(@Lerus: Wasn't sure if the above would be affected by Natural Explorer or not, but if not then subtract 3 off the score. Also, he was to make the sled in the morning, but honestly timing matters little considered he'd still be exhausted. XD)
Come the morning, and after much internal debate, short of Utar offering another solution, Doozey passes the figurine back for him to speak the message. "They know you better than me. Just make sure to include them keeping a hold of my friend here until we can retrieve it."
Catching the statue, Utar looks at it a moment, puzzled.
"I assume it's got it's own voice, no? It wouldn't mimic mine."
Sighing, he scratches his whiskers and runs a hand through his hair.
"I've thought about this a lot. I think we should contact Burral. She's the one sent us out here. She's probably got the resources to help us get back. I assume we could ask she send Villonah?"
Assuming the statue responds similarly to the Driftglobe, he tries to speak its command word.
"She won't send her." Doozey firmly stated. "Unless by some miracle Miss Villonah managed to get in her good graces, that 'compatriot' of yours was rather adamant about her duties and rules. Which, while I admire conviction, her's is..." He trails for a moment, frowning and shaking his head. "In either case, no. It'll be in your voice the sender hears. Just how it was for... how it was for me Ma, when I learned what happened to them."
His eyes start turn misty for a moment. Blinking away any potential budding tears, Doozey continues, "Cherry was a good pupper. Brave and clever and strong.... For my sake and Biscuit's own, she let her injuries worsen delivering the news of what happened to the rest of the clan -- The branch I belonged to... And I could do nothing for her in return, cept the ritual of memory, and seeing her buried along with Ma." As Doozey's words came to an end, the stoutling stared at the ground for a while with a far off look.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Utar stares at Doozey. The stoutling certainly seems to have seen his share of traumatic events. Knowing what awaits him when he returns to Phlan, he can't help but wonder whether this is part of his future too.
Returning focus to the statue in his hands, Utar blinks a few times, obviously surprised by the presence of a feathered bird where before it was stone.
"I need you to carry a message for me, can you do that? You're going to Phlan. It's a city to the north of here. You're looking for a human woman. Tall, kind of bulky. Chin that looks as though it could chip stone. She's going to be wearing full armour as well as a sword and shield. The armour is going to be black and gold. Hair is short, sort of mousy brown, streaked with gray... Anyway, message is this: Burral, it's Utar. We've stopped the attacks. Will debrief when we return. On road to Phlan now, any help appreciated."
Counting the words on his fingers, Utar grins for a moment and adds "The white armour was better."
Releasing the raven Utar calls after it, "Make sure you come back to get yourself a name!"
Before setting off on the road, Utar fishes for the key for Graxx's manacles. Hoping he going to be able to use it, Utar seeks out the barbarian.
"Before we get on the road, I wonder if you might take a little help?"
Assuming Graxx agrees, Utar will cast remove curse. Following that, Utar will untie the ropes binding Graxx's legs then the manacles. If Graxx refuses, Utar will untie the ropes but that's it.
Graxx wakes at the feeling of Utar's hand. A leaf sticks to Graxx's face where drool dried in his deep exhausted sleep. He pulls his manacles away from Utar not knowing his intention to cast remove curse.
"No... No... Utar do not unbind me... It's not safe..." says Graxx as he rises to his feet slowly.
Graxx looks up to the sky and then looks around for the sword and back to Utar and speaks loud enough where anyone nearby can hear him.
"I have been tricked my friends. Tempus has shown me the truth in my dreams and gave truth to the dragon's words. A true relic of Tempus... The dragon said. Tempus has shown me what true relics look like and that sword is not one of them!" says Graxx.
Graxx looks to Utar and the others.
"Even though I know this sword is controlling me I cannot stop my wanting of it." says Graxx
Graxx raises his manacled hands and points to his throat..
"It's like a pain... A hunger in my throat that must be satisfied. It's not safe to free me from my binds until I'm 'free'd of the swords control." says Graxx.
Doozey only looks up after catching Utar's last words for the message, and with furrowed brows ask, "It probably would've been better to be a wee bit more specific about the sorta help we'd need?" But without waiting for an answer the stoutling just shook his head and added, "Though, I suppose you two know each other well enough that it'd be not needed. I just hope Gravy doesn't get confiscated after all we've done." With that, he at least started to check over the sled to make sure that nothing came undone over night, but did at least keep an ear open to Graxx and Utar's exchange.
The last part of which warranted snort before he says while glancing over his shoulder, "Then hold still a moment, and let your friend there at least try to work his magic. If it not work, then... we deal with some other way." He turns back, shaking his head again. "But hold still for now, and let the miracle wash over you."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Neya feels some forewarning is necessary, "A thought occurs, Captain Burral lent us Edith, Gluhoof and Garnet from the Black Fist stables. We will need to pay reparations for losing them upon our return."
(OOC#1: Once again, some of this post is based on our OOC chat).
Dozzey wakes up and catches both Neya and Utar already breaking their fast. The halfling partakes in some eating and then moves a bit away from the fire to put the finishing touches on the makeshift sled he prepared for Biscuit. Unfortunately, the materials left over after the long day and night of camping are not too plentiful or sturdy. The sled should be functional enough assuming it survives the ware it will surely accumulate during the trip, but it is not a piece of workmanship Doozey is proud of. Then, the hunter passes his small silver raven statuette to Utar along with some words of guidance.
Utar struggles for a quick moment trying to remember the exact words to activate the magical statuette. Once successful, the object begins to come to life. Usually small enough to fit in a pocket, the statuette begins to grow and become lighter at the same time. Its silvery coloration takes a darker tone as polished stone magically fluffs into feathers. The bird's head begins to move even before its metallic coating is completely shedded off. A few seconds later, Utar is holding in his hands a large brown-necked raven. Its brownish plumage also covers its head and chest, but the rest of its body is instead covered in the more traditional purplish-black feathers of its brethren. Not exactly noticing the transformation at first, Doozey opens up a bit about his past. The cleric listen to the story, pensively.
Utar then returns to the task at hand. He describes Captain Aleyd Burral's appearance to the raven and the direction in which Phlan can be found. Then, having the foresight to count his words as he goes, Utar recites the message to be delivered, even if Doozey seems to disapprove of it somewhat after the fact. The bird seems to nod with every other word spoken to it, being receptive to both the message and the name Doozey quickly baptizes it with. Once released into the air, it flies in the right direction. Neya notices how swift the raven flies, even more so than what can be generally expected from these types of bird. The avian's fast movements remind her of their mounts, which in turn reminds her that some of the coins they collected are likely to be claimed by the good captain as reparation for the lost animals.
Once that is dealt with, Utar moves toward a still sleeping Graxx. The barbarian wakes up with a new sense of certainty concerning the curse he has been enduring for some time. He agrees to Utar's proposition after some more scolding from their halfling companion and allows himself to be bathed in Torm's warm light. Just like that, Graxx's need to be close to the black blade is gone. He feels free from the yearning to exact murderous revenge on anyone who seems hostile. He feels like himself once again. Both Neya and Utar understand that, based on Derannos' words, all they succeeded in doing was to break the link between Graxx and the cursed blade. The weapon itself remains just as dangerous as before. The half-orc then undoes the bindings and lock keeping his human friend in check, and welcomes him again to his side.
Before leaving, Dozzey hands over a few more items to Utar so he can carry them as a favor (an hourglass, and rations (x3)). Similarly, Neya donates rations (x2) to Graxx. The barbarian is also tasked with pulling the sled hoisting Biscuit's body. Neya has something to drag herself: the cursed blade at the end of a rope.
(@MB & @Grx: Please make sure to add these items to your inventory. Utar should also account for the tent and other items mentioned in my previous post).
The group packs whatever is left in the camp and sets off the way they came. They exit the glade and the woods surrounding it, and soon are back on the Iron Route. Still exhausted, the group moves at the slower pace forced upon them by Graxx's extra burden and Utar's still recovering muscles. They make several stops along the way to catch their breath, drink some water, eat an on-the-go meal, and replenish their waterskins when needed. The hot sun does not make this trip any easier. The day passes slowly and the group is well aware that they have not made a lot of progress. They come across absolutely no one else on the road, and all wildlife they spot seems to be more afraid of them than the other way around. About an hour before sunset, the group realizes that they have to choose between setting camp for the night or pushing it a bit further. They have to make this decision knowing that at this pace, their trip will last at least another two days.
(OOC#2: If you decide to set up camp at this time, go ahead and describe what you do while setting up and any actions/studying/gathering you do while initiating your long rest for the night. Feel free to also retroactively describe anything you might have done while traveling for the entire in-game day, even if this first section of the trip itself was quite uneventful).
During the day Utar will be at the back of the pack, his exhaustion telling. Should any of the other members of CRAP choose to fall in line, Utar will raise the following with each of them:
Doozey -
"Have you thought any about what you would like to do with Biscuit? There's no rush, but I know I could arrange to keep him at the House of the Hand until you do."
Graxx -
"I trust you are feeling better since the ritual this morning? I think a worthy action might be to see that curse lifted from the sword. Maybe Neya's people might have an idea? Either way, speak to her. I think she'd feel better knowing that thing is either being cleansed or destroyed."
Neya -
"What do you make of Doozey? Seems like tragedy has followed him around for a good long time. I was going to suggest he maybe... Find some people to talk to about it? I worry whatever marks have been left on him might be beyond healing."
Utar will vote to make camp rather than push on into the night. He'll divide rations up if the others want and will offer to take any watch.
Neya, still dragging the cursed sword as they traipse through the forest, replies to Utar,
"Indeed, something does seem to be haunting him. Even while in combat, I caught him in a kind of trance as if his mind was in a different place. Whatever it may be, he's keeping close to the chest."
"He will open up, in time. It took me a while to do so, as well, as you remember."
Seeing how much Utar is lagging, as well as having a such a heavy weapon trail behind her, she will elect to make camp, as well. She will take second watch, making preparations for her shift (2 ki points spent).
Graxx continues to carry the burden and pauses for a moment to look down at the marks left on his wrists from where he once struggled against the manacles.
Graxx's breath is heavy but he feels like he can breathe better than he has in sometime. Graxx wipes sweat from his brow as he turns to Utar.
"Thank you, Utar... The cleansing you did of me has given me such peace. Before my mind constantly raced thinking of vengeance now it's so quiet and peaceful. I feel whole. However, I do still desire vengeance against the very blade itself. I would like to see it destroyed or sent to the bottom of the ocean where it can never wreak havoc on another soul again! I'll take your advice.... Also, before I forget now that I have been spoken to by Tempus I have risen in his ranks. If I ever perish on the battlefield the power of Tempus himself will serve as the reagent someone would need to raise me." says Graxx.
Warrior of Gods Description:
Warrior of the GodsXGtE, pg. 11
If a spell to restore your life is cast on you, the caster doesn't need material components for that spell.
Graxx turns to Neya looking at her dragging the sword.
"Thank you for carrying for my former burden along this path. I would like to see it destroyed where it can no longer harm anyone else in the realm. Do you know of anyone in your tribe who could destroy or even remove the evil wizard magic on the blade itself? Also I appreciate your rations they come in handy while I was incapacitated." asks Graxx.
Graxx then to all.
"It may be a good time to make camp before dark. If we do I can find food and water for all of us. Now that my mind is clear I would like to do something peaceful for a change." says Graxx.
Wanderer Feat:
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
As already the slowest of the group by virtue, Doozey had no qualms about keeping pace with Utar. Though the call over initially left him wary, he replied after a few moments of watching his own feet as the group continued their travels.
"... Make the arrangements for his stay, if you would.... But, if in three or four days after we get back, and... and it looks as if I won't gather the coin in time for his rival, then....it'll need to do the farewell ritual. And there'll be no coming back for me brother after that." He said, but more than that, the stoutling is not forthcoming. No matter how intimidating or persuasive Utar tries to be, Doozey stayed quiet.
"I'll take one of the ones I gave you the day before, seeing as they won't last for too much longer." He said, before settingly in to take first watch.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
Through the first part of this trip, the group makes sure to spend their ample time together planing ahead a bit. Utar and Doozey make plans for dealing with Biscuit upon arrival in Phlan; Graxx inform the cleric of the group that, should he fall in battle, the zealot should be easier to bring back to life due to his own closeness to a deity; and Neya and the barbarian begin to discuss alternative solutions to dealing with the cursed sword once and for all, though no decision is made. Other topics are discussed bilaterally as well.
Once evening begins to show its first shreds of darkening sky (about an hour before sunset), the group decides to set up camp. With enough time spent looking around, they find a spot they deem suitable for a camp, a good 500 feet inland relative to the Iron Route. It is next to a stream that dips from atop a ledge into a 3-foot high tiny waterfall, and it feels quite pleasant. Plenty of small critters call this shaded spot home, but nothing that should be too much trouble. As the others set camp, Graxx immediately leaves to gather some dinner for the group (no need to roll this time). He eventually returns with a bloody handaxe, a medium-sized landfowl, and a pouch full of small wild pears. A simple but fulfilling dinner is prepared and enjoyed. Tired from the day's travel among other reasons, the group then sets watches and call it a night.
(OOC#1: Please go ahead and subtract 4 rations from your collective inventories. With all the donating/lending/carrying going on, you don't necessarily need to remove one ration from each inventory as long as a total of 4 are used up. Make sure to let the others know OOC so that you don't over use your total rations. To be clear, these rations represent food eaten and supplies used throughout the day, as before. They do not include dinner at camp, which is provided by Graxx's Wanderer feature).
(@MB: I'm still waiting to hear more details --with an accompanying skill roll-- about what exactly you want to do with the evil statue when analyzing it).
DM's Screen:
YS: 18; 5; 13; 6.
Doozey (first watch): You start your watch just as the night takes hold and the others find a place to lay their heads. For the first hour, all seems normal to you and your well-honed ranger skills. For a brief moment, you think you pick up on the familiar essence of the fey, but that feeling is gone just as quickly as it came to you. You pay closer attention but fail to pick it up again. Blaming your anxiety over the past days, you let it go and when the time comes, wake the monk up for her watch.
Neya (second watch): You climb up a tree and perform the hand gestures necessary to enchant your own eyes. All remains normal until close to the end of your watch, when the distinctive feeling of being watched by something or someone washes over your mind. You look frantically around, using your enhanced eyes to try to spot something but can't find any dangers. Regardless, you are sure your group is not alone.
Graxx (third watch): Waking up in the middle of the night to take your watch is quite hard. Your body fights you a bit, but you eventually win. You might have dozed off here and there during the watch, but you remain mostly aware of your surroundings. You notice nothing out of the ordinary despite your fellow human's warnings.
Utar (final watch): The barbarian wakes you up to take the last watch, the one that will eventually end around sunrise. You keep a careful eye out, especially following the passed along warnings about the group being observed. Be it because of them or because you are looking for it, you too get the feeling. You do not see anyone out there, but the feeling is real. Eventually, the sun appears and the discomfort washes away.
(OOC#2: I'll stop here to give you guys a chance to react to your watches. The long rest for the night is not yet complete.)
As Doozey felt the temptation to leave things be, he shook his head, remembering the Yeth hound from their previous passing. "Just to be sure." He hold himself, giving in to anxiety as he kneel, a hand on the earth, and eyes closed to focus upon the primeval awareness all possessed, but few had the training to tap into or will to learn. Without Biscuit around to further ground the stoutling, it took him moments longer than normal. But eventually, he breathe deep through the nose the various scents in the air... exhaled... and then again... scenting and tuning his ears to the rhythm certain creatures had on the environment; often unwittingly so.
@Lerus: Spending a slot on Primeval Awareness. Doesn't give number or location, but would hopefully confirm if any are in the area.
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Before waking Neya up, Doozey changes his mind and lets some of his magical essence flow into his senses. Being just at the edge of a wooded area helps and, for the next minute or so, he can instinctively confirm the presence of fey creatures within a six-mile radius of the groups's camping site.
Passed along warnings are heeded, but there hasn't been a guard or traveller who hasn't heard things go bump in the night that have turned out to be something else in the light of day.
Nevertheless he knows neither Doozey or Neya to be prone to exaggeration or of letting their imagination run away from them. Derannos' need to keep Elisande from the clutches of the crones rings clearly too. Last thing any of them need is some fell creature trying to set an ambush.
Setting his back against a tree Utar waits for the dawn, keeping a wary eye on the road for movement. Try as he might, Utar finds his attention drawn to the large statue he took from The Third Dracolich.
This post has potentially manipulated dice roll results.
Prior to the rest.
Neya replies to Graxx, "I don't know of anything we have that can completely remove magic from an item. But maybe, we have methods to remove whatever is cursing this sword. I will look into that."
During her watch
Aware that something is watching the party, Neya will try to ascertain the intentions of whatever may be watching, be it curiosity, cautiousness or biding its time.
Graxx stretches his legs at the end of his watch. He cannot wait till he is feeling normal physically again. He listens to his companions but doesn’t notice anything himself...
”Curse these human eyes...” Graxx whispers to himself.
Graxx wishes he could be more assured that they were safe but he must rely on his senses. He puts the bloodied handaxe next to him just in case it is needed in the night.
This post has potentially manipulated dice roll results.
After confirming the presence of fey within a fairly large radius of the camp, Doozey informs Neya once the time to change watches come. That information is taken into account in her own suspicious and conclusions. She tries to put herself in the shoes of watchful fey creatures when theorizing their motivations but comes up with nothing really viable. Doozey had told her that the Yeth Hound they faced before was fey, so that is her best guess. Then, she ends her watch and wakes Graxx. The barbarian is made aware of the uncomfortable situation but can't see anything himself. He remains observant until it is time to wake Utar.
Utar is vigilant during his watch, but also calm. Finding no immediate reason to panic, he is eventually drawn to the dracolich statuette he found in the cultists' ship. He slowly unfurls its covers and sets it in front of him, on the ledge with the 3-foot waterfall. He sits, remaining calm, and stares into the statue's eyes, until they seemingly gain a life of their own.
-> Utar's WIS saving throw {DC 13}: 17
Utar hears a wispy voice in his head. It tries to convince him to share all his knowledge of anything Dragon-related. First in his mind, then out loud, to anyone who asks the right questions. Realizing that there is no one around to ask any questions, the half-orc snaps out of it and immediately covers the statuette in bed sheets once again. A few minutes later, the sun begins to rise and Utar knows his watch is over.
Once awoken, the party goes through their morning tasks and meal already feeling better. Dozzey, Neya, and Graxx all fell like their normal selves again (no longer exhausted). Utar's muscles feel better too, but his stomach still complains every few minutes (still has 1 point of exhaustion). Once ready, they set out for their second day of traveling. Though they all feel capable of moving at their regular pace this morning, carrying Biscuit around is still quite a task. Graxx can take turns with Utar, but no one else in the party is strong enough for the task. It looks like the group is still destined to move at a slower pace than normal after all.
(OOC: Alright. This mid-trip rest will mark the end of the current act. Welcome to 6th level. You've each gained 2500 XP).
Survival: 11
(@Lerus: Wasn't sure if the above would be affected by Natural Explorer or not, but if not then subtract 3 off the score. Also, he was to make the sled in the morning, but honestly timing matters little considered he'd still be exhausted. XD)
Come the morning, and after much internal debate, short of Utar offering another solution, Doozey passes the figurine back for him to speak the message. "They know you better than me. Just make sure to include them keeping a hold of my friend here until we can retrieve it."
When you realize you're doing too much: Signature.
Catching the statue, Utar looks at it a moment, puzzled.
"I assume it's got it's own voice, no? It wouldn't mimic mine."
Sighing, he scratches his whiskers and runs a hand through his hair.
"I've thought about this a lot. I think we should contact Burral. She's the one sent us out here. She's probably got the resources to help us get back. I assume we could ask she send Villonah?"
Assuming the statue responds similarly to the Driftglobe, he tries to speak its command word.
"Corvus."
"Corax."
"Go... bird?"
"She won't send her." Doozey firmly stated. "Unless by some miracle Miss Villonah managed to get in her good graces, that 'compatriot' of yours was rather adamant about her duties and rules. Which, while I admire conviction, her's is..." He trails for a moment, frowning and shaking his head. "In either case, no. It'll be in your voice the sender hears. Just how it was for... how it was for me Ma, when I learned what happened to them."
His eyes start turn misty for a moment. Blinking away any potential budding tears, Doozey continues, "Cherry was a good pupper. Brave and clever and strong.... For my sake and Biscuit's own, she let her injuries worsen delivering the news of what happened to the rest of the clan -- The branch I belonged to... And I could do nothing for her in return, cept the ritual of memory, and seeing her buried along with Ma." As Doozey's words came to an end, the stoutling stared at the ground for a while with a far off look.
When you realize you're doing too much: Signature.
Utar stares at Doozey. The stoutling certainly seems to have seen his share of traumatic events. Knowing what awaits him when he returns to Phlan, he can't help but wonder whether this is part of his future too.
Returning focus to the statue in his hands, Utar blinks a few times, obviously surprised by the presence of a feathered bird where before it was stone.
"I need you to carry a message for me, can you do that? You're going to Phlan. It's a city to the north of here. You're looking for a human woman. Tall, kind of bulky. Chin that looks as though it could chip stone. She's going to be wearing full armour as well as a sword and shield. The armour is going to be black and gold. Hair is short, sort of mousy brown, streaked with gray... Anyway, message is this: Burral, it's Utar. We've stopped the attacks. Will debrief when we return. On road to Phlan now, any help appreciated."
Counting the words on his fingers, Utar grins for a moment and adds "The white armour was better."
Releasing the raven Utar calls after it, "Make sure you come back to get yourself a name!"
Before setting off on the road, Utar fishes for the key for Graxx's manacles. Hoping he going to be able to use it, Utar seeks out the barbarian.
"Before we get on the road, I wonder if you might take a little help?"
Assuming Graxx agrees, Utar will cast remove curse. Following that, Utar will untie the ropes binding Graxx's legs then the manacles. If Graxx refuses, Utar will untie the ropes but that's it.
Graxx wakes at the feeling of Utar's hand. A leaf sticks to Graxx's face where drool dried in his deep exhausted sleep. He pulls his manacles away from Utar not knowing his intention to cast remove curse.
"No... No... Utar do not unbind me... It's not safe..." says Graxx as he rises to his feet slowly.
Graxx looks up to the sky and then looks around for the sword and back to Utar and speaks loud enough where anyone nearby can hear him.
"I have been tricked my friends. Tempus has shown me the truth in my dreams and gave truth to the dragon's words. A true relic of Tempus... The dragon said. Tempus has shown me what true relics look like and that sword is not one of them!" says Graxx.
Graxx looks to Utar and the others.
"Even though I know this sword is controlling me I cannot stop my wanting of it." says Graxx
Graxx raises his manacled hands and points to his throat..
"It's like a pain... A hunger in my throat that must be satisfied. It's not safe to free me from my binds until I'm 'free'd of the swords control." says Graxx.
Doozey only looks up after catching Utar's last words for the message, and with furrowed brows ask, "It probably would've been better to be a wee bit more specific about the sorta help we'd need?" But without waiting for an answer the stoutling just shook his head and added, "Though, I suppose you two know each other well enough that it'd be not needed. I just hope Gravy doesn't get confiscated after all we've done." With that, he at least started to check over the sled to make sure that nothing came undone over night, but did at least keep an ear open to Graxx and Utar's exchange.
The last part of which warranted snort before he says while glancing over his shoulder, "Then hold still a moment, and let your friend there at least try to work his magic. If it not work, then... we deal with some other way." He turns back, shaking his head again. "But hold still for now, and let the miracle wash over you."
When you realize you're doing too much: Signature.
Neya feels some forewarning is necessary, "A thought occurs, Captain Burral lent us Edith, Gluhoof and Garnet from the Black Fist stables. We will need to pay reparations for losing them upon our return."
Extended Signature
(OOC#1: Once again, some of this post is based on our OOC chat).
Dozzey wakes up and catches both Neya and Utar already breaking their fast. The halfling partakes in some eating and then moves a bit away from the fire to put the finishing touches on the makeshift sled he prepared for Biscuit. Unfortunately, the materials left over after the long day and night of camping are not too plentiful or sturdy. The sled should be functional enough assuming it survives the ware it will surely accumulate during the trip, but it is not a piece of workmanship Doozey is proud of. Then, the hunter passes his small silver raven statuette to Utar along with some words of guidance.
Utar struggles for a quick moment trying to remember the exact words to activate the magical statuette. Once successful, the object begins to come to life. Usually small enough to fit in a pocket, the statuette begins to grow and become lighter at the same time. Its silvery coloration takes a darker tone as polished stone magically fluffs into feathers. The bird's head begins to move even before its metallic coating is completely shedded off. A few seconds later, Utar is holding in his hands a large brown-necked raven. Its brownish plumage also covers its head and chest, but the rest of its body is instead covered in the more traditional purplish-black feathers of its brethren. Not exactly noticing the transformation at first, Doozey opens up a bit about his past. The cleric listen to the story, pensively.
Utar then returns to the task at hand. He describes Captain Aleyd Burral's appearance to the raven and the direction in which Phlan can be found. Then, having the foresight to count his words as he goes, Utar recites the message to be delivered, even if Doozey seems to disapprove of it somewhat after the fact. The bird seems to nod with every other word spoken to it, being receptive to both the message and the name Doozey quickly baptizes it with. Once released into the air, it flies in the right direction. Neya notices how swift the raven flies, even more so than what can be generally expected from these types of bird. The avian's fast movements remind her of their mounts, which in turn reminds her that some of the coins they collected are likely to be claimed by the good captain as reparation for the lost animals.
Once that is dealt with, Utar moves toward a still sleeping Graxx. The barbarian wakes up with a new sense of certainty concerning the curse he has been enduring for some time. He agrees to Utar's proposition after some more scolding from their halfling companion and allows himself to be bathed in Torm's warm light. Just like that, Graxx's need to be close to the black blade is gone. He feels free from the yearning to exact murderous revenge on anyone who seems hostile. He feels like himself once again. Both Neya and Utar understand that, based on Derannos' words, all they succeeded in doing was to break the link between Graxx and the cursed blade. The weapon itself remains just as dangerous as before. The half-orc then undoes the bindings and lock keeping his human friend in check, and welcomes him again to his side.
Before leaving, Dozzey hands over a few more items to Utar so he can carry them as a favor (an hourglass, and rations (x3)). Similarly, Neya donates rations (x2) to Graxx. The barbarian is also tasked with pulling the sled hoisting Biscuit's body. Neya has something to drag herself: the cursed blade at the end of a rope.
(@MB & @Grx: Please make sure to add these items to your inventory. Utar should also account for the tent and other items mentioned in my previous post).
The group packs whatever is left in the camp and sets off the way they came. They exit the glade and the woods surrounding it, and soon are back on the Iron Route. Still exhausted, the group moves at the slower pace forced upon them by Graxx's extra burden and Utar's still recovering muscles. They make several stops along the way to catch their breath, drink some water, eat an on-the-go meal, and replenish their waterskins when needed. The hot sun does not make this trip any easier. The day passes slowly and the group is well aware that they have not made a lot of progress. They come across absolutely no one else on the road, and all wildlife they spot seems to be more afraid of them than the other way around. About an hour before sunset, the group realizes that they have to choose between setting camp for the night or pushing it a bit further. They have to make this decision knowing that at this pace, their trip will last at least another two days.
(OOC#2: If you decide to set up camp at this time, go ahead and describe what you do while setting up and any actions/studying/gathering you do while initiating your long rest for the night. Feel free to also retroactively describe anything you might have done while traveling for the entire in-game day, even if this first section of the trip itself was quite uneventful).
During the day Utar will be at the back of the pack, his exhaustion telling. Should any of the other members of CRAP choose to fall in line, Utar will raise the following with each of them:
Doozey -
"Have you thought any about what you would like to do with Biscuit? There's no rush, but I know I could arrange to keep him at the House of the Hand until you do."
Graxx -
"I trust you are feeling better since the ritual this morning? I think a worthy action might be to see that curse lifted from the sword. Maybe Neya's people might have an idea? Either way, speak to her. I think she'd feel better knowing that thing is either being cleansed or destroyed."
Neya -
"What do you make of Doozey? Seems like tragedy has followed him around for a good long time. I was going to suggest he maybe... Find some people to talk to about it? I worry whatever marks have been left on him might be beyond healing."
Utar will vote to make camp rather than push on into the night. He'll divide rations up if the others want and will offer to take any watch.
Neya, still dragging the cursed sword as they traipse through the forest, replies to Utar,
"Indeed, something does seem to be haunting him. Even while in combat, I caught him in a kind of trance as if his mind was in a different place. Whatever it may be, he's keeping close to the chest."
"He will open up, in time. It took me a while to do so, as well, as you remember."
Seeing how much Utar is lagging, as well as having a such a heavy weapon trail behind her, she will elect to make camp, as well. She will take second watch, making preparations for her shift (2 ki points spent).
Extended Signature
Graxx continues to carry the burden and pauses for a moment to look down at the marks left on his wrists from where he once struggled against the manacles.
Graxx's breath is heavy but he feels like he can breathe better than he has in sometime. Graxx wipes sweat from his brow as he turns to Utar.
"Thank you, Utar... The cleansing you did of me has given me such peace. Before my mind constantly raced thinking of vengeance now it's so quiet and peaceful. I feel whole. However, I do still desire vengeance against the very blade itself. I would like to see it destroyed or sent to the bottom of the ocean where it can never wreak havoc on another soul again! I'll take your advice.... Also, before I forget now that I have been spoken to by Tempus I have risen in his ranks. If I ever perish on the battlefield the power of Tempus himself will serve as the reagent someone would need to raise me." says Graxx.
Warrior of Gods Description:
If a spell to restore your life is cast on you, the caster doesn't need material components for that spell.
Graxx turns to Neya looking at her dragging the sword.
"Thank you for carrying for my former burden along this path. I would like to see it destroyed where it can no longer harm anyone else in the realm. Do you know of anyone in your tribe who could destroy or even remove the evil wizard magic on the blade itself? Also I appreciate your rations they come in handy while I was incapacitated." asks Graxx.
Graxx then to all.
"It may be a good time to make camp before dark. If we do I can find food and water for all of us. Now that my mind is clear I would like to do something peaceful for a change." says Graxx.
Wanderer Feat:
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
As already the slowest of the group by virtue, Doozey had no qualms about keeping pace with Utar. Though the call over initially left him wary, he replied after a few moments of watching his own feet as the group continued their travels.
"... Make the arrangements for his stay, if you would.... But, if in three or four days after we get back, and... and it looks as if I won't gather the coin in time for his rival, then....it'll need to do the farewell ritual. And there'll be no coming back for me brother after that." He said, but more than that, the stoutling is not forthcoming. No matter how intimidating or persuasive Utar tries to be, Doozey stayed quiet.
"I'll take one of the ones I gave you the day before, seeing as they won't last for too much longer." He said, before settingly in to take first watch.
When you realize you're doing too much: Signature.
Through the first part of this trip, the group makes sure to spend their ample time together planing ahead a bit. Utar and Doozey make plans for dealing with Biscuit upon arrival in Phlan; Graxx inform the cleric of the group that, should he fall in battle, the zealot should be easier to bring back to life due to his own closeness to a deity; and Neya and the barbarian begin to discuss alternative solutions to dealing with the cursed sword once and for all, though no decision is made. Other topics are discussed bilaterally as well.
Once evening begins to show its first shreds of darkening sky (about an hour before sunset), the group decides to set up camp. With enough time spent looking around, they find a spot they deem suitable for a camp, a good 500 feet inland relative to the Iron Route. It is next to a stream that dips from atop a ledge into a 3-foot high tiny waterfall, and it feels quite pleasant. Plenty of small critters call this shaded spot home, but nothing that should be too much trouble. As the others set camp, Graxx immediately leaves to gather some dinner for the group (no need to roll this time). He eventually returns with a bloody handaxe, a medium-sized landfowl, and a pouch full of small wild pears. A simple but fulfilling dinner is prepared and enjoyed. Tired from the day's travel among other reasons, the group then sets watches and call it a night.
(OOC#1: Please go ahead and subtract 4 rations from your collective inventories. With all the donating/lending/carrying going on, you don't necessarily need to remove one ration from each inventory as long as a total of 4 are used up. Make sure to let the others know OOC so that you don't over use your total rations. To be clear, these rations represent food eaten and supplies used throughout the day, as before. They do not include dinner at camp, which is provided by Graxx's Wanderer feature).
(@MB: I'm still waiting to hear more details --with an accompanying skill roll-- about what exactly you want to do with the evil statue when analyzing it).
DM's Screen:
YS: 18; 5; 13; 6.
Doozey (first watch): You start your watch just as the night takes hold and the others find a place to lay their heads. For the first hour, all seems normal to you and your well-honed ranger skills. For a brief moment, you think you pick up on the familiar essence of the fey, but that feeling is gone just as quickly as it came to you. You pay closer attention but fail to pick it up again. Blaming your anxiety over the past days, you let it go and when the time comes, wake the monk up for her watch.
Neya (second watch): You climb up a tree and perform the hand gestures necessary to enchant your own eyes. All remains normal until close to the end of your watch, when the distinctive feeling of being watched by something or someone washes over your mind. You look frantically around, using your enhanced eyes to try to spot something but can't find any dangers. Regardless, you are sure your group is not alone.
Graxx (third watch): Waking up in the middle of the night to take your watch is quite hard. Your body fights you a bit, but you eventually win. You might have dozed off here and there during the watch, but you remain mostly aware of your surroundings. You notice nothing out of the ordinary despite your fellow human's warnings.
Utar (final watch): The barbarian wakes you up to take the last watch, the one that will eventually end around sunrise. You keep a careful eye out, especially following the passed along warnings about the group being observed. Be it because of them or because you are looking for it, you too get the feeling. You do not see anyone out there, but the feeling is real. Eventually, the sun appears and the discomfort washes away.
(OOC#2: I'll stop here to give you guys a chance to react to your watches. The long rest for the night is not yet complete.)
As Doozey felt the temptation to leave things be, he shook his head, remembering the Yeth hound from their previous passing. "Just to be sure." He hold himself, giving in to anxiety as he kneel, a hand on the earth, and eyes closed to focus upon the primeval awareness all possessed, but few had the training to tap into or will to learn. Without Biscuit around to further ground the stoutling, it took him moments longer than normal. But eventually, he breathe deep through the nose the various scents in the air... exhaled... and then again... scenting and tuning his ears to the rhythm certain creatures had on the environment; often unwittingly so.
@Lerus: Spending a slot on Primeval Awareness. Doesn't give number or location, but would hopefully confirm if any are in the area.
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
When you realize you're doing too much: Signature.
Before waking Neya up, Doozey changes his mind and lets some of his magical essence flow into his senses. Being just at the edge of a wooded area helps and, for the next minute or so, he can instinctively confirm the presence of fey creatures within a six-mile radius of the groups's camping site.
Passed along warnings are heeded, but there hasn't been a guard or traveller who hasn't heard things go bump in the night that have turned out to be something else in the light of day.
Nevertheless he knows neither Doozey or Neya to be prone to exaggeration or of letting their imagination run away from them. Derannos' need to keep Elisande from the clutches of the crones rings clearly too. Last thing any of them need is some fell creature trying to set an ambush.
Setting his back against a tree Utar waits for the dawn, keeping a wary eye on the road for movement. Try as he might, Utar finds his attention drawn to the large statue he took from The Third Dracolich.
Prior to the rest.
Neya replies to Graxx, "I don't know of anything we have that can completely remove magic from an item. But maybe, we have methods to remove whatever is cursing this sword. I will look into that."
During her watch
Aware that something is watching the party, Neya will try to ascertain the intentions of whatever may be watching, be it curiosity, cautiousness or biding its time.
Insight: 16
Extended Signature
Graxx stretches his legs at the end of his watch. He cannot wait till he is feeling normal physically again. He listens to his companions but doesn’t notice anything himself...
”Curse these human eyes...” Graxx whispers to himself.
Graxx wishes he could be more assured that they were safe but he must rely on his senses. He puts the bloodied handaxe next to him just in case it is needed in the night.
After confirming the presence of fey within a fairly large radius of the camp, Doozey informs Neya once the time to change watches come. That information is taken into account in her own suspicious and conclusions. She tries to put herself in the shoes of watchful fey creatures when theorizing their motivations but comes up with nothing really viable. Doozey had told her that the Yeth Hound they faced before was fey, so that is her best guess. Then, she ends her watch and wakes Graxx. The barbarian is made aware of the uncomfortable situation but can't see anything himself. He remains observant until it is time to wake Utar.
Utar is vigilant during his watch, but also calm. Finding no immediate reason to panic, he is eventually drawn to the dracolich statuette he found in the cultists' ship. He slowly unfurls its covers and sets it in front of him, on the ledge with the 3-foot waterfall. He sits, remaining calm, and stares into the statue's eyes, until they seemingly gain a life of their own.
-> Utar's WIS saving throw {DC 13}: 17
Utar hears a wispy voice in his head. It tries to convince him to share all his knowledge of anything Dragon-related. First in his mind, then out loud, to anyone who asks the right questions. Realizing that there is no one around to ask any questions, the half-orc snaps out of it and immediately covers the statuette in bed sheets once again. A few minutes later, the sun begins to rise and Utar knows his watch is over.
Once awoken, the party goes through their morning tasks and meal already feeling better. Dozzey, Neya, and Graxx all fell like their normal selves again (no longer exhausted). Utar's muscles feel better too, but his stomach still complains every few minutes (still has 1 point of exhaustion). Once ready, they set out for their second day of traveling. Though they all feel capable of moving at their regular pace this morning, carrying Biscuit around is still quite a task. Graxx can take turns with Utar, but no one else in the party is strong enough for the task. It looks like the group is still destined to move at a slower pace than normal after all.
(OOC: Alright. This mid-trip rest will mark the end of the current act. Welcome to 6th level. You've each gained 2500 XP).