Corentin the Younger |
caught up in the wave of relief at seeing her alive and well, Corentin takes a knee to embrace the diminutive matron. Stepping back he responds, "We all do our part. I suppose I was fooolish to worry about this place though. It would take more than that lot to concern the Ramblehouse." His smile is genuine but the bravado does a thin job of covering the concern he clearly felt for those here.
"I need to check the stables but when I'm back you can tell me how many orcs you had to hit with that cudgel of yours before you pulled your shoulder and I'll help tend to all these other heroes of Trunau." The last bit he ends with a bit more volume as he sweeps a hand to encompass all the townsfolk in the common room.
Once things seem settled Corentin will check on Resolute in the barn.
Johan Fletcher |
On the way to the Ramblehouse Johan passes a dark ally and hears the pained and scared winy of of a wounded horse. A moment. he tells his friends. That horse is in need. Investigating he finds a scared and wounded mount, her bridle tangled in fencing and her rider dead with one foot still caught in a stirrup. Around the animal three dead orcs lay, their bones broken by the horses hooves. It was evident that the orcs killed the rider with their bows, and thinking to save arrows tried to kill the "helpless" mount with melee weapons. But they underestimated the spirited horse and, defending her rider, she slayed her assailants.
As Johan approaches the horse snorts and rears, her eyes wild and as red as fire. Johan steps back as a steel shod hoof comes down hard on an orc skull. The sound of crushing bone echoed through the ally. Easy girl. Johan coos. You have done well and now the fight is over. Easy. As he approaches the animal calms and allows her bridle to be freed.
A moment later Johan leads the horse from the ally, her previous owner across her back. She is a spirited beast. he explains to the others. Killed three orcs herself by the look of the scene, after her rider softened them up some no doubt. If no one puts a claim to her I think I'll keep her. Her tack indicates her name is Thunder.
And this is the story of how Johan gained his mount. :)
Jaghal |
Jaghal has no mount T_T
Jaghal takes a look at the brown-haired human, but doesn't say anything about the mount yet. It was clear some of them had a closer relation with nature, while others like him with the gods, and others with... "She's scary" - is all the little gnome says about her, and lets the new lovely couple be.
"Aye!" In the Ramblehouse he raises an invisible mug (that was actually not there, of course) to salute the hostling halflost halfling host in a dwarven manner, secretly thinking it was great to have an invisible mug, since when any ale was spilled no one would see it! Oh Jaghals! The gnome realized how tired he was, and how the place was crowded with the wounded. "Nice job, soldier." He pat Cham on the arm and moved past her. He could help here too, so he slowly wabbled to a corner where there was a seemingly unconscious man laying. He approached the injured, quickly accessed his wounds, realizing he would probably be ok in the morrow. He managed to slowly remove some of the upper part of his heavy armor, plus his greaves, and sat beside the man so he could keep an eye on him.
That, of course, if his eyes would stood open long enough for it, which they didn't, as sleep caught him in a matter of seconds. Messy and noisy as this place may be, it was still no match for a gnome's house.
Szacha the Fiddler |
Szacha tries to convince Sacha to join them at the Ramblehouse, using all his teeth to pull her with them.
As Johan meets his steed, he whistles: [b]"I'm envious! But you two make a fine couple, and she'll surely keep orcs at bay while you shoot them down!
As they make their way up through the desolation, Szacha treis to keep his spirit up, despite the drowning feeling in his gut.
So many of our friends dead! Such a carnage... How can I help?
At the Ramblehouse, he bows deeply to Cham and climbs on a chair with his muddy boots, which he proceeds to clean with a flick of the wrist and a little magic, then, in a dramatical gesture, he whips out his fiddle and starts playing the heavy, heart-filling Trunau the Hero which he decides mid-phrase to mix with the rowdy A Day in Trunau!
As he starts playing and some people start tapping their feet and sing along, he imbues his music with the last of his sonic power, making their feet lighter and pushing away the weariness and the sorrow.
Using Song of marching to help them dance instead of marching, if it's ok with you.
Sasha the Mouse |
I'm getting back on my feet, but it's along, hard road. I'm having to rebuild all my PFS and PF characters in Hero Lab, as they were lost when it crashed.
Sasha has Galor wait outside. "You wait here, my friend. You know how Cham feels about wolves in the house. I'll bring you some meat, later."
Inside, she finds the table her friends are sitting at and joins them. She orders a hot meal and ale, and within minutes of placing her order, is fast asleep.
GM Captain Trips |
@Sasha - And that is why I keep all of my gaming stuff on a Google drive that syncs with my PC. No worries about lost files!
Corentin finds the stables to be untouched, being at the back of the establishment they were saved from most of the activity during the attack. Resolute appears to be in fine shape, although a bit spooked by the constant noise of battle that lasted for so many hours last night. Like most things you know it will pass, but your company has already gone a long way to calm the beast.
Szacha's attempts to raise the spirits of those seeking refuge at the Ramblehouse does wonders, and even those who have lost everything are able to enjoy a brief period of peace as they make an effort to forget their troubles for just a short while and enjoy the songs and dance. The folk of Trunau were a hardy lot, and had dealt with the orcs for as long as the city had stood, they would recover.
Somewhere else...
Gizsmith finds his wagon intact, apparently it was completely ignored during the attack, the orcs having far more important orders than to ravage merchant wagons.
If no one else has any specific tasks or interactions to address, I'm going to push us forward to the next day. Speak now or forever hold your peace!
Corentin the Younger |
An invisible weight visibly fell off of the warriors shoulders when he found his oldest companion to be healthy, if agitated.
"There, there boy. I know, it's not nearly as scary to be in a battle as it is to have to sit and hear one around you." he spoke calmingly to the large warhorse. His words trailed off when Resolute's ears twitch, drawing his attention to the stable entrance. "Ah it seems you'll have company." he said seeing Johan leading in a mare. "How did you come upon her?"[b]
After hearing the sad tale he responded, [b]"It's no easy thing for a horse to lose it's rider. I'm sure with time the two of you will be a great team though." The cavalier spent a bit of time seeing to Resolute and helping Johan get Thunder settled before returning to the Ramblehouse.
Even before entering the sound of music and merriment brought a smile to his face. Stepping in he saw Szacha precariously perched on a chair, his bow string flying masterfully over his fiddle. The rousing tune, which seemed to pickup energy with each new round, was clearly the source of the improved mood within Cham's house. When he'd left a sense of stoic sorrow and thoughts of loss had filled the room but these had been replaced with the enduring hope and sense of community that so exemplified Trunau. Corentin had long respected Szacha's battle prowess but always felt the mans ability to lift the spirits of others was his true gift. Never had that been displayed more than now.
Stepping inside he made room for others, drawn by the music and comradery, who began to flock to the Ramblehouse. Some danced, some sang along and some just felt the pain of their wounds and loss lightened a bit but everyone shared in the spirit of the place. The night had been long but the dawn was upon them and they remained.
"Peace, Love, Health and Life" he said to no one in particular. Pulling a chair to one of the back corners he removed his breastplate and leaned his axe against the wall before finally granting his weary and battered legs a reprieve. For a few moments his considered the warhammer they had claimed from the giants tomb but it was a mystery for another time. Leaning back he closed his eyes and drifted to sleep to the tune of A Day in Trunau.
GM Captain Trips |
The party each takes their rest that day, which stretches into the evening and the following morning. The weary bodies of the group had been through much, and they slept like the dead, many where they landed once arriving to the Ramblehouse. Cham did her best to not disturb the heroes, knowing they had been through much and took care to watch over them as they recovered from their toils. The next morning each of them, save the missing wizard, were treated to a hearty breakfast and steaming pots of tea and coffee. Things had begun to settle down at the busy boarding house and the wounded had been moved to private homes or other places where they could recover, leaving much of the common space available to the party to use.
Later that morning a messenger arrived informing the group that Halgra was otherwise detained, but wished to meet with the Heroes of Trunau the following afternoon, giving the group a couple days to recuperate and rest as they needed, as well as tend to any business of their own.
Game mechanics terms, you will have two days of rest before the next bit of action starts. Those who were wounded will recover your level in HP each day as well as some of the strength damage a few of you incurred. We can assume that between the rest of the group healing magics can be arranged to get everyone back up to full health.
During this time you can also buy and sell goods as needed. Just make sure to run any purchases beyond standard items by me first. I will assume you spend the coin required on Identify spells for the two items you were unable to figure out, and will post them in the discussion thread.
As the time of the meeting draws near, the champions are met outside of the Ivory Hall, the seat of government for Trunau, by Kurst, who seems to be well recovered from his own ordeals during the attack, and appears to be in better spirits as the town starts the process of rebuilding. He clasps arms with each of you and escorts you inside the building, where you are seated around a long table, several other members of the city government already present, including Halgra.
The dicussion begins pleasantly enough, with the town elders and defender thanking each of you for your bravery and roles in helping prevent Trunau from falling to the orc attack. Many reports came in from the various citizens you helped save and your actions were well recorded as being critical to the defense of the town. However, Trunau’s Council of Defenders is worried that the town’s orc troubles are far from over.
Leaning over the table, Halgra states, "With the thwarting of Grenseldek’s plot, we have bought Trunau some time. But I have no doubt that she will be back, and potentially with more allies next time." She looks over each of you in turn and says, "I feel we may have no other choice but to call upon you once more. We need to strike against them while they are still reeling from the loss of so many orcs. We need to go to her lair and strike down this chieftain before she can muster up another raid!"
Szacha the Fiddler |
Szacha pales. He understood Halgra, deep down he did, and he would nod and welcome such a position from the town's leader.
But this time it's him they're sending to meet certain death... He swallows and takes in the dreadful feeling growing inside him, trying to make sense of it.
To buy time, he says, careful about his choice of words: "It sounds like a great honour, Halgra, but it also sounds like suicide..."
Corentin the Younger |
Corentin slept through the day following the battle finally stirring briefly in the evening to see to Resolute before turning in for the night. Rising just after the following dawn he felt refreshed if sore. Some of the rats strength sapping foulness seemed to have cleared though the unnatural malaise in his muscles still haunted him.
Pushing it aside he spends the post-dawn hour cleaning his armor and weapons. Dried blood, dirt and more coated them and had dried in place during his rest which made the work all the more difficult. After the prior days battle however the simple task was a welcome respite. As he sat and worked Cham and her helpers moved about the common room and kitchen cleaning and preparing the days morning meal. Corentin smiled to himself when he realized the halfling proprietress had let his activities go without the usual comments she would make about him finding somewhere else to polish his armor.
Once that work was done he enjoyed the fine breakfast Cham had prepared and the company of many of his fellows from the prior night. "Cham you'd outdone yourself!" he loudly complimented their hostess.
"I'll be taking Resolute out to stretch his legs after we eat" he said between bites, "Sasha is Galor up for it? And how about you Johan? Care to put Thunder through her paces?"
The ride was uneventful but enjoyable. It was of course done in full armor as the threat of orcs was not so long passed but in the end it was an unnessicary precaution. The grounds outside town showed the abuses of the invading force. The ground was torn and corpses still lay about near the walls.
Returning at midday he took a detour to visit the temple of the Inheritor to see how it stood and inquire about removing the remains of the rats curse. Paying for a lesser Restoration L. Restoration: 1d4 ⇒ 2
Finally returning to the Ramblehouse he stabled Resolute and then set to work repairing the battle damage to the building itself. Pulling down burned boards he replaced them with new wood. Some of the field stone foundation had been knocked aside and so he repiled the stones.
As evening came on he took a deep breath and set to his last task. Walking to the side of the Ramblehouse found that his roses had not gone untouched by the violence. Some were buried in fallen rubble which he cleared. Others he pruned to remove singed or broken stalks. Surveying his work after two hours he was pleased to find that despite their damage the hearty plants had a good chance of survival.
Clipping a flower from one of the less damaged plants he brought it in to Cham before ending the day much as it began, with food, comradery and the simple tasks required to maintain animal and gear.
The following day he met with his friends and stood with them at the council meeting. Acknowledging the praise given he was sure to relate the bravery he saw among the other citizens of Trunau. The mission presented by Halgra was not unexpected but he held his tongue to consider it a moment and allow his companions to speak.
Jaghal |
Paying for a lesser Restoration
I cannot allow that.
Jaghal woke up almost at nightfall on the day after the attack. He was surprised to find himself inside his rented room, since he remembers to have slept in the main hall where all the wounded were. "Someone must have carried me up here. Do you think it was..." He was obviously talking to himself, but there was no one there observing it.
His joints were partially sore from sleeping with part of his equipment, but at least he was not drained as the others. "Speaking of which..." It was an awesome opportunity to test a power he has been trying to master for some time now. The power to restore people to their full power, not healing the flesh wound, but the nerves, blood vessels and muscle. Maybe even some mental condition.
He sought his "teammates" one by one to see if they were still hurt or weak from last night's excitement. Then if they needed his help he would put his power to work. "Restore!!" Using Lesser Restoration and CLW/CMW on whoever need it.
Of course, the gnome was enjoying being able to help them with all he got. After he's finished with the party members, he's gonna check the other citizens. He will use most of his Healing Wave power (channel) to restore the citizens to full health, but of course he will try to gather them together in a nursery or temple before attempting that, to get as many as possible. "The more the merrier."
After all, Jaghal is making a name for himself in the city, as every wanna-be-god needed people to worship him. It would take time, sure, but eventually his god's blood would hopefully do the trick. In any case, after once again spending up to the last bit of his power, he crashes for a full recovery, wondering if the city would have peace restored for ages, or just for another day.
At least for another day it seemed to last, as Jaghal woke up with no sounds of battle nor any mess around the place. He dreamed of shadow rats trying to devour him and the others, but this time he was completely out of power. Thanks Jaghals it didn't last long, but he was sweating when he awoke, and thus decided to get cleaned before the said meeting where they would decide their future.
He nodded to the others when they met, happy to see everyone was on their feet and ready for another adventure. "How did you sleep guys?" After a heavy breakfast and a little harmless chat they made plans about what to do with the things they acquired, and later on got ready to meet the town's leader.
The gnome heard what they had to say, and although the party seemed careful with their words and behavior, Jaghal was overexcited with the prospect of going inside an Orc tribe. "Nice, I've never infiltrated an Orc's tribe before, specially to kill its chieftain!" He also tries to cheer up the other guys. "Common guys, we've fought dozens of them, plus a giant, shadow creeps and gold-haired orcs, how much tougher this can get?"
The gnome gets almost offended with Szasha's comment about the mission being a suicidal one. "Are you telling me I cannot keep you alive until you kill the chieftain Szasha? You don't trust me to keep you all standing?"
Corentin the Younger |
"Perhaps it would be best to start with what we know about Grenseldek and the Twisted Hearts. Do we know where they are located or why they might have chosen this time to strike? We found this order on the blond orc that proves Grenseldek was behind both the attack and the prior plots against Trunau. We also know what was sought but why now? That tomb has been there for ages." Corentin places the note before the council.
"In her orders she mentioned the Giantkiller's tomb. Does that mean anything?"
Jaghal |
Jaghal tries to reach a conclusion too while the gm is gone. "Well, perhaps they didn't know about it? I mean, even you didn't know about the things inside the tomb, did you now?"
"Maybe they were supposed to remain hidden for eternity, but well, dormant powers will always struggle to emerge from the depths..." For some reason he looks at his small hands when he says this.
GM Captain Trips |
Halgra listens intently as the party discusses the proposition, and poses questions of their own. "Indeed there is reason to believe that this will be no simple manner, as the hold that the chieftain claims as home will no doubt be will guarded." she remarks, in response to Szacha's statement. Turning to Corentin, she answers, "Something has changed, but what that is we are not sure. Perhaps they only now puzzled out that the famed tomb of the lost chieftain rested below our fair town, or maybe they lacked the coordination. Either way, they chose now to act."
She motions to the curtain separating a side room from the main meeting chamber, at which point a young girl pulls aside the cloth and an elderly looking elf slowly enters the room. Silvermane is no stranger to the city, and the fact that your party saved his life during the attack only solidifies your recognition of the ancient druid. He manages a smile and he bows in your direction and then turns to Halgra, his hands working in constant motion, using his sign language to communicate with the defender of Trunau. "Silvermane first asks me to thank you for saving his life during the raid. He tried as best as he could to fend off the attackers but their sheer numbers proved too much for him to manage. He owes you a debt, and he wants to repay that debt now."
Halgra begins translating as the elf turns to you, his hands still in motion as he works through his offer. You face a challenge that will prove to be most difficult, and I may be able to better equip you to deal with it. The Vault of Thorns, a demiplane created by the druidic Council of Thorns, of which I was once a member, contains a cache of items that can help in your fight against this Twisted Heart menace. The entrance to the Vault is located within Ghostlight Marsh, a swamp to the northeast surrounding the confluence of the Kestrel and Esk rivers. To find the Vault of Thorns, you should look for a marker in the form of a circle of thorns carved into a stone near the banks of the River Esk. This marker will put you on the right path through the swamp to find the Vault, but the entrance to the demiplane is hidden.
At this point, the elf produces an ancient, leaf-embossed brass lantern. This is called a ghostlight lantern. If the husk of a dead will-o’-wisp is placed inside the lantern, the lamp will produce a beacon that points to the circle of standing stones that marks the Vault’s entrance. Once you reach the druidic circle, you need only wash the supernaturally fueled lantern’s light over the central standing stone to open the portal into the Vault of Thorns.
The elf then stands still, the effort of the speech obviously tiring him. Halgra picks up where he left off, stating, "Once you have secured the items within the cache, you will continue along the river towards Redlake Fort. It is there we believe that this Twisted Hearts tribe is making their home. We know at least that the giantess claims the fort as her lair, so it would only make sense that the rest of the tribe would be close by."
"I have arranged for your transport aboard a keelboat that regularly plies the rivers of southern Belkzen. The riverboat’s captain, a half-orc named Raag Bloodtusk, has agreed to transport you to Ghostlight Marsh and then up the River Esk to a location near Redlake Fort in exchange for your efforts in helping sail the boat and defending it from any dangerous river denizens. Overland travel to Redlake Fort would be foolhardy and dangerous, as it would take you right through the orc-infested Hold of Belkzen. Bloodtusk’s riverboat, on the other hand, is well known among the orc tribes along the river, he enjoys rights of safe passage from these tribes’ chieftains, which makes a river journey far safer than traveling overland."
Halgra then passes a rolled parchment across the table, "Your letter of introduction to the captain, if you should choose to accept our request."
Johan Fletcher |
I'll do this quest, but am not too happy to be depending on a half blood orc. the ranger admits. If he is well known among the orc tribes along the river why should we trust him? Is there some reason to believe he will not deliver us up for some reward? Don't get me wrong. he says as he picks up the letter. I'll accept the passage as well but will be ready for a double cross.
Corentin the Younger |
Corentin places a friendly hand on Johans shoulder, "My friend the nature of Belkzen has left many of mixed heritage. Some stand among our foes and others have given their last breath for Trunau. In the end they have the same choice all of us do, to stand up and make this life better or to prey on our fellows. If Raag has shown himself to be a friend of Trunau then we should judge him on those actions as we would anyone else."
Turning to Halgra he says, "Johan will not travel alone, I too will accept this task. Silvermane I appreciate the trust and honor you show us in allowing us access to this trove. We will use the strength we find there well. What do we know of Grenseldek and Redlake Fort?"
Johan Fletcher |
Johan accepts the correction, but his eyes still burn with what you might suspect is a hatred of the orc race. It will be hard for one of orc blood to ever his trust.
Szacha the Fiddler |
I always forget a knowledge on my sheet, and then find it hurts... Is it ok if I remove my point in religion to shift it to dungeoneering? It makes more sense for Szacha, though he'll eventually have at least one point in each. If not, just substract 4 from the result and let me know.
Know Dungeoneering: 1d20 + 7 ⇒ (16) + 7 = 23
"Well, all I know is..."
Szacha the Fiddler |
K:Local Grenseldek: 1d20 + 7 ⇒ (6) + 7 = 13
K:Local Redlake Fort: 1d20 + 7 ⇒ (17) + 7 = 24
K:Geo Redlake Fort: 1d20 + 3 ⇒ (11) + 3 = 14
K:Local Ghostlight Swamp: 1d20 + 7 ⇒ (7) + 7 = 14
K:Geo Ghostlight Swamp: 1d20 + 3 ⇒ (12) + 3 = 15
K:Local/History the Giantslayer: 1d20 + 7 ⇒ (8) + 7 = 15
K:Local Raag Bloodtusk: 1d20 + 7 ⇒ (2) + 7 = 9
Gizsmith Glitterbyte |
I have know dungeoneering, if Szasha can't tweak.
Know(dungeoneering): 1d20 + 10 ⇒ (10) + 10 = 20
"Passage through the hold of Belkzen, traveling to a hidden demi-plane and a magical lantern that runs on the corpse of a will-o-wisp? That is all my kind of crazy. I would be more than happy to sign up for this mission."
"When should we depart? I feel that with an endeavour of this magnitude, we should prepare for the worst."
Jaghal |
Jaghal stands there having fun at the comments, and is impressed by Giz's enthusiasm. A true gnome.
"I second Giz. Sounds like my kind of mission, although I've always avoided swamps" - he pokes at his own heavy armor - "for obvious reason, but that sounds like fun!"
"Anyway, I think the hard thing to find is the lantern, not the wisp. We will probably find one easily in the marshes, won't we Silvermane? Otherwise I'm ready to go guys."
GM Captain Trips |
Knowledge, Dungeoneering: You know that will o wisps are naturally resistant to all magic, shrugging off even the most fearsome spells. They travel invisibly and kill with electrical energy, feeding of the pain and fear of their victims in the process. They are known to try and lure their prey into pitfalls, swamps, quicksand, and the like where the victim slowly perishes while they feed on the emotions of the dying creature.
Knowledge, Geography - Redlake Fort: Originally part of Harchist’s Blockade, the second line of strongholds defending Lastwall’s retreating northern border with Belkzen, Redlake Fort (named for a variety of crimson algae that grew within its moat) was abandoned in 4482 ar when the Blockade fell and a new border, the Hordeline, was established farther south. The fall of Redlake Fort was more than just a military defeat, however, for in the face of an orc siege, the human garrison resorted to cannibalism under the influence of their desperate castellan.
Knowledge, Local - Redlake Fort: Many different orc tribes and other creatures have inhabited the abandoned fort over the years, but today it is said to host the hill giant Grenseldek’s reborn Twisted Hearts tribe: a fractious mix of Heart Eater hill giants, Twisted Nail orcs, and an extended family of ogres and ogrekin called the Gorbs, whom the giants and orcs subjugated.
Knowledge, Geography - Ghostlight Marsh: Ghostlight Marsh is comprised of slow-moving streams, pools of stagnant water, and scattered hummocks of mud and waterlogged reeds. On average, the water is 4 feet deep in most places and the terrain is notoriously difficult to traverse.
Knowledge, Local - Ghostlight Marsh: When the druids of the Council of Thorns stood against the orc hordes of Belkzen, they made their last stand in Ghostlight Marsh. Close to death and with the majority of their powers exhausted, the druids knew that defeat was imminent. But if their bodies could not defeat the rampaging orcs, then perhaps their spirits, reborn and rejuvenated, would stem the tide. Feeling they had no other choice, the Council of Thorns decided to sacrifice themselves in a powerful ritual. Reincarnated as vengeful will-o’-wisps, the Council of Thorns managed to drive the orcs from the swamp, feeding on the orcs’ terror. Although the reincarnated druids lost their druidic powers when they transformed into evil aberrations, they retained their memories of their former lives, and the will-o’-wisps have remained guardians of Ghostlight Marsh ever since.
Szacha the Fiddler |
Szacha looks to the others, waiting for them to finish: "As I was saying... All I know is that those creatures are among the deadliest of swamp hunters. They can move among their prey unseen and strike from a distance, once they've lured you in knee-deep mud and you can't move. Spells you're thinking? They won't work against these aberrations! So they'll watch you sink slowly to your death and feed upon your deepest despair..."
He shivers.
"As for Ghostlight Marsh, it ain't much more appealing... Slow-moving streams, pools of stagnant water, scattered hummocks of mud, and waterlogged reeds, with water 4 feet deep in most places. That's where the Council of Thorns' druids made their final stands against the horde. They died there. All of them. They are the will-o'-wisps!!!"
Johan Fletcher |
So if any of their mind still resides in these creatures then maybe they can be reasoned with?
Are you gonna mention the "kill with electrical energy" part? I find that part important. :)
Johan Fletcher |
Electrical lashes? Well I can help with that a little. I can prepare one spell a day now and can make one of us resistant to electrical energy for about 30 minutes.
Jaghal |
I'm gonna assume someone mentioned this all, so we can work with our options.
"Well, I don't think they are going to willing sacrifice themselves again, but trying to talk to them sounds awesome." He looks to the floor and puts a hand on his head. "Anyway, unless I grew some in the last decade I think I'm still some inches short of four feet guys, I'll have to think of something."
"Either way, I'm pretty good at causing fear and removing it from someone, although it consumes a lot of my power and I'm not sure it works on these wisps. Probably it doesn't."
Gizsmith Glitterbyte |
"Will-o-whisps are nasty little creatures. They live off of pain and suffering. Don't feel bad about putting one in the grave. Unfortunately, they can shrug off the most fearsome of spells, so I'll have to direct the hunt from the rear."
Szacha the Fiddler |
"Gizsmith, perhaps you could make good use of some of those alchemical wonders we have? Perhaps we should hand most of them to you? As for the swamp, I'm worried about drowning, yes, but what about just living? Do we need tents? Cooking? Who will do the cooking? Oh, and I've heard that swamps are filled with mosquitoes, who not only drain you of your precious blood, but also spread diseases like a bad bards bad news!"
Johan Fletcher |
I should be able to get the group through the swamp, if there is a trail through it. But Vermin Repellent is a good idea for everyone. And basic camping gear selected for the terrain of course. I am more worried about these whisps. Can we ask around in town about them? Maybe someone knows more about them than we do. Johan will buy two Vermin Repellent.
Johan Fletcher |
Then you would have to carry the whole store. Trails are often littered with "critical" gear that gets more heavy and less critical with every step a traveler takes.