Friday, December 23, 2016

Herbology 420 - December 23, 2016

- New kitchen stuff is new!
- Internet stalking is difficult without a last name.
- Apparently bar-tending is the road to acting and music
- Tempering chocolate is tricky.
- Great British Bake-Off
- Loud phone is loud.

- After more discussion of the horrible, murderous plan, T makes The Sad, Lip Face for about half an hour straight
-A red, rashy, itchy Thessalie suits up in her thickest clothing and gloves, folds the waxed fabric she had in her bag for the Lellzutho parts and uses that to carry the cursed sword up into the mountains a bit, but she's exhausted after only about a mile.
- Felosyal takes a turn carrying the cursed sword, but she quickly tires. It's hot in all those layers of fabric.
- It is at this point that Sharai thinks to cast an Unseen Servant to carry the sword. (She's been hanging out with T too much.)
- Now that T is not burdened with heavy clothes and the sword, she examines the plants as they walk, and finds enough herbs good for the skin to make two doses of poultice for her and F's rashes
- Near the end of another hour of walking, FST find a shallow cave with boulders suitable for the purpose of hiding the cursed sword
- T Shapes the Stone around the sword so that it is embedded with 5' of stone in every direction for maximum magical concealment
- Outside the cave, T uses the same spell (Stone Shape) to shape another boulder to match a fallen column she remembers (with S's help) from the ruined city and write BOHITCA in Dwarven ruins on the back of the column where it's not easily seen by a random passerby
- FST head back to the ruined city and the kobolds
- T makes a poultice out of the herbs for her and F's skin and they apply it to each other
- S again makes a Hut for F & T and then a separate one for only her again
- S spends the portion of the night talking to the Orbs. She tries to get information out of them about the kobold's disease, but they are less than helpful.
- The next morning, Thessalie's red patchy spots are a little smaller, but F's have gotten a little bigger and worse
- T gets permission from F to take a small sliver of her skin from her forearm to test some herbs to see if she can find something that will help her without risking all of her skin.
- S goes to talk to Kimkek to ask where all the openings leading to the cave where the sick kobolds are for the walling them in part of the terrible plan
- She then examines one of the statue kobolds, but she can't sense anything new about the disease (Nat 1 on Arcana check)
- She tries to get T turn use Stone Shape on one of the kobolds, but T is too busy testing herbs to help, so she busts one up with her staff, "Can't you just do it with a stick?"
- T doesn't want to start closing holes yet, but S grabs her arm and drag her to the back entrance to the cave that Kimkek, she tells T that there are four more entrances
- F goes hunting, but after four hours she only comes back with one squirrel
- While F is hunting, T goes looking for more of the plants that helped her and finds enough in the lower hills to create fifteen doses of the poultice
- T mixes up some more poultice for her and F, and S sleeps in her open separate Hut again
- The next morning, T has no more visible rash on her skin, S has no visible rash on her skin, but most of F's skin is now gray, and she's extremely fatigued (Exhaustion Level 1) and the tips of her fingers are starting to calcify (toes too)
- T is very peeved that her poultice is not helping her friend
- S contemplates very strongly considers doing a Sending to Sensani to tell her to fuck off
- S tries to convince T to close up the only remaining entrance to the cave where the sick kobolds are, but T figures that something is up and refuses. She intends to hunt herbs in the hills to find something to help F
- S says she'll come help, but when they look over at F, she has red stripes from scratching up and down her arms.
- S & T make F put on her gloves, and T uses linen bandages to ties them to her wrist to prevent her from scratching, so S stays behind to ty to prevent her from damaging her skin, but she just ends up rubbing the itchy spots and the calcified parts of her fingers are starting to wearing her gloves thin
- T comes after a few hours with a small mountain of herbage. She begins making a variety of poultices to test on F
- While T is out, S and F go looking for the Orbs kobold pile, and they find a cave in the side of a hill with slashed and chewed up kobold corpses outside
- S does not sense anything magical about the cave. F says it looks like a large animal has been chewing on the kobolds. S examines the bite marks and marking in the dirt, but she doesn't get any additional information, so they just turn around and come back
- T goes Nurse Ratched and starts ordering F about, but she still can't seem to stop scratching and her calcified fingertips are starting to poke through her gloves
- S tries to convince T to wall up the only other entrance to the cave to the sick kobolds, but she still refuses and is too busy dabbing thing onto and poking F to prevent scratching to argue with S, and so the day passes
- S sleeps in her own Hut again
- The next morning F's skin color is improving and her fingertips are no longer calcified, but she's still
- T concocts a plan to Stone Shape F a bathtub and make S heat the water to brew a tea-like bath for F to soak in with all the herbs she collect to cover all her bases

- 2,500 XP ea for 63,340 total XP ea.

Friday, December 9, 2016

Isn't Itching Just the Worst? - December 9, 2016

- Boxes of fruit for a present are pretty silly and very overpriced
- Pistachios from Iran are the best, apparently

Another Spider Fight
- T and F start the fight Slowed (first round only)
- There are three Swarms of Spiders and four Giant Spiders
- T casts Spirit Guardians
- S casts Fireball so that it hits all the spiders, GS4 takes 36 fire dmg and dies, GS1 takes 18 fire dmg, SS2 takes 18 fire dmg, SS3 takes 36 fire dmg and dies, SS1 takes 36 fire dmg and dies, GS2 takes 36 fire dmg and dies, GS3 takes 18 fire dmg
- GS1 moves to T, takes 12 radiant SG dmg and bites T for 8 piercing dmg and 10 poison dmg the "phases away"
- SS2 takes 16 radiant SG dmg and dies
- F moves to GS3 and misses it with her magicky dmg
- GS3 takes 14 radiant SG dmg, then misses biting F and phases away
- T is freaking out about the invisible spiders, S knows that the spiders have phased into the Ethereal Plane
- FST take this opportunity to dash away from this immediate area

- The girls head to a sturdy looking tree nearby, where S climbs the tree and finds the shortest path out of the trap spider territory.
- There is a lot more walking. For the rest of the day.
- Right before they decide to stop for the night, S and F decide to hunt some fresh meat. S tries to sneak into some tall grass, but she trips and scares some quail (or similar) into the open, which T promptly shoots with her crossbow

- Around noon on the third day FST enter an area of rubble, which looks like it used to be a city wall. S can tell it would have had similar construction to the tower by the river
- There are additional piles of rubble around that probably used to be building. In a very few places there might be a corner of a building where two walls
- T's brooch is pulling towards the center of town
- S decides to spend 10 minutes casting Comprehend Language
- T sees what might be a kobold leaning against a wall, he is either asleep or dead he is so still
- Upon investigation it looks cracked and damaged stone, but only on its visible skin. It's clothing is still clothing. Using a stick to move the clothing, the skin beneath the clothing also looks like stone.
- T casts Detect Poison & Disease and examines the statue, but doesn't sense any disease.
- As she's poking at the creature, FST hear something screaming, and T starts running in the direction of the screaming
- A kobold is running and screaming and scratching its skin to the point where he is literally scratching his skin off and is covered in blood. His fingers and toes are clearly calcified
- T casts Cure Wounds on the him, and he starts screaming and tearing even louder until he passes out on the ground. T sees that he does have some sort of disease, and it is magic in origin
- T then casts Mass Cure Wounds on herself and all the kobolds within range of the spell
- T prepares to cast Dispel Magic, but S tries to wake the kobold with her stick, but he is unresponsive, so she uses Prestidigitation to shock him awake with cold, T grabs his wrists to keep him from scratching
- S is freaking out about T touching him, since diseases can be contagious
- F gently ties his wrists together so that he can't scratch
- He is still squirmy and wiggling and rubbing his back on the rough ground to scratch his itchy skin until he passes out again, more of his skin is becoming visibly grayer T estimates that in 6 more hours he'll be a statue
- T unties him and FST head in the direction of the village
- There are tunnels clearly dug into the rubble
- T sticks her head into one of the tunnels and calls out
- S looks around and sees a kobold watching them from the entry to another tunnel. She starts talking to him and his name is Kimkek. He was away looking for things when this started and he's been staying away.
- Ghok is the leader of the kobold tribe
- Kimkek leads them to the "treasury" of the village where they deposit all the valuable or interesting things they find
- The chamber is full of stuff. Everything from food and skins to raw gems and weapons are in this room.
- T begins casting Detect Poison & Disease as a ritual again
- S senses magic emanating from a pile of weapons, so she uses her staff to sort through the pile until she uncovers a great sword that is curved like a scimitar. On the hilt of the sword there is a skull, maybe made of gold, with dark gems for eyes.
- T finishes her spell and looks around. The sword is definitely emanating an aura of contagion that matches the aura on the kobold she examined. "Yup, that's it. That's the cause of the disease."
- T casts Dispel Magic magic on the sword, and the aura dims for a minute, but then comes back (A Nat fricking twenty wasn't good enough for this . . . sucker.)
- S goes over to the other corner of the room and casts Sending to Sensani "Big fucking magic sword. Come get it. It's too strong for us."
- Sensani replies, "You mussst complete the tasssk. I can't do it for you. Remember our agreement."
- S is very put out and immediately does another Sending, "Kobolds are turning to stone. Sword is causing it. We found the source. You get to fix it."
- He replies, "That wasss not asss we dissscussed. Eliminate the problem or your sssafe passsage isss revoked. I don't abide tressspasssersss."
- S sits back and casts another Sending, this time to Gerard, "Found sword. Unknown source. Workmanship with gold skull with red gem eyes. Emanating magic causing stone disease. Can you help with origin and mitigation?"
- Gerard Sends back, "Sharai? I'm surprised your alive! The sword. . . Is it curved and black? If so, that sounds like the weapon Lellzutho once used."
- T looks down at herself and at F and they are both glowing with the the disease aura. She casts Lesser Restoration on F. F now gets itchy on her chest and back. T tries casting Greater Restoration, but there is no change in her itchiness nor in the brightness of the disease aura.
- S Sends to Gerard, "Sword description is apt. Please advise how to remove sword's effect. Why wouldn't I be alive?"
- Gerard Sends back, "I didn't know the sword had an effect, so I have no idea how to advise. I assumed Mini-Lellzutho killed your group." S busts out laughing. When she explains to T, there is so much lip trembling and unshed tears in overlarge eyes. So. Much.
- FST go down the tunnel with the screaming and moaning to look for Ghok. There is a large chamber with pillars and branching tunnels. There are many kobolds in this room some sick. Others are running around "helping" the sick kobolds. By helping, I mean beating the screaming kobolds about the head with a rock to put them out of their misery.
- Ghok is dead. Long dead, but the kobold they talk to says that someone found the sword down that tunnel about two weeks ago with some armor.
- S & T think and come up with the an idea to Stone Shape the sword into the biggest deepest box possible, and if necessary seal all the sick kobolds into a tunnel so they can't infect the rest of the world with this horrible plague. T makes That Face again because she can't think of a better plan.
- S makes a Hut and dinner without letting F or T touch ANYTHING, and then when it's time for rest, she leave the Hut and makes her own private Hut that no one but herself can enter to protect herself from the disease.
- The next morning, the red itchy blotches on F's chest and back actually seem smaller and less red than after T cast Lesser Restoration on her the previous afternoon. T, however, now has many large patches of red itchiness all over her torso and arms.

- 2,600 XP ea. for 60,840 XP ea.

Friday, November 25, 2016

Snakes and Spiders and Kobolds, Oh my! - November 25, 2016

- Thanksgiving, Part II

- Thessalie and Sharai definitely hear something in the base of the tower - Felosyal ghosts to the top of the stairwell and looks down see a HUGE snake, big enough to eat T like a mouse, coming up the stairs
- Snake comes up. S sees it and sees a snake with a human face and she asks why do you look like a snake and the snake says why don't you
- Snake asks what are you you doing in my tower
- Snake says there are no Dwarves when S asks if he took it from the Dwarves
- T keeps hiding behind F
- S remembers reading stories about creatures like this being used as guardians, they are very powerful and set themselves up with territory, but she can't sense any extra magic coming off the Snake, but she can't sense anything over the magic field of the tower; she also senses that the creature is dangerous, but hasn't decided what to do with / about her yet
- S realizes her friends hid and the Snake thinks she's alone with it
- S and Snake discuss bartering safe passage through to the Dwarven library
- S says she has "mad sand sculpture skills", and the Snake is disappointed
- The Snake says that there is a town of Kobolds in his territory that is sick who have requested his help, and if she can heal it, he grant safe passage
- Snake's name is Sensani allows passage and that they are there to help with the sickness
- Sensani casts a spell on T's holy symbol that will guide her to the town in question, then leads them to the ground floor where he opens a secret door on the Dwarven side of the tower
- Sensani says he will be watching them, and F mutters "That's not creepy at all."
- FST go through the door and it closes behind them. It looks like a door on this side. Sensani did not come through the door with them.
- T leads the party in the direction her holy symbol until it's time to camp for the night, which is not that far.
- The landscape is very rugged. There are no signs of civilization other than the towers.
- S casts Leomund's Tiny Hut and FST rest after F shoots a squirrel for stew
- There are more of those creepy, undead glowing orbs after sunset that request S, "Come play with us." when she sticks her head out of the Hut, but she says "No" and pulls her head back into the force field
- FST break their fast and head toward the Kobold village again
- As they are crossing a meadow, a giant spider jumps out of a hole and grabs T. There is screaming.
- S grabs T to try to prevent her from being pulled into the spider's burrow, but she is just dragged in also

- SPIDER FIGHT
- There are two Giant Spiders and 8 Swarms of little Spiders in the burrow / tunnel
- F dashes into the tunnel after her friends and flanks the giant spider (GS1) holding T, then stabs it with her magicky dagger for 43 piercing dmg which slices it in twain, then end of stroke hits SS8 for 16 of that piercing dmg, then she slices into SS8 with her longsword in her offhand for 7 slashing dmg
- T casts Flame Strike centered on SS7, GS8 takes 38 fire and radiant dmg, SS4 takes 38 fire and radiant dmg and dies, SS5 takes 38 fire and radiant dmg and dies, SS7 takes 19 fire and radiant dmg and dies. T then backs towards the entry
- SS3 then moves towards F
- S casts Fireball centered on GS2, GS2 takes 10 fire dmg and dies, SS3 takes 21 fire dmg, SS8 takes 21 fire dmg and dies, SS6 takes 21 fire dmg and dies, SS1 takes 21 fire dmg. There are a lot of crispy fire corpses in this tunnel now.
- SS2 sits and prepares to Dodge
- SS1 moves to F and bites her for 4 piercing dmg
- F stabs at SS1 with her dagger but misses and then slashes them with her longsword for 1 slashing dmg
- T casts Sacred Flame on SS1 for 12 radiant dmg and it dies
- SS2 continues to Dodge
- S casts Fireball again targeting both the remaining swarms, SS3 takes 34 fire dmg and dies, SS2 takes 34 fire dmg and dies

- Deep in the chamber there is a desiccated corpse of a Kobold, but not much else
- Back out in the field, the spell on her holy symbol directs her again, but S tells her to stop immediately as she sees some areas that look as though they might be more spider burrows

- Skill Challenge to Avoid More Spiders
- F uses Perception to try to spot more Spider Burrows (16, Fail), but she misses one and puts her foot right through the cover of one of the burrows. Small spiders start swarming up her leg and she starts freaking out a little.
- T uses Insight to try to calm F and brush the spider off her leg (16, Fail), but she is so busy calming F she doesn't notice the giant spider coming out of a trap behind her
- S casts Slow on all the spiders in a 40' cube (10, fail), but the giant spider popping out behind T startles her and she accidentally casts the spell on her friends instead of on the spiders

- 2,860 XP ea for a total of 58, 240 XP ea

Friday, November 18, 2016

A Glower and a Power Tower - November 18, 2016

- Tis the Season for EGGNOG
- Stop having fun without me!!!!
- The Lone Construction Worker
- The Bird Finder

- The ship flying the Rhoanor flag turns slightly to make a direct line towards the girls as they travel north along the coast
- S casts Water Breathing on the party, then F turns the big boat into the little boat, and then into a box (the safe way to convert it)
- FST dive underwater and then tie themselves together with a bit of rope then start swimming towards the shore
- The ship gets to the position the girls vacated within a quarter of an hour and then loiters, circling
- After waiting half an hour to see if the ship leaves, and it doesn't, FST swim to the ocean floor at S's direction and S casts Leomund's Tiny Hut to prevent hypothermia
- S then uses Prestidigitation to dry everything out and the girls have a meal
- After another 90 minutes the ship finally leaves, so T casts Water Walk on the girls, and they walk out of the Hut and float gently to the surface again
- They agree to stick with the small boat for at least a few hours to let the ship really get out of sight
- Several days later the team nears the mouth of the Hunegg River. There's a small town called Ashren.
- FST land on the beach near the town and convert the boat into a box (the safe way) to avoid paying docking fees
- The girls head into the town as the sun is setting and find an inn.
- The inn only has one room, so the girls will be sharing.
- Innkeeper is Henry and Deedra is the barmaid
- They spin a story to Deedra about looking for T's brother who "went up the Hunegg with a treasure map"
- Deedra warns the girls away from the Dwarven side of the river, and says that it's dangerous to get near the Towers
- There are lots of stories about how dangerous it is to try to get past the Towers, people getting stuck or confused. The Towers seem to be about ten miles away from the River, there's one almost every ten miles for the whole length of the river / border
- S now wants to check out the towers
- T is reticent
- S finds out the hike to the Towers is 10 miles and then she is less enthusiastic
- The next morning S asks Henry about traveling up the river - about 50 miles north the river becomes shallow and rocky - Caleb in the marketplace might know more as he does most of the trading
- The market mostly sells food - Caleb is a tall with a shabby beard
- They buy enough food for three four for two weeks (T is a halfling after all)
- Then they head back to the inn to settle up and get the rest of their stuff, Henry says their bill is 75 GP, then laughs at the faces they make and tells them 20 SP. S gives him an extra one to puts towards Orville's tab (the quiet guys who was the only other patron they saw)
- The rapids are clearly visible and there are clearly paths / portages when they occur
- After 5 days of sailing, the river is more of a stream and neither of the Box Boats will fit anymore
- For the course of this trip the girls do see a Tower nearly every ten miles, but not every time - the Towers they do see seem to have shiny tops
- FST decide it is finally time to inspect a Tower and head towards the next one they see
- The Tower is about 50' tall, 15' wide at the hexagonal base, about half-way up there are structures protruding from the sides of the tower (parallel to the river) that look like a fan without fabric, there's a cone-shaped crystal roof, from the top of which a spire protrudes and the spire is slowly rotating
- As the girls try to round the Tower there is an invisible barrier of force
- The Towers look ancient and weathered, but they also seem to have been repaired
- There is a door. T knocks, but there's no answer. It is locked. S doesn't think there are magical traps and F doesn't find any mechanical traps, so she picks the lock. T opens the door when F gestures to it.
- The elves standing to either side of the door are only singed by the lightning bolt whereas T is knocked backwards off of her feet. After passing through T, the lightning bolt jumps up the side of the tower to the right-hand fan structure and then flies north (towards the next tower presumably)
- There are stairs going up and stairs going down, and not much else at the entry level of the tower.
- Down there is a cavern. One wall is glowing crystals, but the main portion of the room is taken up by what looks like a clockwork rhinoceros tank with a crystalline horn. It doesn't look corroded.
- There appears to be a collapsed tunnel the Rhino Tank might have used to get up to the surface
- The wall of crystal seems to be an arcane battery as far as S can tell
- The construction of Rhino Tank is similar to the clockwork fish in S's crystalline orb
-  After some inspection S notices there are inert crystals on the rear of the Rhino Tank similar to the ones on the wall of the Tower - S swaps the crystal on the RT with crystals in the wall, and the Rhino's eyes open and it's head lifts a bit
- There is a hatch on the upper back of the RT - S tries to open the hatch, but she can't get it without F's help
- The top half of the hatch lifts cleanly up and and bottom half unfolds into a short stair - There are two seats inside and you can see through the eyes. There are a myriad of dials and levels labelled in Dwarven.
- FST then go up the stairs before messing with the RT any more
- Half-way up the Tower there's a landing (presumably where the fan structures are) with dials and levels
- At the top of the Tower under the crystal roof there's a huge bank of dials and levels and more glowing power crystals - The dials mostly look like the fuel gauge in a car with needles, there's one off to the side that's a black circle with single, silver and vertical and horizontal lines bisecting the circle
- As the girls are inspecting all the dials there is the clear sound of the door at the ground level closing echoing up the stair well

- 1,830 XP ea for 55,380 XP ea. total

Friday, November 11, 2016

Levels of Trouble - November 11, 2016

- Oops. Forgot to level up, so now we all have to do it.

- FST limp back to the main area while Pell carries the tusked gorilla head.
- Wombert is impressed.
- FST get some medical supplies and food and beds.
- Wombert also brings them the GP they agreed upon plus a Potion of Fire Breathing for a congratulations present
- The group calls themselves "The Shadowlings"
- T casts two new Prayers of Healing into Sharai's ring.
- Wombert found out that Eldon came to the city about a month ago with an artifact that he found to sell the item, and then two weeks ago he went into the palace and never came back out
- T runs around and talk to the other halflings and Mends things and shows off a little
- S studies the spells Mistress Whiteborne gave her
- F plays pranks on halflings as opportunities present themselves

- The next morning an alarm is sounded that the "Biggun's are comin'!" Wombert tells Pell to lead FST to the drain at the ocean
- When the girls turn back around the tunnels are empty like the halflings were never there
- After nearly an hour of walking a light appears up ahead, it is the exit
- S damages the grate covering the end of the pipe / tunnel using a couple of Thunderwaves and then F Buffy's the door!
- The girls tie a rope off to some of the hanging chads left from the grate, climb down, and then Pell unties the rope for them then bids them adieu
- S proposes two courses of action
- FST decide to go up the Hunegg river as far as possible before trekking overland
- Before they set out, T does a Sending to Gerard, "Can you provide information about Muhlehorn and how to get there from Caledonia? Headed there to see if there is information about destruction of Lellzutho."
- Gerard returns, "Meuhlehorn's in the foothills of the Hopeless Highlands. I've never been there. The Dwarves are extinct, so it's probably not an easy journey. Good luck!"
- F turns her Box into the smaller boat and head out to the deeper waters where they switch to the bigger boat, but as they get out into the bay they see another much larger ship heading south towards them flying the flag of Rhoanor.

- 1,830 XP ea for 53,550 XP total

Friday, October 28, 2016

Death from the Deep - October 28, 2016

- Will there be any Halloween candy left for the kiddos? We shall see.
- Team We Hate Licorice!
- Seattle!
- Tucson!
- Got Milk Duds?

- The person who greeted them in the sewer reservoir is a halfling. Hiram knows him. His name is Pell.
- Hiram asks Pell to let him and the girls hide with them for a few days until the heat dies down.
- Wombert is the leader of the sewer community. We have to wear blindfolds until we get his okay.
- The groups walks for nearly half an hour before FST can remove the blindfolds.
- Wombert says they can stay if they kill (or unsummon / banish) an abomination that's living in the tunnels that was summoned by the wizard, but then it ate the wizard.
- Sharai is not keen.
- Felosyal suggests they investigate before outright saying no.
- Sharai is ready to head out immediately. She wants to head directly to the dwarven library.
- Thessalie wants to help them, but Sharai says no. A lot.
- F asks what he would pay them to kill the monster. Negotiations ensue.
- End agreement: 110GP ea for the girls, guides to the monster's cave, a guide to the tunnels that lead to the sea, and any information about Eldon Groundswallow they might have.
- S casts Water Breathing on the FST then Pell leads the girls to the cave with the monster, then shuts the door behind them so that are in a large-ish cavern mostly filled with water by themselves
- T casts Warding Bond on F

An Unexpected Creature
- S readies Magic Missile in case the creature attacks
- T conjures some food and then starts throwing a bit of it into the water. There are bubbles, and then a gorilla creature with white fur, tusks, and webbed hands and feet with long claw bursts through the surface of the water in the middle of the lake
- The Creature breaths icy watery air at the girls dealing 50 cold dmg to T and S, but F dodges, taking only 12 cold dmg. S reacts and and casts her spell for 10 force dmg to the TC
- F dashes onto the newly formed ice, and tries to stab it with her magicky dagger, but misses, then she Disengages and dashes to the corner away from her friends
- S casts Prayer of Healing out of her ring and then backs up to the door
- T runs to the opposite corner of the room from F then casts Guiding Bolt on TC for 34 radiant dmg
- TC locks eyes with F dealing 9 cold dmg to her and she is Paralyzed for 1 minute, then it moves up to her and claws her for 8 (total slashing and cold) dmg, then again for 13 (total slashing and cold) dmg
- F is Paralyzed
- S can tell TC is immune to cold and dislikes fire, so she casts Fireball on it for 27 fire dmg which also melts the ice he created with his breath
- T moves to 20' away from TC and throws the fuzzy ball from her Bag of Tricks, which summons a panther right next to it, but the Panther misses biting TC
- TC locks eyes with S for 26 cold dmg and Paralyzes her for 1 minute, then claws F for 7 (total slashing and cold) dmg, then claws her again for 12 (total slashing and cold) dmg
- F is Paralyzed
- S is Paralyzed
- T moves towards F then casts Prayer of Healing on FST for 17 HP
- TC kills the Panther with its gaze, then claws at F for 18 (total slashing and cold) dmg, then again for 7 (total slashing and cold) dmg
- F finally shakes off the Paralysis
- S is Paralyzed
- T moves to S and casts Lesser Restoration on S ending her Paralysis, then moves back towards F
- TC gazes at T, and she takes 13 cold dmg and is Paralyzed for 1 minute then it moves to T, F hits her with her magicky dagger for 6 piercing dmg as it moves away from her, then it claws T for 21 slashing and 16 cold dmg, then again for 21 slashing dmg and 7 cold dmg. T is KOed.
- F actives the poison on her magicky dagger and throws it at TC, but it misses
- S casts Fireball again, but this time it sees it coming and dodges away from the worst of the blast taking only 18 fire dmg
- T does not move closer to death
- TC moves to F and claws her for 11 total dmg, and again for 9 dmg
- F stabs TC with her magicky dagger for 9 piercing dmg, but the poison doesn't phase it, then she Disengages and runs to T
- S casts Fireball again, but it dodges again and only takes 17 fire dmg
- T does not move closer to death
- TC claws F but finally misses, then her tries to claw her again and misses again
- F Disengages and dives into the water disappearing
- S casts Magic Missile on TC for 25 force dmg
- T is no longer dying. She is merely Unconscious.
- TC moves to S and for 10 slashing and 8 cold dmg, then again for 13 slashing and 7 cold dmg, and Sharai is KOed.
- F pops out of the water and throws her dagger nailing him in the back of the neck for 22 piercing dmg killing it!

- Pell is impressed and borrows F's longsword to chop off the thing's head to take to Wombert.
- S takes the opportunity to see if the wizard who conjured this beastie lost anything at the bottom of the lake, and she finds a glass orb filled with water in which swims a clockwork goldfish that is about the size of a chicken's egg

- 4,085 XP ea for 51,720 XP total ea. - LEVEL 9 achieved!

Friday, October 14, 2016

Ahhh, Break Out! - October 14, 2016

- homemade marshmallows / graham crackers
- 75% pizza

- The girls spend most of the rest of the night arguing about a plan to get out
- Just before dawn a blue mist rolls down the hallway knocking the guards and the rest of the prisoners asleep as well.
- Captain Guiles and the court mage Mistress Giselle Whiteborn are there to liberate the girls and Hiram
- Mistress Whiteborn is a Keeper
- She gives them their stuff back and also gives Sharai two new spells (Sleep & )
- Felosyal also get Boots of Elvenkind - Adv on Stealth / Dex check that rely on movement
- Sharai gets a chain shirt (Elven Chain) - requires no proficiency, +1 armor, new AC 16
- Thessalie gets a fuzzy ball. It smells slighty musky like clean animal fur. (Bag of Tricks) When she holds it out into her hand it hops out and transforms into a boar.
- T does Sending to Gerard, "My brother Eldon possessed by Lellzutho Arm / Hand / Mouth. Coming for Heart. Prevent if possible. Evacuate if not. Really really sorry. They had hot pokers."
- T receives back, "Oh shit. That's bad. Thank you for the warning. We'll do what we can. Sorry about your brother. I hope your injuries heal soon."
- The group of 4 exits the castle and immediately bump into a group of 3 guards.
- T immediately casts Silence on the guards so they can't call for help

Escaping the Castle
- T moves out of the sphere of Silence, casts Bless on the group then mounts
- S casts Web so that it gets all 3 guards, then she runs towards the small bridge crossing the moat
- Guard1 is stuck in the Web
- G2 breaks free of the Web, and moves to F
- Tyron Hiram moves to flank G2 with F, and slashes at the guard with a short sword missing, then does it again for 14 piercing dmg
- F stabs G2 with her magicky dagger for 19 piercing dmg, then with her other dagger for 4 dmg
- G3 is stuck in the Web
- T rides Harry around next to G3 and has her boar attack him for 6 piercing dmg, then slashes at his face with her dagger for 6 piercing dmg
- S casts Magic Missile so that G1 gets 2 force dmg, G2 gets 3 force dmg, and G3 gets 3 force dmg then moves towards the moat again
- G1 is stuck in the Web
- Guard4 and Guard5 show up from their rounds.
- G4 shoots S with a crossbow for 8 piercing dmg
- G5 shoots TH for 8 piercing dmg
- G2 misses F, then misses F again
- TH Disengages and runs most of the way across the bridge
- F misses G2 with her magicky dagger, then she Disengages then follows TH
- G3 i stuck in the Web
- T Disengages and rides to TH across the bridge
- S Dashes across the bridge

Transition to Skills Challenge - Running Through the Streets of Caledonia
(TH gives +2 to Deception, Insight, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth)
- F and TH get the group to a marketplace where they attempt to blend into the crowd (Deception - Fail) - It doesn't work because T is still riding the boar.
- They duck into an alley where T dismisses the boar, then she quickly casts Cure Wounds on TH as he's limping pretty hard (Medicine - Success)
- TH says, "Follow me! I know a place!" S quickly realizes where he's heading (Investigate - Success)
- F slows long enough to try to convince a street urchin to make a distraction (Persuasion - Fail) The guard is this kid's dad, so he actually gets the guards attention
- TH says, "Quick, in here!" and gestures to a sewer grate.
- T pops her head into the grate to check the water level. It's moderately high. (Perception - Success)
- S casts Water Breathing on the group (Arcana - Success)
- F dives in and hides under the surface (Stealth - Ultra Success)
- T struggles along doing her best to keep up (Constitution - Success)

- The four companions are dumped into a reservoir area and as they lay there spluttering and trying to regain the breath that was knocked out of them from the fall they just took a voice says, "What's all this then? What yah doin' in our area?"

- 4,500 XP ea for 47, 635 XP ea.

Friday, October 7, 2016

Lock Up Abroad - September 30, 2016

- New cell phone policy
- High school and college diplomas and graduations
- Wizard AC oopsie

- FST wake up to a loud banging on the door a few mornings later
- "Open the door in the name of the King!" S - "How do I know you're from the king? Anyone can say that."
- There are five guards in royal armor demanding they attend them to the castle immediately.
- S demands 5 minutes for them to clean up. They are unwilling. S is not very intimidating.
- T's hair is barely tamed, but the guards carry their backpacks despite S's badgering and complaints and not-so veiled threats.
- There are ten more guards waiting on the sidewalk. S is extremely flattered.
- FST are led to a side door that leads to an office or a small foyer where all the guards take up posts around the room, and asks them to leave their armor and weapons on a table.
- T does get to keep her (glowing) holy symbol and her necklace, but all else that she is left her thin shift that she wears under her armor
- S manages to conceal her Wand of Web in a sleeve, but she loses her staff.
- F tries to conceal a dagger in her boot, but she does not succeed. She also gets to keep her necklace.
- Once disrobed, they are led to a cell and locked in.
- Tyron Hiram is in the cell as well. (The merchant who gave F her necklace.)
- He says he is looking "for the same thing you're (FST) look for".
- F breaks T's holy symbol trying to pick the lock, but luckily S manages to get the pin out of the lock again, so T can Mend it.
- S recommends next time they try T's hair pin, but T doesn't want that broken either because it was a present from her sister. There is big pouting.
- T does a Send to the Captain of the Guard, Laticia Guiles, "Madam Guiles, Thessalie Groundswallow contacting from the dungeons. Why are we locked up? We haven't gotten those dragons yet. You have 25 words to respond."
- The response is, "The king is keeping dangerous company. You have or know something he wants. You seem like good people, but I doubt I can help you."
- S takes a poll to see who wants to try to escape again, and the vote is unanimous for.
- T is taken (by her lonesome) up the stairs into an interrogation room. There is a fireplace with hot pokers warming and a wooden chair with restraints (that wouldn't be tight enough to use on T because she's so tiny).
- The guard forces T to sit in the chair, but doesn't bother restraining her.
- T immediately pops up and uses her boots on her hands to pull the hot pokers out of the fire.
- T spills all the beans, but she can't remember any of the details or names. She does not dissemble.
- Back at the cell she tells S, "I didn't remember most of the things, but I pointed at a map. They had hot pokers."
- F immediately borrows the hair pin and pops the door's lock, then stealths to the end of the hall away from the guards to scout.
- The hallways eventually branches to a T, but further exploration proves that the only way out is past the guards.
- Lellzutho is now He Who Must Not Be Named.
- Tyron is a Keeper. Talathon is a Keeper gone awry.
- FST spend all afternoon planning how they can break out of the dungeon.
- Dinner is finally brought, while FST are still planning how to break out. It is stale bread and a carafe of water to share. T conjures some granola bars.
- They continue planning and bickering until T starts nodding off. FST go to literal and figurative sleep.
- T is awakened by the cell block's door opening. A long shadow is coming up the dimly lit hallway and getting shorter and shorter as it approaches their cell. The shadow has one long arm that ends in a point and gnarled claw at the end of the other arm.
- T sits up as the creature stops in front of their cell door. It is not much taller than Thess, has a mop of curly brown hair, and the lower half of it's face looks swollen under dark leathery skin.
- T uncovers her glowing holy symbol and in its light she looks into the creatures eyes, and recognizes them as Eldon's and he looks terrified.
- He gives this speech about thanking her for bring it more pieces of itself.
- T says "I'm going to murder you, destroy all the pieces of you that exist, and then Resurrect my brother."
- He Who Shall Not Be Named says, "I'd like to see you try."

- 2,700XP ea., 43,135XP ea.

Friday, August 19, 2016

Setting Up House - August 19, 2016

- The city guard start emptying out of the tavern as it's nearing their curfew
- T's Elven is still terrible. Luckily, Sharai also speaks Halfling.
- F buys a pitcher of ale and the girls go to hang out with a trio of dudes playing cards after all the guards leave
- They are playing Princess and Knaves
- The fellow with a forked beard, named Stephen, might actually own a building with some flats they could rent.
- The fat guy is named Rastus.
- The skinny guy's name is Bryce.
- Sharai also wants to know if there can be a cleaning lady who might come in and do the cleaning and look after their things
- There is some negotiation with Stephen. They settle on 22 GP per month including the cleaning lady with 3 months paid up front. The apartment is above the bakery on Silver Avenue.
- S isn't really sure she trusts Stephen, but T says she thinks he's telling the truth.
- FST head over to the apartment, it is clean, has a fireplace with a pot hook, and two smaller rooms (probably for bed rooms). The only furnishings are a table and two chairs.
- The girls spends their first night in their new abode, and "wake up" (literally for T and figuratively for the elves) to the smell of fresh baked bread
- S buys them some rolls to go with their conjured mush.
- FST head to the palace to see if there is some sort of job bored where they can see what's available
- They pass the Hornless Unicorn on their way. (a.k.a. The Horse)
- There's a nice garden out front and a big open entry way where there are guards looking somber and other people milling around as well
- F asks one of the guards where a trio of seasoned adventures could find some work, and he directs them to the captain of the guard
- They follow his directions through a door up a hallway to an office where a thin, wiry, dark-haired women wearing studded leather with the royal crest on the breastplate. Her name is Laticia Guiles.
- She asks if they can handle a difficult assignments, and tells them of some small dragons just north of the city running amok and killing people - The king wants them captured. 300GP total for the job plus 50 GP for each one they bring back alive. - There are known to be three of the creatures.
- S asks for a meeting with the court mage, Mistress Gisella Whiteborn, so that they can plan how to contain the captured creatures.
- The girls spend the rest of the day wandering around the market buying things for their apartment. They acquire: another chair for the table, two comfy chair for the elves to trance, a small bed for T, and some cookware. They also take the time to introduce themselves to the bakers downstairs and let them know that they are expecting a message from Captain Guiles.
- They go back to the Golden Crown (there are fewer people tonight), Stephen and his cronies are not there, but there is a man at the bar wearing a gray hood who is eyeing F. He gives her a hand signal that she recognizes that means he's looking for something or someone.
- F excuses herself and goes to sit at the bar one stool away from the stranger.
- He wants her to steal a magic wand from Mistress Whiteborn.
- F returns to the table and asks S's opinion of the matter - F cannot answer any of the questions that S wants to know because "That's not how thieves talk."
- F walks back over to him, and says she'll look into it, but she's not promising anything at this point, especially not without more information about the wand itself. She thinks he seems young and naive.
- F leads him to a table in the back corner and motions S & T over to continue the conversation
- She asks him why he wants the wand. He needs it to complete his trial for entry into the local "Guild"
- S asks if he can just bring them any wand. He's pretty sure the full members know what the wand looks like and does.
- S asks what his name is, but he doesn't want to say. "It's not important."
- T looks very grumpy about being asked to steal things. "No thief steal."
- F & S have a short discussion about the merits of stealing this wand, and decide it's probably not in their best interest.
- The unnamed thief says he'll come back the day after tomorrow to see if they've changed their minds.

- 2,700 XP ea. for 40,435 XP ea.

Friday, August 5, 2016

The Wingless Pegasus - August 5, 2016

- Chewy chocolate chip cookies
- Litter Box issues
- Pretty kitty cat pictures on FB

- During the week they are waiting for the ship to be unloaded / loaded the girls spend their time in various ways

Felosyal
- practices duel-wielding with her longsword and her magicky daggers
- explores the city
- figures out who the head honchos in the underbelly of the city
- picks some pockets in the bars in the evenings (17 GP worth)
- convinces S (doesn't take much) to cast water breathing to go treasure hunting in the sunken ships at the bottom of the bay - they find a pretty, probably ceremonial dagger in one of the wrecks worth about 500 GP

Thessalie
- helps in the healing wards, especially on the most difficult cases as she has actual healing magic
- also helps with the non-healing chores, especially planting the herb garden
- creates sealed bag of waxed cloth for the Arm and an extra or two for the Mouth and anything else dangerous they might find
- gives the local Temple her torches and travel rations so she doesn't need to carry them around any more now that she can do those things with spells
- trades a casting of the Divination spell for a scroll of Plant Growth for the herb gardens
- she casts Plant Growth on the Temple's herbs with the scroll from Hinnel, it takes a full day's work
- Hinnel asks, "
- uses the Divination ritual to gather information:
      - Q: Where can we find the information about how to permanently destroy the artifacts of Lellzutho?
      - A:  Far away in an ancient fort the keeper of such knowledge churns. He feels his efforts come up short, perfection still he seeks, it is for this he yearns.
      - Q: Where can we find the ancient fort where the keep of the knowledge of how to permanently destroy the artifacts of Lellzutho dwells?
      - A: The fort lies within a crumbling ruin beneath the shadow of a snow-capped peak.
      - Q: Who is the keeper of the knowledge of how to permanently destroy the artifacts of Lellzutho?
      - A: The one you seek has lived for ages. Neither quite live nor quite dead. His very existence defies the sages for his life is but an echo of the efforts of the mages.
      - Q: How do you remove a being from the influence of the Mouth of Lellzutho without killing it?
      - A: Everything he touches the beast Lellzutho kills. Of those under his affect, a chance return is nil.

Sharai
- she goes treasure hunting with F for one day
- she goes through the town looking for magic users who might know some spells she doesn't yet know, and finds someone who can teach her a Mirror Image and Witch Bolt
- she spends a lot of time resting and being mysterious

- During the time the Temple receives a large donation from the city for clearing the bay of the monsters
- The week traveling to Caledonia is surprising uneventful and boring
- Caledonia is a huge city being both a trade port and the capitol
- Everything seems normal at the docks
- F asks the sailor who looks likeliest to get drunk where the palace guards hang out - he says probably at the Golden Crown, but he likes the Blue Mermaid because the booze is cheap and so are the women
- FST head for the Golden Crown
- While walking they observe that most of the inhabitants are human with a few elves thrown in. They do not see any halflings yet.
- F leads them without difficulty - it has a sign shaped like a crown and looks comfortably middle class - well-kept and clean
- The room is full of mostly men in city guard, palace guard, and soldier uniforms with a few merchant types thrown in
- F immediately gets her flirt on with a couple of the palace guards
- The nobles hang out at the Hornless Unicorn, "Isn't a hornless unicorn just a horse?" "They might as well call it the Wingless Pegasus."
- T pretends to only speak Elven, this is quite hilarious because her Elven is so bad "Work finding where mercenary?"
- The palace guards don't know anything about magicky animals or people acting strangely.
- S orders a wine, F orders ale for herself and the guards, and T orders "Butterscotch", which confuses the waitress who actually speaks Elven, but S covers for her calling that the name of buttered beer in Agranon.
- One of the guards says the king has been giving some crazy stipends to strange people, and a mage came through and asked for help setting up shop and got 1,000 GP to set up shop and buy things
- The mage headed north towards the forest to build a tower
- The court magician is "quite powerful", but she probably never leaves the castle
- The palace guards have to leave in not too much longer as they are only junior officers who have a curfew

- 2,700 XP for 37,735 XP ea.

The Wingless Pegasus - August 5, 2016

- Chewy chocolate chip cookies
- Litter Box issues
- Pretty kitty cat pictures on FB

- During the week they are waiting for the ship to be unloaded / loaded the girls spend their time in various ways

Felosyal
- practices duel-wielding with her longsword and her magicky daggers
- explores the city
- figures out who the head honchos in the underbelly of the city
- picks some pockets in the bars in the evenings (17 GP worth)
- convinces S (doesn't take much) to cast water breathing to go treasure hunting in the sunken ships at the bottom of the bay - they find a pretty, probably ceremonial dagger in one of the wrecks worth about 500 GP

Thessalie
- helps in the healing wards, especially on the most difficult cases as she has actual healing magic
- also helps with the non-healing chores, especially planting the herb garden
- creates sealed bag of waxed cloth for the Arm and an extra or two for the Mouth and anything else dangerous they might find
- gives the local Temple her torches and travel rations so she doesn't need to carry them around any more now that she can do those things with spells
- trades a casting of the Divination spell for a scroll of Plant Growth for the herb gardens
- she casts Plant Growth on the Temple's herbs with the scroll from Hinnel, it takes a full day's work
- Hinnel asks, "
- uses the Divination ritual to gather information:
      - Q: Where can we find the information about how to permanently destroy the artifacts of Lellzutho?
      - A:  Far away in an ancient fort the keeper of such knowledge churns. He feels his efforts come up short, perfection still he seeks, it is for this he yearns.
      - Q: Where can we find the ancient fort where the keep of the knowledge of how to permanently destroy the artifacts of Lellzutho dwells?
      - A: The fort lies within a crumbling ruin beneath the shadow of a snow-capped peak.
      - Q: Who is the keeper of the knowledge of how to permanently destroy the artifacts of Lellzutho?
      - A: The one you seek has lived for ages. Neither quite live nor quite dead. His very existence defies the sages for his life is but an echo of the efforts of the mages.
      - Q: How do you remove a being from the influence of the Mouth of Lellzutho without killing it?
      - A: Everything he touches the beast Lellzutho kills. Of those under his affect, a chance return is nil.

Sharai
- she goes treasure hunting with F for one day
- she goes through the town looking for magic users who might know some spells she doesn't yet know, and finds someone who can teach her a Mirror Image and Witch Bolt
- she spends a lot of time resting and being mysterious

- During the time the Temple receives a large donation from the city for clearing the bay of the monsters
- The week traveling to Caledonia is surprising uneventful and boring
- Caledonia is a huge city being both a trade port and the capitol
- Everything seems normal at the docks
- F asks the sailor who looks likeliest to get drunk where the palace guards hang out - he says probably at the Golden Crown, but he likes the Blue Mermaid because the booze is cheap and so are the women
- FST head for the Golden Crown
- While walking they observe that most of the inhabitants are human with a few elves thrown in. They do not see any halflings yet.
- F leads them without difficulty - it has a sign shaped like a crown and looks comfortably middle class - well-kept and clean
- The room is full of mostly men in city guard, palace guard, and soldier uniforms with a few merchant types thrown in
- F immediately gets her flirt on with a couple of the palace guards
- The nobles hang out at the Hornless Unicorn, "Isn't a hornless unicorn just a horse?" "They might as well call it the Wingless Pegasus."
- T pretends to only speak Elven, this is quite hilarious because her Elven is so bad "Work finding where mercenary?"
- The palace guards don't know anything about magicky animals or people acting strangely.
- S orders a wine, F orders ale for herself and the guards, and T orders "Butterscotch", which confuses the waitress who actually speaks Elven, but S covers for her calling that the name of buttered beer in Agranon.
- One of the guards says the king has been giving some crazy stipends to strange people, and a mage came through and asked for help setting up shop and got 1,000 GP to set up shop and buy things
- The mage headed north towards the forest to build a tower
- The court magician is "quite powerful", but she probably never leaves the castle
- The palace guards have to leave in not too much longer as they are only junior officers who have a curfew

- 2,700 XP for 37,735 XP ea.

Sunday, July 24, 2016

Something Wicked This Way Swims - July 24, 2016

- Sunday Session!
- Underwater combat is a bitch (after rules review).

- FST decide to rest for the night at the Temple and then go into the harbor with their new spell in the morning
- One of the Nurse-Priests has a small row boat that he (somewhat grudgingly) agrees to lend the girls so they don't have to swim or walk all the way to the middle of the harbor
- S recasts Water Breathing and then the girls set out rowing into the harbor
- S then casts Unseen Servant, and the U.S. takes over the rowing
- Midway across the harbor, the boat suddenly jerks and there is a scratching noise on the underside of the boat before a giant claw breaks through the bottom of the boat and starts ripping up planks
- S tries to read the magic on the crustaceans, but she can't with all the ruckus F is making trying to stab the claws destroying the boat
- The U.S. keeps rowing at a sedate clip throughout this ordeal
- The boat is destroyed as the girls dive towards the bottom
- The harbor floor is about 50' down.
- There is the wreckage of a boat just over there.
- There are three lobster monsters (in this area).

Underwater Battle
- T casts Bless on the party and Warding Bond on F
- S casts Evard's Black Tentacles on Lobster Monster1
- F Dashes to LM1 and attempts to stab him with her magicky dagger, but misses
- LM3 moves towards T
- LM1 fails its Tentacle save, so it takes 11 bludgeoning dmg and is Restrained, so it uses its action to try to break out, but fails
- LM2 moves closer to T
- T casts Guiding Bolt on LM1 for 12 radiant dmg then she casts Spiritual Weapon on LM1 for 7 force dmg
- S casts Melf's Acid Arrow on LM1 for 13 acid dmg
- F stabs it with her magicky for 20 piercing dmg then again with her other dagger for 1 piercing dmg
- LM3 moves up to T and claws her with its pincers for 12 bludgeoning dmg and then it attempts to squeeze her, but she's too little for squeezing, and then it attempts to borrow into her face with its Cthulu tentacles, but she manages to bat those away
- LM1 takes 15 bludgeoning dmg from the Tentacles, fails to escape and then takes 10 acid dmg from the acid still on its shell
- LM2 moves to flank F then pincer attacks her for 5 bludgeoning dmg (rounded down) then it squeezes her for 2 (rounded down) bludgeoning dmg, then attempts to eat her face with its tenacles, but she manages to bat them away too
- T escapes from LM3 and then uses her SW to kill LM1. There is now a lot of green goo in the water as it disintegrates
- S casts Melf's Acid Arrow on LM2 for 16 acid dmg
- F coats the dagger with poison for 7 piercing dmg, but it resists the poison, then she misses with her second dagger
- LM3 get its pincer on T again for 10 bludgeoning dmg, Grappling her, then she's still too small for squeezing, but it gets its face tentacles on her so now she is Poisoned and Paralyzed
- LM2 squeezes F for 6 (rounded down) bludgeoning dmg, but it can't manage to get anything else on her, then it takes 6 acid dmg from the acid still on her
- T continues to get her face eaten
- S casts Thunder Wave on LM2 for 18 thunder dmg, and it is pushed 10' away and it drops F
- F moves up to LM2 and stabs it with her magicky dagger for 20 piercing dmg, then she Disengages and moves into a patch of seaweed
- LM3 smacks T with its pincer for 24 bludgeoning dmg
- LM2 steps up to F and pincers her for 5 (rounded down) bludgeoning dmg and Grapples her and then squeezes her for 3 (rounded down) bludgeoning dmg, but she manages to bat away its face tentacles
- FS can see something swimming in their direction
- T continues to get her face eaten again
- S casts Melf's Acid Arrow LM2 but misses because she is distracted by the dark silhouette approaching, so it only takes 6 acid dmg
- F breaks out of the Grapple, then Disengages and falls back towards S
- LM3 crushes T into unconsciousness (27 bludgeoning)
- LM2 moves to S and misses pincering her with his first pincer, but then it grabs her with the other one for 9 bludgeoning dmg and Grapples her, then it smacks her with its face tentacles Poisoning and Paralyzing her
- A thing that looks like merperson covered on steely blue scales (everywhere, not just on its fish tail) with long dark green-ish hair and bright yellow eyes carrying a trident swims up to LM3 and and stabs it for 19 piercing dmg
- T succeeds on her first Death ST and in the process throws off the Poison and Paralysis
- S continues to get her face eaten
- F moves into the seaweed patch next to LM2 and stabs it with her magicky dagger for 24 piercing dmg, then misses with her off hand dagger
- LM3 drops T and turns and attacks the merperson for 15 bludgeoning dmg and Grapples him, but the merperson bats away the face tentacles
- T succeeds on a second Death ST
- S continues to get her face eaten
- F stabs LM2 with her magicky dagger for 17 piercing dmg and then murderizes it with her off-hand dagger (3 piercing dmg)
- LM3 does not manage to get another claw on the merperson
- The Merperson casts Healing Word on T for 10 HP
- T stands up and analyzes the creature and decides that it is much too large to be living in water this shallow, it's home it much more likely to be in deeper water, and she also senses a magical compulsion forcing it to come into these waters and behave this way, she attempts to Dispel the compulsion, but she does not succeed. Then she pulls her Spiritual Weapon over and misses with that as well.
- S finally comes out of the Poison and Paralysis haze
- F Dashes to LM3 and but then misses stabbing it
- LM3 squeezes the Mermaid for 9 bludgeoning dmg and then gets it face tentacles on her Poisoning and Paralyzing her
- The Mermaid saves against the Poison and Paralysis
- T casts Guiding Bolt on LM3 for 34 radiant dmg and the SW hits it for 6 force dmg
- S casts Melf's Acid Arrow on LM3 for 10 acid dmg
- F misses with her magicky dagger and her offhand dagger
- LM3 squeezes the Mermaid for 7 bludgeoning dmg
- The Mermaid misses stabbing LM3 with her trident
- T casts Cure Wounds on herself for 8 HP then hits LM3 with the SW for 17 force dmg
- S casts Thunder Wave on LM3 for 8 thunder dmg and gets pushed 10' away from S causing it to drop the Mermaid
- F moves up to LM3 missing with her magicky dmg but still manages to murder it with her offhand dagger (4 piercing dmg)

- T motion everyone (including the Mermaid) over and casts Prayer of Healing on all, then she casts Tongues on herself
- The Mermaid is Hinnel. She offers to look around to see if there are any more of the monsters.
- T starts going around and performing funerary rites on the dead sailors while FS and go poking around the ship and find 2400GP worth of GP and gems and things
- Hinnel comes back and says that she only found one other of those critters and it was much smaller than the others, so she just took care of it
- T thanks her again and FST start swimming to the surface (S grabs the giant claw that was around her waist for dinner)
- F makes the little boat and they row (with an Unseen Servant "engine") back to the harbor
- FST go back to the Temple of Mishakal, they walk in and all the priests are agog at their wet bedraggled, but victorious state
- They spend the afternoon recouperating, and then over dinner T writes a note to the town's magistrate telling him that the lobster menace has been abolished and an initiate runs it over to his office
- Rawlins asks if she's let the Captain know he can come into port, and T had almost forgotten
- She performs the Sending and he makes for the port cautiously
- Captain Chambers meets them at the Temple for their sumptuous lobster bisque dinner and asks if they would like to continue onto Caledonia with them, and they say that they would like to accompany him

- 2700 XP ea for 35,035 XP total ea. - LEVEL UP to 8

Friday, July 15, 2016

The Bird Babe - July 15, 2016

- More Pokemon Go mania

- After a few days of traveling, we're getting closer to Port Carling.
- Mid morning, the ship comes to a stop near a light ship (like a lighthouse, but an anchored boat)
- In the distance Port Carling is just visible
- The flags on the light ship state that the harbor in Port Carling is under siege and isn't safe
- Discussion about how to find out what's going on and whether or not it would be safe for the merchant ship to put into port
- The girls and the first mate Rawlins (to teach them how to sail properly) will make land east of the city and sneak into town on foot to investigate the situation
- They take the littler boat and end up stuck on a sand bar because of a crap Perception roll (F)
- S turns the big boat directly into the box and everyone (even Rawlins) takes 5 bludgeoning dmg from falling
- They turn the box back into the little boat and take that the last mile to shore.
- They land about ten miles outside of the town, and start walking, arriving at town just after sunset
- Not a walled city, so FST and Rawlins walk into town and head for the nearest Temple to Mishakal
- Nobody seems too concerned about the new comers, and F helps them find short cuts they make their way pretty quickly (within an hour) to the Temple
- A priest tells them there seems to be some sort of creature in the water that's sinking that try to come into or leave the harbor
- The party (and R) have dinner and spend the night at the Temple and get re-provisioned

- After a VERY early breakfast, they head to the docks
- A youngster says Captain Tom might know something
- Captain Tom says he saw the Flaming Snowflake sink and it suddenly started listing to one side, then as he was watching the sailors trying to right the boat (they weren't very successfully as they didn't know what was happening), right before the boat went under he saw a crab nearly the size of a horse climb onto deck and walked around until it sank
- FST decide to do a Divination spell to ask for advice on what to do to help the town
- T performs the spell (with the captain's permission) and asks, "What action can we take to allow safe passage across the harbor?"
- The ball ball of light comes down from the sky and says, "Creatures vile dwell down below, their piercing claws give fatal blows. Destroy and banish them, take their fight, then all in the water will be right."
- The girls figure they really just need to see what is going on in the harbor under water, and S knows of a spell that would let them breath under water, but she doesn't know the spell, so T suggests doing a Sending to Gerard to ask him if he knows where they could learn it.
- T Sends, "Hello! Port Carling under siege by water monsters. Need Water Breathing spell to help. Any advice on where to find or how to learn it?"
- Gerard returns, "Thessalie, lovely to hear from you! I believe a druid named Hennil lives in some caves along the sea coast. Perhaps she can help. Ciao!"
- The girls head back to tell Rawlins what they have learned and that they will be heading west to look for a druid.
- It's a really nice spring day to be out for a walk on the shore.
- After walking for most of the day, they finally start finding caves, and after another little while they find a cave that looks inhabited, but there's no one around.
- They decide to wait outside the cave with people things for a person to show up.
- Eventually a large sea bird flies up and then transforms into an elf. She is tall and thin and has light brown skin.
- She is Hennil the druid. She is suspicious of FST at first, but no one can stay suspicious of T for very long.
- She agrees to teach S the spell Water Breathing over tea.
- S spends the night figuring out the new spell.
- The next morning S casts Water Breathing on the party and H to test it.
- T also casts Continual Flame on her Holy Symbol, so they have a light source they can take underwater with them.
- S frolics around in the shallows practicing breathing underwater, and finally convinces F & T to join her. F is the most reluctant.
- The girls head back to town and arrive near sunset. After filling in Rawlins, T performs a Sending to Captain Chambers saying, "Captain! Lobster monsters in harbor sinking ships. Have found Water Breathing spell to investigate further. Will contact again in a day or two after dive."
- He returns, "Thanks for the update. Lobster monsters sound terrifying. Be careful. Will wait for your next message."

- 1,650 XP ea. for 32,335 XP total ea.

Friday, July 8, 2016

Trouble on the Sea - July 8, 2016

- Pokemon GO
- PC versus console
- Scary Boobs

- The girls sail N for about a day and a half, and then at dusk of the 2nd day, a large storm whips up.

SKILL CHALLENGE to survive the storm
- T immediately clambers up the mast to start untying the ropes for the sail so that they can put that away, but she unties the wrong thing, and now the sail is flapping around madly (Acrobatics, 14, Fail)
- F dashes over to the tiller, and assess the storm conditions so that she can position the ship just right to weather the storm with the least trouble (Perception, 17, Success)
- S uses her Wand of Web to to tie down all the uncontrolled ropes and and sail as the sail is starting to make the boat rock (Arcana, 24, Success)
- T has a cut that is bleeding into her eyes making it difficult for her to see, so she bandages it very quickly before clambering down (Medicine, 22, Success)
- F tries to convince T to come help her hold the helm, and T starts running over, but the boat is bumped by a a big wave at the moment and T trips and starts to slide toward the railing as another wave starts to angle the boat even more
- S tries to use her magic to control the winds immediately around the boat to stabilize it, but a huge gust of wind hits the mast cause the whole boat to jolt. (Nature, 7, Fail)

- T flies off, possibly overboard.
- F is slammed in to the helm and knocked unconscious.
- S dives to the railing to try to catch / find T, but hits her head on the railing and bounces back away from it.
- Fade to black.

- The next morning, the storm has passed. F wakes up on the deck with a goose egg on her temple.
- T is dangling over the side of the boat with one of her legs tangled in some rope.
- S wakes up and starts tugging on the rope trying to pull T up, but she just manages to get T swinging and banging on the side of the boat.
- F does no better
- S says "Actaur" to turn the boat into a little boat, then T manages to time it just right so she can just scoop herself into the boat using the motion.
- The little row boat's mast and sail are damaged in much the same way the big's mast and sail were damaged, so clearly that transformation is not enough for the boat to fix itself.
- T casts Cure Wounds on each of the girls to patch them up a bit as they are all banged up pretty.
- S turns the boat back into the big boat again, but it's still damaged, so she proposes that T cast Water Walk on the group so they can try turning the boat into a box and then back into a boat to see if that will make it heal itself.
- T casts the spell, and F makes it the small boat again, then they tie a rope around it with a noose style knot, so they can tighten the rope as the boat shrinks, and then they turn it back into a box.
- FST are there holding a small block of wood in a loop of rope as they try not to fall over standing on the surface of the choppy water
- They make it back into a little boat, and climb back aboard, then make it into the big boat again.
- FST decide to rest and wait for the sun to come or the stars to come out so they can figure out where they are.
- T takes the cabin as her lacerated leg doesn't like carrying even her small amount of weight.
- F is sitting by the helm, watching their course, just in case, when she sees a boat dead ahead that starts signalling them with colored flags.
- F points it out to S, who watches the flags and thinks they are signalling to ask if they are okay.
- S uses Prestidigitation to make an illusionary version of the flag asking for help.
- The other boat starts turning and in a few minutes later they come along side.
- S&F ask to come aboard their boat as they are making for Fort Carling.
- The captain agrees to take them on.
- S wakes up T and asks her to cast Water Walk so they can make the boat into a box again, so they can ride with the professionals back to port.
- T is immediately taken to a room to rest her injured leg.
- The crew is from Agranon (specifically from the city of Odreon on the Silver Coast). This country is south of Lionshead Island.
- They plan to head to on to Caledonia (capitol of Rhoanor) after Port Carling.
- S is certain these are kindly merchants who are taking pity on them.
- F is certain they these people are going to try to kill them. She Trances with a Dagger in each hand.
- There is a knock on their door after a few hours.
- S invites the sailor into the room, and he has brought them some food, a small loaf, some smoked meats, and some hard cheese.
- S asks after T, and she is shown to the room where T is resting. It's a very nice room.
- T almost isn't visible in to the large feather bed snuggled under a pile of blankets.
- S goes back to the room and eats some of the food, and after a few hours, F finally deigns to eat some of the food after S doesn't immediately keel over.
- F "Halflings dure do eat a lot for such small people." S "That's how they grow all that hair on their feet."
- After a few more hours, T wakes up, and a sailor brings her some food too. She is very excited to see food. She chats with the sailor who brought it.
- S decided to check on T and finds her chatting and eating.

- 1,750 XP ea for a total of 30, 685 XP total ea.

Friday, June 24, 2016

Protect the Baby! - June 24, 2016

- canned asparagus, 3 votes gross (Ugh, mushy!), 1 vote delicious (Mmm, mushy!)

- The baby wakes T during the night, but they have nothing to feed her, so they just give her some water to quiet her until they can return her to her mother
- They give the baby the smallest drop of the Calming Potion they can manage, and the baby finally starts to calm down.
- Once morning arrives, FST head back to the village for which to return the baby.
- They walk for most of the day and feel like they should have found the path by now, so S climbs a tree, and finds that the ocean is on the wrong side that she expects it, so she climbs down the tree leaves the baby with F, and starts leading the way back to the village
- Now that they are walking the correct direction, they take the time to gather some late fallen nuts and a couple starchy vegetables and grind them up to a paste and try to give that to the tiny baby-thing for a few calories at least
- Around dusk they find a grove of large trees near the side of a hill that looks like a nice place to camp, but when T performs Detect Good and Evil the whole area has an evil feel to it, so she recommends they keep moving.
- It's not too much longer before about five of the Will 'o the Wisps show up and start trying to entice the party to follow them again. S tried to convince them to play catch with each other, but they are not intrigued. She gets annoyed and snaps a flame in front of one of the Wisps, which then immediately attacks her.

Protect the Baby!
- Wisp1 moves over to S and sends little electric tendrils out and deals 14 lightning dmg
- W2 moves to F and misses her
- W4 moves to T and misses her
- F Disengages from the one in her face and moves to the one attacking S and slashes it with her longsword for 29 dmg, it dies
- W3 moves to T and electrocutes her for 9 lightning dmg
- T Turns Undead, W2 saves, W3 fails, W4 saves, and W5 fails. W3 and W5 disappear.
- S moves to a point where she can blast both the remaining Wisps with Burning Hands, W2 takes 7 fire dmg and 14 on W4.
- W2 moves to F and misses
- W4 misses T
- F Disengages from W2 and moves to W4, but misses.
- T casts Guiding Bolt on W4 for 12 radiant dmg, killing it.
- S casts Magic Missile on W2 for 10 force dmg, killing it.

- T performs Detect Evil and Good and this area seems okay.
- S then cast Leomund's Tiny Hut (as a ritual) and the girls settle in for the night.
- More nut / veg "milk" for the baby
- The next day they finally return to the village around midday.
- The have to knock on the first house they come to to find out where Marsha lives, they get directions and head straight there.
- Marsha is extremely grateful. There are lots of tears. She gives F a block of woods that measures about 2" x 2" x 6" that is inlaid / carved / etched with wavy lines and pictures of clouds, waves, ships, and then on three sides it has Dwarven writing. (S translates.) It says "Capsa" (box) on the top, on one side it says "Actaur" (type of small boat), and the last side "Navigium" (a larger type of boat).
- Marsha found it on the beach and thought it was pretty so she kept it.
- S thinks it might be magicky. S asks permission from F to play with the block of woods for a little while.
- S takes the block of wood and sets in a clear area and says "Actaur." The box begins to shake and then unfolds into a small boat 10' x 4' x 2' that could hold up to 4 people, two oars, and a mast with a triangular sail.
- The girls return to the village, and they are treated quite nicely.
- The girls make a temporary camp and to hang out and watch for Mildred. Early in the morning on the second day, T hears Alethra voice in her head, "Thessalie, a warning. Mistverge under siege by giants. Rhoanor may be overrun. Please take every precaution if you are traveling there."
- T returns "Thank you. Have an idea what is causing the craziness. Going to investigate. Will fix problem if possible. Stay safe. Will keep in touch."
- The girls decide to head out since the situation in Rhoanor is getting pretty dire.
- FST go to the shoreline and turn the Folding boat into the small boat. They row out into the water for a few minutes.
- They decide to try turning it into the big boat. They send T into the water "just in case" (she can bring them back from the dead). F sits on the edge of the boat and S stays sitting right in the middle. F says "Navigium".
- The boat starts to shake and grow. It is now 24' L, 8'W and 6'H. It can hold up to 15 people. It has 10 oars / rowing seats. It has a main deck and an underdeck. There are cabins, it has a large anchor and a mast with a square sail.
- "It's small as far as ships go, but large for a box."
- S conjures a couple of Unseen Servants to row, and they start heading east in the general direction of Rhoanor.
- Since F owns the box, she is Captain. T says S can be first mate. She doesn't mind. S tanks her and nominates her for half mate, which she just made up for T.
- The girls manage to get the sail down, but the wind is making them going the wrong direction, so T starts directing the Bigguns to pulls various ropes (she spent a lot of time watching those untrustworthy pirates), and they manage to miraculously get the boat going in the right direction (west).
- Around dusk, the islands of the western most cape come into view. FST decide to drop anchor for the night rather than risk running aground in the dark.
- The next morning, between T and F they manage to sail without any trouble past the last finger of the cape. (S is not very good at this at all.)
- S may not be good at sailing, but she's the best at navigation, and tells F&T to head almost due north, then later they'll head west rather than trying to cut across the Cobalt Gulf since they are so new to this sailing business, but will be somewhat faster than following the coast.

- 1625 XP ea for 28,935 XP total ea.

Friday, June 10, 2016

Crisis at the Cottage - June 10, 2016

- Incontinent dog is still kicking.
- 7-11 sometimes has cookies in the shape of Slurpees.

- The girls decide to break into the house through the back window into the bedroom that is (at least when F looked through) empty.
- To make the B&E easier, T mediates and swaps out Detect Poison and Disease with Silence.
- The girls walk around to the bedroom window, T casts Silence centered on the window, and then S starts to walk toward the window to break it with her staff, but she sees that one of the old women is in the room sitting in a chair. It looks like she is knitting something.
- F recognizes her as one of the two women she saw before.
- S goes around to the front of the house and sees a second old woman tending to the fire. While peeking through the window uses her magic to cause a cup to fall off the table. The woman at the fire turns and the one from the bedrooms comes into the front room to see what's going on.
- S dashes back around and breaks the Silenced window, using her staff she clears the broken edges of glass and climbs in. FT follow, and T dismisses Silence and S quickly casts Leomund's Tiny Hut across the door between the rooms.
- S throws open the trap door and a smell of death emanates up from the cellar.
- The two women (Agnes and Ethyl) flip around and examine the opaque force field that has just sprung up in their doorway. Ethyl tells Agnes to go look through the window.
- FST hide themselves beside the window (or below it in the case of Thessalie).
- Agnes tells Ethyl that the window is broken, and Ethyl asks Agnes if they have intruders.
- FST manage to hide themselves so that she doesn't see them.
- The old ladies trade places and Ethyl looks in the room. T sneezes. She looks over and sees Sharai hiding behind the curtain. She calls to Agnes that they do have intruders!
- S grabs the curtain and rips it down over the old lady.
- Ethyl grabs the curtain and drags it out through the window with her.
- They talk about how the intruders will have to come out sometime.
- T yells at them that they are creepy and asks where the baby is.
- One asks "What baby?"
- T says their basement smells of death.
- The old biddies stop talking at that point.
- T notices that the bed frame seems to be made from human bones and S notices that the rug in the living room seems to be made from cured and woven entrails.
- S opens the trap door again. She then casts a small light down there so they see shapes that seem to be a table, a pedestal, and something shiny on the wall over there.
- F climbs down the ladder, and S goes to hand her the lamp and realizes that the shade is made of skin. She knock it across the room and hands the uncovered lamp down to F.
- F sees that the table has restraint cuffs, in one of which there is still a foot. Only a foot. There are bloody, empty meat hooks and cleavers and knives hanging on the wall over there.
- There is a bassinet on the pedestal. There is a naked girl baby who is sleeping, but covered in sticky blood. Like it had a bath in blood.
- F grabs the baby who wakes up and starts crying and climbs back up the ladder.
- S cleans the baby (Prestidigitation).
- F: We found the girl!
- S: Are we looking for a girl?
- T: Does it matter?! She shouldn't stay here!
- Agnes says, "They're stealing Mildred's baby, Ethyl!"
- While S fashions a sling for the baby out of the remaining curtain (woven from what is probably human hair), a new voice shows up and asks "What's going on, Agnes?"
- Thessalie says "Goat" in Elvish meaning to say a swear word, but she gets it wrong as usual.
- The girls have a quick, whispered conference in the corner and decide that the three Crazy, Cannibalistic Crones need to die or they might just return to the village and steal the baby again.
- There is some strategy talk, and T casts Warding Bond on F so she can block attacks from S, then climbs on the bed so that she can see out of the window.

Crisis at the Cottage
- T casts Guiding Bolt at Agnes through the window for 15 radiant dmg.
- A says "They're attacking me, Ethyl!" and she goes invisible.
- S tries to shoot E through the door, but misses. Ethyl says, "They are attacking us, Agnes!"
- F initiates the poison on her dagger and throws it at Ethyl for 16 poison dmg and 17 piercing dmg. Ethyl is Poisoned.
- M does things ???
- E turns invisible.
- T readies Spirit Guardians and then moves to the window and peeks through it as best she can to look out of it.
- S moves to the window and casts Thunder Wave out the window opening. ??? takes 12 thunder dmg, maybe. S oves back into the corner.
- T moves to S and quickly proposes setting cottage to the to draw the Crazy, Cannibalistic Crones out, and then climbs out the window and casts Spirit Guardians
- A takes 8 radiant SG dmg, then reappears in front of T (she now has green, saggy skin with darker "age spots", long bony claws for fingers, and long stringy, oily hair). She slashes T for 9 dmg.
- S holds her turn.
- F throws herself out the window and moves to flank A with T, then stabs her with the magicky dagger for 24 piercing dmg, then with her offhand dagger for 1 piercing dmg.
- S moves to the window opening, dismissing the Hut, then casts Fireball into the living room on the table and chairs. ??? takes 34 fire dmg, maybe. The entire living room is now on fire
- M appears in the square flanking F, takes 5 radiant SG dmg, and slashes F for 4 dmg.
- E? breaks the window in the living room (to escape the conflagration, probably).
- T casts Sacred Flame on A for 6 radiant dmg, then casts Spiritual Weapon next to F and A, but misses on the attack.
- A takes 14 radiant SG dmg and dies.
- F turns and and misses M with both her daggers.
- S casts Melf's Acid Arrow on M, missing, but the splash from where it hits the ground gets her for 3 acid dmg.
- M takes 6 radiant SG dmg and turns invisible.
- E appears in front of S (looking crispy), takes 6 radiant SG dmg, yells "You will not take the baby!" and slashes S for 19 dmg.
- T moves to S and heals her for 8 HP, then moves the SW to E and smashes her for 5 force dmg.
- F moves to S's other side and readies her dagger to stab the remaining hag.
- S casts Thunder Wave in front of her. M takes 7 thunder dmg, maybe.
- M takes 18 radiant SG dmg, maybe.
- T readies Sacred Flame.
- F readies her longsword.
- S casts Thunder Wave and M takes 5 thunder dmg, maybe.
- M ???
- T readies Sacred Flame again.
- F readies a longsword attack again.
- S casts Burning Hands and sets some grass on fire.
- M ???
- T casts Guardian of Faith two squares away from herself.
- F keeps her longsword ready.
- S casts Evard's Black Tentacles two squares away from herself in the other direction
- M ???

Some time passes and nothing seems to happen. T moves next to her Guardian of Faith and meditates to swap out Silence for Detect Evil & Good. FST move away from the burning cottage in the clearing while T is detecting (having cast her spell as a ritual) and then when she gives the all clear, S casts Leomund's Tiny Hut as a ritual. The girls settle in for a sleep with the elves on either side of a very spooked T.

- 1900 XP ea. for 27,310 XP total ea.

Friday, June 3, 2016

The Baby Hunters - June 3, 2016

- Tattoos and laser hair removal
- Cinna snacks!
- Porcelain versus metal crowns
- Blue moons

- T takes charge. She sends the distraught mother back home. She tells everyone else to go home too while she and her friends start looking for tracks.
- FST fan out and T finds some tracks that almost look like footprints leading from the baby's house toward the forest, but are not quite right. F confirms they are definitely not human.
- FST go back and get all their stuff just in case.
- Once the girls get a little way out of the village they discuss how they are going to track this baby thief in the dark with T can't see in the dark.
- They decide that T should meditate to learn the spell "Divination" so they can get some divine aid in the cause of "Lost Baby".
- T casts the spell after her 40 minutes of meditation.
- T poses the question "Where do we need to go to rescue Marsha's 4-day old baby who was just stolen from the village?"
- A beam of light extends from T's head into the sky and after a few moments a tiny speck of blue light appears in the sky streaking towards the party. It accelerates until it gets to about 6' above the group where it stops and hovers. They can now see that it is a large blue sphere of light with a soft mist emanating out from it.
- It says "The taken babe cries in a cottage that lies in the heart of the dark wooden glen. Make your way with care. There's danger there."
- They follow the tracks for a while until it gets too hard to follow them because of the thickening of the undergrowth.
- F climbs a tree to see if they can see any smoke from the cottage where the babe supposedly is. (She looks bad ass swinging herself up to the top of the tree with athletics.) It is too dark for her to see anything yet.
- As the track had been going in a generally southeasterly direction, the girls decide to continue in that direction and periodically stop to check by climbing a tree to see if they can see anything.
- They start walking STF, and S&T manage to walk into a bit of boggy quicksand. S immediately advises T to not fight it so they are sinking only very slowly.
- F goes to find something to help them get out.
- While F is searching one of those will 'o the wisps shows up and tries to lure her off away from her friends. WotW "There's a big stick over here. . ." F "That's what he said."
- F ignores the creature and finds a vine and brings it back to her friend.
- S&T try to pull themselves out, but only manage to flail about and sink faster. When T gets to the point where she has just two of her hands holding a vine above the sandy water, she gives in and casts Water Walk on the party. S&T scrape as much of the sand off as they can and the girls continue with three of the orbs things following them.
- The girls continue until dawn when the orbs fade away and the S takes her turn climbing a tree. (She is not as cool looking as F was.) She sees a column of smoke off in the distance. The girls head that direction.
- Near midday it's F's turn to climb a tree and sees a large lake in their path. She cannot tell if it is the same lake with the Crocigator.
- The girls decide to risk walking across the lake to save time for the baby's sake.
- FTS (marching order) venture across the lake. About halfway across, T is snatched from the surface of the water by a giant crocigator mouth from directly beneath her feet.

- Second Battle with the Crocigator (Theater of the Mind)
- T Creates Food and Water in the Crocigator's mouth to see if it will swallow that and become uninterested in eating her. She then bobs to the surface, shouts "Run!" and starts sprinting for the far shore. The CG comes up coughing and vomiting up the food T created. (Apparently it takes 7 dmg somehow from this.)
- CG bites and grapples F for 20 piercing dmg then slams its tail into S for 14 bludgeoning dmg.
- F stabs the CG in the roof of the mouth with her magicky dagger after activating the poison dealing a total of 29 dmg Poisoning it, but does not manage to escape it it's mouth or stab it with her other dagger.
- S casts Fireball on the CG for 28 fire dmg.
- T casts Guiding Bolt on it for 18 radiant dmg. It drops F and sinks back underwater with a growly groan noise and T shouts "Run!" again.

- The girls make it across the lake. The smoke is now visible without climbing a tree.
- Once they are far enough away from the water that it's not visible they stop and take a rest.
- They continue walking towards the smoke over the course of the afternoon and around dusk arrive at a clearing with a snug-looking little cottage.
- F stealthily glides over to the window and peeks in. There are two older women talking to each other in front of the fireplace one which there is something bubbling in a pot. She sneaks over to the next window and sees a bedroom with what might be a trap door in the floor of this room.
- FST sneak back into the woods a little away from the cottage, and T casts Divination again.
- She asks, "To find Marsha's 5-day old baby, should we enter the cottage with the old women?"
- As before a blue sphere of light comes down after a slightly longer time, "Three sisters live within the wood. They're true form not understood. The babe you seek may yet be doomed. It's future life to be consumed."

- 1700 XP ea. for 27,110 total XP ea.

Friday, May 27, 2016

CrociGator Bait - May 27th, 2016

- Stanley Cup, no more Lightning  :-(
- The Licky Brush, so Creepy

Battle on the Lake
- Thessalie casts Guiding Bolt on the HUGE CrociGator for 18 radiant dmg and then runs backwards her speed
- Felosyal shoots the CG with her longbow for 25 piercing dmg and then runs backwards her speed
- CG moves to Sharai and bites her for 24 piercing dmg and grapples her and starts to pull her under water
- (from 5' under water) Sharai attempts to escape the CG's mouth, but does not succeed, then she tries to stab it with her dagger (no spells without a Verbal component), but misses. This is not going well for Sharai.
- Some insects rise from the bushes next to Thessalie and Felosyal, the first Swarm envelopes Thessalie, but can't seem to get at her.
- S2 envelopes F and bites her for 10 piercing dmg.
- T casts Spirit Guardians and then runs back towards the CG so that she is within 15' of it. (No opportunity attack from the swarms by Ruling of the DM.)
- F hustles over to the CG and double stabs it with her daggers for a total of 29 piercing dmg.
- The Spirit Guardians cause the CG to retreat with 20 radiant dmg.
- S1 takes 22 radiant SG dmg then swarms T for no dmg.
- S2 moves next to F
- T dashes across the lake (10 sq).
- F laps T
- The insect swarms are too slow to catch the girls, so end of encounter.

- FST continue north away from the lake
- The day remains overcast, but the girls have to make their way through thicker forest, which is somewhat slow going. T keeps up the Water Walk ritual, so that they can make their way without sinking into the mud from all the rain.
- The girls make camp and S casts her Leomund's Tiny Hut in a small clearing.

- During the night, S notices two orbs of light approach the edge of the spell's dome and she recognizes them as undead spirits that try to lure people into the dark.
- As she watches them, she starts hearing the lights whisper things like "Come play. . ." wistfully.
- S watches them for a while and messes with them by throwing pebbles through the dome, then she nudges F out of her trance to enjoy the fun.
- F starts throwing her dagger at them trying to get it to come as close to hitting them as she can without actually hitting them as an aim exercise.
- The things flit around all night, and then fade away with the dawn.

- A low fog rolls in that is waist high on the elves, and completely envelopes the halfling so that she has trouble seeing more than a few feet
- The marching order for the day is decided that F will lead with T directly behind her and S bring up the rear so that the halfling doesn't get lost.
- Eventually F notices that the fog is starting to change from a white-ish color to a yellowish color.
- T starts coughing and realizes that the fog smells thick and sulfurous.
- S casts Leomund's Tiny Hut so that the halfling doesn't suffocate. T experiments with a wet handkerchief to see if that will help her breath, and it does help some, but it will not be a comfortable day for her traveling with a constantly wet handkerchief over her face.
- S doesn't detect anything magicky about the fog, and F thinks this could very well be a naturally occurring phenomenon.
- S dismisses the Hut with Z-snap.
- For a second when the fog rushes in and envelopes even the taller of the two elves, and then settles back down to just taller than T
- S climbs a tree to get a look around and sees that the ocean is just over there and suggests the group head over there where traveling might be slightly easier
- The fog does not extend onto the beach. It is contained by the thick wall of forest trees.
- S kicks off her shoes and enjoys the sand squelching between her toes.
- T rips the handkerchief off her face and takes several deep breaths.
- F checks the beach and sees nothing more dangerous than some small crabs.
- The girls walk north along the beach. At dusk FST notice a light in the distance. S squints and says it looks like a village.
- The girls approach carefully, and find a small collection of wooden structures.
- S knocks on the door of the largest brightest looking house. They hear talking inside, but when they knock the voices go silent.
- An old man answers the door a crack and peeks out at them. He is very suspicious of them
- S asks where is the inn, old man asks what that is, S explains paying for dinner and a place to sleep
Woman's voice says "let them in Grandpa" and he opens the door so that we can see the woman, FST ask for a place to sleep, they agree
- T asks for stuff to mend.  They have nothing that needs mending.
- The old man asks us what we are doing.
- S says "We were shipwrecked and have been traveling up the island" and T jumps in and says we met the fish people they were strange.
- S says there was a strange fog in the forest and we met some evil sprites
- The old man said there are evil things in the forest.
- S asked if this island had a dragon. The old man said no that sounds scary.
- T tries to talk to the littlest child (girl), and she goes and hides behind her dad's leg.
- T goes and sits in the corner and performs a Sending to her brother Eldon at S's insistence. "Where are you? Border to Rhoanor closed. Monsters, creatures, and people from there acting strangely. Do you need help? Coming to rescue your butt!"
- She receives back in a flat and monotone version of her brother's voice, "Don't try to find me. I'm done with you. There's nothing you can do."
- T declares that her brother is definitely in trouble, and they definitely have to rescue his butt.
- The old man asks how she knows that, and she says she just cast a spell sending him a message. He accuses her of being a witch. The woman is exasperated again.
- Habbakuk versus Mishakal.
- T suddenly realizes that with 3 children there might be some broken toys around. She mends the damaged doll of the little girl who immediately starts chewing on it again.
- S gives the little girl some jerky and tell her to chew on that instead. The little girl sticks it up her nose.
- One of the boys has T Mend his knife. She also makes him a sheath out of an old piece of clothing.
- Everyone settles down to sleep for the night.
- S is startled out of her trance by a woman running through the small village yelling, "My baby!"
- Everyone in the village runs out to see what's going on, and they
- S gets there first and starts trying to calm her down and figure out what happened.
- The woman says she woke up because she heard something and she saw a long-haired silhouette taking her 4-day old baby.
- She grabs T who is standing next to her where she is on her knees in the "street" and demands. "Promise me you'll find my baby!"

- 1,800 XP ea. for 25,410 XP total ea.