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.