Lehland O'Neld |
Round 4
Lee responds to Thren's request with: "Why don't I try?"
Lee moves 20' N.
Lee casts Scorching Ray at Mother Gund and uses the rod to increase the spell's range from close to medium.
Ranged touch - Scorching Ray - Mother Gund(AC15): 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Lee is on target...
w00t!
...but Mother Gund has Magic Resistance...
Spell Penetration - DC 15: 1d20 + 5 ⇒ (7) + 5 = 12
...which works exactly as it is supposed to...
fernt!
...but Lee spends a Hero Point to reroll Spell Penetration...
Spell Penetration - DC 15: 1d20 + 5 ⇒ (16) + 5 = 21
...and his spell glides through Mother Gund's defenses like a knife through butter.
w00t!
Damage - Scorching Ray - Mother Gund: 4d6 ⇒ (6, 3, 6, 3) = 18
Sizzle!
GMDQ |
The hippocampus seems to see Threnody gesture, but appears reluctant to move while the crab menaces about in the water.
Lee's heroic spellcasting manages to bypass all probability and scorches the flying sea hag. She loses the spell she was trying to cast.
Apparently, she is not going to go down without a fight. She flutters just a little closer toward Lee, before leaning toward him in the air, diving straight toward him with notable alacrity, clawed hands outstretched.
Mother Grund, grapple Lee: 1d20 + 8 ⇒ (8) + 8 = 16
Lee, this provokes an AOO from you if you wish to take it, if you are able (armed or have Improved Unarmed Strike. Muffin does not get an AOO.
Mother Grund wraps her claws around Lee's little body and he finds himself grappled. Concentration check DC is 18+spell level
Note, in case anyone is reading this while I'm posting--I originally declared a charge, but then realized charging is limited to a melee attack. Grapple is one of the combat maneuvers that is not considered an "in place of a melee attack" so she can't have charged. She still hits.
Lee, you have a choice: Muffin can fly off of you, shaken by the grapple. Because a cat would reflexively dig in its claws, you would take 1d3 damage, and Muffin would land in a nearby square. Alternately, Muffin can stay in your square, but there is a chance as she wrestles you your or her body will crush Muffin, dealing 1d6 damage a round.
Scuttle pokes Lark with one of his claws.
Touch attack vs Lark: 1d20 + 6 ⇒ (16) + 6 = 22
His claw glows as he makes contact with the pirate.
Lark Fortitude save DC 13: 1d20 + 3 ⇒ (12) + 3 = 15
The spell, it does nothing.
Scuttle sideswims to the left.
Threnody and Lark bleed.
Thren bleed: 1d4 ⇒ 4
Lark bleed: 1d4 ⇒ 1
→ Thren HP 36/45 | AC 20 T 13 FF 17 |CMD 17 | Fort +3, Ref +7, Will +4 | 6 Strength damage (-3 penalty) | bleeding 1d4
Lee HP 32/32 AC 19 T 12 FF 11 | CMD 14 | Fort +3, Ref +4 Will +6 | grappled
Lark HP 36/43 AC 19 T 14 FF 14 | CMD 20 | Fort +2, Ref +7, Will +4 | -6 penalty to Strength (-3 to rolls), bleeding 1d4, staggered
Hippocampi (FYI)
Mother Grund hp 18 | AC 16 T13(18 T 15 FF 13) | CMD 21/23 | F +7 Ref +10 Will +10| SR 15 | grappled
Scuttle hp 27/27 | AC 21 T 15 FF 18 | F +7 Ref +10 Will +10
Threnody 'Thren' Nocturne |
"Damn it all, I can't be everywhere," Thren mutters. She grabs up her rapier from the space in the sand between her feet and then murmurs a spell, waving her blade. "Lee!" She shouts. "Prepare for some bacon drippings!" The tiefling calls, hoping he knows what she's talking about.
Thren casts grease on Lee's clothing to assist him in escaping a grapple. This grants a +10 circumstance bonus on Escape Artist checks and combat maneuver checks to escape a grapple, as well as to his CMD to avoid a grapple.
GMDQ |
Threnody is still bleeding, so needs to concentrate in order to be able to successfully cast a spell.
Threnody Concentration DC 15: 1d20 + 8 ⇒ (17) + 8 = 25
She casts her spell successfully.
Lark Greenwood |
Lark round 6, attack
Attack Scuttle the scuttling crab: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
"I've got a claw too, you little blighter!" Lark stabs into the water and takes a sizable chunk out of Scuttle's carapace.
Is Thren's bardic performance still active? If it is, maybe add +2 to that damage roll...
Lehland O'Neld |
Pre Round 5
In response to Mother Gund's attack, Muffin exits Stage Left. In the process of that, he does...
Panicky feline damamge - Lee: 1d3 ⇒ 3
...to Lee's back/shoulder/whatnot area as he escapes to the SE.
At least someone is maxing out their damage.
Lee had no way to make an AOO
Round 5
The now-well-lubed Lee will wriggle out of Mother Gund's grip...
Escape Artist - Difficulty 21/23(?): 1d20 + 2 + 10 ⇒ (5) + 2 + 10 = 17
...which he does not do.
GMDQ |
I'm very sorry, but no, Inspire Courage is not still running because Threnody did not state or roleplay in any way on her turn that she was maintaining it, and she's been shouting commands without referencing singing in any way. I'm sorry, but those things need to be made clear--especially since this is an ability that uses up rounds of usage and you should be counting down those rounds. Here is an example of what that can look like. Thren is usually good about stating maintenance so I'm going to be firm on this one. Unless she has Lingering Performance, you are not affected by IC unless she reactivates it (but she can get the prior round of usage back).
Lark is up
GMDQ |
Blood pools in the water where the hippocampus carries Jenesara, from Jenesara herself, as well as from the hippocampus that fought the onwu azu. The latter, like Jenesara, falls unconscious and floats upon the water.
Scuttle recklessly disengages from Lark (provoking an aoo) and moves back toward the land and toward Muffin.
Mother Grund glares at the now slippery Lee. "I can tell you're spelling my name wrong in your mind. Stop that!"
Clearly getting desperate, she just lets go of the sorcerer (free action) and rakes at his face with her claws. "I will at least have a taste of your flesh before I go!"
Attack Lee, claw 1: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Attack Lee, claw 2: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
She licks her fingers as she ends her attack and steps into the water, oddly enough moving toward the party rather than away from it.
Lark and Threnody are still bleeding.
Thren bleed: 1d4 ⇒ 2
Lark bleed: 1d4 ⇒ 4
→ Thren HP 34/45 | AC 20 T 13 FF 17 |CMD 17 | Fort +3, Ref +7, Will +4 | 6 Strength damage (-3 penalty) | bleeding 1d4
Lee HP 19/32 AC 19 T 12 FF 11 | CMD 14 | Fort +3, Ref +4 Will +6 | slippery
Lark HP 32/43 AC 19 T 14 FF 14 | CMD 20 | Fort +2, Ref +7, Will +4 | -6 penalty to Strength (-3 to rolls), bleeding 1d4, staggered
Hippocampi (FYI)
Mother Grund hp 18 | AC 16 T13(18 T 15 FF 13) | CMD 21/23 | F +7 Ref +10 Will +10| SR 15 |
Scuttle hp 19/27 | AC 21 T 15 FF 18 | F +7 Ref +10 Will +10
Threnody 'Thren' Nocturne |
Our bard sees Mother Grund is changing tactics and decides the fight needs to end. She splashes across the beach and dodges up behind the hag.
Acrobatics: 1d20 + 11 ⇒ (19) + 11 = 30
Nimbly bypassing Mother Grund's defense, Thren stabs at the hag, whispering a quick prayer for luck as her rapier glows with the bard's magic.
Thren is using a hero point to get a +8 luck bonus on her attack roll.
attack on Mother Grund: 1d20 + 3 + 3 + 1 + 1 + 8 ⇒ (2) + 3 + 3 + 1 + 1 + 8 = 18
damage: 1d6 + 1 + 1 + 2 - 3 ⇒ (1) + 1 + 1 + 2 - 3 = 2
Glad I added the bonus!
Thren manages to skewer a random boil.
Lehland O'Neld |
Round 6
Lee 5' steps NE.
Lee considers, seeing Mother Grund and the rest of his friends sharing the same pool of water and decides against Shocking Grasp. He will instead use Scorching Ray on her...
Ranged Touch - Scorching Ray - Mother Grund(AC15): 1d20 + 5 ⇒ (5) + 5 = 10
...and finds himself regretting his choice. Magic Missile seems like it would have been a far more prudent option, in retrospect.
"Well, that's inconvenient."
GMDQ |
Sorry for the delay!
As the crab has left the water, the hippocampus carrying now swims toward Threnody. She is bleeding very badly, and looks close to death. In addition to claw-induced injuries, it looks like she cut her wrists trying to break free of bindings.
Mother Grund steps toward Lee, not ready to give up yet, and slashes at him again with her claws.
Grund claw attack Lee 1: 1d20 + 8 ⇒ (6) + 8 = 14
Grund claw attack Lee 2: 1d20 + 8 ⇒ (10) + 8 = 18
She appears to be losing her momentum, however, and Lee just manages to dodge her desperate strikes.
Scuttle chases Muffin.
Lark and Thren bleed some more.
Threnody bleed: 1d4 ⇒ 3
Lark Bleed: 1d4 ⇒ 4
→ Thren HP 31/45 | AC 20 T 13 FF 17 |CMD 17 | Fort +3, Ref +7, Will +4 | 6 Strength damage (-3 penalty) | bleeding 1d4
Lee HP 19/32 AC 19 T 12 FF 11 | CMD 14 | Fort +3, Ref +4 Will +6 | slippery
Lark HP 28/43 AC 19 T 14 FF 14 | CMD 20 | Fort +2, Ref +7, Will +4 | -6 penalty to Strength (-3 to rolls), bleeding 1d4, staggered
Hippocampi (FYI)
Mother Grund hp 16/54 | AC 18 T 15 FF 13 | CMD 21/23 | F +7 Ref +10 Will +10| SR 15 |
Scuttle hp 19/27 | AC 21 T 15 FF 18 | F +7 Ref +10 Will +10
Threnody 'Thren' Nocturne |
A quick verse comes to Thren's lips as she reaches out to touch Jenesara with healing magic.
cure light wounds: 1d8 + 5 ⇒ (4) + 5 = 9
That done, Thren spins back to position to fight Mother Grund.
Lehland O'Neld |
Round 7
Lee 5's steps NE.
Lee casts Magic Missile at Mother Grund.
Damage - Magic Missile - Mother Grund: 3d4 + 3 ⇒ (2, 3, 1) + 3 = 9
But she has Spell Resistance and may just shake the Magic Missiles off...
Spell Penetration - Mother Grund - DC15: 1d20 + 5 ⇒ (19) + 5 = 24
...but Lee gets through her defenses and scores a hit.
GMDQ |
Once again, because she is bleeding, Threnody must concentrate to cast her spell.
Concentration DC 14: 1d20 + 8 ⇒ (14) + 8 = 22
Fortunately, Threnody succeeds--and it is good she did. As Jenesara's wounds close, she stops bleeding and her breathing grows regular--but she remains unconscious. Threnody sees if she had even waited, say, merely six seconds more to act, Jenesara probably would have died.
GMDQ |
The hippocampus moves with Jenesara toward the shore.
Grund steps again toward Lee and blindly rakes at him. 5' step, full attack
Claw attack 1: 1d20 + 8 ⇒ (7) + 8 = 15
Claw attack 2: 1d20 + 8 ⇒ (7) + 8 = 15
Huh.
She appears to be losing momentum, or at least unable to escape inertia.
Scuttle changes his mind and runs toward the crate on the south side of the shore.
Threnody and Lark bleed.
Thren bleed damage: 1d4 ⇒ 1
Lark bleed damage: 1d4 ⇒ 1
I don't mind failure, but I don't think these dice have a very good sense of drama.
→ Thren HP 30/45 | AC 20 T 13 FF 17 |CMD 17 | Fort +3, Ref +7, Will +4 | 6 Strength damage (-3 penalty) | bleeding 1d4
Lee HP 19/32 AC 19 T 12 FF 11 | CMD 14 | Fort +3, Ref +4 Will +6 | slippery
Lark HP 27/43 AC 19 T 14 FF 14 | CMD 20 | Fort +2, Ref +7, Will +4 | -6 penalty to Strength (-3 to rolls), bleeding 1d4, staggered
Hippocampi (FYI)
Mother Grund hp 7/54 | AC 18 T 15 FF 13 | CMD 21/23 | F +7 Ref +10 Will +10| SR 15 |
Scuttle hp 19/27 | AC 21 T 15 FF 18 | F +7 Ref +10 Will +10
Threnody 'Thren' Nocturne |
Thren keeps pace with Mother Grund and attempts to skewer her.
attack on Mother Grund: 1d20 + 3 + 3 + 1 + 1 ⇒ (19) + 3 + 3 + 1 + 1 = 27
confirmation of critical hit: 1d20 + 3 + 3 + 1 + 1 ⇒ (19) + 3 + 3 + 1 + 1 = 27
damage: 2d6 + 1 + 1 + 2 + 2 + 1 + 1 - 3 - 3 ⇒ (6, 6) + 1 + 1 + 2 + 2 + 1 + 1 - 3 - 3 = 14
Lee gets a good view as the tiefling slides behind Mother Grund. He still has the best seat in the house as she grabs the hag from behind and rams her blade through Mother Grund's chest. The bard leans close and whispers to her foe. "Too bad Wahhe isn't here to see this. This is for her." Then the bard lets the hag drop to the sand to finish leaking out her life's blood.
It's at this point she herself notices that she's bleeding. "Damn, got me good...anyone else bleeding on the beach besides me?"
GMDQ |
Or perhaps I was wrong! Nice hit!
The hag looks down at the rapier blade in her chest. "My sisters... my sons... I come home to you."
She collapses, falling toward the shoreline. A wave crashes over, and as the foam recedes back toward the lagoon, her body seems to melt into the seawater, and black, stinking foam rides and disperses away upon the waters.
The king crab runs away into the water and disappears.
The collapse of the hag has left her physical belongings behind. A few moments' careful examination from the party, with their arcane skills to bear, reveals the following:
1 potion of magic fang
cloak of resistance +1
quick runner's shirt
sleeves of many garments
A crooked coral crown (jewelry worth 300 gp)
A sack of coinage and valuables worth 100 gp
The party also has an unconscious triton, a herd of very nervous hippocampi, a crate, and no launch to deal with.
Threnody 'Thren' Nocturne |
Wincing in pain, Thren pulls out of her pouch a potion with her tail, that she quickly grabs and drinks.
cure light wounds: 1d8 + 1 ⇒ (7) + 1 = 8
"That's better. Lark, let me see to you and Jenesara. I think she's stable, but looks like you're just as stuck a pig as I am."
Lark Greenwood |
Lark sheathes his weapon and tries to steady his breathing. To Threnody he says, "Yep, I could use some patching up, among other things."
Lark retrieves his pack and fishes out a vial of silver liquid. "This will pep me up a bit, but I hope our strength comes back on its own, and soon." Lark drinks the potion of remove curse.
Once his bleeding is stopped Lark congratulates his friends,Threnody, that was a mighty blow! He mimes a stabbing motion, "A well-deserved end for that cursed creature." He turns to Lee, "And Lee, I don't know how you avoided her claws, but I'm sure we couldn't have finished her without your magic."
Lark will help Threnody bring Jenesara fully on shore. To Thren he says, "How much more healing do you have today? If she's not awake yet that might be a bad sign."
Threnody 'Thren' Nocturne |
"I still have a bit. We also have that wand-ish thing." Thren sings a few notes, wistfully remembering how she first learned the curing spell, and pours her energy into awakening Jenesara.
cure light wounds on Jenesara: 1d8 + 5 ⇒ (1) + 5 = 6
"I'll feel a bit better when my muscles don't feel so much like week-old fish stew," Thren admits.
GMDQ |
Remove Curse caster level check: 1d20 + 3 ⇒ (4) + 3 = 7
The potion seems ineffective against the effects of the hag's evil eye.
If Lark tries another potion...
Remove Curse caster level check: 1d20 + 3 ⇒ (17) + 3 = 20
That one works.
As for the magic ray the hag struck him with, Lark already feels his strength returning, the spell used upon him fading rapidly.
Threnody is not so lucky--it will take concerted rest and/or medical treatment or a restoration-like spell to restore the strength sapped by the hag.
Jenesara's eyes flutter open upon the second use of the healing spell, and she sits up, coughing. The hippocampi carefully approach from the water, seeing their caretaker come to.
She looks with astonishment at the party, her face dancing between bewilderment and joy. "You're alive! Hey, I'm alive too! That hag came out of nowhere... I thought this'd be a safe place, boy was I wrong." She frowns at you. "But the pretty man said you died trying to hunt some of the keches that live on the island and left without..." Her mouth droops as an unfortunate possibility dawns upon her. "... you. Oh. Oooh." She looks over to the crate. "I'm sorry. They told me they left that crate there for the lizardfolk up above, but... maybe it's for you."
Meanwhile Muffin keeps trying to jump up onto Lee's shoulders and sliding off as he hits the greased halfling.
Lehland O'Neld |
Lee waives off the compliment.
"I was only doing what I could to save my friends."
Lee bends down to give Muffin some attention and reassurance. While he's petting with one hand he holds up the note with the other.
"I'm not sure if I mentioned it previously, but it seems that we've been sacked. And, adding insult to injury, marooned. Is there anything in the "Shackles Code" about abandoning crew members? I wonder if we're entitled to compensation or it's all just "vengeance" from here on out? Either way, my feelings of loyalty toward our former commander seem to be bottoming out..."
Spellcraft - How long will this goo last?: 1d20 + 10 ⇒ (9) + 10 = 19
Lee addresses his cat: "It's okay, fella. This Grease will be gone in another few minutes."
"I guess our gear is in the crate, there. But should we At least look to make sure?"
GMDQ |
Lee determines the spell will last a little more than four more minutes, based on Thren's skill--or he could ask Thren to dismiss the spell.
Lee picks up the note again. If any one cares to read it in full, it says...
This note is to inform Prosperity Greenwood, Threnody Nocturne, and Lehland O'Neld that I, Varossa Lanteri, Captain of the Magpie Princess, do invoke the termination clause in your contracts. We are henceforth immediately free of all obligation to one another. Your services are no longer required.
Termination payment is included within for the loyal crew who did not ask too many questions, as well as your belongings. The rest is a parting gift from Iulia.
This island helped Warvil launch the most successful phase of his life. Perhaps it shall do the same for you. Eventually. But I advise not risking losing your lives the way Warvil lost his. Redclaw's Treasure is mine.
- Varossa
The crate, easily opened, contains
- any and all belongings you stowed on the ship
- The bag of holding you bought Wahhe (presumably returned by her to the Magpie Princess when she departed). It is empty.
- 2 small pouches labeled "Lark" and "Threnody." Each contains 100 gold.
- A small sack containing dried fish, labeled "Muffin."
- 1 tent that can accommodate up to 4 people
- A tinderbox and 10 tindertwigs
- A week's worth of ship's biscuit
- 3 3-gallon-sized kegs of fresh water
- 3 hammocks and a roll of mosquito netting
Threnody 'Thren' Nocturne |
Thren begins cursing in Infernal.
If anyone speaks Infernal, her words are under the spoiler.
Once she's gotten her gear sorted back out, Thren looks around. "Now what? How do we get off this island, and where do we go from here? And did that hag have anything useful?"
GMDQ |
Jenesara asks if you would heal her wounded hippocampi. She will offer a magic potion in return if you do.
"Well... I don't know what you want to do... but last night there was that strange music coming out of the monastery on the hill, and from then on through sunrise the wind was pretty calm. So they can't have gotten very far. On the other hand, it may not be a good idea to chase down someone who's left you behind as they probably did it for a good reason..."
She points up. "If you go back up the stairs there and walk along the ridge, you can probably see what's on the horizon. Maybe you could light a signal fire?" She frowns. "Not a whole lot of ships come through here though."
Lehland O'Neld |
"Hmmm... If only we had a little boat and a strong wind to push it along. We might have a chance of getting ahead of Captain Varossa..."
"Further, Redclaw's Treasure may not be for us, right? But who says it is for Captain Varossa, either? If we only had one third of the Three Reasons to Live we can leave Redclaw's Treasure waiting where it is until we are ready for it. We collected the pieces once. We can do it again. And it's not like we've murdered loved ones over this treasure. It won't kill our souls to wait on it."
GMDQ |
Lee, or anyone else, please give me an intelligence check. ETA: or Sense Motive/Wisdom.
Muffin the Familiar |
Lee knows that Lark's hat is a little boat and that the token will make wind.
He's drawing the others (the sailors, if you will) into the plan to flesh it out.
The best plan, in fact, may be to barge ahead on hippocampi, then send them and their triton minders away to safety. This assumes, of course, that we can get a ride and that hippocampi can outpace a ship over distance.
Then our team can do their dirty business and have the option of using the hat/token combo to scamper away.
But the sailors should contribute to this plan.
GMDQ |
I hear you. Please still make an Intelligence or Sense Motive/Wisdom check. This is not directly about your plan.
Threnody 'Thren' Nocturne |
Thren casts another cure light wounds on the hippocampus.
cure light wounds: 1d8 + 5 ⇒ (5) + 5 = 10
Intelligence check: 1d20 + 2 ⇒ (2) + 2 = 4
Can I switch those die rolls? LOL
Lark Greenwood |
Lark will definitely use a second remove curse potion.
Sense Motive: 1d20 + 8 ⇒ (8) + 8 = 16
"Well Thren, I don't know that Grund left us anything immediately useful, but this fancy cloak is like the one I just got. Do you think this one suits your style? If you don't like the look you could always change it." Lark sets down the cloak of resistence and and the sleeves of many garments next to Threnody. "As for me, a little extra speed could really help me find a weak spot next time I need to stab something." He holds the quick runner's shirt against his chest as if measuring the size.
"Lee, I like the idea of sticking it to Varossa, but we might need to get the Besmara's Whim first. My hat-boat won't last even half a day before changing back, so it's no good for long trips." Lark glances up and down the beach and says, "If we camp here I can try and help Thren recover some of her strength with a good night's rest."
Lark can use the Heal skill (plus a use from his healer's kit) to increase Thren's rate of recovery from the strength damage.
GMDQ |
Lark's mind clears as the effects of the evil eye wear off, and some dots in his mind about Varossa's motives suddenly connect...
She probably didn't know about the map you found in the altar, though...
All of this is to say, if you either want to chase Varossa and/or seek Redclaw's treasure--things Besmara would undoubtedly approve of strongly--time IS very likely of the essence. Your concern about a more permanent sailing vessel is of course valid...
Threnody restores the most wounded hippocampus. One was still lost in the fight. Jenesara stands on shore as the remaining hippocampi swim near nervously and says to her herd, "Don't worry, I won't expose you to any more danger. Ever. I promise."
She steps toward Threnody and pulls out a clay vial. "It'll help one of you swim like one of us." It is a potion of touch of the sea.
Jenesara returns to her herd making cooing noises to her very tense sea-horses.
Threnody 'Thren' Nocturne |
"I don't mind the cut of the cloak at all, if Lee doesn't want it. That other item, while I think it might be fun, won't work too well if I'm wearing these I don't think." Thren holds up her arms to display her lesser bracers of archery.
Then she turns to Jenesara. "Thank you Jenesara. Do any of you require more healing? I'm a bit limited in my abilities, but I don't think anyone will mind if I use a bit of magic we've got stored away if you do."
Our bard then gets distracted by the purple butterfly, tracking where it's going.
"Um, guys...maybe we should go and see what's over that way while we discuss this. Not talk on an exposed beach in case of more trouble?" Thren points right toward the butterfly. "And do any of you see that?"
GMDQ |
Jenesara shakes her head. "Save your strength. You've done enough."
Lark and Lee, if they squint, can see something fluttering in the direction Thren is pointing.
Threnody 'Thren' Nocturne |
Our bard decides to start moving. "I either am hallucinating or having divine inspiration. Follow me guys and we can discuss what we want to do as we go." She takes a few steps then turns to Jenesara. "Sorry, I'm being rude. Will you be all right at this point?"
GMDQ |
Jenesara nods. "I'm fine, go ahead. I'll rest here a bit more--I'll shout out if I see anything else that might cause trouble."
Lark Greenwood |
"By all means let's walk and talk." Lark follows Threnody at her shoulder. "If we can find some non-hat-based transport we at least know where to go based on Warvil's map. I've got to believe Varossa knows that location as well, or she wouldn't have cut us loose yet. She might not have the warning about the gaurdian, but that's a slim advantage." Lark taps his chin, glances at Lee and says, "DIdn't the map also say something about 'Ghoral Rey?' That mean anything to y'all? We can hope that's important and that it's another thing Varossa doesn't know."
Lark will also give a summary of the brainstorm he had. Feel free to read under that spoiler tag, y'all. Basically, Varossa probably already has all three Reasons
GMDQ |
All of these are trained only
Threnody 'Thren' Nocturne |
"None of it rings a bell to me," Thren admits as they walk. She keeps her eye focused on the purple butterfly the whole time, not wanting to lose sight of their guide.