| Cеlif |
A bag in each hand, Celif comes down the stairs to join the others. "Superb work, Fener!"
"Anyone who uses powdered silver, take what you need before I carry it out to the ship for safe-keeping."
Once those interested are finished, Celif returns to the ship, asks the Captain for a secure place to store the silver, and stows it away. She then returns to the group.
| Flug Managarm |
Flug unexpected appears from the ceiling to tell Celif to check the ancient construction on the top of the tower.
That action takes place whenever. Forgot to tell the others about it.
| Cеlif |
"Ancient construction?" asks Celif, shielding her eyes from the sun as she peers up at the top of the tower. "What ancient construction, what does it look like?"
| Flug Managarm |
By the way, are you really only at 7 HP left? I can spend some of my 1st level spell slots to heal you and Gezzo.
"A large metal brazier. A mark at its base, of its creator presumed."
If you take a look at it: A DC 15 Knowledge (engineering) or Knowledge (geography) check would tell you more.
| Fener |
Fener calls out. Why don't collect all these weapons and armor and put them on the ship, we could outfit an army with this stuff. The way this has gone so far we may need one. It also has some value and could help pay for some beverages..... I mean supplies.
Story Master
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The skeletons demolished, Flug crawls down the side of the tower until he reaches the ground.
He then crawls up the side of the warehouse, traversing its length until he reaches the collapsed east end.
Investigating the collapsed east end of the warehouse.
[dice=Perception]1d20+4
Story Master
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Gezzo moves over to the room the last skeletons left and looks around.
Story Master
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We best finish securing the entire town.
I check each door, from the tower out.
Western room: A casual search of the room reveals weapon racks containing two light crossbows, 14 gladius swords, 1 long sword, and eight light steel shields. Armor stands hold two complete sets of chain mail and one breastplate. Several open barrels contain 28 arrows, 42 bolts, and 6 javelins. An iron chest with a broken hasp lock contains one masterwork gladius.
Middle room: The open area of this room contains scattered bone shards. There are numerous items relating to ship repair in this room, and much is still useable – barrels of spikes and nails, scrap metal, boxes of pulleys, wood planking, etc. An anvil and hoist are present and in working condition. There are also piles of hemp rope and several sheets of sailcloth; however, moisture and mold have rendered them brittle and too weathered for use. A large metal toolbox in one corner contains masterwork naval tools worth 50 gp, providing a +2 bonus on skill checks for repair of ship components (wood, rope, canvas, fasteners, etc.). Beside the toolbox is a two-handed sledgehammer in good repair (1d12/x2 if used as an improvised weapon, 15 gp).
Eastern room: The doors to this room are absent – only rusted metal hinges remain in the jambs. Around the perimeter of the room are the remains of several old crates and barrels, all opened and empty. Faint labels on the containers reveal the contents were foodstuffs such as crates of cheese and dried apples, and barrels of wine and water.
Story Master
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There being no more enemies around the wharf or tower, the group spends about an hour transferring the contents of the warehouses and the tower to the ship for safekeeping.
Julius Cassis and Brutus Silvergrim inspect the buildings, and determine that the tower could be cleaned up and secured with a make-shift portcullis to serve as a base of operations, and several of the ship's crew are set to work on those tasks.
It is now mid-morning in time. What does the group desire to do next?
| Cеlif |
"I can't fly or climb up the wall," she says to Flug with a smile, "but I think I remember a ladder and a hatch inside. I'll go take a look."
Flug: Huh. I have no idea where that HP number came from. I went through all the game play since we got off the ship -- twice -- and she only took one point of damage. Now I'm wondering if I applied another PC's damage to Celif by mistake! o.0 As for Gezzo, I keep mistakenly looking at Lryhla's "quick stats" numbers, sigh... I appreciate the sanity check. Anyway, thanks for the offer but don't burn your personal power; she has a wand.
EDIT: When I went to fix her profile I realized what it probably was. She should have been at 27/28... I'm betting the leading "2" got deleted somehow. Oh, the perils of rushed updates via smartphone at work!
"Help yourself, Nastrod; there's plenty! And there are four flasks of unholy water on the second floor, can you dump that out and use those? Just be sure to rinse them really well!" she adds with a grin.
Nastrod: We have ten pounds of the stuff... I think that's enough for lifetimes of spellcasting! Have all you want, just let me know the weight you take so I can subtract it; I'm tracking the silver powder on her profile. I hope with more accuracy than her HP. :o/
Before heading inside, Celif goes over to Gezzo to administer some well-earned healing.
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Lather, rinse, repeat...
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
"That was fun, can we do it again?"
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
"That should do for now. Try to stay out of the line of fire next time eh, Gezzo?"
Celif then enters the tower to head to the roof at Flug's direction.
| Fener |
I suggest we spend the rest of the day assisting with the sailors to create a secure base of operations. Eat, Rest, etc... We could post guards and even scout a little bit but without full resources it might be wise to wait until first light the following day.
| Gezzo Wrathforge |
Heh, yes I may need to take your sage advice. But, where's the fun in that? Gezzo smiles tiredly at Celif and gives her a wink.
Looking over the items as they are cataloged and carried to the boat, he mutters quietly to himself. He examines the medallion and pulls at his beard in thought. Once the gear is moved, he walks to the second room and has a thorough look over the items.
Cast Detect Magic over the items as they are removed. Knowledge:Local to see if he can ID the medallion. Take 20 on the middle room and the toolbox (looking for traps and the contents if known are found).
Knowledge: Nature: 1d20 + 7 ⇒ (10) + 7 = 17
Perception: Take 20+15=35
I agree, resting would be prudent and this place seems safe or we could get on the boat and be offshore for the night.
| Nästród, Oracle of the Dasun |
Each casting of Bless Water takes 5 pounds of powdered silver.
Nästród takes 10 pounds of the powdered silver, pours out the unholy water in the ocean, and makes two vials of holy water.
"I have two vials of holy water for anybody that wants them." he says when he returns.
Afterwards, Nästród tries on one of the suits of chainmail to see how it fits him.
Story Master
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Cast Detect Magic over the items as they are removed. Knowledge:Local to see if he can ID the medallion. Take 20 on the middle room and the toolbox (looking for traps and the contents if known are found).
Perceptions, from West to East along the warehouses:
Western room: A casual search of the room reveals weapon racks containing two light crossbows, 14 gladius swords, 1 long sword, and eight light steel shields. Armor stands hold two complete sets of chain mail and one breastplate. Several open barrels contain 28 arrows, 42 bolts, and 6 javelins. An iron chest with a broken hasp lock contains one masterwork gladius.
Middle room: The open area of this room contains scattered bone shards. There are numerous items relating to ship repair in this room, and much is still useable – barrels of spikes and nails, scrap metal, boxes of pulleys, wood planking, etc. An anvil and hoist are present and in working condition. There are also piles of hemp rope and several sheets of sailcloth; however, moisture and mold have rendered them brittle and too weathered for use. A large metal toolbox in one corner contains masterwork naval tools worth 50 gp, providing a +2 bonus on skill checks for repair of ship components (wood, rope, canvas, fasteners, etc.). Beside the toolbox is a two-handed sledgehammer in good repair (1d12/x2 if used as an improvised weapon, 15 gp).
Eastern room: The doors to this room are absent – only rusted metal hinges remain in the jambs. Around the perimeter of the room are the remains of several old crates and barrels, all opened and empty. Faint labels on the containers reveal the contents were foodstuffs such as crates of cheese and dried apples, and barrels of wine and water. While searching the containers you uncover a steel crowbar in good condition. A crowbar grants a +2 circumstance bonus on Strength checks made to force open a door or chest. If used in combat, treat the crowbar as a simple one-handed improvised weapon that deals bludgeoning damage equal to that of a club (1d6/x2).
Story Master
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Through the rest of the day the group assists the ship's crew with cleaning up the tower on the wharf to use as a base of operations on this isle. The crew is able to assemble a wooden portcullis to be dropped over the entrance to the tower - not the most sturdy of barriers, but it will serve in a pinch.
The crew returns to the ship at evening to eat and prepare to man watches through the night. The sun is setting...what will the group do for overnight stay in the tower? Julius Cassis elects to stay on board ship, rather than join you on shore.
| Gezzo Wrathforge |
There's a good set of ship making tools in this case that someone might be able to make some use of, if anyone is knowledgeable in engineering or shipbuilding. The rest of the stuff is pretty basic. Gezzo says as he walks to the group, dropping the toolbox at his feet. I did find this medallion, but it doesn't seem all that special. Maybe you can recognize it's history, Celif.
Gezzo hands the medallion to Celif and then goes to look for something to barricade the doors.
If we can put some make-shift doors up on the tower, I vote we stay on the second floor and keep a lookout on the top. Gezzo will volunteer for the second watch.
| Cеlif |
"Be sure to tell the Captain about the shipwright's tools; he might see a use for them. As for this..."
Celif accepts the necklace from Gezzo and studies the medallion thoughtfully.
In order from character sheet:
Knowledge (arcana): 1d20 + 7 ⇒ (10) + 7 = 17
Knowledge (geography): 1d20 + 6 ⇒ (18) + 6 = 24
Knowledge (history): 1d20 + 7 ⇒ (14) + 7 = 21
Knowledge (local): 1d20 + 6 ⇒ (3) + 6 = 9
Knowledge: (religion): 1d20 + 7 ⇒ (12) + 7 = 19
Story Master
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| Cеlif |
Celif runs her fingers across the medallion. "Gezzo, I think this is a medal of heroism from the old Gnyr Shalorn/Tar Sequinus war. That would make it an antique... hundreds of years old!"
| Cеlif |
"Oh, to a historian certainly," says Celif as she hands the medallion back to Gezzo. "To anyone not impressed by antiquities, it may have no more value than the worth of the silver."
Appraise: 1d20 + 2 ⇒ (14) + 2 = 16
Story Master
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| Flug Managarm |
Someone make a knowledge check (DC15, engineering or geography) about the brazier! It's bugging me, and I'm sure one of you would have come up to look at it sometime during the day.
Flug stays at the top of the tower, a few feet away from the brazier, his legs dangling over the edge as he sits looking at the sky.
| Cеlif |
Celif was on the way up per your request, things just hadn't advanced that far yet.
After handing the necklace back to Gezzo, Celif makes her way back to the second floor of the tower, then climbs the ladder to the hatch leading to the roof.
She waves at Flug, then walks around the brazier, studying it carefully. In order from sheet:
Knowledge (geography): 1d20 + 6 ⇒ (16) + 6 = 22
Knowledge (history): 1d20 + 7 ⇒ (18) + 7 = 25
Knowledge (local): 1d20 + 6 ⇒ (5) + 6 = 11
Knowledge (religion): 1d20 + 7 ⇒ (1) + 7 = 8
Story Master
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| Cеlif |
"Your presumption was right, Flug," says Celif as she runs her fingers over the impression. "This is a foundry mark. It was made in Tarina, a very old port city in the Tar Sequinus empire, west-southwest of here. The Aniadir -- distant relatives of the Euraith -- call the vast jungles surrounding the place home, but I wouldn't want to live anywhere near there."
She shudders almost imperceptibly. "It's not a nice place," she adds quietly.
I believe this has already been done, but she'll cast Detect Magic on the brazier to scope it out.
| Fener |
Fener opens one eye and groans a bit. Your mighty enthusiastic today.... I guess its, lets go find some more dead but not all the way dead folks.
Fener gets up, has himself some breakfast that he shares with Rudy and then joins Thorgrim.
Yesterday, I had found some tracks leading off into the Jungle, lets see if we can pick up that trail. It might lead us towards where those magical items were found. one thing is for sure, we are not alone on this island
When the group is ready, he heads onto the trail following it and the tracks.
Tracking: 1d20 + 13 ⇒ (13) + 13 = 26
perception: 1d20 + 11 ⇒ (10) + 11 = 21
| Cеlif |
"Just... let's not any of us leap before we look this time, okay?" begs Celif as she shrugs into her pack and sets off after Fener.
Story Master
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The group gathers its equipment and starts into the jungle, Fener leading them on an old road paved with stones that leads uphill from the harbor area. Even though the road is in disrepair, sufficient traffic over the years has firmed the ground, preventing intrusion by plant life. The jungle grows thick along the roadway, and creates a leafy bower overhead.
Even though it is early morning, it is humid, and beginning to get warm. The road travels into the jungle several hundred feet, and then you hit an intersection - to the left, the road angles off and continues to run uphill; to the right, the road continues on into the jungle.
Fener's tracking skill and perception indicates that the uphill road has seen more traffic, but the other road has been used as well. Which way do you intend to travel?
| Gezzo Wrathforge |
Gezzo scratches his head sleepily and looks around the jungle.
It's already getting hot. he says as they walk along the road.
Gezzo looks around the intersection and Lryhla lowers her head to sniff about the ground.
Gezzo looks around for fresh tracks or similar tracks to what he saw at the tower.
Perception: 1d20 + 15 ⇒ (2) + 15 = 17
Lryhla's perception with scent: 1d20 + 5 ⇒ (16) + 5 = 21
Story Master
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| Cеlif |
"I'd head for higher ground, we might find a hilltop where we can survey the island, maybe spot something. But either way's fine with me."
Story Master
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