
Rhianni Verdani |

Hearing Quinion and Markum's words Rhianni looks up from her search for a moment to say, "I have one last curative magik I can use, if someone is in need of it? "
1 CLW left.

Praxim |

"My dear, I would be dead for sure but for your magics. Though you never touched a blade, you fought well. I certainly could make good use of your spell, though others might have a greater need. Markum, are you injured?"

Rhianni Verdani |

"My protector Praxim, I did what I could do, but maybe it is together we are stronger, for I would fall to these creatures more easily than you can tell, were it not for your bravery and strength." She continues her search, looking for what these creatures might have been keeping in this room.
Once she has completed her search, she returns to Praxim, "So should a give my healing to you or Markum, its best not to let the majiks go to waste."
Unless Markum makes it known he needs healing, Rhianni casts CLW on Praxim, if Markum lets it be known he needs healing, then he gets the CLW. 1d8 + 1 ⇒ (2) + 1 = 3 HP returned. Wow, bet that makes you feel better....rubbish roll.

Rhianni Verdani |

"But Quinion, can we not spend the night in that room upstairs, it seemed quite safe?" says a slightly confused Rhianni. "I'll not stay in that stinking cave with the sea, what manner of creatures can rie out of it. My great uncle Griment, once told me that there are creatures in the sea that can creep out of the water without a sound. In the dark their eyes shine like bright pinpricks redest fire. They come on two feet and take you with them into the deeps, never to be seen again. He said the lucky ones were dead, the other became slaves to the evil creatures. He told me that when I was little and we traveled by a beach with many caves."

Rhianni Verdani |

Happy with upstairs, please don't worry about upsetting Rhianni, as she isn't at all experienced at adventuring, particularly not in places like this. It's all new to her she is a bit in awe of you other guys, but she does like her comforts.

Markum |

Markum uses some potions to help heal himself and Vuvo
Potion of Cure Light Wounds 1d8 + 1 ⇒ (1) + 1 = 2
Potion of Cure Light Wounds 1d8 + 1 ⇒ (5) + 1 = 6
Potion of Cure Light Wounds 1d8 + 1 ⇒ (6) + 1 = 7

Rhianni Verdani |

Rhianni wakes the next morning a bit wary about moving around. "Morning guys, I'm missing my comforts, do we have long to stay here much longer? I could do with a good wash and proper bed." she whines.

Rhianni Verdani |

Rhianni smiles wekly at Markum, thanking him for creating he water for a wash, yet somehow the gratitude just doesn't seem to be as heart-felt as usual. Ye she carries on, "So any plans for today guys?"

Markum |

"Kill some goblins. Kill a bugbear. See what else comes along that needs to be killed and kill it too." When everyone is ready, Markuma and Vuvo will lead the team back to the store room cautiously.

Rhianni Verdani |

Grumbling Rhianni follows the others "Here we go again, more death and destruction, I'm sure a goblin or two might be friendly, why do we kill them all?"
Any chance you can pick up the tracks of the bugbear that ran away Markum? Should we try and capture a goblin to get any more intel?

Markum |

"You want a prisoner, you take it, and its your responsibility. Right, Vuvo?"
"Grrr. Woof."
"What do you know?"

Rhianni Verdani |

"Well we could do with finding Father Tobyn's remains if they are still here and why was the bugbear Barzynmus, or whatever he is called, under the protection of the late Ripnugget. So to capture the bugbear, might be useful as might finding something that could direct us to the Father's remains. For it was information the Sheriff wanted as well."
Rhianni pulls her crystal ball from her pocket and places it on the purple scarf on the table. "Futartis perferunnum capturdii?". She then lays two cards on the table from her harrow deck, 1d54 ⇒ 8->The Beating, 1d54 ⇒ 51->The Courtesan card list "The cards speak of a rending or flesh before a puzzle is either presented or solved. We must be wary and ready to gain what information we can, for who knows the import of the knowledge we gain?"

Markum |

One of the rooms in the middle opens to a staircase leading down.
It was back on page 22.
I also forgot about the horse. Is he still there? How is he doing?
Wild Empathy 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4
Me and this horse just don't get along.
If he's still there, I'll use Goodberry to help nourish and heal him.
Goodberry 2d4 ⇒ (4, 3) = 7
That should be enough for each of us, including Vuvo, to get one and for the horse to have 2.

Varisian Chronicler |

Yes, the stairs to the north lead to the stairs in the middle of the first floor.
The horse is still in the courtyard. It looks like it's been feeding on the patches of grass in the yard, and is in much better condition than when you first found it. It's initially hesitant to let you near, but the offering of berries calms the horse and makes it friendly.

Rhianni Verdani |

Rhianni looks around, a bit nervously, "So Markum, can you or Vuvo find anything here or from the fight, that will lead us to Bruthazmus? Or do you want to o down below into that dark abode again? "

Markum |

"We didn't get a good scent of him during the combat but we'll try. Let's try the doors in that area first, though. We don't want to leave any foes behind us if we don't have to."

Varisian Chronicler |

The southwest and southeast doors hang open.
To the southwest, dozens of ratty cushions, lumpy pillows, and rumpled dogskin furs lie heaped in the south half of this chamber, which smells of a nauseating mixture vinegar and rotten flowers.
In the other rooms, the walls are lined with small wooden cages. Inside each cage is a dirty mound of straw.
The door in between these rooms opens to a hallway, which bends west and leads to a series of five doors at the end.

Rhianni Verdani |

Rhianni intriqued by the little cages, watches the small mounds of straw, looking for signs of life and maybe some cute little creatures.
Perception 1d20 + 4 ⇒ (8) + 4 = 12

Markum |

Markum and Vuvo continue down the hallway that leads south then west.
Markum Perception 1d20 + 11 ⇒ (12) + 11 = 23
Vuvo Perception 1d20 + 9 ⇒ (14) + 9 = 23 Scent, aid another

Praxim |

Praxim looks at the food in surprise. "That's no goblin meal, and probably no bugbear meal, either. What's going on here?"
He starts searching for signs of the occupant's identity, or at least, its species.
Perception: 1d20 + 4 ⇒ (16) + 4 = 20

Markum |

Markum doesn't care the race or identity of the room's absent occupant. He'll give Praxim a few minutes to toss the room before getting bored and moving to the next room.

Markum |

Markum points out the papers to Rhianni. Like with Praxim, he gives her a bit of time to investigate them before going to the next door.

Rhianni Verdani |

Rhianni uses her skill to see any magic auras in the room, before she goes over to the table and looks at the papers, then has a good rummage around the room, looking for interesting thing, before returning to pick up the papers.
Cast detect magic
Linguistics 1d20 + 1 ⇒ (11) + 1 = 12 to discern the language or read if she can.
Perception 1d20 + 4 ⇒ (3) + 4 = 7 to look for anything else in the room of interest, including in or under the bed.

Varisian Chronicler |

The papers contains notes written in Common, rough drafts of plans to blackmail the writer's father and to use the Sandpoint Glassworks as a staging ground for an investigation of the Catacombs of Wrath underneath.
...
Behind the west door is a large chamber that seems to serve a dual purpose. To the north is a fine bed with silk sheets, while to the south, a desk and a chair under hanging lantern make a comfortable-looking study.
...
Moving counter-clockwise, the next door opens to a clean room, brightly lit by an everburning torch lying on the nightstand. Though, the room's spartan decor makes it unclear if it's actually lived in.
...
The last room has a faint, musty odor. The bed is covered with matted grey and black fur, and bloodstains mar the stone floor, while a morbid stack of birds' feet lies heaped on the floor by the side of the bed.

Markum |

Who wants the Everburning Torch?
Markum and Vuvo lead the troop back up the hallway and through the west door.

Varisian Chronicler |