GM Grecko - CotCT: Seven Days to the Grave

Game Master Dr Grecko


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Book 1 Campaign Thread
City Map


The escape of Trinia has the Castle Guard in fits. Ordered by Sabina, the Castle Guard spends the next week desperately searching for the young assassin and the famed Blackjack. Reluctantly forced by the crown to devote her own forces to the search, Cressida herself sends resources on the search as well.

On more than one occasion, guards from both ranks search Ryders place looking for the suspects (The Castle Guard a bit more forcefully). They interrupt Zeke’s alchemy on a few occasions, even ruining his progress in one instance. While Ralof studies hard at the Acadamae, a large team scours the entire compound complete with a wizard of their own to detect and eliminate magical concealment.

Both Dylan and Amendithas notice a few forceful searches as well of Vencarlo’s Academy. Each time they ravage the place, Vencarlo seems despondent, and turns over his class to another teacher as he cleans up the mess left behind. ”They just don’t give up, do they?”, you hear him say with snorting derision as they tear apart his place for a third time. ”SHE’S NOT HERE YOU DOLTS!”, he shouts to the guards ransacking his academy.

Cressida’s hopes about a return to normalcy come to fruition however, as the increased military presence helps to quiet much of the city’s disorder while the slow acceptance of Queen Ileosa as Korvosa’s new sovereign takes hold. However, the scars of the past week’s upheaval still show on many buildings and in whispered gossip.

The calm lasts for about 6 days before it’s shattered in the dead of night by the sounds of cannon fire in the distance. Several loud Booms can be heard off to the north. The sounds jolt you awake. The boom is loud enough, and startling enough, that dogs begin barking and babies begin crying. There is a general sense of panic among the citizens as to what just happened…


Re: Identification of the Dagger from previous thread.

Ralof is unable to fully identify the silver dagger. While it is indeed magical, you are unable to determine just what about it is making it magical.


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Since Ralof could not ID the silver dagger, Zeke will give it a try, once per day during the last week...

Spellcraft: 1d20 + 6 + 10 ⇒ (19) + 6 + 10 = 35 (Identify) Spellcraft: 1d20 + 6 + 10 ⇒ (17) + 6 + 10 = 33 (Identify)
Spellcraft: 1d20 + 6 + 10 ⇒ (15) + 6 + 10 = 31 (Identify) Spellcraft: 1d20 + 6 + 10 ⇒ (19) + 6 + 10 = 35 (Identify) Spellcraft: 1d20 + 6 + 10 ⇒ (5) + 6 + 10 = 21 (Identify) Spellcraft: 1d20 + 6 + 10 ⇒ (13) + 6 + 10 = 29 (Identify) Spellcraft: 1d20 + 6 + 10 ⇒ (1) + 6 + 10 = 17 (Identify) Spellcraft: 1d20 + 6 + 10 ⇒ (7) + 6 + 10 = 23 (Identify)

And a knowledge check to maybe know that it's an artifact that can't be Identified with Identify...
Kn Arcana: 1d20 + 8 ⇒ (14) + 8 = 22


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan, upon waking to the cannon shot, runs to the window and looks to see where the commotion is coming from.

perception: 1d20 + 3 ⇒ (16) + 3 = 19

Dylan puts his armor on and then goes to get the others staying at the inn.


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

When Zeke is awoken by the booming, he attempts to silence the noise and go back to sleep by covering his head with a pillow. After several more booms, he gets up, cursing in Orc, gathers his things, takes a few minutes to prepare some extracts, and heads towards the Citadel.

Perception: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27 (GM boon)
Kn Local: 1d20 + 10 ⇒ (6) + 10 = 16


Dagger Identification:

GM Secret Rolls:

z: 4d20 ⇒ (5, 2, 1, 17) = 25
r: 1d20 ⇒ 10
z: 3d20 ⇒ (1, 6, 11) = 18
r: 1d4 ⇒ 4
z: 2d2 ⇒ (2, 2) = 4

On the fourth day of trying to identify the item with no luck, you get so completely frustrated, that you literally race down to the river and chuck the dagger into the middle of shark infested waters. You scream, "DAMN THIS INFERNAL THING!", as you punch the dock in frustration (injuring your hand for 2pts of damage), as the dagger quickly sinks into the water.

When you get back to your house, you feel emotionally and physically drained that the effort you've been putting in has all been for nothing.. (Take 4 Wisdom Damage)


RE: Night Time Commotion

Both Dylan and Zeke can easily tell that the sound came from the north edge of Korvosa. Dylan, gets the others at the Inn (Ralof and Ammy I assume) and heads up north to determine what the commotion was about.

By the time they get up to the northern edge, several Korvosan Guard members are telling curious onlookers to go back to their homes. "You Sirs, Please get back to your homes, there is nothing to see here." As they try to usher you away from the northern wall.

---

Zeke gets to the Citadel where there is confusion as to what is going on. Cressida sends runners to determine what happened, but it will take some time before the information gets back.


male Elf Fighter 3 Wizard 1
status:
HP 37/37 | 26 regular arrows| 20 thistle arrows | 18 blunt arrows | 0/3 HWP
Stats:
AC 18; T 13; FF 15 | F+5; R+4; W+3 | init+3 | Per+10

when ralof hears the noise he mumbles something about "here we go again. just 1 night. 1 NIGHT IS ALL I ASK FOR"
then he quickly prepares his spells and heads towards the citadel.
preception: 1d20 + 10 ⇒ (2) + 10 = 12


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

As Dylan approaches the guard he will look around to see for any signs of recent damage to the area and also cast a cantrip.

perception: 1d20 + 3 ⇒ (6) + 3 = 9

Dylan will present his credentials as a guard member "What is going on? What was the loud noise?"

Diplomacy: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26 (enhanced diplomacy)


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Zeke finds Cressida and says through a yawn, "Reporting for duty; what's your pleasure?"


Dylan:

The guard see's your guard credentials and simply says, "An order was given to fire upon a rouge ship on the water. The threat has been neutralized." he turns to the rest of the small gathered crowd "Everyone, please return home, the threat has been neutralized."

---
Zeke:

Cressida, also yawning from being woken up from a deep sleep, responds, "Honestly, at this point I have no idea. I hope to have the answers soon. If i'm not getting the information I need, or we need your enhanced services, I'll be sure to contact you." She then leans back in her chair waiting for her runners to get back.... If you don't leave her office, she'll be a little less subtle that she has nothing for you right now.

---
Ralof:

About the time you get to the Citadel, you see Zeke leaving the offices.

---
Amendithas: must have went back to bed. hehe.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan will run to the Citadel to ask Cressida "Cressida, what is with firing on a ship? What is on the ship that needed to be eliminated?"


GM, super secret unrelated to this post, roll:
d: 1d20 ⇒ 7

You enter Cressida's office to find a relatively perturbed Cressida, with a look of sleep deprivation and annoyance on her face. She's not used to not knowing the answers, and the multiple questions she's had to deflect from both her own staff and you guys have her on edge. Just as she is about to dismiss you from her office, an out of breath runner burst into the office, startling you both.

She gives him some time to catch his breath. He then whispers something into her ear, then leaves the office. Cressida just sighs.

"Apparently, the ship blew past the inspection points without stopping for inspection. They tried to communicate with the ship, but received no response, one of my field officers gave the order to fire. Sounds like they followed standard protocol. I'll try to find out where the ship came from and where it was going in the morning. Now if you'll excuse me, I'm exhausted." She gets up to escort you out and head back to bed.

---

Side note, over the past week with the continued inspections for Triana in even the Citadel, Cressida's mood has been shifting to one of irritation of late. It's the general sense of all that you encounter since the inspections began.


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Zeke give's Ralof a sleepy nod as he walks by, and returns to the house to go back to sleep.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan instead of heading back to the tavern will travel the shorter distance to Ryder's old place and sleep there the rest of the night.


male Elf Fighter 3 Wizard 1
status:
HP 37/37 | 26 regular arrows| 20 thistle arrows | 18 blunt arrows | 0/3 HWP
Stats:
AC 18; T 13; FF 15 | F+5; R+4; W+3 | init+3 | Per+10

could ralof just pass out on the road?
Fine! ralof will return to ryder's to sleep


The night passes without further incident, and what was once a startling event, becomes just a memory, or perhaps a dream.

The next morning, the streets are rife with speculation as to what happened. Rumors are certainly flying. Some claim it was a band of pirates trying to knife their way up the river undetected. Others claim that no-one was on board and the ship was sailed by ghosts. All that is known for certain, is that a ship came in shining a single light, and was quickly destroyed after refusing communication.

Cressida begins her investigation as to where the ship came from and where it was going. She is personally unavailable while she conducts her investigation.

Not much happens for the rest of the day, and the night passes on without a second incident.

--

The next day begins much the same way, although during mid afternoon, you are greeted by a familiar, but somber looking face. Grau, the drunken guardsmen who's life you've turned around, greets you at the Inn. A much different man then the one you've helped earlier, Grau is clean shaven, bathed and sobered up.

He specifically seeks out Dylan, "Dylan Arroway, I've finally found you! Can we speak in private?"


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan replies "Well met Grau, You look to be doing well, and I hope your mood is happier than last we met. Lets go and talk." Dylan leads him to a secluded area of the inn, or if he can not find one he will take him to his room. "So What is on your mind?"

Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25


He follows you to your room, taking up one of the two chairs surrounding a small table. He gets straight to the point.

"My niece is sick. I don’t know what she has and neither does anyone in Trail’s End. She’s broken out all over in red pocks and can barely keep down food, or even the swill that good-for-nothing herbalist gave her. Her mother’s talking about going to the Bank of Abadar, but her family can’t afford to pay the prices their clerics would demand. Then I remembered how you and your friends handled yourselves during the riots, and how you helped me out, and I figured you all could help. A bunch of resourceful folk like you, I’d bet if you don’t already have a way to fix this you must know who can. Surely you can’t just sit by while a child suffers, can you?"


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan replies "Of course I will help and do everything I can. I am sure the company with which I travel would help. well, at least all except for the elf, he has been acting a little different ever since Ryder was killed. Let go get everyone and see what we can do for you niece. "

Dylan will head to find Amendithas and have him run to get Zeke and Ralof and meet them at the address Grau gives. Then he heads to try and diagnose what she has.


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

When Ammy shows up to fetch Zeke, Zeke's a little grumpy and asks for an explanation... "What's this now? Who's sick? Who is Grau? ... And what am I to do?"


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Amendithas, his usual talkative self, grunts and motions for Zeke to follow him. Once Ralof has been collected, they'll meet up with Dylan.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan upon arriving will ask to see the girl and look her over in an attempt to determine the disease.

Heal Check: 1d20 + 8 ⇒ (11) + 8 = 19


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Zeke curses at Ammy in Orc under his breath and begrudgingly follows...

Along the way, Zeke buys some food from a street vendor, and his mood lightens, and he regales Ammy with a story about how he learned to speak in Orc.

"... and those Orc bastards would have killed me right there had I not been able to convince them by pantomime that I could help them with their poisons... Three years I was practically enslaved to that tribe, crafting poisons and other alchemical goodies for them. I learned a lot from their Shaman during that time, though, not the least of which was how to properly insult their mothers... "


Grau greets the rest of you, and nods to the new recruit as you introduce yourself in your usual magnificent fashion. He responds, "Pleased to meet you.. .. Zeke. I had heard about Ryder, and how you've shown the same remarkable courage that he had shown."

You begin walking toward the north bridge, Grau nods to the guards at the open gates as he passes on by. You get a glimpse of the thieves camp to the right as you cross the bridge, but you instead take a left towards a small village called Trails End. The village is filled primarily of Varisian's with a few Shaonti and dissafected Chelaxians.

While the place is rumored as dangerous, it feels like a small, tight-knit community, although the look on some of the residents faces seem disapproving of the "outsiders" now walking through their town. Some could certainly give you trouble if they wanted to. Seeing Grau leading you, they let you pass without incident.

You continue rolling through the town until you reach a squat two story wooden building in desperate need of repair.

Grau opens the door without knocking and enters, expecting you to follow.

Inside, two children stop playing briefly to see who entered, and then return to their games quietly. Grau informs you that they are his other two nieces, Charlo and Rello. Moving the few steps to the kitchen you see a well dressed younger man dressed in white robes bearing a talisman of the Bank of Abadar. He is cooking some herbs into a tea.

Grau seems displeased to see him, "Wait here a second." He says as moves quickly upstairs.

---

Go ahead and give me a Perception check, and post any actions you might wish to take at the moment


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Zeke lingers, a bit nervously, by the door.

Perception: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32 (GM boon) ... But peers very carefully all about the room...


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Perception: 1d20 + 3 ⇒ (20) + 3 = 23

Dylan will say hi to the children. "Hello Charlo and Rello, my name is Dylan. I am here to try and help your sister get better. How is your sister doing? Does she seem like she is getting worse? Thank you for your help. Wait, I have something for you." Dylan reaches into his bag and grabs 2 marbles and casts the cantrip light on them for the kids to play with.

diplomacy: 1d20 + 8 ⇒ (11) + 8 = 19


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Zeke watches intently at how Dylan entertains the children with the marbles. Zeke then reaches into a pouch and pulls out some of his collection of teeth, and casts Prestidigitation (Gnome Magic) to make them hover and 'dance' in the air.


Dylan can hear a whispered conversation upstairs. The gist of which consists of Grau scolding the mother (Tayce) for racking up a bill with an expensive and worthless healer when he said he would handle things, and Tayce defending her decision and restating the direness of Brienna’s (the Niece's) condition.

Rello responds, "Mommy says she's sick, and that we have to play without her." When you give them the lighted marbles their eyes light up and they immediately get a bag of their own marbles to play jacks with the new glowing marbles.

When Zeke starts the dancing tooth show, their attentions switch to the fascinating display of dancing teeth.

The man in robes continues to boil herbs at the stove. Focused on his task.

About the time Zeke begins his tooth dance, Grau and Tayce make their way downstairs. Tayce gets to the bottom of the stairs and speaks, perhaps a bit direct, but with a hint of desperation. "Grau tells me that you are good people, and that you may be able to help with my daughters condition. Forgive me for being blunt, but what exactly are your qualifications in healing the sick?"

The man in the kitchen looks up from his work, his interest peaked.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan replies "My name is Dylan Arroway, I am a cleric of Tulis, and my friends are... . pause to let everyone identify themselves. We help anyone that needs help. First thing we need to do is identify the disease your daughter is afflicted with. Once we know the disease and if it is magical in nature or not, we can then go about treating it. Can we proceed and examine you daughter?"

healcheck: 1d20 + 8 ⇒ (18) + 8 = 26

but since time is not really a factor, Dylan would probably take 20 on the heal check.


Since I heard nothing from Ralof or Ammy on here or Hangouts, I'm proceeding as if they're just hanging around outside.

The man in the kitchen takes the pot off of the stove and moves into the living room. "Well Met, Dylan Arroway. I am Ishani Dhartri, Cleric from the Bank of Abbadar." He does not extend his hand to shake yours as is typically customary. "I am glad to see another Cleric here to help poor Brienna. I have honestly never seen a disease quite like this. I'm afraid if we don't act quickly, she won't have much time left." He begins to head upstairs with Dylan, then he looks back at Zeke. "It would be best if you hang back to minimize the risk of your own infection."

The creaky steps open up into a bedroom loft above the main room of the Soldado home. A young girl with auburn hair lies in one of the beds, her slight frame dwarfed by the bed’s size and the pile of pillows, afghans, and quilts surrounding her. Splotches of an angry red rash cover her face and arms, appearing in irregular shapes and sizes. Suddenly, her restlessness is interrupted by a violent fit of hacking coughs that jerk her entire frame, lifting her well off her pillows. The spasm passes after a moment, dropping her back to the bed, but seemingly having done little to ease her breathing.

Tayce Immediately goes to sooth Brienna. Ishani says, "As you can see, the infection is pretty severe. Tayce says these symptoms showed up nearly overnight. I have seen rashes and coughing fits like this before, but they're symptoms manifest slowly over time. I'm afraid this may be a new disease as yet unheard of." Your own heal check of the girl only confirms what Ishani is telling you.

Ishani Dharti Image


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan after the examination turns to Tayce and Grau and says "Well I come to the same conclusion as Ishani. We will have to head over to the Bank of Abbadar to have one of their clerics cast remove disease to heal her, unless Ishani can convince them to make a house call. I know of the expense and will happily pay the cost if it will end this childs suffering."

diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18


Ishani speaks, “I would assist myself if I could, but I’m afraid that my duties at the Golden One’s Vault required me to entreat him for similar miracles already this day. Even if I could, though, the tenets of my church force me to request a donation for Abadar’s power. One that these simple folk could scarcely afford.”

"If you are willing to pay the donations for them, I will return shortly with means to cure poor Brienna."

Assuming you give him the 150g required for the casting of the spell, he heads off back to the Bank of Abadar to retrieve the staff you've seen used before on Ammy. It will take some time before he returns if there is anything you wish to discuss with the family before he gets back.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan asks "Grau and Tayce, don't worry about the money, I am glad to help a child in need. If you really want to pay me back, volunteer your time at the orphanage. The children there love playing and hearing stories. I am afraid they have heard all of mine. They need good role models and maybe teach them a skill they can use in life. It does the heart good to see the joy one can bring to a childs life. Is there anything else I can do for you while we wait for the cleric to return?"

diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28

If they have any other tasks Dylan can do he will gladly help in any way he can.

While waiting he will also head outside and apologize to everyone for taking them away from their tasks to help this family. "Sorry everyone, I thought there might be more for all of us to help with our different skill sets. The child has a disease that I cannot identify. The symptoms came on quickly and I don't have the skills to remove it. We are currently waiting for the cleric from the bank to get back here and remove the disease. Thank you for your time."

diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15


male Elf Fighter 3 Wizard 1
status:
HP 37/37 | 26 regular arrows| 20 thistle arrows | 18 blunt arrows | 0/3 HWP
Stats:
AC 18; T 13; FF 15 | F+5; R+4; W+3 | init+3 | Per+10

Ralof will just be chilling with Ammy and try and crack a joke, "So how about your inability to hit things with the giant sword."


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Zeke will give Ammy a sideways glance and will then meander back towards the house, stopping somewhere along the way to complete the meal he started on the way there.


After some time Ishani returns with the same staff that was used on Ammendithas earlier. "We're in luck, apparently there has been an influx of people seeking treatment for similar afflictions. Although not to the severity of Brienna here. I'm afraid this is the last charge available on the staff." He casts the remove disease spell. The color returns to Brienna's face and she immediately stops coughing and wheezing. The spell seems to have done the trick, although she is still weak and weary from the physical drain the disease placed on her.

"I'm afraid whatever has afflicted Brienna is already spreading. I must return to my order to see just how far this infection goes. Good bye, Dylan Arroway. Goodbye Brienna, Get plenty of rest and you should feel better in no time."

Ishani says additional goodbyes to Tayce and the Kids before he heads out.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan offers to care for Grau's niece over the next day or so to speed up her recovery.

If offer accepted:
Dylan will head back out to let the rest of the group know his intentions "Hey guys, I am going to help give some long term care for the little girl over the next couple of days to speed up her recovery. If one of you want to help yet, here is a small list of items I could use to help in her care the next couple of days. " Dylan says goodbye and heads back up to take care of the little girl.

heal check: 1d20 + 8 ⇒ (14) + 8 = 22 (long term care 8hrs repairs ability damage twice as fast.) dc15

If they decline offer of aid:
Dylan heads out with the others and travel back to inn.


They accept your offer (although a lesser restoration or two might speed up the recovery process) [She is down 4 Con and 5 Chr]


After Ralof returns to the Inn (hangouts post sent to me only for some reason) He will feel a nagging sensation to take out Zellara's Harrow deck and to start shuffling.

You can of course fight this urge if you so choose (Will Save)


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan with the supplies gathered by his friends goes about caring for the little girl. He spends the next day treating her with salves, remedies for pain and medicine to aid in sleep. After a day of care she is almost back to her old self. During the treatment of the child, Dylan starts to wonder about the children at the orphanage and then heads there to check on them.


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

The next morning after the visit to Grau's home, Zeke will check in with Cressida at the Citadel.


Ralof starts shuffling the deck in the privacy of his own room. Although his experience with the Harrow is virtually non existent, he seems to expertly shuffle the cards as they glide between his fingers.

One by one he lays the cards down in the familiar grid. Turning over each card his mind is overcome with visions of the past. He see's death and disease from plagues long ago. People wearing bandanna's over their mouths to protect from infection. Memories of recent battles with the infectious Otyughs and Carrion Golem also fill Ralof's mind.

As he continues to turn over his cards, the visions switch to a baby bird fallen from the nest, covered in the bile of a rabid wolf, while the stormy seas in the background overturn the many vessels on the water.

Turning over more cards reveal a giant massive grave, complete with rotting corpses being picked clean by the ravenous crows. Out from the rotting pile of death, crawls the un-dead remains of dozens of corpses.

The sight is sickening, and snaps you back to consciousness.

The cards remain in your hands. You are unsure if you had even shuffled them...


The next morning, Dylan finishes up caring for young Brienna, to which Grau and Trayce are eternally grateful. They promise to do what they can to help out the orphanage, although they admit they don't have a lot to give.

Zeke goes to discuss events with Cressida. She's still notably upset that the castle has diverted much of her resources to finding Trianna. She's even more upset to report that a reward was just issued of 5,000gp for the capture of the fugitive. "Just what we need, vigilantes trying to look for a quick payday.", she says sarcastically.

She even goes on to complain that several members of her guard have come down with an illness and can't work. "We're short handed as it is."

In the end, she does not have current need for your services, as the daily activities are quite routine as of the moment. She promises to contact you once she has a mission more suited to your talents.

Shortly before noon, Theandra Darklight hands a small sealed note to Amendithas.

Int Check: 1d20 - 2 ⇒ (7) - 2 = 5

Reading is not Ammy's strong suit and he is unable to make out the words.


male Elf Fighter 3 Wizard 1
status:
HP 37/37 | 26 regular arrows| 20 thistle arrows | 18 blunt arrows | 0/3 HWP
Stats:
AC 18; T 13; FF 15 | F+5; R+4; W+3 | init+3 | Per+10

When ralof meets the group he will explain to them what he experienced with the cards.


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Amendithas listens to Ralof's tale. He is deeply unsettled as the elf recounts the disturbing descriptions. Attempting to make his worries regarding the harrow deck known, he lets out a low nervous grunt.

Once Ralof has finished his narrative, Amendithas will hold out the note (with the writing upside down) for his friends to decipher.


The note simply states: It is urgent that I speak with you and your companions. Please come visit me at the Academy. ~ V. Orisini.


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

When someone comes to the house looking for Zeke, he'll be found in his lab area, standing on his work bench, with a pair of wire frame paper wings strapped to his back. Startled, he'll jump down, awkwardly yanking at the wings trying to remove them. "Oh... I was, err... wasn't expecting anyone, ummm... blasted contraption."


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

After Dylan is satisfied that none of the children at the orphanage are infected he will head to meet with the group at Ryders old place.

Taking the note from Amendithas, Dylan says " Amendithas, I see your problem with reading the note, Orisini has nice handwriting. He writes with a fancy caligraphy script. Very ornate and beautiful. It reads It is urgent that I speak with you and your companions. Please come visit me at the Academy. ~ V. Orisini. Well if everyone is ready, let head out."

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