After noting who to watch out for and who to keep away, the stoutling largely continued to keep his attention on Biscuit. His thoughts to barely strayed from the Tundra Mastiff, as much as every moment of it pained him. But there was a necessity to it. One he dared not speak or stray from wantonly. And yet...
"Why is MIss Eli so important anyways? If its a matter of her bein' an ideal student to your ways, the island isn't so bereft of apprentices for that now, isn't it?" He asked, but without ever looking towards the trio. "Tho' if'n ya rather not say, then that's all well 'n good. Let us rest 'n be on our way come the 'morrow. I'm sure you'll find her, like Mr. Graxx said. But thank ye kindly fer the offer, 'n all the hospitality."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
"We should also check on that cultist, Verik." Neya says.
"In fact, I don't think anyone has even been to that shack ever since the attack..." she continues with a tone of realization. "Evidently, he managed to get Eli to trust him, possibly through no small amount of deception."
Utar is the first to react to the crones' additional request. In turn, Lolmetta answers the cleric's first question: "We've all already looked 'round de village, 'nd de woods, while ye were away rescuing the oders. We're certain she isn't 'ere." Then, one of the villagers that were just rescued attempts a reply to the half-orc's second and third questions, or perhaps he is replying to the crone's comment: "Aye, me saw de lass 'scaping on old Warsh's ferry raft. She gone towards de mainland. Sum fish-men givin' chase." Exirsa snarks back: "'Nd ye didn't help her, scum!" Turning to CRAP, she adds: "Ye must follow her. If not tonight den after sunrise. We can prepare more cleansed water if ye go now, yes?"
At this point, Graxx pipes up and makes clear his unwillingness to help the Folk any further. Doozey has his doubts as well. When the halfling poses a few questions regarding Elisande's importance, it is Rentida, the "mute" one, who responds. This is the first time CRAP hears her speak, aside from Utar, who was whispered to during the invasion. She simply says: "She'll be thirteen soon..."
Lolmetta interrupts Rentida while Exirsa stares the youngest crone down, both surely surprise the third sister spoke. Lolmetta's speech seems a bit more hesitant than before. Overall, the crones seem to be acting quite differently from earlier in the evening: "Right... yes... she's entering her teens soon, which makes her de oldest unmarried lass in de Village. Sum years from now she'll marry 'nd do her part in perpetuating we Folk. Dere aren't many of us. All young'uns are important 'ere." Exirsa concludes the request in a manner that is somewhat less adamant about the group leaving immediately this time: "Go, rest. When de sun comes up ye help find de lass, yes?"
Neya then changes the subject and suggests the party checks up on Verik as well. Ulburto does not object to the monk's request but explains he lost the key to the smokehouse during his abduction. Neya takes the matter onto her own hands and enters the butcher's hut just a few steps away. She kicks the locked door that separates the smokehouse from the rest of the butcher's hut and swings it open easily. Plenty of smoke escapes the small enclosure used to prepare meats. Inside the chamber, Neya finds some stacks of red and white meat in several different stages of smoking. There is also plenty of salt, charcoal, and whatever lumber was not used in arming the village's defenses earlier this same night. A loose paving stone has been moved aside, revealing a storage hole. Inside, a couple of rusty daggers are partially covered by dirt and small pieces of oiled fabric. Perhaps more importantly, she also spots Verik's slump-over body. No closer examination is needed to conclude that the con-artist is dead. Judging by all the smoke, the man suffocated to death some time ago.
This post has potentially manipulated dice roll results.
Not convinced by the crones reasons, Utar tries to deduce whether they are telling the group what they want to hear and in doing so, mask their real aims. Given the history of the islanders, he wonders what those aims might be.
Sighing, he presses the villagers for more details on Elisande's escape. "How many fish men? Is there a boat we can use to follow them to the mainland? How long ago did you see them?"
Frowning, he looks up to the crones fully and say, "It's nice to see that ya care'n now. Though, you did have a point earlier. If'n she's being pursued, it'd be better to go now, would'n it? So long as me comrades here are fine with it, then my mind's changed plenty enough." He glances over to Graxx and the rest for at least a nod of confirmation. "How long will it take ya to prepare ya waters? -Without- using me Biscuit of course." As if emphasizing his point, he sharply looks to one of the people caught earlier eyeing the dog like a slab of meant (and wasn't named Ulberto).
If the group should decide to stay the night:
An insistent Doozey would keep both biscuit and belongings close at hand for the remainder. As well as suggest watches, starting with himself, as if in atonement for something. For he certainly had his head bowed from a heavy weight.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Utar takes a few seconds before speaking again, contemplating what to say. This is what Utar concludes:
You have a bit of extra information relative to the others. You were, after all, the only one who heard Rentida speak twice. This fact makes you feel a bit unease, but you also know that it puts you at a vantage point in trying to understand what might be going on here. Lolmetta's and Exirsa's change of behavior is in itself quite troubling, and a sure sign that they are holding something back. Rentida on the other hand... that woman is just a walking, mostly-mute enigma.
Finally opening his mouth, the cleric addresses some of the more common folk. This is the response he gets: "I dunno... two or dree. We were all bein' taken at dat time, Elisande too. She wiggled free 'nd jumped on de raft. We yelled at her to take us but she just kept goin'... De fish people noticed 'nd swam after her. Dey disappeared in de fog. Also, no boat's in better shape dan de rowboat ye brought back."
Meanwhile, Doozey prods the crones a bit further. While speaking, he observes their reaction closely:
You can feel the hesitation in their tone and word choice. That is not the confidence that bolsters the speech of truthful folk. If they were acting like this due to the shock of the situation, surely this behavior would have shown earlier, during the bloody battle most likely. No, they are acting strange because the focus has shifted exclusively to Elisande. At least, she is indeed the oldest female teenager you have seen in the village, so their story has some merit.
"Hmm.. no more dan ten minutes," Exirsa responds to Doozey's question. While looking at Biscuit, she adds: "No need." She waves to some standby villagers who begin to collect the necessary ritualistic "materials" they need from the nearby bodies. Between all the dead kobolds, kuo-toa, cultists, villagers, and horses (you presume) there is plenty of "raw material" to go around. Exirsa goes off to prepare the ritual.
Lolmetta stays behind and thanks the group for considering going after Elisande right away, especially after Graxx agrees to the plan. She waits a bit to see if she can answer any more questions and then joins her sister at the fire pit.
At this point, Neya is still in the smokehouse, noting just how hard it is to breath in there.
(OOC: If there is anything else you'd like to do at this point, let me know. Otherwise, we can jump ahead to the point were Exirsa brings back four cups of boiling magical water).
Neya returns to the group, "Verik has shuffled off the mortal coil... I guess that's to be expected when one is trapped in a smokehouse for a few hours."
"Has anybody seen which direction in which Eli fled?"
"I s'pose you didn't catch it 'fore ya left, eh?" Doozey half-smiles as he looks to Neya. "She's off to the mainland, or as close as that direction as she can by the boatsman'... boat." He explained. Noticing after that Lolmetta lingered, the smile immediately falls away. Subconsciously he stands a little straighter, and crosses his arms. As he tries to say something afterwards, he hesitates, noticing all the villagers, but shrugs off their presence and tries again.
"Just purely out of curiosity. If we were to fall in our pursuit of lil' Eli. Would you send other villagers after her?" He asked at least. Beyond this, he was content stand and wait, still keeping an eye on Biscuit's body.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
"Sorry, just a little overwhelmed by the scent of inadvertently smoked human. It’s not very pleasant. I have no questions, then." She says, brushing her nose.
(OOC: Lovely little piece of RP there! A DM's Inspiration token each to @Ori and @Drache).
The villagers watch the adventures talk among themselves with a mixture of interest and amusement. When a question is posed, Lolmetta hesitates for a moment, clearly caught by surprise. Then, she says "Aye, 'nd we'd pray for her return too." The way she says the word "pray" sounds a bit menacing. After saying this, she leaves to join her fellow crone at the fire pit.
The preparation ritual was just as bloody as you had suspected. The pot was filled halfway with assorted meat and body parts, before a dozen minutes of fire and infernal chanting somehow transform it all into clear, bubbling water. They added a few strange ingredients, powders, and herbs in there too. Or so it seemed. Some time passes before the two older crones return with four baked mud cups. The third one, Rentida, stares at Utar unblinkingly as the cleric takes his dosage. Graxx, Neya, and finally Doozey all follow suit, though Rentida only has eyes for the half-orc.
The group then makes their way back to the landing and hop onto the boat they arrived in. Rowing towards the mainland is easy enough as Warsh's guiding line is still connecting the island and the little dock on the other end. The mist impairs your senses for a moment, but soon a thud indicates your arrival. The mist is not coming onto the mainland, restraining itself to the waters.
Right there at the dock, you see Warsh's raft. You recall seeing it earlier too, while taking the longboat toward The Third Dracolich. Now you know what that brief sighting meant. The raft is damaged and next to it lie three eviscerated kuo-toa bodies. Their cold fish blood and organs are sprawled all over the place. It is quite the disturbing scene. Elisande is nowhere in the immediate vicinity, but the muddy ground is full of marks, prints, and divots. Rainwater pools inside most of them.
(OOC: Everyone should now take the equivalent of a short rest. In addition, you may also roll 2d4+2 each and mark the result as temporary HP. This said, it looks like Neya and Graxx are out of hit dice to use... I think Utar is also out of them but forgot to update his sheet.)
This post has potentially manipulated dice roll results.
Temp HP: 5
Graxx can barely keep his eyes open. His head nods out from time to time.
"By Tempus, I'm so tired I can barely rest..."
Graxx gets a jolt of energy upon seeing the eviscerated fishpeople.
Graxx approaches the bodies and squats down.
"My... My... Looks like Ol' Elis can handle herself pretty good." says Graxx with a grin.
Graxx studies the tracks to see if he can differentiate which ones are Elis's and where she is headed.
Survival: 23
While Graxx is squating he sighs...'
"Now, while we're looking I want to talk about somethin'... I'm sorry for my tribe's actions back there. We weren't always aligned with such evil creatures. Through greed and lust for power we lost our way. I am hoping to change that one day." says Graxx.
"Hang in there, Mr. Graxx. If it really comes down to it, we can find a place to rest here." Doozey offered, and looked about ready to fist bump the barbarian's leg. Thinking better of it at last moment, he started to offer a weak smile when the sight of the bodies immediately draws attention. "Sweet, Big Mama..." Doozey whispered, a hand half covering his mouth. Though the expression worn read more surprise and mild disturbance over horrified or fearful.
While his first instincts is to immediately rush to the sight, he says back, "Mind your step over there. And Miss Neya? Mind tying off the boat, and... helping me with Biscuit for mo? I wish to get him inside." He then gestures over to Warsh's shack, or at least where he last recalled seeing it. "What? Some of your own were... oh... Ohh... That... I'm sorry to here that, Mister Graxx -- about your people losing there way, that is. Know however that, for all you've done for me and me brother, that I -will- return the favor someday. I swear it."
He had no salute to give, or some gesture to go by. Smiling alone wasn't often painful and awkward now since the boat conflict. So, he held gazes with Graxx for a lengthy moment, then nodded, hoping it would suffice. And once Biscuit is tucked away with little to no incident, he returns to tracks to see if he could piece together a path for Elisande, if not whatever creature was responsible for so thorough a killing, and likely chase after the girl.
Do any of the tracks fall under the fey, fiend, or undead category for the purposes of Doozey's Hunter's Bane feature?
You have advantage on Wisdom (Survival) checks to track Fey, Fiends, and Undead, as well as on Intelligence checks to recall information about them. If you are actively tracking one of these creature types, you cannot be surprised by any creatures of that type. You can only be tracking one type of creature at a time.
If so, do you need a nature check of some kind to confirm it? Or will the advantage check cover that as well? If the former, here it is:
19. (Forgot the +3 to that, so 22)
The advantage on the nature check being if it counts as 'recalling lore' on said up above types. If not, feel free to ignore the second roll.
This post has potentially manipulated dice roll results.
Utar's temporary hp: 7
Glad to be off the island, Utar is at least... pleased isn't the right word. Comforted? Relieved to see the kuo-toa are no longer chasing Elisande. The relief is timed with a strong undercurrent of horror though, especially at the thought of the young girl being able to do this to her pursuers.
"I think we underestimated the powers of Elisande. Not surprising as I guess we underestimated all the villagers on that island."
Utar scans the horizon surrounding the landing trying to discern the direction Elisande might have headed in.
Graxx nods appreciatively at Utar and Doozey. He drops his head.
"This path they are on.. It's the entire reason I am here with you today. I need to commit a deed so enormous I can challenge the Chieftain. I just hope they are not too far gone. I acted just like them at one point..."
Graxx stares off into the waters...
"It started years ago when I was just starting to be trained in the Barbarian way... We the Sky Ponies were being driven from our lands. While our warriors could hold our in the day time..."
Graxx looks to Utar slightly fearful and ashamed at revealing his next words.
"The Orcs ruled the night. Their night seeing skills gave them small victories. Over time these deaths added up and our tribe was dwindling. We once had a large hold of the Spine of the World but our outposts had all been abandoned. We were all consolidated into one camp to reinforce our numbers and increase our chances of survival. We lived in constant fear not knowing when the next night raid would come."
Utar steps towards Graxx and places a hand his friend's shoulder.
"Attack when you are strong and your enemy is weak. That was the first thing I learnt when I ran with my brothers and sisters... Sometimes weakness is your lack of night seeing, sometimes it is desperation. We cannot always see the trap for what it is at the time and we often do not see the strings attached to an offer of help."
Rollback Post to RevisionRollBack
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After noting who to watch out for and who to keep away, the stoutling largely continued to keep his attention on Biscuit. His thoughts to barely strayed from the Tundra Mastiff, as much as every moment of it pained him. But there was a necessity to it. One he dared not speak or stray from wantonly. And yet...
"Why is MIss Eli so important anyways? If its a matter of her bein' an ideal student to your ways, the island isn't so bereft of apprentices for that now, isn't it?" He asked, but without ever looking towards the trio. "Tho' if'n ya rather not say, then that's all well 'n good. Let us rest 'n be on our way come the 'morrow. I'm sure you'll find her, like Mr. Graxx said. But thank ye kindly fer the offer, 'n all the hospitality."
When you realize you're doing too much: Signature.
"We should also check on that cultist, Verik." Neya says.
"In fact, I don't think anyone has even been to that shack ever since the attack..." she continues with a tone of realization. "Evidently, he managed to get Eli to trust him, possibly through no small amount of deception."
Extended Signature
Utar is the first to react to the crones' additional request. In turn, Lolmetta answers the cleric's first question: "We've all already looked 'round de village, 'nd de woods, while ye were away rescuing the oders. We're certain she isn't 'ere." Then, one of the villagers that were just rescued attempts a reply to the half-orc's second and third questions, or perhaps he is replying to the crone's comment: "Aye, me saw de lass 'scaping on old Warsh's ferry raft. She gone towards de mainland. Sum fish-men givin' chase." Exirsa snarks back: "'Nd ye didn't help her, scum!" Turning to CRAP, she adds: "Ye must follow her. If not tonight den after sunrise. We can prepare more cleansed water if ye go now, yes?"
At this point, Graxx pipes up and makes clear his unwillingness to help the Folk any further. Doozey has his doubts as well. When the halfling poses a few questions regarding Elisande's importance, it is Rentida, the "mute" one, who responds. This is the first time CRAP hears her speak, aside from Utar, who was whispered to during the invasion. She simply says: "She'll be thirteen soon..."
Lolmetta interrupts Rentida while Exirsa stares the youngest crone down, both surely surprise the third sister spoke. Lolmetta's speech seems a bit more hesitant than before. Overall, the crones seem to be acting quite differently from earlier in the evening: "Right... yes... she's entering her teens soon, which makes her de oldest unmarried lass in de Village. Sum years from now she'll marry 'nd do her part in perpetuating we Folk. Dere aren't many of us. All young'uns are important 'ere." Exirsa concludes the request in a manner that is somewhat less adamant about the group leaving immediately this time: "Go, rest. When de sun comes up ye help find de lass, yes?"
Neya then changes the subject and suggests the party checks up on Verik as well. Ulburto does not object to the monk's request but explains he lost the key to the smokehouse during his abduction. Neya takes the matter onto her own hands and enters the butcher's hut just a few steps away. She kicks the locked door that separates the smokehouse from the rest of the butcher's hut and swings it open easily. Plenty of smoke escapes the small enclosure used to prepare meats. Inside the chamber, Neya finds some stacks of red and white meat in several different stages of smoking. There is also plenty of salt, charcoal, and whatever lumber was not used in arming the village's defenses earlier this same night. A loose paving stone has been moved aside, revealing a storage hole. Inside, a couple of rusty daggers are partially covered by dirt and small pieces of oiled fabric. Perhaps more importantly, she also spots Verik's slump-over body. No closer examination is needed to conclude that the con-artist is dead. Judging by all the smoke, the man suffocated to death some time ago.
Not convinced by the crones reasons, Utar tries to deduce whether they are telling the group what they want to hear and in doing so, mask their real aims. Given the history of the islanders, he wonders what those aims might be.
Insight 11
Religion 19
Sighing, he presses the villagers for more details on Elisande's escape. "How many fish men? Is there a boat we can use to follow them to the mainland? How long ago did you see them?"
Doozey is no more convinced than Utar, having already come to at least one conclusion due to recently jostled memories of Blood Hunter training.
Insight: 18. (if allowed)
Frowning, he looks up to the crones fully and say, "It's nice to see that ya care'n now. Though, you did have a point earlier. If'n she's being pursued, it'd be better to go now, would'n it? So long as me comrades here are fine with it, then my mind's changed plenty enough." He glances over to Graxx and the rest for at least a nod of confirmation. "How long will it take ya to prepare ya waters? -Without- using me Biscuit of course." As if emphasizing his point, he sharply looks to one of the people caught earlier eyeing the dog like a slab of meant (and wasn't named Ulberto).
If the group should decide to stay the night:
An insistent Doozey would keep both biscuit and belongings close at hand for the remainder. As well as suggest watches, starting with himself, as if in atonement for something. For he certainly had his head bowed from a heavy weight.
When you realize you're doing too much: Signature.
Graxx nods toward Doozey in agreement.
”We’re not out of this yet...” says Graxx resignedly.
Utar takes a few seconds before speaking again, contemplating what to say. This is what Utar concludes:
You have a bit of extra information relative to the others. You were, after all, the only one who heard Rentida speak twice. This fact makes you feel a bit unease, but you also know that it puts you at a vantage point in trying to understand what might be going on here. Lolmetta's and Exirsa's change of behavior is in itself quite troubling, and a sure sign that they are holding something back. Rentida on the other hand... that woman is just a walking, mostly-mute enigma.
Finally opening his mouth, the cleric addresses some of the more common folk. This is the response he gets: "I dunno... two or dree. We were all bein' taken at dat time, Elisande too. She wiggled free 'nd jumped on de raft. We yelled at her to take us but she just kept goin'... De fish people noticed 'nd swam after her. Dey disappeared in de fog. Also, no boat's in better shape dan de rowboat ye brought back."
Meanwhile, Doozey prods the crones a bit further. While speaking, he observes their reaction closely:
You can feel the hesitation in their tone and word choice. That is not the confidence that bolsters the speech of truthful folk. If they were acting like this due to the shock of the situation, surely this behavior would have shown earlier, during the bloody battle most likely. No, they are acting strange because the focus has shifted exclusively to Elisande. At least, she is indeed the oldest female teenager you have seen in the village, so their story has some merit.
"Hmm.. no more dan ten minutes," Exirsa responds to Doozey's question. While looking at Biscuit, she adds: "No need." She waves to some standby villagers who begin to collect the necessary ritualistic "materials" they need from the nearby bodies. Between all the dead kobolds, kuo-toa, cultists, villagers, and horses (you presume) there is plenty of "raw material" to go around. Exirsa goes off to prepare the ritual.
Lolmetta stays behind and thanks the group for considering going after Elisande right away, especially after Graxx agrees to the plan. She waits a bit to see if she can answer any more questions and then joins her sister at the fire pit.
At this point, Neya is still in the smokehouse, noting just how hard it is to breath in there.
(OOC: If there is anything else you'd like to do at this point, let me know. Otherwise, we can jump ahead to the point were Exirsa brings back four cups of boiling magical water).
Neya returns to the group, "Verik has shuffled off the mortal coil... I guess that's to be expected when one is trapped in a smokehouse for a few hours."
"Has anybody seen which direction in which Eli fled?"
Extended Signature
Graxx looks toward the sea and impatiently waits for the next “potion”. He can’t wait to get away from here.
With no more questions for the crones or the villagers, Utar waits for the crones to return with their "water".
"I s'pose you didn't catch it 'fore ya left, eh?" Doozey half-smiles as he looks to Neya. "She's off to the mainland, or as close as that direction as she can by the boatsman'... boat." He explained. Noticing after that Lolmetta lingered, the smile immediately falls away. Subconsciously he stands a little straighter, and crosses his arms. As he tries to say something afterwards, he hesitates, noticing all the villagers, but shrugs off their presence and tries again.
"Just purely out of curiosity. If we were to fall in our pursuit of lil' Eli. Would you send other villagers after her?" He asked at least. Beyond this, he was content stand and wait, still keeping an eye on Biscuit's body.
When you realize you're doing too much: Signature.
"I see, but which direction specifically? North? South? East? Just trying to get a better idea of where to start looking." Neya replies to Doozey.
Extended Signature
Doozey cocks his head to the side in confusion. "The... the mainland's only one.... Did you fall asleep on the way here?" Doozey asked in turn.
When you realize you're doing too much: Signature.
"Sorry, just a little overwhelmed by the scent of inadvertently smoked human. It’s not very pleasant. I have no questions, then." She says, brushing her nose.
Extended Signature
(OOC: Lovely little piece of RP there! A DM's Inspiration token each to @Ori and @Drache).
The villagers watch the adventures talk among themselves with a mixture of interest and amusement. When a question is posed, Lolmetta hesitates for a moment, clearly caught by surprise. Then, she says "Aye, 'nd we'd pray for her return too." The way she says the word "pray" sounds a bit menacing. After saying this, she leaves to join her fellow crone at the fire pit.
The preparation ritual was just as bloody as you had suspected. The pot was filled halfway with assorted meat and body parts, before a dozen minutes of fire and infernal chanting somehow transform it all into clear, bubbling water. They added a few strange ingredients, powders, and herbs in there too. Or so it seemed. Some time passes before the two older crones return with four baked mud cups. The third one, Rentida, stares at Utar unblinkingly as the cleric takes his dosage. Graxx, Neya, and finally Doozey all follow suit, though Rentida only has eyes for the half-orc.
The group then makes their way back to the landing and hop onto the boat they arrived in. Rowing towards the mainland is easy enough as Warsh's guiding line is still connecting the island and the little dock on the other end. The mist impairs your senses for a moment, but soon a thud indicates your arrival. The mist is not coming onto the mainland, restraining itself to the waters.
Right there at the dock, you see Warsh's raft. You recall seeing it earlier too, while taking the longboat toward The Third Dracolich. Now you know what that brief sighting meant. The raft is damaged and next to it lie three eviscerated kuo-toa bodies. Their cold fish blood and organs are sprawled all over the place. It is quite the disturbing scene. Elisande is nowhere in the immediate vicinity, but the muddy ground is full of marks, prints, and divots. Rainwater pools inside most of them.
(OOC: Everyone should now take the equivalent of a short rest. In addition, you may also roll 2d4+2 each and mark the result as temporary HP. This said, it looks like Neya and Graxx are out of hit dice to use... I think Utar is also out of them but forgot to update his sheet.)
Temp HP: 5
Graxx can barely keep his eyes open. His head nods out from time to time.
"By Tempus, I'm so tired I can barely rest..."
Graxx gets a jolt of energy upon seeing the eviscerated fishpeople.
Graxx approaches the bodies and squats down.
"My... My... Looks like Ol' Elis can handle herself pretty good." says Graxx with a grin.
Graxx studies the tracks to see if he can differentiate which ones are Elis's and where she is headed.
Survival: 23
While Graxx is squating he sighs...'
"Now, while we're looking I want to talk about somethin'... I'm sorry for my tribe's actions back there. We weren't always aligned with such evil creatures. Through greed and lust for power we lost our way. I am hoping to change that one day." says Graxx.
Temp HP: 7.
(That sweet, sweet, DM Inspiration~)
"Hang in there, Mr. Graxx. If it really comes down to it, we can find a place to rest here." Doozey offered, and looked about ready to fist bump the barbarian's leg. Thinking better of it at last moment, he started to offer a weak smile when the sight of the bodies immediately draws attention. "Sweet, Big Mama..." Doozey whispered, a hand half covering his mouth. Though the expression worn read more surprise and mild disturbance over horrified or fearful.
While his first instincts is to immediately rush to the sight, he says back, "Mind your step over there. And Miss Neya? Mind tying off the boat, and... helping me with Biscuit for mo? I wish to get him inside." He then gestures over to Warsh's shack, or at least where he last recalled seeing it. "What? Some of your own were... oh... Ohh... That... I'm sorry to here that, Mister Graxx -- about your people losing there way, that is. Know however that, for all you've done for me and me brother, that I -will- return the favor someday. I swear it."
He had no salute to give, or some gesture to go by. Smiling alone wasn't often painful and awkward now since the boat conflict. So, he held gazes with Graxx for a lengthy moment, then nodded, hoping it would suffice. And once Biscuit is tucked away with little to no incident, he returns to tracks to see if he could piece together a path for Elisande, if not whatever creature was responsible for so thorough a killing, and likely chase after the girl.
Survival: 25, if helped(or DM look in 2nd spoiler): 14.
Short Rest Dice:
Spending 3: 23.
Do any of the tracks fall under the fey, fiend, or undead category for the purposes of Doozey's Hunter's Bane feature?
You have advantage on Wisdom (Survival) checks to track Fey, Fiends, and Undead, as well as on Intelligence checks to recall information about them. If you are actively tracking one of these creature types, you cannot be surprised by any creatures of that type. You can only be tracking one type of creature at a time.
If so, do you need a nature check of some kind to confirm it? Or will the advantage check cover that as well? If the former, here it is:
19.
(Forgot the +3 to that, so 22)
The advantage on the nature check being if it counts as 'recalling lore' on said up above types. If not, feel free to ignore the second roll.
When you realize you're doing too much: Signature.
Utar's temporary hp: 7
Glad to be off the island, Utar is at least... pleased isn't the right word. Comforted? Relieved to see the kuo-toa are no longer chasing Elisande. The relief is timed with a strong undercurrent of horror though, especially at the thought of the young girl being able to do this to her pursuers.
"I think we underestimated the powers of Elisande. Not surprising as I guess we underestimated all the villagers on that island."
Utar scans the horizon surrounding the landing trying to discern the direction Elisande might have headed in.
Perception 19
Addressing Graxx directly, Utar adds,
"You don't have to apologise for their actions. Our faults are our own. You can show them path, but they have to choose to walk it themselves."
Graxx nods appreciatively at Utar and Doozey. He drops his head.
"This path they are on.. It's the entire reason I am here with you today. I need to commit a deed so enormous I can challenge the Chieftain. I just hope they are not too far gone. I acted just like them at one point..."
Graxx stares off into the waters...
"It started years ago when I was just starting to be trained in the Barbarian way... We the Sky Ponies were being driven from our lands. While our warriors could hold our in the day time..."
Graxx looks to Utar slightly fearful and ashamed at revealing his next words.
"The Orcs ruled the night. Their night seeing skills gave them small victories. Over time these deaths added up and our tribe was dwindling. We once had a large hold of the Spine of the World but our outposts had all been abandoned. We were all consolidated into one camp to reinforce our numbers and increase our chances of survival. We lived in constant fear not knowing when the next night raid would come."
Graxx kicks a piece of Kuo-Toa.
"That's when the Drow came with their deal..."
Utar steps towards Graxx and places a hand his friend's shoulder.
"Attack when you are strong and your enemy is weak. That was the first thing I learnt when I ran with my brothers and sisters... Sometimes weakness is your lack of night seeing, sometimes it is desperation. We cannot always see the trap for what it is at the time and we often do not see the strings attached to an offer of help."