- 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.
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