Examining the curious boy, Utar notices that it simply looks like he nicked his finger on the blade. Tossing a silver to the frightened youngster serves more as a friendly gesture than a confirmation of any type of curse. The kid grabs it out of the air, stops trembling, smiles at Utar and says: "Ye're scary 'nd nice, mister Outsides!"
In the tunnel leading to the main chamber, Dozzey collects the fallen scroll, breaks its red wax seal, and carefully opens up the piece of parchment. Though the halfling and his mastiff don't notice it, all other CRAP members do: each of the black candles in the altar suddenly lights despite being burned to the stone.
Perhaps to Doozey's surprise, the many words written in this scroll are those of the Common language, unlike other reading material found in this cave. The scroll appears to be a contract between the "Servants of the Queene" and the "Folk." It details a deal struck sixty years ago in which the islanders traded their souls and a fortune in gold and gems in exchange for personal power and the casting away of the "Outsides.” The details go on to define the term "Outsides" as the crew of the infamous ship named "Audacity," who had plied the waters of the Moonsea for fortune and glory, taking the occasional prize and raiding the coast. They had anchored off the shore of the island, come ashore, and made quick work of the villagers. They subdued the town and made it their own, turning the inhabitants into their slaves. For these crimes, they were to be taken away by the "Queene." At the bottom of the scroll, this sentence is also written: "The deal holds until it is broken." It does not offer any more details than that.
On the ground, the runner complains with a sorrowful "No!" He is loaded onto Biscuit's back and brought back into the main chamber. Deciding he has had enough of these villagers, Graxx uses the need for keeping an eye out as an excuse to leave the cave. Neya delivers a few words to ensure the group understands their priorities and then follows the barbarian outside. There does not seem to be anything out of the ordinary at the mouth of the cave until Graxx suddenly hears the loud sound of a war-horn. Its noise is so deep and grave that the horn itself must be quite the large piece. The kind that must be placed on a ship...
"Nows not the time for candle lightin'!" says Graxx.
Graxx points toward the entrance.
"I just heard a big ol' warhorn blowin' the sounded like it was on a ship. We got to get a move on now or we're gonna be trapped in here." pleads Graxx to fellow CRAP members.
Preferring not to anger the barbarian, Doozey had held his tongue on his exiting the cave. That, and he found himself rather enraptured by the wording on the scroll for a while there. Eventually navigating his way back to the chamber, the stoutling just looked up confused between the lit candles and Utar. Just when it looks as if he might say something, Graxx' comment about a horn and ship leaves him wide-eyed and noticeable worried for a moment there.
Turning back to Utar frowning, Doozey said, "I don't know what you were goin' on about, Mr. Utar. But it sounds as if this ain't be no time to fuss'n over some fools--" He glares at the former runner. "Poor judgement in trading their souls for power, or so I read just a bit ago." With that, he tuck the scroll away in the container, not really seeing the point of holding on to it anyhow.
"Come along now, Biscuit. And the rest of you lot as well." Is all he'll say as he makes for the exit.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Graxx runs back into the cave and warns his fellows of the warhorn he heard. Not worrying too much about the self-lighting candles, Utar takes possession of the ill-crafted, silvered, ritual dagger and removes his own scroll from its case. Once Doozey replaces it with the contract, the pair suggests the villagers follow them out of the cave but neither the cleric nor the hunter seem to care too much if they do. Either purposefully or not, the gold bars are left behind.
Once reunited with Neya, who was waiting outside, CRAP begins to work their way out of the ravine. Doozey's rope is still in place and makes it much easier for everyone to find their way up. Utar goes up first and then helps Biscuit while the others push the mastiff from below. After that, with further help from the half-orc, all adventurers make it out safely enough (no need to roll this time). Doozey collects his rope and takes a peek over his shoulder to see if the villagers/children are following. They aren't. Leaving them to their own artifice, CRAP makes its way through the dense but narrow wooded area (once again, no need to roll this time). A few minutes later, the group walks back into the village.
Quite a bit has changed since the party left the village to delve into the woods. Though there is plenty of blood on the grounds, there are decidedly fewer corpses laying about, be it the villagers' or the invaders'. The horses' bodies are nowhere to be found. Even though the "Folk" here always looked meek, they somehow have managed to look dangerously more so now that the action has calmed a bit. They look slower, thinner, and even more malnourished than they did during the fight. Most of them are now standing in a circle around the fire pit. The crones have strange, pointy art painted on their faces and hands, all in a thick red color. They chant furiously, except for Rentida, who performs her part silently. Neither Ulburto nor the Creature of the Wood seem to be around.
After a few moments of dancing around the fire and the pot, Exirsa approaches: "Come Outsides, de fight's not yet over. We prepared a ritual for ye. A rejuvenatin' one." Lolmetta joins in: "Our purified water's at its most powerful now. Drink it dis one more time, and ye'll feel rested 'nd ready to fight on.
They bring cups to each of you. The water inside each boils vigorously but the cups themselves are cool to the touch. After you have decided to either drink your serving or not, they notice Utar's new dagger poking from his sash and question the group about the children: "Ye saved de children, did ye not?" one says. "Are dey safe now? Hidden in de woods?" the other continues. As they speak, and at a much closer distance, you notice the crones seem even older now if that is even possible.
A second blow of the horn is heard now, even louder than the first. The rain continues to fall, but is less intense now.
Doozey folds his arms almost immediately across his chest, and shakes his head slowly while staring sternly up at the Exirsa. "Aye. They're not endanger of any of your thus far less 'polite' Outsides. For the moment." He answered frankly. "And I won't be partaking in any ritual. What strength remains to me will be enough to see me and my Brother here through, Madam." He adds, sounding more stern the second time around. Within that same moment the stoutling's eyes turned a familiar golden hue and searching for something beyond vision of most mortal beings.
Biscuit sits beside him, growling lowly so long as any crone strayed too close, but otherwise content to watch them closely. Even the horn warranted little more than a raised ear in its direction.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Taking in the changes to the village and to the crones gives Utar pause. What he had previously taken to be eccentricities, oddities, down home wisdom even, he now knows hides a darker truth likely tied to the infernal altar and the pact signed upon it.
Speaking slowly and picking his words with caution, he gingerly takes the cup,
"Whatever happened here... Happened, and we can speak about it later. Right now, there's a greater threat, and I need any help I can get to face it."
Utar downs the cup of water in one large gulp.
"Torm asks his priests to act as beacons of hope. The villagers of this island are still worthy of that and they still require our protection."
In turn, Neya, Utar, and Graxx each empty their cups. Whether to protect or to fight for their own interest, each adventurers does it for their choice reasons. The three begin to get a bit light-headed and those around them seem to slow their movements exponentially as time passes. They feel like they have whatever time is needed to achieve the necessary preparations for the upcoming battle. They can feel their hearts beat in their chests, their blood flow through their veins, and their brain relax inside their craniums. The crones' chants from earlier (during the battle) repeat inside their heads in the unknown language, but then, slowly, they begin to understand those specific words. Neya knows this to be Infernal from her previous discoveries, but Utar and Graxx just begin envisioning it progressively as sounding like Common in their heads:
In the mist, upon the sea twixt rocky shore and sorrel tree blood was spilt and pact was sealed; the powerless would power wield.
In fire and blood was vengeance forged. In fire they burned, on blood we gorged. And though the flames are but an ember, the four remain, the four remember.
And as we linger, still we fend Our vigil here shall never end.
-> Neya, Graxx, and Utar gain the full benefits of a short rest, including any class-specific feature resetting, the use of available hit dice, the opportunity to study any non-identified magical items, and the chance to attune to already identified magical items. You may keep temporary hit points if you have them. Your momentary understanding of Infernal ceases upon completion of this short rest.
From Dozzey's perspective, his companions looked a bit woozy for no more than a dozen or so seconds. After all CRAP members are back from their trip, Lolmetta and Exirsa continue to talk about the children: "Oh, we're so happy ye saved dem. All's well dat ends well!" one says. "Ain't dat right, sister," the other agrees, "How 'bout little Elisande? Is she safe with de rest of dem in dem woods?"
It is now the middle of the night, certainly pass the midnight hour. Many torches have been re-lit and are now better withstanding the rain since the water is falling less intensely.
(OOC: This short rest also earns you 4300 XP each. Doozey gains the XP too, of course. Jump to our OOC chat for the details).
Utar also takes the time to look over the pin taken from the drow priestess during the fight in the village, examining it closely.
He also makes use of the scroll taken from his first adventure in Phlan, looking to the party, he decides it best cast on Graxx. Until now, there only Sky Pony Utar one was the barbarian. But finding them here, with the dragon cult and drow?
Doozey went from looking on worriedly at his dazed companions to staring up again disapproving at Lolmetta and Exirsa. Before he can get a word in edgewise however, at the mention of Elisande, he cast his gaze back downward and balled his hands into tight fists at his side. "... We didn't... we didn't see her." He would reply softly at first, and then look up again, now with fierce expression on his face. "Meaning she probably got captured, and if'n ya ritual's done, we be need'n to go. Now." Biscuit rights himself, and let out large approving "BOOF!" in agreement on the point.
Doozey then boards Biscuit once more, and had him pad around so he was more to the forefront of the crew. "Now if lot are alright, let's get to the landing. I don't see Ulberto around. But hopefully he and that.... thing... were able to hold it as hoped for." He expresses, and if there's overal agreement among the group, he and Biscuit leads the charge towards the next stop for all.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
(Hit dice 1: 2 2: 4 3:7 4: 5. Also, all ki points back)
With a clearer head and feeling the most rested she had felt all night, Neya speaks up, "As small as this isle is, there are a surprising amount of places to hide. Perhaps she was in another part of the woods we don't know about. But, I won't trap myself by taking that for granted."
Graxx feeling better and guilty turns to the others.
"Listen... I... I know you all must have many questions for me. I don't have all the answers but I have some and I will share all of it with you as soon as this is over." says Graxx.
Graxx looks towards the landing to head to the final battle.
"All I can say for now is don't let them take you. It's better to die than be taken."
Doozey watches as his companions' wounds close themselves up in mere seconds. However, they do not light up in holy light while closing like when Utar casts a divine spell, nor do they simply ameliorate at a quickened speed as it happens upon drinking an arcane potion. This time, the cuts and bruises bubble up in that person's own blood, before the red liquid eventually is absorbed back into their skin leaving behind a much improved wound or scar. It looked... disturbing to say the least.
The halfling then reveals that the group is no wiser in regards to Elisande's location. Neya entertains some possibilities but the look on Exirsa's and Lometta's faces says it before their mouths even re-open: "No... De mastiff's master is right... Dey must've taken her," one laments. "Dey certainly've," the other accuses. "Go! Ye must bring her back! Save Elisande now!" The jokes, jests, and any want for petty entertainment have completely left the crones' faces. They urge you to go to the landing and put an end to this invasion as soon as possible.
In all fairness, CRAP did not need any extra push. The four adventures are all already turning to move towards the landing by the time the crones issued their latest request, or was it a demand? Doozey and Biscuit lead the line and, once the five are somewhat alone somewhere in the middle of the trek towards the landing, Graxx voices a type of short apology married with some base advice. Once at the landing, CRAP sees a desolate scene. The sands are almost entirely covered in a thin layer of pink, with some severed limbs clearly indicating where the color came from. All but a couple of the fisherfolk's boats are up in flames. Smoke rises furiously into the sky, fighting against the water that continues to pour from the distant clouds. The smell of salt is stronger than before and only overpowered by that of the burning wood. The late ferryman's shack is broken, but still standing. To your not so distant right, a couple of longboats (the type used to transport sailors inland from a non-moored ship) have been beached with oars at the ready. One is damaged and neither were here when you first arrived. Through some clouds and in the distance, somewhat obfuscated by the rain, a large sailing ship can be seen illuminated by Selûne's sliver (a fading crescent moon) shining down upon the entire scene. The wind howls, filled with the same screams your heard earlier in the night.
Knowing where this is going, Utar takes an extra moment to bless Graxx with a Protection from Evil and Good casting from a magical scroll he has been saving for quite some time. The cleric knows the words and gestures without needing to read them from the parchment directly, but upon use, the scroll crumbles into arcane dust all the same.
(@Grx: While under this spell, and in addition to its normal benefits, you can make saving throws against your blade's curse with advantage.)
Edit: Utar has a moment during the drink induced mental trip to say a quick prayer to Torm and ask for insight into the brooch he collected earlier. The moment of faith pays off, and the cleric learns that the decorative item enables those about to enter battle to grow their nails like talons, enabling more ferocious close-quarter combat. This is an Insignia of Claws.
"Shall we add some more screams to the wind?" asks Graxx as the winds howl.
"Let us end this... It's been an honor. This has been a battle Tempus would surely be watching and be proud of. Now it's time to secure victory or face death." says Graxx as he puts up his cultist hood up.
"Not exactly the words I would use!" He admonished Graxx. "The Screams on the Wind bit, I mean. Not that don't deserve it.... But it has been honor to fight with you all. May Big Mama Yondalla and Uncle Arvoreen watch over us as well." He makes some gestures with his hands that few if any of the group would recognize prior to making for one of the long boats with the rest. And while he had pause seeing Biscuit hop aboard, the stoutling immediately brushed it off, knowing the foolish beast would like swim after him.
"Robes on? Good. Though I'd prefer sneak'n up on them if'n we can. Can't be too careful." He warns, even if in futility. Only once good and on their way will he think back to the Crones urgency and wonder. Wonder if there was more there than just what met the eye. And where was Ulberto? Did they capture him already? Should the group had lingered to double check? All questions he hoped to have answered upon reaching the boat, for there was no turning back now.
Doozey's Stealth: 9. (DA is from Halfplate. Add +10 if Neya follows through on her Ninpo: Pass Without Trace Jutsu) Biscuit's Stealth: 11(if needed).
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
"We need every advantage we can get. The screams on the wind will mask our sounds as we approach, but the addition of something a little more can't hurt. Especially on that vessel..."
Neya takes two fingers and a thumb and pinches them against her forehead, removing some ethereal energy and blows on it. The energy then disperses and settles around everyone's feet muffling their footsteps and leaving no footprints (+10 stealth to everyone, including Biscuit).
"We still need to save the people at the landing, true." Neya nods, "But, there's the issue with who's in charge of these cultists."
"There's also the dracolich, as well. Things might get worse long before they get better..."
She starts walking toward the entrance.
Extended Signature
Examining the curious boy, Utar notices that it simply looks like he nicked his finger on the blade. Tossing a silver to the frightened youngster serves more as a friendly gesture than a confirmation of any type of curse. The kid grabs it out of the air, stops trembling, smiles at Utar and says: "Ye're scary 'nd nice, mister Outsides!"
In the tunnel leading to the main chamber, Dozzey collects the fallen scroll, breaks its red wax seal, and carefully opens up the piece of parchment. Though the halfling and his mastiff don't notice it, all other CRAP members do: each of the black candles in the altar suddenly lights despite being burned to the stone.
Perhaps to Doozey's surprise, the many words written in this scroll are those of the Common language, unlike other reading material found in this cave. The scroll appears to be a contract between the "Servants of the Queene" and the "Folk." It details a deal struck sixty years ago in which the islanders traded their souls and a fortune in gold and gems in exchange for personal power and the casting away of the "Outsides.” The details go on to define the term "Outsides" as the crew of the infamous ship named "Audacity," who had plied the waters of the Moonsea for fortune and glory, taking the occasional prize and raiding the coast. They had anchored off the shore of the island, come ashore, and made quick work of the villagers. They subdued the town and made it their own, turning the inhabitants into their slaves. For these crimes, they were to be taken away by the "Queene." At the bottom of the scroll, this sentence is also written: "The deal holds until it is broken." It does not offer any more details than that.
On the ground, the runner complains with a sorrowful "No!" He is loaded onto Biscuit's back and brought back into the main chamber. Deciding he has had enough of these villagers, Graxx uses the need for keeping an eye out as an excuse to leave the cave. Neya delivers a few words to ensure the group understands their priorities and then follows the barbarian outside. There does not seem to be anything out of the ordinary at the mouth of the cave until Graxx suddenly hears the loud sound of a war-horn. Its noise is so deep and grave that the horn itself must be quite the large piece. The kind that must be placed on a ship...
Glad to have solved that riddle at least, Utar turns, grasping the silvered dagger on the altar firmly and tucking it into his belt.
"I guess we can solve the mystery of the spontaneously combusting candles another time? For now we need to find whatever made that noise."
Looking to the group of villagers he adds,
"Might be best for you to follow us down to the village. I reckon more of these cultists will find you here if you stay."
Taking his scroll case, he opens the top, extracts the parchment from inside and shows the now empty case to Doozey for the scroll from the altar.
"Might be we don't touch that scroll too much, huh?"
Graxx runs back to the group and looks confused.
"Nows not the time for candle lightin'!" says Graxx.
Graxx points toward the entrance.
"I just heard a big ol' warhorn blowin' the sounded like it was on a ship. We got to get a move on now or we're gonna be trapped in here." pleads Graxx to fellow CRAP members.
Preferring not to anger the barbarian, Doozey had held his tongue on his exiting the cave. That, and he found himself rather enraptured by the wording on the scroll for a while there. Eventually navigating his way back to the chamber, the stoutling just looked up confused between the lit candles and Utar. Just when it looks as if he might say something, Graxx' comment about a horn and ship leaves him wide-eyed and noticeable worried for a moment there.
Turning back to Utar frowning, Doozey said, "I don't know what you were goin' on about, Mr. Utar. But it sounds as if this ain't be no time to fuss'n over some fools--" He glares at the former runner. "Poor judgement in trading their souls for power, or so I read just a bit ago." With that, he tuck the scroll away in the container, not really seeing the point of holding on to it anyhow.
"Come along now, Biscuit. And the rest of you lot as well." Is all he'll say as he makes for the exit.
When you realize you're doing too much: Signature.
Sealing the scroll case back up, Utar follows the other members of CRAP out of the cave.
Passing the body of the drow cultist, Utar mumbles a quick prayer, reminding himself to speak to Graxx about his clan's involvement in all this.
Utar doesn't turn back to see if the villagers are following.
(OOC I assume we need to make an Athletics check to climb out the cave. Utar will offer help to anyone who wants it.)
Utar's Athletics 21
Graxx runs back into the cave and warns his fellows of the warhorn he heard. Not worrying too much about the self-lighting candles, Utar takes possession of the ill-crafted, silvered, ritual dagger and removes his own scroll from its case. Once Doozey replaces it with the contract, the pair suggests the villagers follow them out of the cave but neither the cleric nor the hunter seem to care too much if they do. Either purposefully or not, the gold bars are left behind.
Once reunited with Neya, who was waiting outside, CRAP begins to work their way out of the ravine. Doozey's rope is still in place and makes it much easier for everyone to find their way up. Utar goes up first and then helps Biscuit while the others push the mastiff from below. After that, with further help from the half-orc, all adventurers make it out safely enough (no need to roll this time). Doozey collects his rope and takes a peek over his shoulder to see if the villagers/children are following. They aren't. Leaving them to their own artifice, CRAP makes its way through the dense but narrow wooded area (once again, no need to roll this time). A few minutes later, the group walks back into the village.
Quite a bit has changed since the party left the village to delve into the woods. Though there is plenty of blood on the grounds, there are decidedly fewer corpses laying about, be it the villagers' or the invaders'. The horses' bodies are nowhere to be found. Even though the "Folk" here always looked meek, they somehow have managed to look dangerously more so now that the action has calmed a bit. They look slower, thinner, and even more malnourished than they did during the fight. Most of them are now standing in a circle around the fire pit. The crones have strange, pointy art painted on their faces and hands, all in a thick red color. They chant furiously, except for Rentida, who performs her part silently. Neither Ulburto nor the Creature of the Wood seem to be around.
After a few moments of dancing around the fire and the pot, Exirsa approaches: "Come Outsides, de fight's not yet over. We prepared a ritual for ye. A rejuvenatin' one." Lolmetta joins in: "Our purified water's at its most powerful now. Drink it dis one more time, and ye'll feel rested 'nd ready to fight on.
They bring cups to each of you. The water inside each boils vigorously but the cups themselves are cool to the touch. After you have decided to either drink your serving or not, they notice Utar's new dagger poking from his sash and question the group about the children: "Ye saved de children, did ye not?" one says. "Are dey safe now? Hidden in de woods?" the other continues. As they speak, and at a much closer distance, you notice the crones seem even older now if that is even possible.
A second blow of the horn is heard now, even louder than the first. The rain continues to fall, but is less intense now.
"Yes, the children are safe, now." Neya replies to the crones. "They are still hiding."
She downs her cup.
"Never a dull moment, this night..."
Extended Signature
Doozey folds his arms almost immediately across his chest, and shakes his head slowly while staring sternly up at the Exirsa. "Aye. They're not endanger of any of your thus far less 'polite' Outsides. For the moment." He answered frankly. "And I won't be partaking in any ritual. What strength remains to me will be enough to see me and my Brother here through, Madam." He adds, sounding more stern the second time around. Within that same moment the stoutling's eyes turned a familiar golden hue and searching for something beyond vision of most mortal beings.
Biscuit sits beside him, growling lowly so long as any crone strayed too close, but otherwise content to watch them closely. Even the horn warranted little more than a raised ear in its direction.
When you realize you're doing too much: Signature.
Taking in the changes to the village and to the crones gives Utar pause. What he had previously taken to be eccentricities, oddities, down home wisdom even, he now knows hides a darker truth likely tied to the infernal altar and the pact signed upon it.
Speaking slowly and picking his words with caution, he gingerly takes the cup,
"Whatever happened here... Happened, and we can speak about it later. Right now, there's a greater threat, and I need any help I can get to face it."
Utar downs the cup of water in one large gulp.
"Torm asks his priests to act as beacons of hope. The villagers of this island are still worthy of that and they still require our protection."
Graxx holds the cup under his nose and takes pause.
He drifts back and remembers the first time the Drow entered their camp.
He remembers the feeling of not being able to move a bone in his body.
He remembers his chieftain and the Drow emissary shaking hands.
What is he trading this time? Is this why his Chieftain made the deal? Because he had no other choice?
There is always a choice.
**Graxx drinks from the cup.**
In turn, Neya, Utar, and Graxx each empty their cups. Whether to protect or to fight for their own interest, each adventurers does it for their choice reasons. The three begin to get a bit light-headed and those around them seem to slow their movements exponentially as time passes. They feel like they have whatever time is needed to achieve the necessary preparations for the upcoming battle. They can feel their hearts beat in their chests, their blood flow through their veins, and their brain relax inside their craniums. The crones' chants from earlier (during the battle) repeat inside their heads in the unknown language, but then, slowly, they begin to understand those specific words. Neya knows this to be Infernal from her previous discoveries, but Utar and Graxx just begin envisioning it progressively as sounding like Common in their heads:
In the mist, upon the sea
twixt rocky shore and sorrel tree
blood was spilt and pact was sealed;
the powerless would power wield.
In fire and blood was vengeance forged.
In fire they burned, on blood we gorged.
And though the flames are but an ember,
the four remain, the four remember.
And as we linger, still we fend
Our vigil here shall never end.
-> Neya, Graxx, and Utar gain the full benefits of a short rest, including any class-specific feature resetting, the use of available hit dice, the opportunity to study any non-identified magical items, and the chance to attune to already identified magical items. You may keep temporary hit points if you have them. Your momentary understanding of Infernal ceases upon completion of this short rest.
From Dozzey's perspective, his companions looked a bit woozy for no more than a dozen or so seconds. After all CRAP members are back from their trip, Lolmetta and Exirsa continue to talk about the children: "Oh, we're so happy ye saved dem. All's well dat ends well!" one says. "Ain't dat right, sister," the other agrees, "How 'bout little Elisande? Is she safe with de rest of dem in dem woods?"
It is now the middle of the night, certainly pass the midnight hour. Many torches have been re-lit and are now better withstanding the rain since the water is falling less intensely.
(OOC: This short rest also earns you 4300 XP each. Doozey gains the XP too, of course. Jump to our OOC chat for the details).
(hit dice rolls 1: 2, 2:5, 3: 6)
Utar also takes the time to look over the pin taken from the drow priestess during the fight in the village, examining it closely.
He also makes use of the scroll taken from his first adventure in Phlan, looking to the party, he decides it best cast on Graxx. Until now, there only Sky Pony Utar one was the barbarian. But finding them here, with the dragon cult and drow?
Protection from evil and good cast on Graxx.
Doozey went from looking on worriedly at his dazed companions to staring up again disapproving at Lolmetta and Exirsa. Before he can get a word in edgewise however, at the mention of Elisande, he cast his gaze back downward and balled his hands into tight fists at his side. "... We didn't... we didn't see her." He would reply softly at first, and then look up again, now with fierce expression on his face. "Meaning she probably got captured, and if'n ya ritual's done, we be need'n to go. Now." Biscuit rights himself, and let out large approving "BOOF!" in agreement on the point.
Doozey then boards Biscuit once more, and had him pad around so he was more to the forefront of the crew. "Now if lot are alright, let's get to the landing. I don't see Ulberto around. But hopefully he and that.... thing... were able to hold it as hoped for." He expresses, and if there's overal agreement among the group, he and Biscuit leads the charge towards the next stop for all.
When you realize you're doing too much: Signature.
(Hit dice 1: 2 2: 4 3:7 4: 5. Also, all ki points back)
With a clearer head and feeling the most rested she had felt all night, Neya speaks up, "As small as this isle is, there are a surprising amount of places to hide. Perhaps she was in another part of the woods we don't know about. But, I won't trap myself by taking that for granted."
Extended Signature
Graxx takes a deep breath in.
Hit Die: 11 13 6
Graxx feeling better and guilty turns to the others.
"Listen... I... I know you all must have many questions for me. I don't have all the answers but I have some and I will share all of it with you as soon as this is over." says Graxx.
Graxx looks towards the landing to head to the final battle.
"All I can say for now is don't let them take you. It's better to die than be taken."
Doozey watches as his companions' wounds close themselves up in mere seconds. However, they do not light up in holy light while closing like when Utar casts a divine spell, nor do they simply ameliorate at a quickened speed as it happens upon drinking an arcane potion. This time, the cuts and bruises bubble up in that person's own blood, before the red liquid eventually is absorbed back into their skin leaving behind a much improved wound or scar. It looked... disturbing to say the least.
The halfling then reveals that the group is no wiser in regards to Elisande's location. Neya entertains some possibilities but the look on Exirsa's and Lometta's faces says it before their mouths even re-open: "No... De mastiff's master is right... Dey must've taken her," one laments. "Dey certainly've," the other accuses. "Go! Ye must bring her back! Save Elisande now!" The jokes, jests, and any want for petty entertainment have completely left the crones' faces. They urge you to go to the landing and put an end to this invasion as soon as possible.
In all fairness, CRAP did not need any extra push. The four adventures are all already turning to move towards the landing by the time the crones issued their latest request, or was it a demand? Doozey and Biscuit lead the line and, once the five are somewhat alone somewhere in the middle of the trek towards the landing, Graxx voices a type of short apology married with some base advice. Once at the landing, CRAP sees a desolate scene. The sands are almost entirely covered in a thin layer of pink, with some severed limbs clearly indicating where the color came from. All but a couple of the fisherfolk's boats are up in flames. Smoke rises furiously into the sky, fighting against the water that continues to pour from the distant clouds. The smell of salt is stronger than before and only overpowered by that of the burning wood. The late ferryman's shack is broken, but still standing. To your not so distant right, a couple of longboats (the type used to transport sailors inland from a non-moored ship) have been beached with oars at the ready. One is damaged and neither were here when you first arrived. Through some clouds and in the distance, somewhat obfuscated by the rain, a large sailing ship can be seen illuminated by Selûne's sliver (a fading crescent moon) shining down upon the entire scene. The wind howls, filled with the same screams your heard earlier in the night.
Knowing where this is going, Utar takes an extra moment to bless Graxx with a Protection from Evil and Good casting from a magical scroll he has been saving for quite some time. The cleric knows the words and gestures without needing to read them from the parchment directly, but upon use, the scroll crumbles into arcane dust all the same.
(@Grx: While under this spell, and in addition to its normal benefits, you can make saving throws against your blade's curse with advantage.)
Edit: Utar has a moment during the drink induced mental trip to say a quick prayer to Torm and ask for insight into the brooch he collected earlier. The moment of faith pays off, and the cleric learns that the decorative item enables those about to enter battle to grow their nails like talons, enabling more ferocious close-quarter combat. This is an Insignia of Claws.
"Shall we add some more screams to the wind?" asks Graxx as the winds howl.
"Let us end this... It's been an honor. This has been a battle Tempus would surely be watching and be proud of. Now it's time to secure victory or face death." says Graxx as he puts up his cultist hood up.
Stealth: 2
"Not exactly the words I would use!" He admonished Graxx. "The Screams on the Wind bit, I mean. Not that don't deserve it.... But it has been honor to fight with you all. May Big Mama Yondalla and Uncle Arvoreen watch over us as well." He makes some gestures with his hands that few if any of the group would recognize prior to making for one of the long boats with the rest. And while he had pause seeing Biscuit hop aboard, the stoutling immediately brushed it off, knowing the foolish beast would like swim after him.
"Robes on? Good. Though I'd prefer sneak'n up on them if'n we can. Can't be too careful." He warns, even if in futility. Only once good and on their way will he think back to the Crones urgency and wonder. Wonder if there was more there than just what met the eye. And where was Ulberto? Did they capture him already? Should the group had lingered to double check? All questions he hoped to have answered upon reaching the boat, for there was no turning back now.
Doozey's Stealth: 9. (DA is from Halfplate. Add +10 if Neya follows through on her Ninpo: Pass Without Trace Jutsu)
Biscuit's Stealth: 11(if needed).
When you realize you're doing too much: Signature.
"We need every advantage we can get. The screams on the wind will mask our sounds as we approach, but the addition of something a little more can't hurt. Especially on that vessel..."
Neya takes two fingers and a thumb and pinches them against her forehead, removing some ethereal energy and blows on it. The energy then disperses and settles around everyone's feet muffling their footsteps and leaving no footprints (+10 stealth to everyone, including Biscuit).
Stealth: 26
Extended Signature