
Ynyr the Artificer |

Ynyr turns to the villagers and tells them that it would be the right thing to do.
"Now, do you see, that Inge has promised to not harm you and never to come back here again to cause you grief? Have you thought that, if you ask her she may even help to protect you from others who might be like her? Now, why don't you ask her to give up the horrible grief causing and, why not devote her life to helping those like you? She might do it do you not think?"
Ynyr does, indeed, intend to have words with Inge about her chosen profession. Maybe with the help of Haelaugh's persuasive tongue, she can be turned into a Force For Good

Fabes DM |

Successes 4; Failures - 0
The group persuade the disheartened villagers that their captors will be seen no more, and set off for Caer Corwell.
In this relatively cosy port town, Ddraig does some hardnosed negotiation with an initially reluctant captain, whilst Nechtan scouts around town for any trouble.

Healaugh |

Healaugh exercises his charm on cousin Askrigg, calling on a combination of family feeling and good old-fashioned halfling practicality.
"Reet now Askrigg-lad. Tha's old hand at these waters, none better to my way of thinking. Lass and crew can't be sailing cog home by thersen, but fishing boat - there's different tale. Reckon tha'd be open to fair exchange."
After talking to Ynyr, Healaugh is also proposing to see if Inge can be talked into protecting the coast around here, since setting a pirate to catch a pirate seems like a good plan to him. DCs for such an enterprise Mr DM sir?

Ddraig Goch |

Healaugh |

Healaugh |

Healaugh |

IC down. Home rolled. Bluff. 1d20+8=14 ... just as well those DCs were lowered.
Healaugh makes a rather ham-fisted job of persuading the locals that Inge and her remaining crew aren't really dubious characters, but the promise of a hurdy-gurdy recital increases their willingness to both believe him and leave quickly.

Ddraig Goch |

Ddraig winces at the sound of the hurdy-gurdy. Unfortunately, his wincing seems to have been taken by the locals as threatening ...
Intimidate Roll: 1d20+11 = 8+11 = 19
He wonders why people are smiling nervously at him, and backing away ...
Fabes DM

Healaugh |

Diplomacy 1d20+19=26. Still no IC
Healaugh is slightly surprised to find that his persuasive powers improve without his hurdy-gurdy.
"Dost think I should branch out lads, play another instrument like and broaden range?"
In a quiet moment, he finds time to start composing a love song for Ynyr, deeply moved by his old friend's tenacity.

Ynyr the Artificer |

"Now, is it that we are all agreed now that you should let the bad people alone to go away and never come back? So that our Healaugh can be as good as his word, should he not be? And did he not sing a good song for all of us? And isn't it just the right thing to do is to do the thing that is right and not wrong, do you see? Which is, don't you see, to be good to our word on what we said we'd do?"
Diplomacy 1d20+10=11... I'm not sure the message got through quite as intended.

Ynyr the Artificer |

Healaugh beams happily at his audience, oblivious to any complications at all.
"Seems tha's reet appreciative of music. Happen our Ynyr can sing song for tha. Put us in goodly frame of mind like."
(To Healaugh - sotto voce) "Now do you really think I can sing a song? Not now, at the moment, but could I do some with a bit of practise? I should write my own words, isn't that the way? And then can you put in the music, and can we send it to you-know-who as a gift?"

Fabes DM |

Greylan looks dubious, and replies, "I don't think it's the night-twist you have to worry about explaining (faery trees aren't that unusual), but rather what happened to the Luskan slavers. It was all very noble of you, and whatnot, which I know you halflings and humans in these islands place a great deal of value in, but he might be curious as to why you let them go."
"Speaking of which, I think I've had enough adventure for a while. I'll be going back to Synnoria; it was illuminating to have met all of you."
You are now all Level 4. Please see Discussion Thread to talk about starting a new adventure.

Healaugh |

Enquiring minds want to know (and Healaugh will have asked Inge anyway at some point), how did a slaver come to be in league with a singing tree and why did she have a satyr in tow?
Given his aversion to pirates and slavers, Healaugh has a bad time with his conscience over letting Inge and her crew go free. In the end, it boils down to him having given his word. He doesn't reckon to be in a position to make judgments on anyone else, and he can only do what he's promised. It was a chance, but his goddess knows all about those.

Fabes DM |

Healaugh discovers that the Luskans have been raiding for slaves, and obviously needed them biddable. They met an old verbeeg who said that he had access to powerful magic that could help with this. The singing of the tree rendered the villagers docile.
Much to Inge and Sven's annoyance, this effect did not stop even when the villagers were many miles out at sea from the effect, indeed some of them died of their misery. So, the Luskans turned around to seek vengeance and an explanation from the old ogre-kin.