| Foxy Quickpaw |
"Wonderful. I'll wait for you shortly after sunrise at the old peer we met the first time." Croon replies. Then he turns and continues to sort though tools and materials in his workshop/garage.
"You're back already?" Croon greats you. "I hope you don't have second thoughts?"
| Brother Grergof Varsk |
We might be able to pick up some drinks at the tavern then christen the ship tonight. But I don’t want to actually sail until we have had a good night to prepare.
| Foxy Quickpaw |
The group parts with Croon again, after having him reassured that they will show up the next mornig. Instead of christening a ship some rechristen their liver with the drinks served by Laurel Sills who happily joins into that pastime.
After that, nothing is in the way of a good nights rest, but the continuous sing-sang of the crazy woman and the smell of the dead baby. But after a while that smell blends in almost natural with that of fish that hangs over all of town.
Finally the sun rises, to shine into the fog hanging heavily over the bay.
| Foxy Quickpaw |
Nope, you just asked, you didn't bring her along. And it was agreed upon bringing her, the dead baby and the living baby you saved from the priests the next day, after Darius puts a gentle repose on the dead baby. At least that's how I unserstoodd it. Matches also the rules which allow Stam to only bring three additional people with the teleport.
| Stam Truthfinder |
I will take our friends to Kendra and be back in about 10 minutes if everyone is agreeable to that." Stam says the next morning.
Once they have got the baby and the young woman Darius is there anything else you can do for her before I go? Stam will clarify with everyone again that he will be back short and head out.
error chance: 1d100 ⇒ 69
"Greetings Kendra, this is the young woman and the babies that we need you to look after for us." Stam quickly hustles the woman into the house. "Young lady, we never got your name but this is a friend Kendra, she will help you with the babies and making sure you are well looked after."
| Kendra Lorrimor __ |
Kendra accepts the living baby and steps to the side to let the woman in. "Good morning Stam." she greets the wizard.
"I'm glad to tell you that I managed to find a solution for the next weeks. Luckily my new home has enough room to accommodate a few more people."
| Foxy Quickpaw |
From the neighboring room a young man comes through the door, slightly sideways keeping his head down, to not bump into the doorframe. He joins the meeting. Standing 6'2" tall, 3' wide at the shoulders, bald head and clean shaven face. With a winning smile he approaches Stam and reaches out to offer him a hand. Around his neck on a leather cord hangs a small wooden bow loaded with an arrow, on his plain dark green shirt the word fostress is embroidered. "Hello, pleased to meet you. Name is John."
He then turns to Kendra and takes the baby from her. "I'll see if that little one needs something." Putting the baby girl at his shoulder he smiles at Stam and Kendra again and leaves to the neighboring room.
| Kendra Lorrimor __ |
"John is an acolyte of Erastil. He wants to become a cleric for the farming community where he was raised. At the moment he is taught here at the local temple and as I asked there for support he volunteered to help out a broken up family in need. I gave a donation to the temple in return. With that arrangement I'm set for the next month or so. After that we would need a permanent solution." Kendra explains.
| Stam Truthfinder |
"That works for me right now, we will try to find something more permanent in the mean time, maybe we can ask the Judge if she knows anyone looking for a babe. Or if we can get the young lady more stable she can be set up to look after the live babe herself." Stam says, Stam steps into the house a bit more. "I will leave you now we have a few things to look into today and I don't want to be late."
With a few words of power Stam disappears, on the table behind him is a sack with a note.
"For taking care of the young lady, thank you again for helping us out. The sum of 100 gold pieces I am leaving for her and for you to help with setting her up if we can get her mind fixed.
Sincerely Stam Truthfinder."
Percentage roll: 1d100 ⇒ 16
Stam appears back in his room, walking back down the stairs to find his companions.
"Business is taken care of, we are ready to leave?" Stam will follow the rest out, making sure to leave an apple for Ned before he goes.
| Brother Grergof Varsk |
Grergof puts his plate armor and flail in his backpack, and pulls on his chain shirt, buckler, trident and the helm.
I'm ready too...
| Stam Truthfinder |
5th (3/day)— teleport
4th (5/day)— ride the waves UM (DC 19), summon monster IV
3rd (5/day)— haste, lightning bolt (DC 18), slow (DC 18)
2nd (5/day)— glitterdust (DC 17), hideous laughter (DC 17), summon monster II , web (DC 17)
1st (6/day)— detect charm , enlarge person (DC 16), mage armor , magic missile , protection from evil
0 (at will)— acid splash , arcane mark , detect magic , disrupt undead , light, mage hand , mending,
prestidigitation, read magic
| Foxy Quickpaw |
The group starts on their trip out of town. After a half hour walk you reach the old stone quay that extends out into the lake’s wind-tossed surf. Croon is already there with his cart, but has some trouble to get the large fishlike construct moved onto the ship. The ship is the Isinglass, the same one he used the last time. The damage from the crash clearly visible and only roughly patched over.
"Ah, good morning. Wonderful, that you could make it. Would you please give me a hand here?" Croon greats the group.
With combined effort the heavy submersible is loaded onto the deck of the ship and Croon ties it down. As the Isinglass sets sail for the Tern Rocks, a steady rain begins to fall from the overcast sky, but the waters are calm, allowing Croon to sail the trawler the five miles to the Tern Rocks.
As the Tern Rocks near, Horace maneuvers the Isinglass near to the spot where condemned criminals are left to die. A corpse hangs limply from his manacles in water up to his chin, but he is long dead, and the portions of his body below the water line are missing where something has torn them away, leaving only the upper torso to hang in chains. Tiny crabs now feed on what is left of the unfortunate man. Croon anchors the Isinglass a few dozen yards away from the Tern Rocks and explains the workings of his submersible.
"You simply get into the submersibe. It has magic light inside and a wire for you to pull at to ring this bell. He nudges the small bell that hangs at the boom. "Ring once if you leave the submersible. So I know I can stop working the air pump. Ring twice, when I shall start again and ring thrice if I should pull the submersible up again. Letting you down to the ground will take about ten minutes. Questions?" Croon asks, though his face tells that everything should be clear by now.
| Darius Redgrave |
Unfortunately I can't help her till next level.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Darius looks at Croon and nods taking it all in.
"Seems simple enough."
Then waves his hand and looks around concentrating on the area then replies.
"I'm just checking to see if we have any undead friends in the area."
Casts Detect Undead
| Darius Redgrave |
Darius's glowing eyes return to normal. "Coast is clear for now, no undead around. Just dead guy over there who is, in fact, dead. In case anyone was wondering." He chuckles to himself.
| Stam Truthfinder |
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Double looking Stam scans the horizon hard "Looked like something with lots of tentacles and matted wet hair just broke the surface to the left... the Port side right?"
Stam puts his items that cannot get wet in his bag of holding, keeping his spell books in there.
"I think i choose the right spells, if not I cannot just change them while under water." After listening to the description of the machine Stam asks 'If we leave how do we prevent water from flooding into it?"
K. Engineering: 1d20 + 8 ⇒ (17) + 8 = 25
Craft Mechanical: 1d20 + 9 ⇒ (18) + 9 = 27
"The design is interesting, I am surprised no one has really thought of something like this before, I realize magic can do just about anything but this is revolutionary."
| Brother Grergof Varsk |
Perception: 1d20 + 10 ⇒ (2) + 10 = 12
Hearing Stam talk about what he saw, Grergof looks up from where he was looking at the craft and looks over in the direction Stam Indicated.
Hold on... We have this...
Grergof holds out his Trident of Warning and points it in the direction that Stam indicated.
Then he focuses on trying to see what dangers are out there.
A weapon of this type enables it's wielder to determine the location,depth, kind and number of aquatic predators within 680 feet. A Trident of warning must be grasped and pointed in order for the character using it to gain such information and scanning a hemisphere with a radius of 680 feet takes 1 round. The weapon is otherwise a +2 trident
| Brother Grergof Varsk |
We are being stalked.. Some sort of big Devilfish???? is lurking just under the surface over there
Grergof points in the direction of the thing and keeps scanning to see what it does.
Anyone know anything about them?
| Foxy Quickpaw |
Although the devilfish superficially resembles a seven-armed octopus, it is an altogether different creature. Possessing a rudimentary intellect, a devilfish can understand and even speak a few words and phrases in various languages, although when it speaks, it has a tendency to mix languages together, making it somewhat difficult to understand for anyone who doesn’t speak all the languages known by the devilfish.
More than those of a mere animal, the devilfish’s intelligence and several of its abilities are gifts from a fiendish legacy. Rumors of far more intelligent devilfish dwelling in the deepest ocean trenches persist, although if these rumors are true, these deep-dwelling devilfish do not often come to the surface. A devilfish is 10 feet long and weighs 500 pounds.
In case your roll beats a DC of 23, I'll give you that information about those for more intelligent devilfish.
| Darius Redgrave |
"It better keep it's distance! Good thing I loaded up on water breathing and swimming spells for us." Darius says eyeing the water.
| Brother Grergof Varsk |
Well can such a thing hurt the machine? Grergof asks Croon looking at the strange contraption on the boat.
| Stam Truthfinder |
"If this one has been around for a while it can work magic, so I will try to tangle with it if there are other threats. Other wise we just group up." Stam says invoking words of power and coating himself in Armor of force. After this Stam moves around the boat, taking in all the nooks and crannies that are there, making a mental image of what the boat looks like and smells like, how it feels under his boots.
5th (1/3)— teleport
4th (5/5)— ride the waves UM (DC 19), summon monster IV
3rd (5/5)— haste, lightning bolt (DC 18), slow (DC 18)
2nd (5/5)— glitterdust (DC 17), hideous laughter (DC 17), summon monster II , web (DC 17)
1st (5/6)— detect charm , enlarge person (DC 16), mage armor , magic missile , protection from evil
0 (at will)— acid splash , arcane mark , detect magic , disrupt undead , light, mage hand , mending,
prestidigitation, read magic
Reservoir Points 13/13
Counterspell (Su) Use 1 reservoir as an imm action, counter with spell 1 level higher or same spell at +5
bonus.
Dimensional Slide (100 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for
only 5 ft movement & no AoO.
Metamixing (Su) Use 1 reservoir while casting a spell, apply a known MM to spell without affect on
casting time.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes
AoO).
Sickening Spell You can cast a spell that sickens those injured by it (duration = spell's level in rounds,
Fort negates).
Scroll Comprehend language x3
Scroll of Identification
Scroll of Obscuring mist
Wand of Grease 6/14
Wand of Spider climb 40/15
Pearl of power 1/1
Lesser silent metamagic rod 3/3
Liquid Ice 2/2
Smoke pellet 4/4
Smoke stick 2/2
| Brother Grergof Varsk |
This helm lets me breath under water right? He taps the helm of underwater action he has on. if so I believe I'm good.
Wait, how do I activate the helm?
| Brother Grergof Varsk |
Grergof stands back up and asks seriously...
How do I know if it worked?
Then after a moment he breaks into a grin.
| Stam Truthfinder |
"Just put it on, and it should work as soon as you are in the water." Stam tells Grergof while trying not to laugh at Spugnoir's comments. "We best deal with this and quickly." Stam sits on the edge of the boat and pulls out a dagger, then casting a spell on himself slides into the water.
Once in the water Stam searches again for the creature.
perception: 1d20 + 8 ⇒ (9) + 8 = 17
Ongoing effects - Mage Armor, Ride the Waves
5th (1/3)— teleport
4th (4/5)— ride the waves UM (DC 19), summon monster IV
3rd (5/5)— haste, lightning bolt (DC 18), slow (DC 18)
2nd (5/5)— glitterdust (DC 17), hideous laughter (DC 17), summon monster II , web (DC 17)
1st (5/6)— detect charm , enlarge person (DC 16), mage armor , magic missile , protection from evil
0 (at will)— acid splash , arcane mark , detect magic , disrupt undead , light, mage hand , mending,
prestidigitation, read magic
Reservoir Points 13/13
Counterspell (Su) Use 1 reservoir as an imm action, counter with spell 1 level higher or same spell at +5
bonus.
Dimensional Slide (100 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for
only 5 ft movement & no AoO.
Metamixing (Su) Use 1 reservoir while casting a spell, apply a known MM to spell without affect on
casting time.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes
AoO).
Sickening Spell You can cast a spell that sickens those injured by it (duration = spell's level in rounds,
Fort negates).
Scroll Comprehend language x3
Scroll of Identification
Scroll of Obscuring mist
Wand of Grease 6/14
Wand of Spider climb 40/15
Pearl of power 1/1
Lesser silent metamagic rod 3/3
Liquid Ice 2/2
Smoke pellet 4/4
Smoke stick 2/2
| Brother Grergof Varsk |
I'm guessing to see what's down there.
Grergof starts the ioun torch spinning around his head and after checking where the devil fish is again (assuming it's no closer) helps to put the sub in the water...
| Brother Grergof Varsk |
Well there’s an easy way to tell. Someone want to take the ship down for a short run and I can watch what happens from up here. If the thing closes from here I can swim down and stab it. Along with Stam maybe since you seem to be good at swimming too?
Grergof scams to see if the creature has moved now that the contraption is in the water.