing Back a Friend..............................................................2,000 XP per character
TOTAL XP earned by the party..................................................................13,500 XP per character
Just to confirm, you should each have somewhere between 17,250 and 17,390 XP as of the end of this episode.
Doozey canted his head at the specific mention of The Audacity; only to shrug it off. Then a moment passes prior to his going "OH! Right! The Story" and looking up to Yovir with a gleam in his eyes. "It was certainly an experience dealing with that accursed thing. Turns out-..." He goes on to explain a condensed version of the tale of the crew, its villany, and subsequent damnation into the guardians of the island. Towards the end of which, his gaze grows distant as he come to a certain realization.
After a mercifully short moment or two, he shakes himself out of it. "All in all, that's not to say you shouldn't be at least a little prepared for trouble of the non-undead kind. As this Dragon Cult is no doubt aiming to stir up more trouble in the future. In fact, this thieving business around town could even be part of grandier." He speaks of as much with his brows furrowed at the end. "There's... also might be something else that we be figuring you and yours can maybe help with." He said, turning towards the end to give Utar and Neya at least an expectant look.
When you realize you're doing too much: Signature.
"We should clarify that the Audacity was not involved in the raids," Neya adds.
"Ironically enough, it accidentally had a role in destroying the ship that was responsible; a Cult of the Dragon vessel dubbed The Third Dracolich. That was not until we had already routed a majority of the Cult's forces. In fact, we are reasonably sure that we were the ones who allowed the Audacity to emerge when it did."
"Fortunately, the ships accompanied each other to the depths."
Extended Signature
Graxx is content to remain silent at the moment.
The Doomguide listens to the retelling of your adventure, paying particular attention to the the bits about fake undead and the Audacity. He says: "No, no, we would not raise arms against threats other than the undead, so I am relieved to hear none of those were involved. You might disagree with it, but should the city face threats of other nature, be it disguised kobolds or hellish pirates, the priests of Kelemvor shall not interfere. So say our teachings. We shall only help guide those who can be saved back to life and those who can't onward to whatever comes after." He repeats: "So say our teachings." Brother Keefe does not say a thing.
"That said," he continues "I thank you for sharing this information with us. It is good to know we won't be needing to dust off our maces and breastplates. It is heroes like you that must rise to defend this city from evils like this Cult of the Dragon. So once again, thank you. Additionally, It is also good to know that my mom's stories weren't just tales for children, as terrifying as that might be."
"Now, I believe I owe you some information." he changes subjects. "I can't remember whether or not I already shared it with you, old age and all, but the name of the contact I said I would share with you is Podo. He used to be an acolyte of Kelemvor here in the graveyard up until several months ago. Drink and wanderlust drove him away from Valhingen. I hear he now lives in the streets of the residential district, in the east portion of town. He'd be a good person to ask about these home robberies you mentioned."
After adjusting the basket of tools he has been balancing atop his head, he concludes: "Now, if there is anything else I can help you with, like Doozey here is suggesting, please do let me know. Otherwise, I should go back to tending to my garden. He waves as to gesture to the entire graveyard. "We'll gladly serve you some fruit in case you have not broken your night's fast yet."
Utar nods along with Yovir's words, "It's good to know that whatever the threat you'll be there to help, with armour or without. This Podo... Is there anything that would distinguish him, a tattoo, a mark? We'd also like to speak to Yip if we could. We think we've found the thing that has put him in his current state."
“Podo is a halfling that lives on the streets. You should be able to find him easily on the eastern part of town, performing street acts for drink money. No identifying marks, but he is a fire-eater. Again, should be easy to spot. Now, follow me. I’m interested to see what you may be able to do regarding Yip’s ailment.”
Yovir guides you to the room were Yip has been staying. The madman is sitting quietly on his chair. The young acolyte responsible for his care lets you know that he has been quieter lately, but no other improvements have been witnessed.
Graxx calmly walks up and kneels beside Yip. He doesn't touch the madman.
"Yip... Yip... Can you hear me my friend. The evil you saw is no more. You can calm yourself now. I know what it is like when your mind is not your own. You can come back from this."
Not wanting Yip to see what he suspects is the thing that caused him so much damage, Utar asks Yovir to follow him outside of the room.
Once there, Utar pulls the sheet wrapping the dragon statue back and shows it to Yovir.
"We found this on the ship belonging to the Cult of the Dragon. We suspect they used it to interrogate survivors of their raids, including Yip here. We aren't especially sure if that it is specifically, but we wondered if knowing what caused the damage to Yip might not help to heal him."
Doozey remains fairly quiet through proceedings, and stood back away from Yip and Graxx' subsequent sides. As much as he might've liked to offer some form of assistance in explaining the group's thought process on the freeing Yip, such matters were best left to others. Or at least namely, a half-orc with a calling for divine magic.
Though he would be ready at any moment to help however he can; be it in his involvement in some ritual, or in some other way.
When you realize you're doing too much: Signature.
While Graxx checks on Yip, and Doozey observes in thought, Utar asks for a moment of Yovir's time outside the chamber. Upon seeing the statuette revealed by the half-orc, the Doomguide quickly produces a casting of Detect Evil and Good, gasping at his findings. He looks at Utar with worried eyes and says: "It is good thing that you showed this to me in private. An item this malevolent is likely to only cause more harm... unless we are able to fully understand how it works and then manipulate its use. I am not confident that is even possible, but if it is, it would certainly take much studying."
He then pauses and suggests: "Perhaps my priests and I can work to that end, if you are comfortable leaving the statue with us. I promise to destroy it should it prove useless in curing the madness."
Covering the statue in the sheet once more, Utar passes the bundle to Yovir.
"Try to help Yip if you can... But having this thing put beyond further use would be just as good. Thank you Yovir."
Yovir takes the wrapped statue and nods at Utar: "Came back to me if you are curious about our progress." With that, the Doomguide lets the group say their goodbyes to Brother Keefe, Acolyte Elden, and Madman Yip, who remains unresponsive despite Graxx's best attempts to comfort the poor man. Yovir then drops off his gardening tools before rededicating his immediate future to the very different task of studying the strange but certainly evil art piece. Brother Keefe walks you back to the edge of the graveyard. During the short walk he just reiterates how good it was to see the party and how excited he is about his new training.
The walk back into town takes the group past Podol Plaza once again. You notice that some people have gathered to watch a curious street performance. A brave man in his 40s handles some sort of large wild cat, perhaps a jaguar or a leopard, through hops and onto barrels of increasing size. Children are excited and the adults mesmerize. Those more perceptive among you get the impression that the feline creature stares at you as you walk past. Noticing that you might have spent more time in the graveyard than anticipated, and that it is already early afternoon, you press onward in hopes to catch Dornal in his preferred meal-serving establishment.
Utar casts an eye about for friendly looking member of staff or a plume of white hair, hoping for someone to point the way to Dornal or for an indication as to where the dwarf is within the building.
Despite Utar's best attempts, you find that the welcoming staff at the Velvet Doublet are not really that welcoming, at least to you. They remember your last visit and are not fond of "dirty adventurers" coming onto their fine festhall. Nonetheless, they also remember you were here last time as Dornal Whitebeard's guests, so they feel at loss about what to do. They almost welcome Dornal interference calling you to his table.
The dwarf has already finished his meal but that does not stop him from ordering more food for you. Like before, he does not ask what you want. Instead, he just orders a small protein-heavy banquet of his on choosing. Once the food arrives, you have your choice of cinnamon roasted boar, banana leaf roasted pheasant, baked cod, wood-grilled guinea pig, dried fruit (cherries, apples, and oranges), and cooked artichoke. Dornal can't resist but have a second lunch with you. You share with the dwarf the story of your trip, keeping it to basics in terms of the actual adventure but giving him all the details about your encounter with Gilfron Milon and his son. The dwarf reveals that he already received news of your success from the merchant himself, and that he has been carrying your reward with him since. He plops a leather bag with 400gp on the table to much of the disgust of other guests. Dornal couldn't care less. He reiterates that he always eats his lunches here, and that you are welcome to come by anytime you want. "I might even have more work for you in the future." Before you leave, he says: "The priest was right about you, Chaotic Relief." He smiles: "You have a friend in me." You hear some of the other patrons murmur your adventuring party's name among themselves.
Though it is still not quite the end of the working day, you decide to go and check whether the smithies are done with your request. Walking back through Podol Plaza to reach the Black Fist's headquarters (Stojanow Gate), you notice that the jaguar/leopard act is over and the cat and its master can be found nowhere. Some of the Black Fist guards are beginning to recognize your faces and let you pass without much trouble. When you arrive at the forges you notice that Brunhilde is not around, but Siegfied and Horseshoe are there to hand the items over. The male dwarf says: "I noticed yar amulet there friend, so took the liberty of stampin' the right gauntlet of Torm on the pauldron piece for yas." Utar looks at it and sees a small but well made emblem on the one pauldron (the shield arm side of the splint armor). Horseshoe hands over to Doozey a banded-iron buckler and a full set of halfing-sized studded leather armor. The boy doesn't say anything but points to himself proudly to let you know that he was the one who made the studs that were then sold to the leatherworker who made the armor. Finally, a silvered halberd is handed carefully to Graxx. "That there is an expensive piece of delicate work, mister. Yas treat that weapon finely, yas hear me? Siegfied's tone is a half-joking one.
The rest of the late afternoon and evening are spent at the Laughing Goblin, where the party discusses plans for the next day. You decide you could all use some alone time to run some errands and focus on your own priorities for a bit. You agree to meet at the Laughing Goblin in a few days to resume planning as a group then.
(OOC#1: Biscuit is left at the Temple of the Hand for one more night).
(OOC#2: Apart from downtime activities, if you'd like to add anything before we call the curtains on this episode, now is the time).
Utar thanks Dornal on leaving their leisurely lunch and is firm not taking any of Doozey's share of the reward, although he does opine that regardless of maybe Graxx's decision on the matter the stoutling should find some way to repay Graxx with something as valuable to him as Biscuit undoubtedly is to Doozey. He wonders whether between the two of them, they might able to find a lead on a weapon of Tempus.
At the smithy, Utar is more than delighted at the additional detail added to his armour promising to make sure to pass the word to his brothers and sisters should Siegmund want to take on any more commissions.
Thinking back to the lavish food of the afternoon, Utar is glad of the simpler fare of The Laughing Goblin. Thinking of the magnificent tea offered at the Tea Kettle, he asks Fat Mar what the Goblin can offer.
Doozey was no stranger to odd looks. Or to be more accurate, this time around, he especially paid them little mind. After everything that has been endured over the past week alone, things were being driven more into perspective.The Stoutling, in his own awkward way, thanked Dornal afterward for the meal as well as the coin. But once the group had left the premise, he at least tried to pass over the coin to Graxx and Utar, citing it as partial repayment for all they've done for him.
Despite this, the refusal left him both comforted and pensive in a strange way. Thus, when/if word about the weapon of Tempus gets brought up, he suggests their visit to the Temple tomorrow might be more fruitful if they ask the head priest about any such things; either not fully knowing or understanding the less familial nature of non-halfling gods and goddesses...
Once at the smithy, he thanks the boy with an offer of a firm handshake, and the firmly ingrained words of thanks spoken in dwarvish. One of the few words he could recall Grandma's talk about the genesis of the redfoots. While some of the many had been lost due to time, he knew it to involve great praise as well.
When at last the group reaches the Laughing Goblin to discuss future plans, it takes some time, but eventually Doozey opened up in part about "personal things" needing taking care of come the next day. He would still join Utar and whoever else went to the temple the next day, if coincidently in the afternoon. Otherwise, he is tight lip about plan; only able to apologize when pressed, and try at least not further spoil the mood.
When you realize you're doing too much: Signature.
Graxx picks up the new silvery weapon.
"Oh, I'll take good care of it friend. Thank you for making such a weapon."
Graxx is glad for his new weapon but is very interested in finding a true relic of Tempus.
Once back at the Laughing Goblin Graxx will tell the others he plans to go to the local Shrine and try to locate a volunteer. If he cannot find a volunteer he will ask nearby shops and vendors when they typically see someone at the Shrine. Graxx if finding a volunteer would ask if they have any old books on Tempus warriors or rumors of Tempus weapons.
After speaking with Dornal, Neya accompanies her companions to their errands around town.
After feeling the heft of her purse throughout the day, she decides to put some of it to use. Considering how useful the potions of healing they used up during their time on the island, she decides restocking on them at an apothecary may be prudent. Perhaps there may be more than just healing potions she may be interested in?
Extended Signature
AT THE VELVET DOUBLET
Dornal nods one last time to the group in recognition of your appreciation for the meal, and as yet another sign of his appreciation for the merchant's rescue. "You know where and when to find me," he repeats himself just to be sure you got the message.
On their way out, Doozey tries to give Graxx and Utar some of his portion of the just-collected reward, but both refuse it. Utar's refusal even comes with a suggestion, which both human and halfling take note. Doozey mentions that perhaps the priests of Torm would know something about Tempus' relics, but Graxx seems to have a better idea.
AT THE BLACK FIST FORGE
Siegfied first corrects, then reminds Utar: "It's Siegfied... The name is S-I-E-G-F-I-E-D. And remember that we serve ya lot because Captain Burral approved it. We won't be extendin' that benefit to yar family and friends without direct orders to do so. Not my rule, sorry."
To Graxx, Siegfied says: "Oh, it was not my work, friend. Ya should thank Brunhilde instead... next time, I guess."
Horseshoe seems pretty pleased with Doozey's recognition of his work. The boy does not seem to have a lot of experience, but does love his trade.
AT THE LAUGHING GOBLIN
Utar is thankful for the lighter fare at the more mundane dockside tavern. Fat Mar tries to indulge the half-orc by bringing him a cupful of lemon tea, though the concoction tastes a lot more like boiled lemonade. Once the group starts to plan, Doozey snaps a quick word about picking up Biscuit the next afternoon but remains otherwise quiet. Graxx shares that he is planning to commune with his god for a bit while Neya mentions some minor trades she'd like to cross of her list.
With that, the party calls it a night, dreaming of their recent victories over the Cult of the Dragon and their personal to-do lists.
BOOKKEEPING (1/3)
This is the first of our usual end-of-chapter bookkeeping posts. It's been a while but they should look familiar by now. In this first post, we'll just note all the XP gained during the episode so that we all have a handy one-stop-shop to verify your XP gains. It also helps all of us ensure that we are on the same page. More details on the exact XP gained can be found in the OOC chat, and are summarized in the box below.
Just to confirm, you should each have somewhere between 17,250 and 17,390 XP as of the end of this episode.