I think it's safe to say that Jader shared everything the Crysmals said
Jader moves into the room, squeezing through the passageway, and immediately is beset upon by two chokers - these ones much larger then the youths they had encountered before. The creatures lash out with their long, whiplike tentacles.
Attack: 1d20 + 6 ⇒ (6) + 6 = 12
The first misses, but the second lands a hit, and tries to grab Jader around the throat with its tentacle.
Grab: 1d20 + 8 ⇒ (13) + 8 = 21
Jader is now grappled and being constricted!
The youth seems perplexed, then it dawns upon him. Oh! Yeah, yeah...dey was alive, not shamblin' monsters or anythin'. My cap'n was one Captain Musemad (moose-a-mod.) He was pretty young - not much older than me, and had been a merchant's son who was fed up with the family business.
He turns to Jack. The Rock is a fortified tower house some seventy feet tall, built on a big stone shingle. The heavy front door is at the top of a ten foot stone stair, the stone shingle shear below it. The water below at high tide comes just up to the stoop!
See, the captain didn't account for three things - damned fool - arrows, ballisae, and fire. I dunno' if they have some new weapon in there or if someone is a wizard, but when our men got close, a burst of fire roasted 'em in their armor...which they had needed ta' get through the hail of arrows.
Is Wanda going to fight? If she does, treat the attack below as going to her, not Garland
The sprite moves up to Garland, seeming to revel in the please for peace. It takes special care to speak in common, so Garland knows its intention. Don't worry, I'm enjoying this far too much to let it end quickly. I plan to take you apart, bit by little bit. I wonder how many slices you can take before you leave this world.
You should be happy...you'll live on for quite a long time once Rohkar works his magics upon you. You'll make a pretty corpse too...for a clumsy big person.
Attack: 1d20 + 3 ⇒ (10) + 3 = 13
The two sprites trailing Ana rain their arrows down upon her.
Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Crit not confirmed - 1 damage to Ana and 1 damage to Garland, unless Wanda is fighting. If you're down, please roll to stabilize and such....though you'll probably be killed within a turn. If you're still up, then you're up! And...enter Ques, who will save the day!
I'm good with this - "take advantage of long term care and still take a shift on watch or if they have to stay inactive all day" - this is hard enough without worrying about losing HP for watch
During the first night, you are all quite weary as you take your watches. Mordred hears some odd noises during his watch - perhaps a young girl crying...but you attribute it to his extreme weariness and recent injuries.
As you rest during the day, silence blankets the area around the lodge just as thickly as the still gathering snow. The day passes without mishap and you set up for your watches into the night.
Prepare anything you like during the day, and everyone gets the benefit of 24 hours rest, plus the CLW above, nice rolls BTW
On the second night, about half an hour into your watch, you're out on the porch, huddling to try and keep warm as you watch the bridge for any dangers. Suddenly, you see a small light appear at a bush to the northwest of you. It looks to be stationary, and unwavering. See map
When Tap closes the door behind him, you can hear the shouts outside of Ruffian! Some fool took my rum! And my baguette!
The boy snatches up the gold quickly, even as the bartender sighs and brings out fresh ale - bad, and way too warm. Even so, the boy starts in.
Jes' call him a dead one...that's all 'e is now. Fool tried the rock, and got me friends all done in the process. Now, let me start from the beginning. See, over two hunnerd years ago, a Free Captain named Magna Stormeyes found this natural harbor on the Windward Isle, and figured, rightly so, that it'd be the perfect haven from which to launch a pirate fleet. She built the keep there as she set about her trade, piratin' the waters around the area. The keep was perfect as she could pick out ripe targets from on high, and see enemies comin' from afar....least, that's what they say.
Stormeyes was so successful that she built a fleet and other strongholds, and soon claimed the Hurricane Crown as her own. Course, as these things go, she was assassinated by rival Free Cap'ns, and the rock fell to one of her cap'ns, Greta Frome. She run it for a while, and become a strong Free Captain in her own right, till it changed hands again. An' that's the way of it - good fortune waits for one who can crack the Rock, but the problem is that it puts a target on ya', right quick.
Most recent lord of the Rock was Bertram Smythee, captain of a few brigs. Over a decade ago, Iron Bert went to sea with a small fleet in a feud with Free Captain Carola Antiochus an' was never seen again. Word came back that Antiochus had lured Iron Bert into the edges of the Eye and ambushed him with the help of some other cap'n - Harrigan, if memory serves. 'Ol Iron Bert managed to sink Antiochus afore the Hurricane stole 'im away, and then this Harrigan takes over his fleet. He tried the Rock, they say, but Iron Bert's widow, Agasta Smythee, took over the defenses, and turned 'im back.
She rules there still with her troops...an' I know...felt one of those spears meself. He pulls up the cloak to show a wicked scar that runs up his side. A bit to the left, and I'd have been holdin' in me guts.
Remembering the witness, you head to Karl's small cottage along the river that leads back to Lepidstadt. Surprisingly, the blind fellow is outside, chopping wood. He takes his time in finding the piece, making sure it's steady, and then keeping a hand on it nearly until the axe stroke comes down - no doubt to keep track of its position.
As you near, he "looks" up, though his gaze is distant. Hello there; can I help you? He sniffs the air noticeably, but the wind doesn't favor him, should he be trying to learn more about you.
I like it...sounds like a reasonable in character decision
One of the sprites points towards Ana's retreat and shouts something in its native tongue.
Don't let it get away!
You reckon it must have been a command, as the other two sprites move to follow Ana's run. They fly overhead and send arrows down at the retreating form.
Their fly speed is 60 feet, so they can keep pace with you and still fire - especially in the snow. They're overhead, so you have partial cover from the trees.
Attack: 1d20 + 8 ⇒ (19) + 8 = 27
Ouch, 2 damage and roll 2 DC11 fort saves to avoid being staggered
As all seems nearly lost, the sprite that had given the commands flies down towards Garland. It slings its bow over its back and draws a long sliver of ice instead - its frost rimed little sword.
Arsiel stun and blind: 1d4 ⇒ 3
Ques will be up and about next turn! Arsiel is still stunned, though awake enough to see doom approaching. Ana and Garland are up.
You advance to the south, and come to an opening into a large chamber to the south. There's only a small entryway into the chamber, but you could squeeze through one at a time into it. The walls here are slick with moisture and the stench of rotten meet hangs in the air.
You can see into the cavern with darkvision, Jader, or with the light that someone is carrying - think it was Kar? Combat map updated.
The bartender leans even closer, her bosom resting on the bartop as she smiles at Sunyatta. Oh, but if I weren't on a shift, I'd be your girl, lass. Tell you anythin' you want to hear.. She suddenly puts on a pouty face. But, guess someone else will get your time tonight.
She stands back up. Shanael, the redhead over there. That's your gal. But she's not cheap, so make sure you don't treat her as such.
You continue back into the main chamber and proceed to the south, out the other exit out of the main room. You enter into a southern antechamber that ends in small alcoves to the south. There doesn't seem to be anything of interest in that direction, but the route continues to the west and then winds to the south. The corridor beyond is pitch black and silent.
Just confirming - you're leaving the Crysmals there, and you're taking some stones with you?
The young man...really no more than a boy, pulls back his hood. He doesn't seem to be intoxicated at all...may be the only one in here besides the bartender and yourselves.
The Rock, eh? That cursed place...damned cap'n of mind thought it'd be an easy deal. E' didn't even question why it was so secure, just thought a' the good fortune the place would bring. He looks at the silver. Ya know the whole story? Fer a gold piece, I'll spin ya' the tale.
The two remaining cultists, as if they'd been waiting for this opening, let loose with their crossbows at the front line, one targeting Ulfric and the other at T'eron.
Attack Ulfric: 1d20 + 4 ⇒ (11) + 4 = 15
4 damage to T'eron. Ulfric and T'eron are up!
Campus moves behind T'eron, stalking the roaring axe-wielder with narrowed eyes. When she sees her moment, she puts a hand on T'eron - a cue they'd worked on, and he moves to the side enough to allow Campus's spear to dart out like a striking viper. The tip takes the cultist in the throat, parting the flesh and hitting a very important artery. Blood spurts as the man falls to the floor, his axe forgotten as his slick hands try to hold his life in.
6th round since color spray; Ques's stun and blind rounds below
Stun and blind: 1d4 ⇒ 1
The sprites laugh at your attempts to take cover or call for help, and rain down arrows upon you.
All three on Garland this time
Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Sorry Garland, 2 more saves and 2 more damage for you. Then, you're up! Ques will be stunned for 2 rounds and blind for 1.
Just thinking about the theatrics of Campus's strikes - I liken them to you putting a hand on T'eron's shoulder or something like that, and jabbing your spear out just over your hand, into the cultist. That sound about right?
I've always been pretty loosey-goosey with LOS rules, and am fine with this, just wanted to make sure I was seeing it right.
Ulfric slashes across at the axe-wielder, turning his body slightly to join the battle there between T'eron and his assailant. His slash cuts across, digging a deep and bloody line diagonally across the man's torso. Under the ripped robes and cut leather armor, blood wells up.
Attack: 1d20 + 7 ⇒ (12) + 7 = 19
T'eron's attack slashes down, digging into the man's shoulder. He hits so hard that the bone breaks, and the man's arm is torn off. It hangs limply at his side, held only by the ripped sleeves of the man's robe.
Cerio sends out two missiles at the bag lady, and each streams around Campus as they hone in on their real target. The passing of air disturbs Campus's hair as the missiles get close enough to burn, where they real flame. The darts slam into the bag lady, and she snarls in anger.
The goblin in Gruhx's grasp attempts to bite his way out by gnawing on his captor.
CMB: 1d20 ⇒ 19
Since he's not an ankle biter, treating this as a dirty trick combat maneuver that provokes an AOO. 3 damage to Gruhx.
The goblin archer atop the roof is smart enough to see the predicament he's in, given that his allies are nearly all dead. He backs away from Black and drops down from the roof, rushing to the south and through an open door.
Full action withdraw.
Initiative bold you're up:
Madir and Black
Oren's blast misses the target entirely, as Gruhx surprisingly simply turns and starts to carry it away. Oren watches Gruhx admonishing the little squirming creature in his grasp.
Tallvar curses and falls to his knees. He crawls away from the blast, mud mixing with blood as he moves along.
Gruhx continues to walk away, carrying the squirming goblin.
Eli gasps in pain. Clutching his holy symbol, he calls for the power of his deity, which he sends out in a burst.
Channel energy: 1d6 ⇒ 5
Madir, having cut down one goblin, simply moves on to the next. He cuts down the blinded goblin who had ignited the firework, his sweeping strike sending the goblin over the edge and onto the muddy ground.
Black attacks the goblin archer again, but can't seem to break its defenses.
That channel should bring Oren back up to full, and put Tallvar at 6/8 and Eli at 7/9
There isn't any present danger that Jack can sense...seems like most of these fellows are too far into the cups to bother.
The bartender frowns - an ugly thing on an ugly face- and then he nods. Seems like I mighta' heard a' somethin' like that...lemme think... He makes quite the show of pondering this, scratching his chin theatrically and all.
Sunyata enters a vestibule area that leads to a paper thin wall of opaque screens framing an ornate pair of doors with full height pulls. It's a massive vestibule, and on each side is a long bar with stools, many of them filled. Some others mill about - people of all sorts, some appearing rich and others poor. Ladies in finery dance among them, often flitting from one to another to check in on them.
Taking a seat, you order a drink your choice, and the bartender, a busty woman with her ample assets proudly displayed as they burst out of her frilly shirt, smiles as she approaches with your drink. Here you are, my dear. What's your pleasure this evening?
Tap, in his stupor, takes several moments to focus on the man shouting at him. The baker seems to be holding a long stick...no...a baguette...as if it were a club.
Now you buy my goat!
No, that wasn't it...
You have a fine throat!
Still not right....
Get off my boat!
Jack and Rush enter the Tin Hare, and the smell assails them first. Pungent and only recognizable as foul, the scent drifts out of the tavern and into the street. Entering, you can see that these are the poor wretches who have taken their drink too far. These sorry few wallow in their cups, often to the point of finding a corner to puke or piss in. Two men lie on the floor near the hearth where it looks like they attacked each other. One may be dead.
A warty, fat man behind a dirty counter calls out. 'Ey! In 'er out...we don't take ta' vagrants...yer drinkin' or its tha street!
You head back along the way you came, cursing the biting snow and deep drifts. With Satu and Mordred lending their skills at surviving in the wild, you're able to make an impromptu sled to drag Garrasay along in his injured state. The snow is a blessing in this regard, as he slides over the slick surface fairly easily.
Surprisingly, you make it back to the lodge without mishap, and find it empty.
Assuming that you get a fire going and such, any other preparations, plans for the evening? And, sorry, but I'm not sure of watch order - I know you established it before with Deadly Secret, but there was a lot of changeover so I sort of lost track.