Orym Rednose |
"Can any of you heal?" He looks at the fallen foes at his feet. "We should bind them. Before they wake or end their evil."
He walks back toward Duncan he bends over to check his wounds.
Medicine: 1d20 + 3 ⇒ (4) + 3 = 7
"I don't think there is anything I can do for him."
He stands and moves to Althea.
Medicine: 1d20 + 3 ⇒ (5) + 3 = 8
I am not sure where in the round # Althea was for the death saves but that is 2 rounds of actions. If we are still in init.
Orym Rednose |
I don't know about Duncan but Althea has failed her saves and her rounds are ticking by.
Duncan Umber |
Save 2: 1d20 ⇒ 10
Save 3: 1d20 ⇒ 17
Save 4: 1d20 ⇒ 16
Duncan remains unconscious but is breathing normally.
Orym Rednose |
Orym looks about "Perhaps Duncan had a way to heal even from unconsciousness?" He looks through Duncan's stuff for a potion. After a moment he shrugs.
Dunc doesn't have equipment listed. If you do have a potion I will try to use it.
Orym Rednose |
Frustrated that he could do no more. Orym moves back to the slumbering foes and carefully binds the spell caster. He looks to the other man and binds him as well.
Once bound he gags the spell caster and searches them for useful things.
Hoping to find some healing.
Althea Wisk |
Thanks for trying to save Althea guys. She was one of my favorite characters... however let's just let her die. The pace of this game where the GM posts... maybe once a week is just to slow to really feel like we're accomplishing anything. Thanks for the opportunity GM. Please remove Althea from the campaign.
Duncan Umber |
Thanks for trying to save Althea guys. She was one of my favorite characters... however let's just let her die. The pace of this game where the GM posts... maybe once a week is just to slow to really feel like we're accomplishing anything. Thanks for the opportunity GM. Please remove Althea from the campaign.
R.I.P.
Orym Rednose |
That stinks.
DM Aumakua |
Thanks for trying to save Althea guys. She was one of my favorite characters... however let's just let her die. The pace of this game where the GM posts... maybe once a week is just to slow to really feel like we're accomplishing anything. Thanks for the opportunity GM. Please remove Althea from the campaign.
Understood Althea. It was great having you play it was longer than it needed to be and for that I apologize to all of you but I'm going to wrap this game up now.
With Althea last breath you do all that you can to save but her wounds are too grave. Seeing no more coming from the cave you close her eyes and leave her there promising to yourselves to carry her body out once you are finished here. Duncan says a prayer before you all move into the cave.
In the cave you find that it contains three bolts of cloth and five small casks in the middle of the floor, resting on a piece of coarse matting.
Leaving the chamber you head down the southern passage where you find a cave that opens directly to the sea. The tide is out at present, and there is little water in the cave. but there is an obvious high-water mark three feet above the floor. Pulled up onto the sloping cave floor is a small boat, perhaps large enough for eight people, with oars, a step-down mast, and a neatly furled sail. A rope tied to the bow is being held down by a large boulder
that serves as an anchor.
Searching around the chamber you find nothing of interest but you think this boat must be used by Sanbalet and his gang in moving their goods into here. The boat is too small to go out to the deeper sea but you could see this boat being used to transport goods from a larger seaworthy vessel. Duncan lets you all know that the pirate isles of the Sea Princes have been rumored to be using Saltmarsh as part of their operations. With this information you head back to Saltmarsh with your deceased companion.
Informing Anders Solmor of your findings he is rather alarmed but relieved that you have uncovered this truth. He pays you each a modest sum of 100 gold coins and thanks you for your services and puts down another 50 coins to pay for the burial of your companion Althea. Duncan inters the her to the sea where it sinks to the bottom after weighing down the wicker casket.
Each of you progress to level 2. If you are able to find a DM to continue you should be going onto Part 2: Danger at Dunwater. Sorry I couldn't continue this adventure but I wish you all grand adventures