The Bogshark Fiasco

Game Master Lord Grey

Chapter 3 - Circling Sharks

The storm spins overhead. Lightning crashes, fiery explosions cast red glares in brief bursts over the city. Freezing rain sweeps the streets, and the cities' dazers shamble toward the lightning struck house.


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HP: 55/71, AC: 15, HD: 4/9, Pass Perc: 16 (Darkvision 60), Init: +1, Spell Save DC: 14, Inspiration: Y

Ozz grins from the ground. "When the owlbear showed up on the third floor, a bit."

He looks over at Grellik. "Take that stupid thing off, you're with Sharks now." Talking about Grellik's blank face mask. He pulls off his own snarling mask to breathe easier. "So... Now what?"

@GM: Don't mind me. Just using Ozz to create some direction. Feel free to continue catching up, but try to include your short term intentions for moving forward. Such as, are you resting or searching this place?


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

Cavell's lighthearted chuckle echoes in the safehouse, lightening the mood further. "Against three Bogsharks? Hah! It's lucky it got away alive--and now we have Grellik."

He gestures at the two new faces. "Who are they?" He asks Grellik, as if they aren't standing right there.


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

Grellik claps Cavell on the shoulders. He takes his mask off grinning, wide and toothy. " I seem to be having that effect on people lately. The sight of my ugly face just seems to fill them with joy!"

He turns to Ozz. "I like that mask." he quips jovially. "As far as what to do now...Since the safehouse appears to be compromised, I would suggest a speedy egress. At least as soon as all of us are able to safely move." He looks back at Tease with that last sentence.

He gestures with his thumb to the man and child. "Ah, that would be Misters...hmm, I did not have a chance to get their names, but they are associates of Mr. Tease, I do believe. They, at the very least, know Trissae's name and recognized the dwarf on sight."


The man, currently standing over Tease with the boy, looks to the three of you. "Ah, yes. This is Coin..." he says, gesturing to the kid. "I am Ugly. As this large chap said, we are Tease's associates; fellow Counterwits."

Grellik History: 1d20 + 2 ⇒ (12) + 2 = 14

Grellik:

The Counterwits are an independent group of thieves that work around the sword coast. They are unknown in numbers, but are usually considered to be a small gang. They are considered to be a loosely democratic gang as there is no outstanding leader known to their group. They are generally known by any thieves guild in their area of operation as they make sure to pay any required cut for operating within the jurstictions of local guilds, as well as helping to facilitate thief-guild cons with their specialties.

Their specialties range from impersonations, document foraging, illegal minting, to artisan craft work. These skills are employed by selling/using props identical to well known objects (Say, a nobleman's signet ring to act as a vassal to their lord's wishes), creating counterfeit coins to purchase any goods they might need (It is said that The Counterwits never use legal coin when they have their own mint on hand), imitating guards with forged documents to spring captured guildies from prisons by official order, etc.

One of the most outlandish rumors of the gang is that they have successfully imitated a Masked Lord of Waterdeep to cast a useful vote at the right time, though the validity of this claim is unknown.
---------------

"Your friend there..." pointing to Cavell. "... arranged for us to have this safehouse obtained for your escape through one of the Sisters. So... Here we are. There was a third of us here... Vice... but he..."

The boy blanches, and then looks shocked before saying "There's another one of those things back there with... With Vice..."

"Indeed. These scarecrows have always been here... I never knew they were part of Dart's defenses. I didn't realize they could move. Maybe he had them defend the place while he's gone, or maybe he died in the turmoil out there and his creatures know it. Either way, they seem to be animated now, for whatever reason. This place is rather nice as safehouses go, usually rather expensive. From memory, I don't think there could be many more in here, one that we know of. I think I passed by at least four on the way in... Not sure why they didn't attack us if they were set to keep out intruders. Or maybe that's the purpose of the password." He shrugs, exhausted and emotionally weary. "In either case, this is a great place to hide, but might be dangerous..."


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

"Before we do anything I think we need a breather. We can take turns on watch."

Cavell picks up and sheathes his sabres and the dagger, then stabs the torch upright in one of the farm plots to keep the area lit.


AC 14, HP 44/61, Init +5, P.P. 11, S. DC 16, Insp: 1, HD: 6/9, BI: 0/4, 1st (4/4), 2nd (1/3), 3rd (0/3), 4th (0/3), 5th (1/1) Bard (9)

Trissae has made her way silently away from the group, looking at the blood and viscera, and whispering a quiet prayer.

Prayer:
In Elvish "Goodbye fair stranger, whose grace and light was extinguished... So that souls you would never meet could continue to burn brightly. May your light now twinkle and dance brightly in the night sky, so captivating that the dancing goddess finds you, and bears you home to the place here-after safely... In return for this good deed you did for us."

Wiping her face she turns to the group, looking across them with a humbled and exhausted expression. She then walks over and kneels down beside Tease and begins to clear the dirt and blood from his brow.

Song of Rest- oration
"On a night, not so unvery much like this, a light flickered in the darkness...." The other Bogsharks would recognize this opening, it was a story Triss would tell over the campfire on long hard nights when a heist hadn't gone so well.
The story goes on to tell about the exploits of Drizzt Do'Urden, of a particular exploit that pitted him against great prejudice, in which he is able to overcome through diligence, valor, and compassion. She always found subtle ways of likening the story to the exploits and troubles of her friends. Often times she makes eye contact with one of them while telling it, a soft thank you, for exemplifying the ideals of the legends she holds dear.

"....And so it is, that even through spending a lifetime against adversity, one can still take hold of one's own destiny and shape it to their will... Never alone, but with the help of friends and family." By this point Triss had finished cleaning up Tease, having laid his head on her cloak bundled like a pillow. She's now turned toward her friends, a somber and serene look upon her face, staring wispy eyed at the lightly flickering torch in the middle of the room.

Short Rest recovery: 1d8 + 1d6 ⇒ (5) + (2) = 7


Everyone is now at level 3.
You may use your level 3 HD during this rest if you wish Consider the new HP 'full', not needing to be healed. Additionally, if you guys wish to spend an additional... hour lets say, you can catch up on each others stories.


HP: 55/71, AC: 15, HD: 4/9, Pass Perc: 16 (Darkvision 60), Init: +1, Spell Save DC: 14, Inspiration: Y

short rest recover: 2d10 + 1d6 ⇒ (9, 3) + (5) = 17

Taking level 3 in ranger. Not sure about going Colossus slayer or Horde Breaker.


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

"You all look like you have taken quite a beating. I can take watch."He flickers flame in his empty hand. "I have weapons effective against them, should more come."
Grellik will spend 1HD. HD: 1d10 + 1d6 ⇒ (6) + (6) = 12


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

Well, I am all for taking the time to tell each others stories, but that's for OOC reasons. Grellik would want to reach safety as soon as is feasible, but if people felt they needed some more time to rest he would not press them.


Ugly says "It isn't very big down here. About a half dozen of mostly small rooms if you wanted to clear the place before you catch up".


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

"My thoughts exactly," Cavell says with his eyes closed, head resting on wadded up hay from one of the defeated scarecrows, smiling as Trissae plays.

HD: 1d10 + 1d6 ⇒ (8) + (6) = 14


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

Grellik smiles thinly at Adrian's familiar temerity, and lets Trissae's song wash over him.

"Well, then, it appears that clearing the rest of the rooms should be our next course of action. By the way, Mr. Ugly, have you ever questioned your group's system of pseudonyms? You do not seem to have gotten the better end of it." His face twists in a grin, one fang poking out.

And congrats on everyone's first specialty levels(or a belated congrats to Trissae if bards get theirs at 2.


After an hour of rest, with Trissae's story finished and everyone having time to catch their breath, the group returns to discussing what to do. They decide on clearing out the safehouse, instead of abandoning it. Tease is still unconscious in the corner, Coin sitting sullen nearby him, and Ugly sitting near the Sharks, participating civilly in their conversation. Not a peep is heard from either door.

Ugly primly waves off Grellik's comment in a good-natured manner. "Oh, no no. I am fully satisfied in the alias bequeathed to me for our little troupe."

He explains to you the layout of the safehouse as he knows it.

Blood-stained hall:
3 Fungus rooms (1 usable for grilling)
2 orchards
1 cooler

Other hall:
1 unknown room (usually locked)
1 supply room
2 sleeping quarters (6 beds each)

"We've got two scarecrows above us, near the secret passage entrance to the safehouse, but maybe using the safeword 'Darber' is keeping them from attacking us when we opened the door. Dart was also very particular about that detail. I think there's probably another couple of scarecrows in the fungus rooms and orchards. We already destroyed one in an orchard. With the one... That killed Vice... There might only be that and maybe another we have to worry about."


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

Cavell stands and stretches, picking hay from his hair.

"Well well. I didn't expect so much from a safehouse. In Waterdeep, a safehouse was just somewhere to hide, not somewhere to start a family and settle down."

He takes a quick look at the group, then draws his bow. "Might be a bit cramped with you two uh... big boned lads in the fray, but I'll charge in if I see an opening. We'll try that 'Darber' password, but plan on violence."

With a flourish of a gesture, he beckons Grellik and Ozz to go first.


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

Grellik nods, sword flashing into his hands. "Of course. I don't suppose you brought any pitch with you?"
Grellik will make his way down the unexplored hall. If I'm understanding the layout right


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

"Hm. I do have oil. Might be able to fashion some fire arrows. Won't be nearly as good as your magic though...perhaps we should trade places," he shrugs slightly.

It was a new thing for Cavell to be leading in any way. Before this whole fiasco he would follow anyone's plan rather than come up with his own. He didn't look happy, and was probably forced into the position by necessity.


AC 14, HP 44/61, Init +5, P.P. 11, S. DC 16, Insp: 1, HD: 6/9, BI: 0/4, 1st (4/4), 2nd (1/3), 3rd (0/3), 4th (0/3), 5th (1/1) Bard (9)

Trissae watches the boys strategize and chuckles to herself, then walks near by Coin and plops down. She makes a motion with her nose toward him and slides her pack over to him.

"Feel free to poke around in there to see if there's anything in there that can help, or if you just want entertain yourself." She smiles at the boy before settling in, crossing her legs, and begins to set into a trance.

Slowly the world slips by into the waking dream world of the trance, familiar voices and faces still perceptible yet far away.


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

Grellik ponders Adrian's words briefly. "While my magic may be more effective, your fighting style requires mobility. If I take point, you will be better able to use those agile maneuvers that vex me so when we spar."

deception: 1d20 - 1 ⇒ (18) - 1 = 17

Successful Insight:
While Grellik believes what he is saying, he is leaving unsaid that he wishes to take the brunt of the blows because he worries for the safety of especially Adrian, but also Ozz, given that they all took wounds, and Ozz suffered egregious wounds. He is leaving this unsaid because he does not want to hurt Adrian's pride as a warrior.

Just to clarify, Grellik respects Adrian's prowess, but I get the feeling he tries to put himself out as a target to take the heat off of others, especially the less monstrous sharks.

When he notices Trissae trancing he arches an eyebrow. "Hmm, if she needed to 'sleep,' she should have spoken up." His voice is not gruff at all, but rather carries with it concern.

"Trissae, if you need to rest still, you may, and one of us," He looks at Ozz."Can stay with you--its best if none of us are alone right now."


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

Insight: 1d20 + 2 ⇒ (4) + 2 = 6

"If you're eager to get clawed up by scarecrows, help yourself."

Cavell stretches his shoulders thoroughly then tests the pull on his bow, making sure the Shields didn't damage it.

"What about you, Ugly, care to toss some more fire at scarecrows?"


HP: 55/71, AC: 15, HD: 4/9, Pass Perc: 16 (Darkvision 60), Init: +1, Spell Save DC: 14, Inspiration: Y

Insight: 1d20 + 2 ⇒ (10) + 2 = 12

Ozz looks like he is about to object to Grellik's suggestion, but looks back at Trissae, and then back at Grellik. He nods, and quietly takes a seat by the Drow while the others clear the place out.


The boy nods somberly to Trissae, and goes through her pack quietly. After a moment, he starts slowly plucking at the strings of her lute.

Ugly nods primly at Cavell. "Of course. To be perfectly honest, I am less of a trained mage as I am a man with a talent. My magics are very limited, but seem effective enough against these foul things. I'll bring up the rear, shall I?"

With Trissae, Ozz, Coin and the unconscious Tease staying in the large farm plot room with the planted torch, Grellik, Adrien and Ugly (holding a lantern) head to the door of the hallway without the blood stain (right? You are going down a hallfway different from the one you already partially searched?).

If not the blood-stained hallway, there are two doors on each side of the hall. As with the other doors, the door you opened seems to have some weight to it, requiring it to be held or will automatically swing shut. Each door appears lockless except for the final one on the right.


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

Following the big guy


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

Yeah, that's the correct hallway. Grellik proceeds down the hallway, checking each room as he comes to it


It is as Ugly described it. simple rooms with mundane supplies and furnishing. No scarecrows. The door with a lock is........ Locked!


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

Cavell crouches down and works on picking the lock.

"Don't happen to have a key, do you?" He jokes.

Thieves' Tools: 1d20 + 5 ⇒ (10) + 5 = 15


The door unlocks. Within is a moss covered room that descends down a staircase into depths beyond. The stone walls and floor become green several feet into the room (the moss), and probably about 100 feet out/down, through some kind of in-between obstruction, you see a light illuminating the far wall. The room is 20 feet wide.

Perception Adrien: 1d20 + 4 ⇒ (17) + 4 = 21
Perception Grellik: 1d20 + 1 ⇒ (2) + 1 = 3

Adrien:
The shadowy obstructions to the light source seems to be branches of a tree. You can hear a soft stream of water from that general area.


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

Cavell whispers, "Looks like branches of a tree."

He keeps an arrow nocked, ready to fire.


Adrien & Grellik:
Continuing on down the moss covered stairs, the stretching branches of a large oak tree becomes visible in the lantern light. Descending further, the room is entirely green and brown with the mossy surfaces and winding branches covered in lush foliage.

The stairs and and the room opens up into a 40x40 landing that is filled by the stretching branches of the tree. The stoneworked floor opens to allow room for the large trunk of the oak, and is filled with gravel and water. At the far end of the room is a simple alter made of mossy branches (looking as if they had been gathered from the tree itself), set upon which is a lit candle.

There are no other exits in the room.

Anything you are doing/looking at down here?

Trissae:

Coin plucks the strings for a little while, it seems that he has some skill with the instrument, but is still learning. Eventually he stops and looks through your pack again. He pulls forth the rabbits foot.

"What's this?"


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

A&G:

"Some sort of religious altar? Know anything about it? Let's clear the other rooms," Cavell says, looking back up the stairs.


Int (religion) adrien: 1d20 ⇒ 16
Int (religion) grellik: 1d20 + 2 ⇒ (7) + 2 = 9

Adrien:

Giving it a second thought, you are almost certain that this is a shrine to Silvanus


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

A&G:
"Now that I think about, Silvanus, right? Odd that it'd be right here in the heart of the city. Little bit of angry rebellion? Might explain the murderous scarecrows."


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

Grellik and Adrian vs Evil:
The thought of a murderous scarecrow rebellion amuses Grellik, though these are no mere sacks of straw "Yes, Silvanus would make sense. I had already wondered at the presence of so many plants, though fungus does grow underground...

Tell me, Ugly, does your friend Dart have an affinity for nature? perhaps a rather...eccentric Druid?"

Grellik will check the candle closely, but not touch it perception: 1d20 + 1 ⇒ (2) + 1 = 3 Wow. >.<

"Yes, we need to ensure that the scarecrows are still docile. They may become aggressive after a certain interval.

barring nothing that requires his attention, he will proceed down the bloodstained hall


GA:

"A druid? Hmm, that would make sense, I suppose. He is usually known as a 'farming enthusiast'. I'm not sure if it is a particular eccentricity of Dartonigilli himself or of gnomes in general, but he does quite a bit of work acting as a... Logistical supplement expert for the farmers, helping them move produce back and forth, acting as a temporary storage place, if needed, before it gets to the market. We've used him a small bit to smuggle goods in his wagons beneath crops or manure. He does everything he can to help keep the town fed and the farms flourishing."

The candle seems normal, but it is strange that it is lit (investigation if you'd like).

It looks like there are other objects on the alter as well, on little shelves below the top; a purse, a potion, and a wand of twisted wood.


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

AG:
investigate: 1d20 + 2 ⇒ (16) + 2 = 18He will also examine the objects on the shelvesinvestigation: 1d20 + 2 ⇒ (19) + 2 = 21
"Hmm, it looks like he left some of his things here.'


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

AG:
"Are we killing things or studying for an exam? I haven't shot anything in ages."


AG:

The candle has no wax pooled up on the bottom of it, and you test it and discover it gives no heat. It has the same candle (5 bright, 5 dim) light giving effects, but seems to be a magical flame, like an Everburning Candle.

The pouch contains a small handful of platinum (120 gp worth) and a black pearl you appraise to be worth 500gp.

The potion has a muddy look to it, and shaking the vial shows a small claw, as if from a cat, inside of the thickish broth. (roll arcana with advantage from your investigation check)

The wand is about 10 inches long and is made primarily of twisted twigs spiraling around each other. Small, new growth offshoots are sparsely spread out over the length of wand, each ending in a tiny, tiny leaf. At the tip of the wand is a yellow flower (another advantaged arcana check, please).

Additionally, while looking around, you find a small journal that had fallen through one of the shelves of the alter, almost hidden beneath the floor and the bottom shelf. It appears to be the personal journal of the gnome who owns this place, and the final date is from about a week ago (More time would be needed to look through the journal entries for information).

At this point, Cavell demonstrates his impatience.

Arcana 14, Potion:

POTION OF ANIMAL FRIENDSHIP

When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.

Arcana 16, wand:

Wand of Plant Growth

As an Action, you can use this rod to cast the Plant Growth spell, though you must chose one effect or the other when you do so. This wand can only be used once until the next sunrise.


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

Gradrian:
potion arcana: 1d20 + 2 ⇒ (17) + 2 = 191d20 + 2 ⇒ (3) + 2 = 5
Wand arcana: 1d20 + 2 ⇒ (14) + 2 = 161d20 + 2 ⇒ (18) + 2 = 20

He replies to Adrian "Well, if destroying a golem, or some such animated thing, can be considered killing something, then I suppose we are going to be killing something. In good time. These items might be usefull. Ugly, are these Dart's personal belongings, or are they intended for general use? The potion[He shakes it, allowing the solid ingredients (from the description) to float into view]allows one to charm an animal for an hour, and the wand allows one to grow plants to extraordinary sizes. Well, I'm n ot sure if they will help us here, but perhaps, ugly, you should take them with you, if they are general supplies."


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

AG:
Cavell stifles a yawn.


Gravveldriaik:

"Not sure..." the man says in a hushed tone, looking at the large oak. "I've never been down here before. I don't know what happened with Dart either, we are technically squatting at the moment as we didn't officially ask his permission or pay him to be here. I couldn't get word to him, and no one had heard of his presence for several days."


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

Garderlileink:
"Well, then, no need to forgo potentially useful tools. We'll take them with us for now.". He puts the wand in his pack and potion in his belt pouch, and hands the bag of coins to Ugly. He leaves the candle, not wanting to risk the exposed flame bruning flesh, clothes, or, Io forbid, his fur. "These are Dart's. If he still lives, you have the best chance by far of meeting with him again to return them.

Now, then, Mr. Cavell, we can arrest your alarmingly rapid descent into slumber, and get on with the 'killing.'" Grellik gives Adrien a sly smirk, and will proceed back to the tunnel that we had gone down before, and where there are still scarecrows to possibly contend with.


GGGGGAAAAAAA:
Grellik: Looked up the item, as it doesn't seem to exist, you know that the candle is as if it has Continual Flame upon it (but candle sized). Also, were you taking the journal?

Moving on to the other hallway, you pass by Trissae, Ozz, and Coin (who is plucking Triss' lute) and through the door. This hallway has the blood stain running through it to the far, right side door. Here's what you remember from your time here before.
------
1 - fungus room, no scarcrows
2 - Vice's grave, fungus room, 1 scarcrow
3 - fungus room, no scarecrows
4 - not fully searched orchard room, there was 1 scarecrow
5 - unknown
6 - unknown

------

[1]--[2]

[3]--[4]

[5]--[6]
You


AC 14, HP 44/61, Init +5, P.P. 11, S. DC 16, Insp: 1, HD: 6/9, BI: 0/4, 1st (4/4), 2nd (1/3), 3rd (0/3), 4th (0/3), 5th (1/1) Bard (9)

GM:

Still somewhat lost to the dreamworld trance, Trissae looks over at the boy with a light smile.

"It was a gift, from someone who enjoyed my performance. They told me it would one day bring me good luck." She leans forward and wraps her hand over the boys, closing his hand on the rabbit's foot.

"It appears they were right, it brought you guys to save us... Why don't you keep it?" she smiles at him "Maybe it'll bring you as much luck as it's brought me."

She leans back into her meditative position, somewhat more relaxed in expression. "Would you mind playing a bit more Coin? It was helping me rest."


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

Grim Grelldango and The Secret of Monkadrien Island Super Value Double Pack.:
Sorry, don't have PHB access right now. If continual flame does not burn things he will put it in his pack.
Whoops, forgot about the journal. Grellik will put it in his pack for later study.

He will peek into door 6

As they pass by the resting group, Grellik will quip, "Don't worry, Ozz, you didn't miss anything. Just an altar and various accoutrements; nothing bloody."


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

Call of Grellik: Adrien Warfare:
Covering Grellik with his bow, arrow drawn and ready.

"And we definitely didn't find any valuables, not a single coin worth."


Triss:

Coin takes the rabbit's foot somberly. When asked, he resumes playing the lute.

Greadriak:

It does not burn things, no.
Within the room, you smell the meat, now cooled, and see the scarecrow on its stake in the same spot it was before. It is unmoving. The gore of the half-orc, Vice, is as it was.


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

AG:

Cavell nods towards the scarecrow. "Burn it? Guardians or not, I'd sleep better knowing they're all ash."


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

Grellcraft: BroodAdrian:
If there are no objections mounted by Ugly, Grellik says, "Well, we have no clues as to what might cause them to attack again, so,"
And he launches a firebolt. firebolt: 1d20 + 4 ⇒ (7) + 4 = 11 Damage: 1d10 ⇒ 7

If anyone gets tired of my apparently insatiable need to put wierd titles for my spoilers, let me know and I'll stop. no prob. :P


AG:

"Darber!" Ugly says, before the bolt flies. "Just in case."

The bolt hits the scarecrow and singes it. The scarecrow doesn't move.


Doesn't bug me, but I'm trying not to take too long with coming up with titles, personally. So if something doesn't strike me right away, I'll just be boring


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

Grellmand and Cavellquer:
Unless Adrian does something to make this moot, Grellik will get his hatchet out and start cutting off first its arms, then its head. That is, if I am reading that right: the fire singed it but did not significantly damage it, as it did the others?

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