
Ranger Shalelu |

Shalelu offers a bashful smiles back at Garrath.
Shalelu knows how to pick'em. The night goes without incidence.
Day Fifty-Eight
The wagon became stuck in muddy ruts several times through the rainy day. The party was large and noisy. Everything kept its distance. You had no encounters. By nightfall, you make it back to the Lost Coast Road. There you make camp at one of the many places caravan stops to camp.
Encounter Probability 01 - 05: 1d100 ⇒ 54
The night was quiet.
Day Fifty-Nine
After only a couple of hours your reach the arched stone bridge over the Thistle River. But there is a problem. The unrelenting rain has swollen the river. Only the top of the arch of the bridge barely can be seen around the now swirling fast current if the Thistle River. Your wagon, not to mention your horses, could easily get swept away.
Shalelu will note that the bridge was passable three days ago. She will note though that, even then, the Thistle River was higher than normal.

Brandark Plainswalker |

Well, this will make it difficult to get back. We should head to the fort, while waiting for the river to subside.

Brandark Plainswalker |

Well, the other option, is they stay here waiting for the river to subside. But I don't propose leaving them here while we go check out the fort.

Garrath Tricks the Giants |

"Let's hurry then, before that carcass starts to stink."

Elektra Stardancer |

"That is an excellent plan, Padre.
Moving around a few steps more to get the kinks out of her bottom Electra jumps on the wagon for a while to not ride.
There is one spell I need more.

Good Sheriff Hemlock |

Father Zantus puts a Gentle Repose on the carcass. The party moves north. The rain continued steadily. Father Zantus comments, "Rain this steady is unnatural in these parts."
By evening you will come to the spur road that leads to the Windsong Abbey. Another merchant caravan was camped at the intersection. They were on guard until they see the good Sheriff. A rotund man speaks, "Sheriff Hemlock, what brings you north from Sandpoint?"
"The bridge over the Thistle River is underwater. We are hoping to catch the supply ship at Windsong Abbey. The Sandpoint Devil has been slain. We have its carcass," the good Sheriff communicates all this.
"Good be praised! The Sandpoint Devil has been slain." You will soon learn that the merchant is one Bentus Stock. He makes regular trips between Riddleport and Magnimar along the Lost Coast Road. Sandpoint is a regular stop along the way. He and his crew were amazed and asked many questions. So many so that the party elects to camp along side the merchants for the evening.
The night goes without incident.
Day Sixty

GM Mazra |

In the morning the party along with the Bentus Stock's caravan head to the Windsong Abbey. After a few hours you arrive at the Windsong Abbey. A pair of fully robed and masked women greet the party, "Welcome to Windsong Abbey. Is there a dispute that needs resolving?" Father Zantus explains your current predicament. The party is lead to the Masked Abbess who runs the Abbey. She is pleased that the Sandpoint Devil has been slain. She offers refreshments from fresh water, to the Abbey's White Wine and Sparkling Ale while the party waits for the supply ship.
After only about an hour a large, two-masted, rowed galley appears along the coast and slowly approaches the Windsong Abbey. When the galley, known as the Valdemar's Venture, lands, the party will be introduced to Captain Belven Valdemar. Those familiar with Sandpoint know that the Valdemars are one of Sandpoint's noble families. Etham Valdemar owns the Sandpoint Shipyard. His oldest son, Belven, helps run the Shipyard and Captains its largest and finest galley. Forty rowers are employed upon the galley. They pride themselves for being able to navigate far and wide along the Varisian coast and its many rivers.
The crew quickly works to unload supplies, including many empty bottles from the Sandpoint Glassworks. In return they load crates filled with bottles of wine and two tuns of ale.
Father Zantus and Sheriff Hemlock is warmly greeted by Belven Valdemar. Father Zantus explains the situation. Belven responds with a little current news, "This is the worst rain we have seen in many years. Just yesterday the lower levels of the lumber mill were flooded. Several families that live up river have moved into town. If this continues many more parts of the town will be under water."
"Then we need to move quickly to get back to Sandpoint," Sheriff Hemlock says abruptly.
"My crew needs rest. We usually stay the night before heading back to Sandpoint." Belven understands the urgency of getting quickly back to Sandpoint. But Belven is good and caring about the welfare of his crew.
The party will discover that the Valdemar's Venture is a big ship. Large enough to carry the party, yours horses, and the remains of the Sandpoint devil. The wagon, on the other hand, will need to stay at the Abbey. It will not fit aboard the ship.
I will wait for any interaction between all the new characters met from Bentus Stock to the Masked Abbess to Belven Valdemar.

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Bentus Stock
Well met Sir we will gladly tell you of the beast's death. And purhap you would tell us of any news you have.
Masked Abbess
Knowledge Religion : 1d20 + 3 ⇒ (8) + 3 = 11
Stone will look around and observe.
Perception : 1d20 + 3 ⇒ (8) + 3 = 11
Belven Valdemar
Good to meet you I am known as Stone the blade of Sarenrae. In your opinion would it be better to leave this fine people and our not so fine cargo with you and head on to the fort. Or come with you?

Elektra Stardancer |

Introducing herself to the shipper Belven, Electra wonders if she knows anything about the monastery. And the weather.
She will sip some local white wine, and if it is tasty ask if she can buy a bottle or two.
KnowGeo: 1d20 + 10 ⇒ (2) + 10 = 12
KnowLocal: 1d20 + 11 ⇒ (5) + 11 = 16
KnowRel: 1d20 + 11 ⇒ (10) + 11 = 21
KnowNature: 1d20 + 11 ⇒ (18) + 11 = 29

GM Mazra |

The wine has a fine bouquet. It is desired far and wide. The Massed Abbess will gladly give two bottles of wine to Elektra.
Elektra will learn that the Windsong Abbey supports many religions. It is a place of retreat where religious groups meet and work to resolve their differences.
Elektra does not know the cause of the unusual rains. She knows that it is very rare. A rain this persistent has happened in over 100 years in the region. She does believe it is unnatural, with possibly powerful forces are behind.
Anyone ever read The Wounded Land? This reminds me of that book.

Garrath Tricks the Giants |

Garrath stands in the rain, getting a sense of it, trying to remember the tales of floods and rains from his tribe's history. He starts to follow the patterns of the clouds to see if he can find any origin of the weather.
survival: 1d20 + 12 ⇒ (17) + 12 = 29

Brandark Plainswalker |

The wounded land. White Gold Wielder, Lord Fouls Bane and the other 3 from his books
I was thinking that we head to the ferry, whilst they return to sandpoint now.

Garrath Tricks the Giants |

Garrath gathers himself, soaked as he is, and heads back to the others. "The rain comes from the direction of our destination. We can find the source in the same direction.

Flynn Elric |

Did i ever tell you, that you people get into an awful lot of trouble? Flynn comments following along mostly quietly

Brandark Plainswalker |

Wrapping himself in his poncho, Brandark grins at Flynn.
Us look for trouble, it seems to find us instead.

Elektra Stardancer |

"Flynn, you misunderstand the situation. The trouble is there, with or without us. We just choose, not to look away and try to help!"
With a smug smile Elektra pays the flasks and stashes them safely in her pack.

Flynn Elric |

Flynn sighs, flashing a rare genuine smile I guess finding trouble is better than the alternatives. we should get on our way, we've dallied long enough, i think i've seen enough of Sandpoint, we should avoid it.

Garrath Tricks the Giants |

"We do not merely find trouble, we fix it." He looks out from under soggy locks of hair at where the weather is originating, and blows a the small rivulets of water from his face. Looking at Shalelu, he sighs a bit, "As much as I'd like to head back to Sandpoint, we need to take care of that, he points to their eventual destination, "or Sandpoint stands to be flooded. The bridges are almost impassible now, in only a day or so of rain. If it's not stopped... Garrath shakes his head. "Sandpoint is coastal town, and all water runs down to it."

GM Mazra |

The party spends a relatively secure night at the Abbey.
Day Sixty-One
Encounter Probability less Weather Conditions 05 or less: 1d100 ⇒ 39
Straight east across the plain, and with a purpose. You move through great open plains. The forest where you fought the Sandpoint Devil is to the South. The Fogscar Mountains is to the north.
The slushy ground slowed you at times. You covered thirty miles this day. A farmer named Tomad provided room in the family barn as a dry place to rest. He shares some of his potatoes and leak stew in exchange for tales of your adventures.
Encounter Probability considering safe location 05 or less: 1d100 ⇒ 44
Your night was uneventful, pleasant, and restful.
Day Sixty-Two
Encounter Probability less Weather Conditions 05 or less: 1d100 ⇒ 66
Another 30 miles were covered this day.
Dry shelter was a little harder to come by. A grove of trees had to do.
Encounter Probability 10 or less: 1d100 ⇒ 77
The night was far less comfortable. It was at least uneventful.
Day Sixty-Three
Encounter Probability 15 or less: 1d100 ⇒ 99
Shalelu pushes the party past nightfall to the town of Nybor, on the southern shores of Lake Embor. The town has an inn and tavern, The Red Swan.
Do you stay at the inn?

Flynn Elric |

Staying could be a chance to see if anyone's seen anything odd Flynn comments notice ably more calm than he has been previously. What exactly did you all do to get Sandpoint to talk about you so much?

Brandark Plainswalker |

I agree, a day off the road, to rest and get a decent nights sleep.
As for what we did, we helped a family, the sheriff, the town, defeated a temple of evil, punished some goblins, and now the devil. Would that be what you wanted to know?

GM Mazra |

A half-Gnome/half-Elf (Don't ask.) named Galmer Taun is the proprietor of The Red Swann. The inn and tavern is on the western edge of the town on a slight rise. It also has stables.
Thankfully, the lakefront homes and shops have not yet flooded, but many folks are worrying. The talk at the tavern is about the rain. And no one around here knows why it is so persistent.
A drunk human known as Finny yells out, "The town is cursed because all of you half breeds." Galmer Taun with the help of a Half-Orc and a Half-Elf escorted the drunk out of the tavern. The party will be quick to note that most everyone in the tavern were mixed race of one form or another.
However, Galmer's wife is a full bred Gnome named Neji, she tells the party that there are only two rooms with four beds, but two of the males can sleep on the floor. It is two golds per night per room. This includes stabling one horse, pony or donkey. Exotic steeds are extra.
Dinner is fried chicken with mixed vegetables. She serves cornbread with it. Drinks come with it too, well water, the local beer or wine. The meal is only a half gold each (5sp). The place is packed for dinner. The food is good if somewhat bland. The wine is average at best, but the beer is particularly good.
It doesn't take long before someone recognizes one or more of the party members with a, "It's the Heroes of Sandpoint!" Afterwards the news spreads quickly, and the already busy tavern is overflowing into the wet and muddy streets. Most just want to see, but others want to hear the stories.

Brandark Plainswalker |

Pulling the small amount of cash out of the parties coffers, Brandark pays for the group for one evening including the rooms.
He then sits back to listen and have an ale or two.
Edit, 7 GP for the 2 rooms, meals, and 1 extra horse.

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Stone will sit back and enjoy the retelling of past adventures adding in where he can. The stories may get a little more well let's say grand in equal measure to the amount of beer he has had. Then barring in calamity he will retire to the room. Mumblin something like Wa Wake ,hick up, m me watch.

Ranger Shalelu |

Its not quite a Dwarven ale, but Brandark should be pleased with it.
Day Sixty-Four
Though the party was up later than intended to please the local crowds, the rest was comfortable. Neji brings coffee and corn grittle cakes for breakfast to the rooms. She prepared a double portion so you can take some on the road. The grittle cakes have a slight sweetness. A couple of the cakes satisfies for a meal.
For two silvers per horse, the party takes a barge across a narrow portion of Lake Ember to the Sanos Forest. The barge ride was more choppy than normal due to the raised water levels on the lake.
Across the lake, Shalelu offers a choice, "The Sanos Forest has its dangers. There is a forest trail that will take us northeast to Turtleback Ferry. That route is about five to six days through the heart of the forest. Or we can head due east to Whistledown. That is about two days ride in the forest, then two days on open plains. From Whistledown we can take a ship to Ilsurian on Lake Syrantula. From Ilsurian we can then take the Ferry to Turtleback Ferry. That route is about eight days from here. It is the safer route."

Brandark Plainswalker |

I happen to agree, faster will be better.
1 gold 2 silvers for the horses from the party offers.

Ranger Shalelu |

Sanos Forest Encounter Probability Day One 01-12: 1d100 ⇒ 25
You take what is known as the Old Sanos Trail. Exotic vegetation and exceptionally tall trees are prime features in this sylvan forest. It is an Alchemist's dream. Small wagons and carts have travelled this trail.
The first day in Sanos goes without incident. Only a few drops of rain pass through the vast forest canopy to the moist fern covered floor below. Even when it is not raining, this forest is continually damp.
The party stops to camp at a location that is often used as a rest stop. It has a stone fire place for cooking, and a moss covered wooden shelter.
Sanos Forest Encounter Probability Night Time Day One 01-15: 1d100 ⇒ 91
The night goes without incident. There were many strange noises coming from the woods that made for a somewhat restless nights sleep.
Day Sixty-Five
Sanos Forest Encounter Probability Day Two 01-18: 1d100 ⇒ 27
Shalelu will comment on the party's good fortune. She had heard many stories of abduction and other horrors in the Sanos. So far, the forest has been tranquil and at times stunning to see with its colorful vegetation. There is no encounter on this day's travel.
Again the party stops at a location that has often been used by travelers along the Old Sanos Trail.
Sanos Forest Encounter Probability Night Time Day Two 01-20: 1d100 ⇒ 62
This night was quiet and more restful.
Day Sixty-Six
Sanos Forest Encounter Probability Day Three 01-25: 1d100 ⇒ 28
The day was again uneventful.
Shalelu's Perception: 1d20 + 12 ⇒ (19) + 12 = 31
As night approaches, Shalelu stops suddenly and moves back toward the party, "We are being watched. They are good too, for there are about a dozen of them."
What does the party do? Shalelu doesn't know exactly what is watching the party. They are humanoid. She does note that one has a strange looking hat.

Flynn Elric |

Flynn tries to hide and see if he can find the watchers
stealth: 1d20 + 7 ⇒ (1) + 7 = 8
perception: 1d20 + 13 ⇒ (13) + 13 = 26

Something Special |

You rolled a "1"!
Flynn perceives THIS, at about the same time the humanoid notices Flynn not being very stealthy. It fires a dart at the Inquisitor.
Blowgun: 1d20 + 11 ⇒ (13) + 11 = 241d2 ⇒ 1
Flynn takes one whole point of damage. He must also make DC 14 Fort Save or take an additional one point of Constitution damage and fall unconscious for 1d3 hours.

Flynn Elric |

God dang it...
Watch ou.... Flynn falls unconscious
fort: 1d20 + 5 ⇒ (2) + 5 = 7

Brandark Plainswalker |

Brandark reins around, and unlimbers his shield.
He then moves up near Flynn and waits to see.