Aeshuura
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Zar, peeking around the corner, sends three silvery bolts at Magenta and sends the cultist tumbling over the edge, dead!
Antonio weathering the flurry of blows and two radiant bursts of flame, strikes out at one of the assailants causing it to step back barely avoiding the blade slash at its throat, only to find the head of Jarprax' heavy hammer!
Yellow, Magenta, and Cyan are all dead!
Initiative - round 1
Blacklock -> Bad guys -> Zar -> Antonio / Jarprax -> Shaldinari -> Tana -> Jiro
Aeshuura
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There is only a 5 foot secret door, so assume that there is only a view in that arc behind Antonio.
| Shaldinari Vec |
Following Zar's lead and with only a narrow window to see one of the bandits. Shaldinari draws her own wand and sends a trio of bolts smashing into the one enemy still blocking the door.
Magic Missle vs Tan: 3d4 + 3 ⇒ (2, 2, 2) + 3 = 9
Aeshuura
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The arcane bolts slam into the cultist, causing it to fall off the balcony!
Tan joins the rest in the ranks of the dead...
| Jiro the Unwilling |
That’s the mad king’s throne next to Antonio and Jarprax, right?
Jiro wiggles past Antonio and casually, but obviously, pushes some of the charred shredded remnants of the king off the throne and then plops comfortably down, one leg over an arm of the throne. With a flourish he casts at one of the cultists (grey? The one to the left.) and a cloud of daggers explodes around him.
He looks directly at the cultist leader across the room as the daggers continue to spin and twirl in the air, and asks, ”I’m sorry, who needs to cooperate if they want to live?”
Cloud of Daggers: 4d4 ⇒ (2, 2, 2, 4) = 10
Charisma (Intimidate) if possible: 1d20 + 3 ⇒ (6) + 3 = 9
Charisma (Intimidate) - we had Inspiration, right?: 1d20 + 3 ⇒ (14) + 3 = 17
Is removing dead king bits “interacting with an object” that he can freely do as part of his move? ;)
Aeshuura
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The intimidation was worth a try, but sadly, little effect on the fanatical... Technically, the mad king died at the base of the balcony, due to Blacklock's use of his grappling hook, but dusting off the throne is exactly that, interact with an object.
Will wait a little while for Tana to chime in, but Blacklock can make his move as well, before they go in Round 2.
--
The Baneite acolyte (Gray) screams as Jiro's cloud of blades shreds him into ribbons of flesh and blood!
Green looks hesitant, but the priest scowls and mutters something under his breath...
Initiative - round 1
Blacklock -> Bad guys -> Zar -> Antonio / Jarprax -> Shaldinari -> Tana -> Jiro
| Blacklock |
Blacklock dashed forward while cranking back his xbow...he was in the mood to smite that priest in the mouth with his own mantra...
Xbow: 1d20 + 5 ⇒ (14) + 5 = 19
Dmg: 1d8 + 3 ⇒ (1) + 3 = 4
...rolling forward to the side of Jarprax, right on the edge the rogue launched a surprising bolt across the throne room. Then, just as swiftly, he backflipped back through the secret door, taking cover around the corner...
Cunning bonus dash. Move up adjacent to Jarprax, fire (at priest mouth). Move back just south of Shal. Hoping that's a spell and forces concentration check.
Aeshuura
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Tana leaps up, bouncing over Antonio as she ricochets toward the stairs above the last dark acolyte! With a leap from the top, she comes down on the cultist of Bane, her staff coming down on his collar bone with a crack!
Tana's Unarmed Strike (Bonus action): 1d20 + 5 ⇒ (6) + 5 = 11
As the acolyte screams, Tana just elbows him in the gut and the man crumples to the ground!
He had one hp left and you still had a bonus action... ;)
--
Blacklock, do you have a hand crossbow or light crossbow? I just noticed your damage...
Blacklock slides forward and lets a crossbow bolt fly, causing the priest to flinch! When he looks back up, a line of blood trickles down his cheek, but before he can react, Blacklock is back up and rolls back into the room!
Priest of Bane: -4 hp
You heathens! he cries, You do not deserve the Black Lord's blessing!
He calls out a prayer and a black, jeweled gauntlet appears before Jiro and it swings with a punch at the kobold's face! Spiritual Weapon: 1d20 + 5 ⇒ (6) + 5 = 11 But Jiro ducks just in time as the gauntlet crunches into the throne, leaving a crack in the dwarvish craftsmanship!
He then calls down Bane's fury upon Jarprax! Sacred Flame Dex save DC 13; 9 radiant damage
Initiative - round 2
Blacklock -> Bad guy -> Zar -> Antonio / Jarprax -> Shaldinari -> Tana -> Jiro
EDIT: Everyone is up!!!
| Shaldinari Vec |
"Did you ever think that we might not want your puny godling's blessing." Shaldinari snarls while sliding behind the throne. Upon reaching the other side of the big stone chair she unleashes a bolt of eldritch power that flies toward the priest of Bane.
EB Attack: 1d20 + 5 ⇒ (12) + 5 = 17
EB Damage: 1d10 ⇒ 7 plus 10' knockback
| Zar Orbmark |
"That was rather impressive," Zar says as he walks out onto the balcony seeing all but the evil priest dead. "You're outnumbered. If you ask nicely, our rogue might be able to send you to see your god painlessly," he says as he sends a group of magic missles at the priest without waiting for an answer.
Magic Missles: 3d4 + 3 ⇒ (2, 1, 1) + 3 = 7
| Tana Kulenova |
On Tana's next attack turn:
On the next nearest enemy, 2 handed Quarter Staff followed up with martial arts:
Quarter Staff/ damage: 1d20 + 3 ⇒ (12) + 3 = 151d8 + 3 ⇒ (8) + 3 = 11
Quarter Staff/ damage: 1d20 + 3 ⇒ (20) + 3 = 231d4 + 3 ⇒ (4) + 3 = 7
And a acrobatics if needed:
Acrobatics: 1d20 + 5 ⇒ (10) + 5 = 15
| Jarprax |
DEX save: 1d20 + 0 ⇒ (15) + 0 = 15
Jarprax's eyes narrow to slits as he focuses on the priest - the only enemy remaining, and just out of reach!
Jarprax leaps from the balcony, electricity crackling across his limbs:
Athletics: 1d20 + 3 ⇒ (2) + 3 = 5
Yikes! Alright, I'm not sure where that will put Jarprax - possibly on his ass. If he has movement left, he will walk as close to the cleric as he can. Regardless, he only needed to be 5' closer to use his breath weapon, so:
Breath Weapon = 2d6 lightning
Destructive Wrath: max lightning damage
The cleric must make a DEX DC 11 save or take 12 lightning damage. Half damage on a successful save.
Aeshuura
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On Tana's next attack turn:
On the next nearest enemy, 2 handed Quarter Staff followed up with martial arts:
[dice=Quarter Staff/ damage]1d20 + 3; 1d8 + 3
[dice=Quarter Staff/ damage]1d20 + 3; 1d4 + 3
And a acrobatics if needed:
[dice=Acrobatics]1d20 + 5
Tana, based on the map, you will either need to use a ki point and a bonus action for Step of the Wind, OR, you can take 1d6 falling damage by jumping the 10 feet off the stairs and rushing the priest (last remaining enemy).
Aeshuura
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DEX save 15
Jarprax's eyes narrow to slits as he focuses on the priest - the only enemy remaining, and just out of reach!
Jarprax leaps from the balcony, electricity crackling across his limbs:
Athletics 5
Yikes! Alright, I'm not sure where that will put Jarprax - possibly on his ass. If he has movement left, he will walk as close to the cleric as he can. Regardless, he only needed to be 5' closer to use his breath weapon, so:
Breath Weapon = 2d6 lightning
Destructive Wrath: max lightning damageThe cleric must make a DEX DC 11 save or take 12 lightning damage. Half damage on a successful save.
Cue Immigrant Song...
--
Zar steps out to the edge of the balcony, letting loose with another flurry of arcane missiles that burn little holes in the priests robes!
Following that up, Jarprax leaps off the balcony, lightning arcing from his mouth! 2d6 ⇒ (4, 6) = 10 falling damage After falling face-first to the stone floor, the bronze dragonborn shakes the cobwebs from his head and stands, unleashing a lightning bolt from his mouth! Dex save: 1d20 ⇒ 12
The priest leaps out of the way, taking only an arc from the main bolt that jumps to his chest!
Shaldinari steps up near Zar and throws an eldritch blast at the priest, slamming the man up against the far wall! 1d6 ⇒ 6
Priest: -26 hp
Initiative - round 2
Blacklock -> Bad guy -> Zar -> Antonio / Jarprax -> Shaldinari -> Tana -> Jiro
| Jarprax |
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Dammit! I just remembered that I had Inspiration!
btw, is it an action or a bonus action to drink a potion? Asking for a friend
| Blacklock |
Its a light xbow, indeed.
Blacklock kicks over the fiery brazier in the corner, spilling a shadow across his lithe form at the secret door. Then, he holds his breath and makes the slightest advance around the corner with his crossbow's risers...a dead eye at the stock.
Hide: 1d20 + 5 ⇒ (11) + 5 = 16 (bonus)
Snipe: 1d20 + 5 ⇒ (18) + 5 = 23
Snipe, adv if hide success: 1d20 + 5 ⇒ (6) + 5 = 11
Dmg+Snk: 1d8 + 1d6 + 3 ⇒ (3) + (4) + 3 = 10
...his bolt free, he backs again around the corner.
Aeshuura
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@Jarprax, it is an action.
Tana takes the stairs, two or three at a time and flies across the stone floor in a blur! All of a sudden, Tana is standing before the priest and thrusts the staff into the priest's chest! She hears a rapid succession of snapping sounds as several of the Baneite's ribs crack and the man begins to gurgle as he slides down the wall, dead.
Combat over!
Feel free to have conversations as I wrap up this up...
--
Upon searching the Bane cultists, you find that the priest has an empty bag of holding that he evidently intended to carry the Tenet in. As you place the Tenet within, you feel its effect on you muted. It is still there, faint, at the edge of your mind, but you feel that you could hold it much longer, with less of an effect on your psyche...
--
The travel back to the Helping Hand is relatively uneventful. Chill winds running off the Moonsea remind you of the season and the coming Winter. Nagging at the back of your minds are the Bane cultists... How did they find you? How close are they to finding the other Tenets? Could they have tracked one back to the... Helping Hand?!
End of the module! See Discussion Tab for rewards and thoughts on the next one!
| Blacklock |
Blacklock kneels at the priest and with a *snap* tugs free the unholy symbol of Bane. He takes a long good look...he's seen that symbol before, and the confirmation is unsettling. Its motif, or sly variations of it, are all over the older Zhentarim quarters...
He contemplates the Zhents motives, always a puzzle within a puzzle, uncharacteristically quiet on the way back...the nagging conclusion is that the Bane cultists found the group because of him. The Zhents had played him as an unknowing scout.
| Jiro the Unwilling |
Jiro climbs out from hiding behind the throne, brushes himself off and then wanders over to Blacklock kneeling by the priest's body. "Someone you know or recognize? You ok?"
The kobold eyes the Bane unholy symbol, then pulls out his various chains, necklaces, and leather straps of many other holy symbols of various gods. He scans over them, comparing them to the Banite one. "Hmm... I don't seem to have that one yet. Take it he's a bad one? How bad? I just figure on asking for the help of any old god who's willing to assist a little kobold like me. But I usually get them mixed up - all your human gods are so confusing!"
| Shaldinari Vec |
Shaldinari completely ignores the dead priest and acolytes and any treasure they might have. Instead she simply strides out of the chamber as quickly as her long legs can manage without breaking into a run. It isn't until she is back out under the open sky that she stops to take a long, deep breath. Letting the cool, fresh open air fill her lungs with the scent of trees, grasses, and all of the other tiny smells of the surface. Slowly she breathes back out, releasing all of the tension, fear, and the ever present musty smell of dirt that had gathered within her body and mind over the time spent underground.
She had survived yet another trip underground. One day she would find out why her mistress demands such trials of her, but for now it was enough to have survived and be able to feel the light of the sun on her upturned face once again.
Aeshuura
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A few days pass as you all rest and train, learning new abilities discussing your next move and possible challenges that you might face. Mother Protector Homwell tells you that the final disc is the Tenet of Hatred. After returning with the bag of holding you have discovered a way to shield you all from their influence.
The archmage, Rilitar Shadow-water, hid the platinum disc in a stone container crafted to resemble a large scallop shell, a bit larger than the platinum disc itself. The shell is said to bear a riddle in Elvish, though this riddle was not documented in any of the texts, only the location in a rift in the floor of the Moonsea is spoken of.
I have procured the services of one Captain Blane Lesiko, his ship the Wave Dancer, and crew to aid us in the retrieval efforts. Per my message to him, you are to meet him about a mile West of here, where the Sword Trail runs near to the Moonsea. He expects you at High Sun tomorrow, or the next day, at latest.
She takes a deep breath, knowing that you are close to her goal of destroying these foul relics, If necessary, Captain Lesiko's ship wizard can cast a water breathing spell to aid you in your search.
--
Antonio, you have been spending some time discussing, and training with Mother Homwell. Despite her missing arm, she still remembers how to swing a mace! This day, she seems to be assessing you as you speak, Why do you fight?
| Jarprax |
Seeing Shaldinari's anxiety and subsequent relief at escaping the mines, he reaches a hand out to give her a playful shove in solidarity. Remembering at the last second that the elf is not as sturdy as himself or Antonio, he pulls back, closing his fist - unfortunately, scratching the warlock with his claws (so fragile!). "Apologies! But - HA - is it not great to be out in the air again! Feel that sky spread away to infinity!"
"Not sure how you can handle it out here, Jarprax. I mean, something can swoop in and try to eat you from - " Jiro waves his hands at all of the sky and the land stretching to the horizon in every direction.
"No, no, cousin - you don't run from the things that swoop down on you from above. Stand your ground! Bring that dragon down with wind and rain and storm! That is how one joins Stronmaus on the great Sky Hunt!"
===============
Already looking a bit green at the prospect of going under the water, Jarprax thanks the Mother Protector again for her hospitality, and asks: "Water breathing is all well and good, but how do we move under all that water?!"
In a quieter moment, Jarprax would like to talk to the priestess about the clerics of Bane, their interest in the discs, and the potential danger she and the Helping Hand might be in.
| Blacklock |
With Jiro "Bane...Lord of Darkness. Ever been to Mulmaster? They worship him openly there...its a horrific order. Tales of him enwrap Moonsea..." he glances at the back of the symbol, some unknown writing etched there turning his stomach...handing it over to the kobold "You'd better hold on to this one, Deceiver." it was unclear if he was calling Jiro or the symbol itself that name.
---------
At Jarprax' aquatic concerns the rogue chuckles "As a boy Id freedive the Lake for clams come mid-summer. Just keep an eye for turtles...they've a maw of the damned."
| Shaldinari Vec |
Outside the cavern
Stumbling forward after Jarprax's hearty shove, Shaldinari barely feels the clerics claws as they dig into her skin. Instead she simply nods happily at the dragonborn's similar joy of being back out where the clouds float high above and the sun can be seen making its daily journey across the sky.
"Ooof....yes. Yes, it is a most welcome sight and indeed time to celebrate another successful foray into the world's bowels." She says with a big grin and her face turned to bask in the glow of the light of day.
At the Temple
With an uneventful journey back to the temple the wood elf is actually glad to see the temple and spend a few days resting and communing with her fae patron under the eaves of a nearby copse of trees. When Mother Homwell finally gives them the information about the final disc, she accepts the charge and quickly gathers her things.
Hearing Jarprax's question, she ponders the problem while they make the hike to meet the Wave Dancer. She'd done a little swimming as a child, but not much and it had been a long time. Maybe there was another way to move under water.
Aeshuura
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I think that a swim speed would be too much, since that also negates disadvantage for attacks, and really no way for the unseen servant to move that fast underwater, but I would allow for it to give you the help action for advantage for Athletics checks.
| Antonio Carvartee |
Antonio starts to cleans and oils his sword after the training and was taken back by mother Homwell's question. He never thought about it much.
Antonio, you have been spending some time discussing, and training with Mother Homwell. Despite her missing arm, she still remembers how to swing a mace! This day, she seems to be assessing you as you speak, Why do you fight?
"Well I guess it started when I was growing up. My town was raided by a orc war party and I was so scared because I just did not know how to fight. Luckily the local garrison was able to drive off the orcs. And because of my size the local garrison commander took pity on me. He allowed me stay in the barracks with the other soldiers and they taught me how to use a sword with out hurting myself. I picked up the skill quickly and when I was old enough I join them."
"Why I fight you ask? I guess it's because that is what I have been doing for most of my life, and I never want that feeling of not being able to protect myself. So now I have the abilities and skill set to not only protect myself, but others as well."
Aeshuura
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She nods, Do you know why Torm is sometimes called the Hound? It's because he is the loyal guard, the protector. I see greatness in you. I can teach you another way, if you wish, a way to use His power to aid you in your goal to protect yourself and others.
She gets up and heads back to the Helping Hand, Think on it. You have time.
Aeshuura
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Okay, will start the module tomorrow. Antonio, if you'd like to post what you envision your training montage to be, feel free to run with it. You have about a week worth's training, until the day you head out.
Aeshuura
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Mother Homwell spends days training Antonio as the rest of you rest and recover after the Halls of the Mad King. They spend as much time discussing philosophy and religion as they do sparring.
When Antonio rejoins you on the last day, he has a cloakpin of Torm's hand, and a bit of a bearing. Pride? Confidence? The change is subtle...
--
You arrive at the meeting place, and can see the two-masted sailing ship offshore. A pair of sailors await you at a longboat pulled ashore. One of them approaches, Are you the folk from the Helping Hand?
Upon receiving affirmation, he gestures for you to enter the boat, and you all set off for the sailing vessel.
When you reach the deck of the sailing ship, you spy a tall, thin man in a knee-length blue coat. He wears his graying black hair neatly pulled back in a ponytail. Beside him stands a female elf with a clean-shaven head covered in tattoos that resemble waves. Seashells and other marine trinkets adorn
her teal robes.
Once you and your companions are aboard, he speaks, I am Captain Blane Lesiko, and this is Halara Windsong, my ship’s wizard. Welcome aboard Wave Dancer.
| Shaldinari Vec |
Upon climbing aboard the Wave Dancer, Shaldinari nods her head respectfully to the captain and elven wizard.
"Shaldinari Vec." She says to Lesiko. Her voice calm as she eyes the rigging and general upkeep of the ship. "Thank you for having us aboard." She adds before finding an out of the way spot to drop her pack.
While the others settle in, she pulls out her carving knife and a small piece of walnut, it's dark grain a stark contrast to her own light skinned hand. Her eyes settle on the wood for several moments as her body picks up the gentle sway of the anchored ship. After several minutes of studying, feeling the wood, learning what it has to say and what it might wish to become just as old Torgrim taught her. Finally, with the light breeze ruffling the brim of her hat and sending strands of her long pony tail swirling like long golden strands of sea grass riding the current, she puts knife to wood and begins to carve.
| Jarprax |
Shaking the captain's hand roughly, Jarprax all but shouts: "Greetings to you, Captain, and the blessings of sea and storm be upon you! I've not spent much time aboard ship, but one of Stronmaus's many aspects is lord of the seas. With your permission, I will bless the ship in his name, and grant what protection I can from the storms."
Assuming nobody has a problem with this, Jarprax will make his way, stern to bow, singing lowly in Giantish, sparks of lightning flickering from his feet and fingertips to the wood of the ship.
I'm not sure how long we'll be sailing, but now that Jarprax is 3rd level, he has access to Gust of Wind, if needed.
| Blacklock |
Blacklock was surprised to hear rumors of a group of thieves this far from Helping Hand, rumors of a group he knew to be none other than himself. It was funny how the wealthy always assumed that only a team of experts could tackle that, which to the thief, was simple opportunity. Setting sail out across the Moonsea was sure to blur any remnant of a trail on his crimes, though he did not take the legendary waters lightly.
He kept most of his belongings (and a few he hadn't fenced quite yet), including his usual armor and odd color changing cloak, stored in a large sack. A vest of light material was all that covered his chest, which was muscled but had a pale, sick look...like rotten meat. His crossbow looked well oiled on his back, and he had a dagger strapped to his shin just above bootless bare feet "What can we expect at the Rift, captain?"
| Tana Kulenova |
Coming aboard the Wave Dancer Tana introduces herself to the Captain and the Wizard,
Greetings Captain Lesiko! And pleasure to meet you Halara!
She offers to shake their hands with genuine enthusiasm.
Tana had spent a few years on the Blue Falcon, a merchant ship, in whic she learned general ship maintenance (swabbing the decks, mending sails), preparing meals for the crew in the galley, and ultimately learning to be a ship's Navigator. She keeps this to herself but is most comfortable to be on a ship once more!
After the introductions, Tana will greet the group and ask each of them how they are doing.
As Blacklock asks "What can we expect at the Rift, captain?", she listens intently to what the Captain has to say.
She also looks around the ship
Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Investigation: 1d20 + 0 ⇒ (11) + 0 = 11
Aeshuura
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He nods and shakes hands offered, and gets right to business for, as he puts it, Time is money!
He proceeds to inform you that the rift has been come to be known as Maston's Trench, named after a scholar that studied the Moonsea nearly two centuries prior.
He says, that the Moonsea is home to many creatures, from the natural beasts to aquatic humanoids. Watch out for sharks and octopoda. His ship's wizard continues, elaborating that while armor and shields can provide protection, they will hinder movement, advising that you forego them while underwater...
The crew watches in awe and fascination as Jarprax blesses the ship with kisses of lightning! The more superstitious of them toss an offering overboard, but for the most part, the crew is a-buzz with chatter about the blessing of their ship...
Tana scans the ship and her crew, but aside from confirming that they are indeed competent, she cannot glean much more of note.
--
With light winds and fair weather, the journey to Manton's Trench takes you only a day and a half of easy sailing. You have been consigned to a handful of hanging bunks below decks and have found it easy to fall asleep with the motion of the ship on the waves... Upon arriving at the location, the crew drops anchor and settles in for the wait.
Halara Windsong confers with Captain Lesiko and then makes her way to you and your companions. I do not know what it is you hope to find at the bottom of the Moonsea, but I do know your search will be difficult. The sea demands much, and it can be a cruel and unforgiving mistress. The crew attached a 1000-foot coil of rope to the anchor before they dropped it to the sea floor. Use it as a guide to find your way back to the ship after you have located what you seek. Good luck, and may the B~*$# Queen show you mercy.
Any preparations?
Aeshuura
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Since this is a new session, Mother Homwell refreshed any of your used healing potions and casts a blessing on you all again, granting you all inspiration. Remember, if you did not use your healing potion in a previous session, you just have the one.
TLDR: You have one healing potion granted by your renown, and inspiration.
--
EDIT: We only have enough to last you 1 hour. But the light will draw predators... So be you wary...
| Antonio Carvartee |
The week after returning from the mines and accepting Mother Homwell training. Antonio is first given a large book detailing the rites and beliefs of Torm. The training was brutal for what he had to know in such a short time. But he past his final test of what all the knives, spoons and forks go to in a formal place setting.
The day they board the ship:
Antonio, on his way to the dock stops off and purchases a spear and a healing potion from a local merchant. Remembering his strength training of slashing his sword through water in a time that feels like a life time ago.
1gp for the spear, and 50gp for the potion of healing
On board the boat hearing what is best for underwater combat.
Shaking his head when he hears about the disadvantage with armor.
Torm wishes to test me right away it seems. As he stores his armor and most of his gear.
He will have his two potions of healing, holy symbol, Lt. Crossbow w/bolts, Spear, Dagger. He will attach a lanyard line on to his crossbow so he can shoot and have it drop behind him and if he need to swim away it will fallow him.
| Shaldinari Vec |
Shaldinari spends part of the day carving. Her deft handling of the knife turning the former block of wood into the smooth, sleek shape of a dolphin.
Once midday approaches she slips the unfinished work into her pack and instead starts modifying and old pair of linen trousers and dark blue cotton shirt. By the time she's finished, she has a simple pair of hemmed cutoffs and a tight fitting shirt that once wet won't float about or get in her way as she tries to swim or perhaps fight while in the depths of the sea. She spends a little more time altering a pair of soft leather moccasins. Adding a few extra straps to ensure they don't slip off. She also adds a bit of silk reinforced with 'ribs' of thin short pieces of wood. Once she's complete
She arrives on deck dressed in shorts, tight shirt, and the odd looking shoes that roughly resemble a fishes fin as they slap around on the deck. Her long tresses are braided and tied back. Two daggers, a spear, and her rarely used crossbow are belted and strapped to her body along with the small pouch containing some of her magical components. Only the wooden knotwork tree symbol dangles loosely around her neck, glowing softly with its usual purple-green aura and giving off a faint smell of lavender and pine.
Looking around at the apprehensive faces of many of her companions, she chuckles softly at the wizards warning. "I'm sure we will all be plenty wary, have no doubt." She says with a soft chuckle. Turning to the others and then looking over the railing. "Are we ready to see what secrets the Moonsea is willing to part with today?"
| Jarprax |
You will remember from the mines that Jarprax can cast Light as well.
Jarprax spends most of the travel time standing in the bow of the ship, relishing the wind and spray of seawater on his face. His gaze is glued to the horizon, on the lookout for cloud or storm.
On arriving at the Trench, and seeing the preparations his companions are making, Jarprax ducks below to his bunk, returning having shed his armour, hammer, and much of his gear. He has stubbornly clung to his shield, and holds a javelin in one hand (his other javelins, as usual, are strapped to his back). A few small items are held in a pouch at his belt, and the symbol of Stronmaus (a forked lightning bolt descending from a cloud that partly obscured the sun) gleams from his bare chest.
Walking up behind Antonio and Tana, Jarprax gives them each a hearty clap on the back: "Are we ready to see what lies below the waves? HA! Should be interesting!"
Taking a deep breath, the large dragonborn looks skyward and let's out a long, low rumble that appears to be a benedictive prayer. It has a relaxing meditative effect and, as he finishes, a short shower of sparks descend over the three, envigourating and bolstering them.
Aid
For the next 8 hours, Antonio, Tana, and Jarprax have an additional 5 hp, and their hit point maximums increase by 5 (which means, unlike temporary hit points, you can be healed back up to that additional 5).
Jarprax's equipment: Javelins (x5), Shield, Pouch, Rations (x1), Potion of Healing, Holy symbol
| Zar Orbmark |
Once back at the Helping Hand, Zar spends most of his time alone in his room. From time to time, passers by hear things crashing in the room. Anyone eating with him in the common room occasionally hear strange noises or see puffs of smoke nearby. Near the end of their time there, at one meal, there are 4 Zar's sitting at a table, and another time the serving tray floats to the table from the kitchen carried by no one!
In preparation for the trip to sea, Zar spends some time collecting a half dozen short sticks and the same amount of small rocks, keeping them in his belt pouch. Once on board the ship, Zar introduces himself to the captain and ship's wizard and listens to what they have to say. As he's not accustom to travelling by ship, he is a little unsteady as he walks around the ship. During the voyage, he does his best to speak with Halara at every opportunity. As it's been some time since he has had the company of another wizard, he looks forward to comparing "notes" with her.
Once they drop anchor, Zar checks to make sure he doesn't need anything from his backpack. Slinging his rope over a shoulder, he finds a place to stow his backpack, taking only his wand, dagger, component pouch, and belt pouch with the sticks, stones, potion, and mirror.
"The Mother Protector mentioned you could cast Water Breathing on us," he mentions to Halara. "It would be a short trip without it," he chuckles and smiles nervously at her.
Aeshuura
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Halara Windsong, the elvish ship's wizard smirks, Of course, gather around.
The wizard gestures to one of the sailors, who brings a bucket of water and places it between all of you. Then the wizard begins singing in Elvish! Anyone that knows Elvish can easily tell that it is a translation of a bawdy sea shanty, but as she snaps her fingers a separate blob of water shoots up at each of your faces!
Halara stops singing and looks at each of you struggling to hold your breath, I know it is counter-intuitive, but have trust. Breathe it in and the kiss of the sea will allow you to breathe water...