This post has potentially manipulated dice roll results.
Neya: While preparing the rowboat to go at a moment's notice, you see your half-orc compatriot place his bed sheet bundle into the vessel. You help him place the treasure the others brought over into the escape boat as well but your curiosity is piqued by the bundle. As the boat moves back and forth, one of the corners of the bed sheet comes loose and you can peek inside. You see a carved statue of a creature that reminds you of the incomplete dracolich from that crypt in Phlan's graveyard (Episode 3). Its eyes shine with magic, and though this is just a guess, you think it certainly looks like the evil relic of a cult, certainly the Cult of the Dragon. You avert you eyes and tries to focus on something else primarily as a distraction. You reach into your backpack and pull out one of your compasses. Looking at the angle of the ships, remembering the direction you approached from, and using your tool as a guide, you are pretty sure of the direction you'll need to row in order to reach the Folk's isle despite of both the thick mist and the smoke from the fire now surrounding everything.
Utar: While working on preparing the rowboat alongside your monk companion, you can't help but look over your shoulder in an attempt to keep track of the damage The Third Dracolich is taking. The now immense orange and yellow flames have engulfed all of the ship's sails and its three masts do not look like they can take much more punishment. Pieces of the lower deck have already crumbled and you gauge that the ship will give in at any moment now. You spot your barbarian friend about to brave this disaster-in-waiting but just as you open your mouth to warn him of his madness, a heavy belch takes away your ability to speak (momentarily). Your stomach churns and pain takes over your abdomen. You know enough about your body to realize that the pain will soon pass, but are afraid that it might come back.
Graxx: You jump back onto The Third Dracolich disregarding the roaring fire all around you. Pieces of the lower deck fall apart as you step on them and it is only with great difficulty that you make your way back to the landing where you last saw Biscuit's body. Your muscles ache and you are pretty sure you have large splinters, if not shards of wooden planks, stuck to your back (you take 1piercing damage). You pick up the mastiff's furry body, hoisting it over your shoulders as your breathing becomes heavier and heavier due to the smoke. You hear a large cracking noise followed by a great boom. You look outside to see that the central mast has fallen over, splitting the cultists' ship into two. The front part has already begun to sink and the bark portion, the one on which you stand, is beginning to angle upwards. You muster all strength you can and run toward the closest piece of railing to the Audacity that you can reach. As you move, a second mast breaks loose and begins to fall in your general direction. Bound on not failing your promise to your new halfling friend, you shot-put Biscuit's body as hard as you can. The last thing you see before that second mast hits you is the mangled body of the mastiff hitting a relatively safe part of the bone ship's deck and two of your fellow CRAPers running to rescue it. A mission accomplished smile creeps up your face and then... absolute darkness (you take 11bludgeoning damage). You reopen your eyes to find yourself surrounded by salty water in all directions. Big pieces of wooden ship sink towards the bottom of the see all around you. Some are large, others are huge, but most are small and medium splintered pieces. The front part of the bone ship is also underwater a bit away from your current position. You can only see all of this because a fair amount of fire above the water still illuminates your predicament. Air is running out as you did not have a chance to hold you breath before this.
Doozey: You run past you friends preparing an escape route and aim for the bone ship's innards. While moving, you notice that you can either go into the cabins area or lift a separate door on the deck itself to go down into the hull of the ship. Your instincts tell you to search the cabins first. You go in and have to choose between three different doors. Your instincts kick in again and you decide to open the farthest door first. This is a storage room. You crack open a crate and then a second. As you reach inside to get a better understanding of what they contain, your hands pick up nothing but ash. The crates themselves soon join their contents into a dusty pile. You leave and open the next door. These are the quarters of the crew, judging by the dirty hammocks swinging from the ceiling. You attempt to go through some of the pirates' personal belongings but as soon as you touch a small lock-box, it too turns into ash. Frustrated, you leave and reach for the third and final door. This room is full of fancy furniture of clearly different designs, in a mishmash of styles that certainly defines Captain Reeve Sar Testain's chamber. You run around the room confirming your suspicion that everything you touch turns into ash. Taking stock of your findings, you deduce that some hellish magic is at play here, likely some sort of punishment for the grand sin of greed, which would fit well with what you know about plundering pirates. As you try to leave this room, you accidentally kick something. The resulting clattering sound calls your attention and you notice that two small pieces of art, sculptures to be precise, did not turn to ash as you kicked them. You pick them up and note that each of these small figurines is set with semi-precious stones. Given the urgency of your situation, you pocket them knowing that any further careful analyses of the figurines will have to wait. You exit the cabins area in hopes of exploring the hull next but emerge onto the deck to a horrifying scene. The Third Dracolich is nowhere to be seen. The front fifth of the Audacity is gone and the ship is beginning to tilt forward. Your monk and cleric companions are yelling at you to join them at the rowboat as they try to shove the somewhat mangled body of your mastiff companion into the escape vessel. Your barbarian friend is not with them.
Bent double, head between his knees, Utar screws his eyes tightly shut. Feeling beads of sweat form on his brow and back, all he can think is "Don't barf, don't barf, don't barf."
Sucking in gulps of air, Utar watches as The Third Dracolich disappears beneath the waves. His eyes widen as he realises Graxx hasn't made it back to The Audacity. Looking at the state of The Audacity, he realises this ship is not long behind in sinking beneath the waves.
Bundling himself over the rail of the ship and rolling into the longboat, Utar raises a hand and waves for the rest of CRAP to follow. They won't find Graxx stood on the deck of a burning ship, Utar just goes the big humans lungs hold out.
"Seriously...? It's not enough that the crews wanted us dead, but the damned ships, themselves, as well?!" Neya says as she observes that Graxx is not on the Audacity and the Third Dracolich is now beneath the waves.
"Let's get to him and get him out of there five minutes ago!" Neya exclaims as she starts lowering the rowboat into the sea.
This post has potentially manipulated dice roll results.
Graxx looks around in the darkness.... The cold wetness enveloping his body... It's so quiet and peaceful down here.
He sees the pieces of debris floating by him. The salt stings his eyes and various cuts all over his body but he sees no bodies of his friends. This gives Graxx peace.
Graxx's lungs burn as he has no air. His body needs it. He fights back the urge to breathe in the deadly salt water. He doesn't have much left in him.
A battle worthy of Tempus has raged. This would be a good time to go hopefully meet his lord but he's not ready. Graxx is not finished yet. Not if he can stop it.
Graxx swims toward the surface with all his might.
Doozey hardly dared to slow more than necessary to keep his footing, as seeing the Dracolich 'gone' had been more than enough an incentive! Confused more than anything by the lack of Graxx, the stoutling stayed focused on getting onboard, if only to confirm the barbarian was simply resting at the bottom of the boat.
Realizing the truth only afterwards, but too out of breathe to even call out to sea, he started to frantically help Neya lower the rowboat and eventually cut it free. The whole while he is a bug-eyed mess, desperately gasping for breathe, but unwilling to take a moment to catch it. Not until they hit the sea, and inline to scan its surface for any signs of the barbarian's body.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Utar throws himself into the escape boat and waits for Neya and Doozey to finish lowering it onto the water and cutting the ropes. Due to all the preparation that into into it ahead of time, this turns out to be a comparatively easy task given the circumstances. Utar's pain subsides for now and the three adventures are rowing against the sinking wreck's drag within seconds of detaching themselves from the mother-ship, with Biscuit's body and the treasure in tow. They even know in which direction to row in order to reach the isle. They are only missing a certain barbarian.
Underwater, Graxx focus one last time before the last bubbles of air leave his lungs. His greatsword is still strapped to his back, but he can see some of his equipment floating away towards the sea floor. His body gives him no choice in the matter though. If it is not the fiery air, it is the cold water that is trying to kill the man. Strangely, both make his lungs burn. He flaps his arms and legs in an incredible display of adrenaline-fueled athleticism and swims upward. He brakes the water surface to find himself surrounded by fiery flotsam and a sinking bone ship. He looks around for his companions by can't quite spot them in all this chaos...
(@Grx: Along with your next post, please give me a d100 roll and a plain d20 roll.)
"The flames, smoke and reflection on the water is making it difficult to see anything in the water." Neya says as she squints.
"But, we have more senses and we're not the only ones looking or listening..." She says as she throws her voice 20 feet off the front of the rowboat, saying "Give us a shout so we can make our way to you, Graxx!"
She will open her senses to try to listen for Graxx.
This post has potentially manipulated dice roll results.
"I... I.... I don't-...." Doozey trails off into silence on that point, as strained to see see any signs of Graxx. Every moment that passes without the barbarian in sight is another a heart wrench guilt gnawed at what little mental fortitude the stoutling had left. If yet another ally fell because of -his- mistakes once more....
He clutched the side of the row boat tighter on that thought.
(@Lerus: I assume the bottom will be at disadvantage due to all the smoke and obfuscation. But if not, go by the first roll as usual)
Finally feeling a bit better, Utar sits up and asks for Graxx. He watches Neya magically throw her voice forward, but neither manage to spot the barbarian following the trick. Graxx hears Neya's voice, but when turning to face the direction he believes the voice came from, the man only sees more fiery flotsam. A few seconds pass before Doozey finally catches a glimpse of flames reflecting on a metal surface. Smiling, he recognizes Graxx's blade and directs the group toward it. His finding is further confirmed once he hears the man call out all of their names.
Finally reunited, the three boat riders help their missing member onto the rowboat. A collective sigh of relief washes over the four CRAPers. They spend a good minute just resting a bit right there on the boat before Neya finally pulls up her compass and begin directing the group towards the isle. While they row, Graxx remembers that he saw some of his equipment sinking to the bottom of the Moonsea. He checks his belongings to see what he lost and realizes that he is missing all of his food supplies and his length of rope. They must have been loose in his backpack when he went overboard. Also, though he still has it, his bundle of torches are now ruined.
(@Grx: Please make sure to remove these items from your inventory).
The party finally reaches the fishermen's landing. Upon arrival, they see the other rowboat has already been beached. Ulburto has made sure the villagers waited for their saviors before heading inland and, this time, they welcome the group with thankful hugs. They assist CRAP in beaching their boat, getting out of it carefully given all the injuries, and carrying the treasure haul and Biscuit's body if allowed to do so. Together, CRAP and the rescued villagers walk back into the village. You do not see the original longboat you took to sea at the landing.
As you enter the village, some Folk come up to the group and begin taking their friends and family onto their shoulders, welcoming them home. Ulburto stays with you until you reach the central fire pit, where the crones await. The very first thing out of their mouths is: "Where's Elisande?"
This post has potentially manipulated dice roll results.
Doozey pats Graxx on the back as much as he could in sympathy, as much as it was meant to be helpful.
"The important thing is that you're alive, Mr. Graxx. I-... " His voice catches in his throat on the word.
He spends a few moments there visibly straining from trying to find the right words. The man had nearly sacrificed his life for a corpse. And for a halfling the group hardly new at that! In the end, the arrive back on shore prior to the words ever come to be. For all of the exhaustion, a painful still wary stoutling regarded the waiting villagers with at least mild suspicion, and wouldn't let the near Biscuit without at least partially bearing his teeth at the closest to try.
But... after a moment of eyeing the dubiously, he slowly nods his assent to them. Though for the whole journey back, he keeps a close eye on mastiff's form. When it comes to matrons, or elders, or whatever it was the trio truly were at this point, Doozey kept his head and mouth tightly shut on the matter.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Graxx goes to drag the weight alone. A vein bulges in his neck.
"Ugh.. Don't need this I guess." says Graxx as he removes his drum from his pack and drops it to the ground.
Graxx turns to Doozey.
"I'm glad we're all over Doozey... I just wish your brother made it. You all shared something together all Sky Ponies dream of. A bond that goes past mount and master."
Doozey: The villagers that were rescued and were waiting for you at the beach seem genuinely thankful. They don't seem able to show their gratitute in many ways, but they do recognize when people are tired, beaten, and in need of some rest. Their offer to help carry the party's heavy haul, including Biscuit's body, seems well intended. Nonetheless, these folk seem too introverted to come out and offer their help like this, so it becomes clear to you that Ulburto was the one to suggest this course of action before CRAP arrived back at the beach. All of this said, once the group walks back into the village proper, you notice that your conclusion does not necessarily extend to those villagers who were not directly rescued from the cultists' ship. They also come to help but likely due to an interest in helping out the rescued villagers more than CRAP itself. Some other villagers don't help at all. These are the ones who seem to be looking at Biscuit's body with more devious intentions.
The rescued Folk help out with what they are allowed to. Graxx makes sure that no one touches the large bed-sheet bundle that now houses all the treasure the party found. In dragging this bundle around, the barbarian lightens some of the load within his own backpack. The wet torches are quickly picked up by some villagers. They are not about to waist these valuable construction resources and are used to building their huts out of wet wood. The same can be said of the simple wooden staffGraxx tosses on the ground. When the warrior disposes of his traveling drum, a village boy picks that up and runs back to his hut, closely pursued by other kids who no doubt want to claim the instrument for themselves.
Utar then gets a chance to respond to the crones. They seem worried to the point that they do not waste any time on jests or riddles, which is quite unusual from what you have observed so far. In unison, the two crones that speak propose the following deal: "Ye must find her den. We've gold... in a cave in de woods. Ye likely saw it when ye rescued de children. Ye may claim all o'it. Just brin' de lass back!"
Utar rubs his hands over his face, not quite believing what he's hearing. Glancing at the rest of CRAP, well, they look like crap. Bloodied, bruised, battered, exhausted, half drowned, psychologically traumatised, stabbed, sliced, burned.
"Where else could she be? She wasn't in the caves. She wasn't on the ship. Wouldn't it be easier if we ALL looked?"
Putting a heavily emphasis on the word and looking at the crones and villagers.
”You’re right Utar. She wasn’t in the caves. We have defeated the threat. Our mission is complete. Let us leave this place. With the attackers dead surely the islanders can find Elisande. They definitely know the island better than we do. They don’t need the outsiders anymore.... We’ve given more than enough.” says Graxx as he looks at Biscuit.
Rollback Post to RevisionRollBack
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Athletics: 9
Acrobatics: 2
Religion: 12
Survival (/w advantage and Cartographer's tools): 23
Advantage roll: 10
(Did I interpret your request correctly? If advantage was just due to Cartographer's tools and not through their use, then deduct 3 from results)
Extended Signature
Neya: While preparing the rowboat to go at a moment's notice, you see your half-orc compatriot place his bed sheet bundle into the vessel. You help him place the treasure the others brought over into the escape boat as well but your curiosity is piqued by the bundle. As the boat moves back and forth, one of the corners of the bed sheet comes loose and you can peek inside. You see a carved statue of a creature that reminds you of the incomplete dracolich from that crypt in Phlan's graveyard (Episode 3). Its eyes shine with magic, and though this is just a guess, you think it certainly looks like the evil relic of a cult, certainly the Cult of the Dragon. You avert you eyes and tries to focus on something else primarily as a distraction. You reach into your backpack and pull out one of your compasses. Looking at the angle of the ships, remembering the direction you approached from, and using your tool as a guide, you are pretty sure of the direction you'll need to row in order to reach the Folk's isle despite of both the thick mist and the smoke from the fire now surrounding everything.
Utar: While working on preparing the rowboat alongside your monk companion, you can't help but look over your shoulder in an attempt to keep track of the damage The Third Dracolich is taking. The now immense orange and yellow flames have engulfed all of the ship's sails and its three masts do not look like they can take much more punishment. Pieces of the lower deck have already crumbled and you gauge that the ship will give in at any moment now. You spot your barbarian friend about to brave this disaster-in-waiting but just as you open your mouth to warn him of his madness, a heavy belch takes away your ability to speak (momentarily). Your stomach churns and pain takes over your abdomen. You know enough about your body to realize that the pain will soon pass, but are afraid that it might come back.
Graxx: You jump back onto The Third Dracolich disregarding the roaring fire all around you. Pieces of the lower deck fall apart as you step on them and it is only with great difficulty that you make your way back to the landing where you last saw Biscuit's body. Your muscles ache and you are pretty sure you have large splinters, if not shards of wooden planks, stuck to your back (you take 1 piercing damage). You pick up the mastiff's furry body, hoisting it over your shoulders as your breathing becomes heavier and heavier due to the smoke. You hear a large cracking noise followed by a great boom. You look outside to see that the central mast has fallen over, splitting the cultists' ship into two. The front part has already begun to sink and the bark portion, the one on which you stand, is beginning to angle upwards. You muster all strength you can and run toward the closest piece of railing to the Audacity that you can reach. As you move, a second mast breaks loose and begins to fall in your general direction. Bound on not failing your promise to your new halfling friend, you shot-put Biscuit's body as hard as you can. The last thing you see before that second mast hits you is the mangled body of the mastiff hitting a relatively safe part of the bone ship's deck and two of your fellow CRAPers running to rescue it. A mission accomplished smile creeps up your face and then... absolute darkness (you take 11 bludgeoning damage). You reopen your eyes to find yourself surrounded by salty water in all directions. Big pieces of wooden ship sink towards the bottom of the see all around you. Some are large, others are huge, but most are small and medium splintered pieces. The front part of the bone ship is also underwater a bit away from your current position. You can only see all of this because a fair amount of fire above the water still illuminates your predicament. Air is running out as you did not have a chance to hold you breath before this.
Doozey: You run past you friends preparing an escape route and aim for the bone ship's innards. While moving, you notice that you can either go into the cabins area or lift a separate door on the deck itself to go down into the hull of the ship. Your instincts tell you to search the cabins first. You go in and have to choose between three different doors. Your instincts kick in again and you decide to open the farthest door first. This is a storage room. You crack open a crate and then a second. As you reach inside to get a better understanding of what they contain, your hands pick up nothing but ash. The crates themselves soon join their contents into a dusty pile. You leave and open the next door. These are the quarters of the crew, judging by the dirty hammocks swinging from the ceiling. You attempt to go through some of the pirates' personal belongings but as soon as you touch a small lock-box, it too turns into ash. Frustrated, you leave and reach for the third and final door. This room is full of fancy furniture of clearly different designs, in a mishmash of styles that certainly defines Captain Reeve Sar Testain's chamber. You run around the room confirming your suspicion that everything you touch turns into ash. Taking stock of your findings, you deduce that some hellish magic is at play here, likely some sort of punishment for the grand sin of greed, which would fit well with what you know about plundering pirates. As you try to leave this room, you accidentally kick something. The resulting clattering sound calls your attention and you notice that two small pieces of art, sculptures to be precise, did not turn to ash as you kicked them. You pick them up and note that each of these small figurines is set with semi-precious stones. Given the urgency of your situation, you pocket them knowing that any further careful analyses of the figurines will have to wait. You exit the cabins area in hopes of exploring the hull next but emerge onto the deck to a horrifying scene. The Third Dracolich is nowhere to be seen. The front fifth of the Audacity is gone and the ship is beginning to tilt forward. Your monk and cleric companions are yelling at you to join them at the rowboat as they try to shove the somewhat mangled body of your mastiff companion into the escape vessel. Your barbarian friend is not with them.
Bent double, head between his knees, Utar screws his eyes tightly shut. Feeling beads of sweat form on his brow and back, all he can think is "Don't barf, don't barf, don't barf."
Sucking in gulps of air, Utar watches as The Third Dracolich disappears beneath the waves. His eyes widen as he realises Graxx hasn't made it back to The Audacity. Looking at the state of The Audacity, he realises this ship is not long behind in sinking beneath the waves.
Bundling himself over the rail of the ship and rolling into the longboat, Utar raises a hand and waves for the rest of CRAP to follow. They won't find Graxx stood on the deck of a burning ship, Utar just goes the big humans lungs hold out.
"Seriously...? It's not enough that the crews wanted us dead, but the damned ships, themselves, as well?!" Neya says as she observes that Graxx is not on the Audacity and the Third Dracolich is now beneath the waves.
"Let's get to him and get him out of there five minutes ago!" Neya exclaims as she starts lowering the rowboat into the sea.
Extended Signature
Graxx looks around in the darkness.... The cold wetness enveloping his body... It's so quiet and peaceful down here.
He sees the pieces of debris floating by him. The salt stings his eyes and various cuts all over his body but he sees no bodies of his friends. This gives Graxx peace.
Graxx's lungs burn as he has no air. His body needs it. He fights back the urge to breathe in the deadly salt water. He doesn't have much left in him.
A battle worthy of Tempus has raged. This would be a good time to go hopefully meet his lord but he's not ready. Graxx is not finished yet. Not if he can stop it.
Graxx swims toward the surface with all his might.
OOC: Rolls that may be needed?
Athletics: 7
Acrobatics: 19
Constitution Save: 19
.
Doozey hardly dared to slow more than necessary to keep his footing, as seeing the Dracolich 'gone' had been more than enough an incentive! Confused more than anything by the lack of Graxx, the stoutling stayed focused on getting onboard, if only to confirm the barbarian was simply resting at the bottom of the boat.
Realizing the truth only afterwards, but too out of breathe to even call out to sea, he started to frantically help Neya lower the rowboat and eventually cut it free. The whole while he is a bug-eyed mess, desperately gasping for breathe, but unwilling to take a moment to catch it. Not until they hit the sea, and inline to scan its surface for any signs of the barbarian's body.
When you realize you're doing too much: Signature.
Utar throws himself into the escape boat and waits for Neya and Doozey to finish lowering it onto the water and cutting the ropes. Due to all the preparation that into into it ahead of time, this turns out to be a comparatively easy task given the circumstances. Utar's pain subsides for now and the three adventures are rowing against the sinking wreck's drag within seconds of detaching themselves from the mother-ship, with Biscuit's body and the treasure in tow. They even know in which direction to row in order to reach the isle. They are only missing a certain barbarian.
Underwater, Graxx focus one last time before the last bubbles of air leave his lungs. His greatsword is still strapped to his back, but he can see some of his equipment floating away towards the sea floor. His body gives him no choice in the matter though. If it is not the fiery air, it is the cold water that is trying to kill the man. Strangely, both make his lungs burn. He flaps his arms and legs in an incredible display of adrenaline-fueled athleticism and swims upward. He brakes the water surface to find himself surrounded by fiery flotsam and a sinking bone ship. He looks around for his companions by can't quite spot them in all this chaos...
(@Grx: Along with your next post, please give me a d100 roll and a plain d20 roll.)
Righting himself from a horizontal position, Utar looks out over the new flotsam and jetsam now littering the surface of the Moonsea.
"Any sign of Graxx?"
His hand moves towards his amulet, feeling the comforting weight of it in his hand as if it were Torm's hand on his shoulder.
Graxx looks around in the darkness he cries out.
"UTAR! NEYA! DOOZEY! TEMPUS!" shouts Graxx inbetween gasps of air.
99
12
"The flames, smoke and reflection on the water is making it difficult to see anything in the water." Neya says as she squints.
"But, we have more senses and we're not the only ones looking or listening..." She says as she throws her voice 20 feet off the front of the rowboat, saying "Give us a shout so we can make our way to you, Graxx!"
She will open her senses to try to listen for Graxx.
Perception: 3
edit: roll bug
Extended Signature
"I... I.... I don't-...." Doozey trails off into silence on that point, as strained to see see any signs of Graxx. Every moment that passes without the barbarian in sight is another a heart wrench guilt gnawed at what little mental fortitude the stoutling had left. If yet another ally fell because of -his- mistakes once more....
He clutched the side of the row boat tighter on that thought.
(@Lerus: I assume the bottom will be at disadvantage due to all the smoke and obfuscation. But if not, go by the first roll as usual)
Hunting For Graxx!: 19.
(Also, though it would not have helped here, I somewhat regret not making humans one of Doozey's favored enemies. XD.)
When you realize you're doing too much: Signature.
Finally feeling a bit better, Utar sits up and asks for Graxx. He watches Neya magically throw her voice forward, but neither manage to spot the barbarian following the trick. Graxx hears Neya's voice, but when turning to face the direction he believes the voice came from, the man only sees more fiery flotsam. A few seconds pass before Doozey finally catches a glimpse of flames reflecting on a metal surface. Smiling, he recognizes Graxx's blade and directs the group toward it. His finding is further confirmed once he hears the man call out all of their names.
Finally reunited, the three boat riders help their missing member onto the rowboat. A collective sigh of relief washes over the four CRAPers. They spend a good minute just resting a bit right there on the boat before Neya finally pulls up her compass and begin directing the group towards the isle. While they row, Graxx remembers that he saw some of his equipment sinking to the bottom of the Moonsea. He checks his belongings to see what he lost and realizes that he is missing all of his food supplies and his length of rope. They must have been loose in his backpack when he went overboard. Also, though he still has it, his bundle of torches are now ruined.
-> Graxx loses all of his rations (x5), all of his torches (x10), and his rope.
(@Grx: Please make sure to remove these items from your inventory).
The party finally reaches the fishermen's landing. Upon arrival, they see the other rowboat has already been beached. Ulburto has made sure the villagers waited for their saviors before heading inland and, this time, they welcome the group with thankful hugs. They assist CRAP in beaching their boat, getting out of it carefully given all the injuries, and carrying the treasure haul and Biscuit's body if allowed to do so. Together, CRAP and the rescued villagers walk back into the village. You do not see the original longboat you took to sea at the landing.
As you enter the village, some Folk come up to the group and begin taking their friends and family onto their shoulders, welcoming them home. Ulburto stays with you until you reach the central fire pit, where the crones await. The very first thing out of their mouths is: "Where's Elisande?"
Utar shakes his head.
"We didn't find her on the ship,"
He looks at Ulburto and the villagers who had been on the boat.
"Did any of you see her?"
Graxx sporadically coughs up Seawater. He looks at his wet torches...
”Ruined...” he quietly says as he tosses them to the ground.
”And why do I even have this” Graxx ponders aloud as his tosses his staff he has never used the ground.
Graxx holds up his hand declining the assistance of the villagers when it comes to carrying the treasure.
”Thanks but I think I can manage it. Just might move a little slower.” states Graxx as he grabs the sack of treasure.
Doozey pats Graxx on the back as much as he could in sympathy, as much as it was meant to be helpful.
"The important thing is that you're alive, Mr. Graxx. I-... " His voice catches in his throat on the word.
He spends a few moments there visibly straining from trying to find the right words. The man had nearly sacrificed his life for a corpse. And for a halfling the group hardly new at that! In the end, the arrive back on shore prior to the words ever come to be. For all of the exhaustion, a painful still wary stoutling regarded the waiting villagers with at least mild suspicion, and wouldn't let the near Biscuit without at least partially bearing his teeth at the closest to try.
Insight: 8.
But... after a moment of eyeing the dubiously, he slowly nods his assent to them. Though for the whole journey back, he keeps a close eye on mastiff's form. When it comes to matrons, or elders, or whatever it was the trio truly were at this point, Doozey kept his head and mouth tightly shut on the matter.
When you realize you're doing too much: Signature.
Graxx goes to drag the weight alone. A vein bulges in his neck.
"Ugh.. Don't need this I guess." says Graxx as he removes his drum from his pack and drops it to the ground.
Graxx turns to Doozey.
"I'm glad we're all over Doozey... I just wish your brother made it. You all shared something together all Sky Ponies dream of. A bond that goes past mount and master."
Doozey: The villagers that were rescued and were waiting for you at the beach seem genuinely thankful. They don't seem able to show their gratitute in many ways, but they do recognize when people are tired, beaten, and in need of some rest. Their offer to help carry the party's heavy haul, including Biscuit's body, seems well intended. Nonetheless, these folk seem too introverted to come out and offer their help like this, so it becomes clear to you that Ulburto was the one to suggest this course of action before CRAP arrived back at the beach. All of this said, once the group walks back into the village proper, you notice that your conclusion does not necessarily extend to those villagers who were not directly rescued from the cultists' ship. They also come to help but likely due to an interest in helping out the rescued villagers more than CRAP itself. Some other villagers don't help at all. These are the ones who seem to be looking at Biscuit's body with more devious intentions.
The rescued Folk help out with what they are allowed to. Graxx makes sure that no one touches the large bed-sheet bundle that now houses all the treasure the party found. In dragging this bundle around, the barbarian lightens some of the load within his own backpack. The wet torches are quickly picked up by some villagers. They are not about to waist these valuable construction resources and are used to building their huts out of wet wood. The same can be said of the simple wooden staff Graxx tosses on the ground. When the warrior disposes of his traveling drum, a village boy picks that up and runs back to his hut, closely pursued by other kids who no doubt want to claim the instrument for themselves.
Utar then gets a chance to respond to the crones. They seem worried to the point that they do not waste any time on jests or riddles, which is quite unusual from what you have observed so far. In unison, the two crones that speak propose the following deal: "Ye must find her den. We've gold... in a cave in de woods. Ye likely saw it when ye rescued de children. Ye may claim all o'it. Just brin' de lass back!"
Utar rubs his hands over his face, not quite believing what he's hearing. Glancing at the rest of CRAP, well, they look like crap. Bloodied, bruised, battered, exhausted, half drowned, psychologically traumatised, stabbed, sliced, burned.
"Where else could she be? She wasn't in the caves. She wasn't on the ship. Wouldn't it be easier if we ALL looked?"
Putting a heavily emphasis on the word and looking at the crones and villagers.
"Who saw her last? Where did she go?"
Graxx grunts.
”You’re right Utar. She wasn’t in the caves. We have defeated the threat. Our mission is complete. Let us leave this place. With the attackers dead surely the islanders can find Elisande. They definitely know the island better than we do. They don’t need the outsiders anymore.... We’ve given more than enough.” says Graxx as he looks at Biscuit.