Hey kids, do ya like Spelljamming? Join me and the other Astral Agents as jbear plots a course through Wildspace every other Thursday @ 7 pm EST streaming LIVE on YouTube.
Tumble, you save your flatmouths for “Starbert” and divest, giving away stuffed pigs, fashion advice, and finally an evil hag book to an interested and grateful Phidira (Friends are always welcome in the comfortable receiving chamber of the tower where you learned to knit.)
She says, A few days ago, you asked me to look into “The Drift.” Colloquially, in the Bright, a drift is a formal dance, the kind with partners in a line performing allemands and poussettes and promenades, often done at high-toned balls where a waltz is played as scandalous.
A fine person, Fey gentry, might ask, “Shall we go down the drift?” if they wished to reserve a space on someone else’s dance card. This can be flirtsome or simply polite.
But there are poems and stories where “The Drift” is a proper noun, sometimes called The Cold Drift or The White Drift. Context indicates a Fey place or ongoing event, perhaps a ball. It can be visited, but it is said to be easier to be invited than to leave. And if you say, “Shall we go down The Drift?” with the capital letters, it is a threat. Either an invitation to a fight to the death, or to engage in the kind of “dancing” Fey do best---an endless and bitter blood feud.
That is all she found. She hopes it helps.
At the Fury, Clovis has moved himself to Mag’s bed, but clouds of silken waistcoats (Roses! Tons of them!) and half packed bibelot boxes still choke his old one. You can sleep there beside the hidden hatch surrounded by his packing, or down in the Snake Hole where Sessnasenia will not begrudge you should you spread your bedroll on a coiling platform in the merc’s old room, or in Kreb’s room where Falco takes up maybe 15% of his huge bed.
Falco, Fela, Tumble, and Bingle (Banx in tow) all have a lot to report. You four catch each other up over the excellent breakfast you are able to craft because “immediately" means Ann has already got the pantry stocked a little better. Good hire!
Bingle shows everyone a picture, asking if you see the (striking, obvious) resemblance. Bingle says it is Pim the lying liar, but Banx says, Balck nik. Lies trun red. He realizes he is being rude and says in common, If you write lies with the coin ink, it turns red. If Pim says it is a picture of him, it is. But lying liars are tricky. Maybe he drew himself with a disguise on? But I don't think that would count as true, do you? A disguise is a lie. I think it has to be him.
Fela, you are going to stop this wedding. Which wedding? Anders’ you mean. Of course! You are also glad to have the whole party going to Bingle’s dwarf hole so you can be sure to not let out any Horrible Evils, at all.
In the house, you see the tons of crates, some open, some shut, piled against the side walls. In the back, you see a hundred or so cheap tridents. On the left, shields painted red with those familiar gold lizards. On the right, the shields are constructed just as cheaply, but they are painted black with a shark on them. The Red Feathers were selling arms to Sahuaguin AND lizardfolk, dipping out of both pots. Are they truly a Sahuaguin ally, then?
After the Magic Mouth demo, there is nothing for it but to look at the hole.
It is clear to you all that Dwarves made this door and carved the runes and face. Behind that door is the hole. With a ladder. Like a chimney behind the chimney, only going down instead of up. So quiet. So still. It’s dark, and so deep even those with darkvision can barely make out the floor. After about ten feet, it changes from stone blocks that match the chimney into a mined out tunnel, burrowed in the dwarven way.
Bingle, you and Banx have seen exactly what is down there, via your familiars. A square place, dug out of the rock. Walls. Ceiling. Very finite, but with a door with a silver symbol of Moradin on it.
The door looked thick and strong. Too short for humans, too tall for gnomes. There was a fat keyhole, and in your vision from Lily Market, there was a key in it, and it was the Dwarf faced key from the dragon’s treasure, now in your pocket. Behind the door is a velvet big man voice that calls you YOUNG LADY and says it wants to be FRIENDS. Mmmmmm hmmm.
It is being quiet now. Does it even know that you are here?
Ptwids can you roll me 2 D100s for the birds to Dad and Finn. There is a 5% chance Paper Birds do not make it---they have to fly overland. If they have made it they will arrive today. The soonest you coudl expect an answer is tomorrow, but the birds come to where ever you are.
bothers, will Tumble also share drift stuff Phidira gave her at the CATCH UP BREAKFAST.
cheerio, please take DM inspiration for your continued and delightful use of MAGIC MOUTH, the one of the most mechanically useless spells in all the game. Love it so much.
ALSO, Harlan needs to make a dc 17 wisdom saving throw.
__________________ New here? Come play a NEW PLAYER SOLO GAME
She tells them about what Phidira found out about the Drift, where Nanny wants to wear Fela's skin to a party, and listens to what Fela has to say about Skerrin. "One thing that I still cannot understand is why poison the mother also. She must have already been very old, and must have had trust in her staff to carry out her wishes, and I believe that we have heard that the Lady Solmar arranged the wedding herself. Assuming she was not part of the plot, it ought to have been a simple matter to manipulate her into handing all the arrangements to Skerrin Waverunner - simpler, certainly, than murder of a noble matriarch.
Wellgar Brinehanded at least is aware of the plot, which requires a good aligned cleric to perform the wedding ceremony. He will not be taken unawares... though he cannot put off the wedding forever, and if he refuses, a more cooperative cleric may be found."
Bingle's picture of Pim looks like Bingle. It does. Tumble says it. "This picture of your friend Pim looks like you, ax Bingle. Not completely. In Narngeldem, a game is played among the younger novitiates, where two monks sit on either side of a screen, and a third monk describes the features of the first monk to the second, who draws what she hears described. It reminds me a little of this." She turns her big grey eyes on Banx when he says lies turn red. "How certain are you that this itself is the truth?"
Tumble declines to remind Fela that the "little girls" are in fact around Fela's own age, and listens with interest to Bingle's and Falco's theories about the Standing Stones. A big magic, to keep something out... or something in. Nexa Banishae? Or this other Horrible Evil?
"I have noticed that nobody in town seems to have been able to tell us about the gnome or dwarf families who helped to found Saltmarsh," she says. Just nameless "gnomes" and "dwarfs", and now all the homes are ruined, abandoned. This is an uncomfortable notion. "Perhaps there was not a human sacrifice, precisely." Might as well say it. In Glotten, gnomes and elves are burned as they sleep. In Saltmarsh, gnomes and dwarfs get strapped to some sacrifical dolmen because, hey, this is their problem anyway, isn't it? This stuff happens, out in the backwoods.
But... well, this kind of thing is why Tumble is here, after all. There's a reason she chooses the backwoods - it's where the weird and creepy and secret stuff happens. Time to dig in.
At Crabber's Cove, Tumble looks at the shields and ponders. Why were the Red Feathers destroying some at the alchemist's house when they have a huge cache of them right here? She runs a finger along a crate for dust, to try to work out how long the goods have been there. Months? Weeks? Days?
And if there's a Hrorible Veil in here, specifically, why have the Red Feathers chosen this house to store all their carp in?
"I have two ropes, ax Bingle." She hands over all 100 combined feet of them.
(14) on dust to see how long its been dusty for - does it look like this stuff was dumped here before or after the party got involved? Bonus Action: Condition: Concentrating:
Tumbayar “Tumble” Galtmaa | Gnome Monk | Level 5 | Character Sheet HP: 38/38 AC: 14 Ki points: 5+2/5+2 Monastic Tradition: Way of Mercy Eldritch Maul: 1/1 DM Inspiration: 1/1 Hit die: 1d8+2 | Total: 5/5
Class features, traits, and feats: As an action, you can spend 1 ki point to touch a creature and restore 1d4+2 hit points.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.Hand of Healing, When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra 1d4+2 necrotic damage. You can use this feature only once per turn.Hand of Harm, You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 +5. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/60.
If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon).Deflect Missiles While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.Unarmored Defense, Your speed increases by 10 feet when you are not wearing armor or wielding a shield.Unarmored Movement, While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.Martial Arts (damage die d6), You can spend Ki Points to fuel ki features. You have 5 points per short rest and your Ki save DC is 13.
Flurry of Blows - After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense - You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind - You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.Ki (save DC 13) You can see in darkness (shades of gray) up to 60 ft.Darkvision, You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.Gnome Cunning, Add twice your proficiency bonus to History checks related to magic items, alchemical objects, or technological devices.Artificer's Lore, You are proficient with tinker's tools and can use them to construct tiny clockwork devices.Tinker You can use your reaction when you fall to reduce any falling damage you take by 20.Slow Fall You are exceptionally speedy and agile. You gain the following benefits:
* Your speed increases by 10 feet.
* When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
* When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Mobile You can attack twice, instead of once, whenever you take the Attack action on your turn.Extra Attack, When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 13).Stunning Strike
It were already shapin' up t' be another full 'n' busy day. Falco were thankful fer Ann an' her understandin' o' how a kitchen's s'posed t' look. A day like t'day ye need t' start off with a proper breakfast. It were certainly easier t' think with a full belly but his mind kept clingin' t' th' ship. Still, th' others did their best t' keep 'im in th' here 'n' now.
"We've learned that one constant throughout th' wealthier houses o' Saltmarsh is that their help ain't exactly th' ordinary type. Skerrin fer sure ain't no mere mild manservant. He's more seasoned'n one o' Ann's skillets. He'd definitely be capable o' somethin' like that. As fer the why? Why do anyone do anything?" Falco shrugged an' continued, "Maybe he were in with th' hags? Maybe he be in with th' Red Feathers an' is orchestratin' th' weddin'? He could've handled all o' Lady Solmar's business same as he does with Anders."
"Besides, with her outta th' way, that's one step closer t' takin' down th' wards." Is that what it all were about? It didn't seem like th' weddin' an' th' coven daughter plot were connected, but could they have th' same end goals? Somethin' else jumped in 'is mind, "A good cleric ye say, ain't Shella Viser a cleric?" Somethin' else t' think about, that.
Somethin' else that didn't take much ponderin' were Bingle's portrait o' th' one called Pim. "Looks like someone were tryin' t' draw ye as a boy, or maybe yer Da when he were young." Strange how a mysterious coin message could know so much. "Ye say he knew yer name, could he be watchin' through th' coin? There be magic t' do that, I'm sure ye know. Do this Pim ever mention any o' us or Banx?"
"Also, Tumble's right. Anyone can lie, easy as that." Falco snapped 'is fingers t' demonstrate. "I could tell ye I'd turn int' a lizard if'n I lied an' then say me name's Falco an' wildshape so it'd look like that weren't even me name. Or, if'n Pim is a changelin' like Bok Mon Rokken, then that could be what he looks like sometimes."
They kept findin' more questions before they had enough answers.
Like all these shields piled up in th' ruins o' ancient Gnomes an' Dwarfs. "Could it be that th' Red Feathers don't want either faction t' win? Big magic requires big sacrifice, right? Like a war. Lots o' power in blood." Th' magic mouth alarm what Bingle set were pretty great though, almost as good as th' talkin' tiger. "Maybe they was only burnin' th' ones in th' cliffside house on account o' us? Like they didn't want us t' find 'em." But why start a war between th' lizards an' fish? T' trap Saltmarsh in th' middle most likely.
Th' door were so deep down in th' dark. It made Falco uneasy bein' that far from th' sky, but he were also a curious Hin. So, he made th' climb down an' lit a torch. Whatever's on th' other side, someone went t' an awful lot o' trouble t' hide it. That ain't always a bad thing, folks hide treasure. But, do treasure ever ask ye t' let it out?
Halfling︱Druid Falco Goldenbairn HP: 38/38 AC: 12 Spells: DC: 15 Level 1: [ ][ ][ ][ ] Level 2: [ ][ ][ ] Level 3: [ ][ ] Wild Shape: [ ][ ] Attuned: House's Whistle, Moon Sickle DM Inspiration: None Potions: 1 bottle of Granny Peth’s Nervous Drops, 1 2d4+2 HPPotion of Healing, 4 Potions of Alter Self (8 hours) Carrying for party: A simple wooden band that appears to be entwined by evergreen ivy vines. The top is decorated with a small rose petal, which remains bloomed and perfect until the ring's effect is used. The petal may be expended to heal a target the wearer can touch by 2d4+2 hit points. Once used, the rose petal wilts and falls off the ring, but each day at dawn the petal blooms and can be used again. It doesn’t require attunement.Band of the Dryad ; One letter stamped with a stargazing rabbit; one paper with signal notes; 1,573 gold, 30 silver, and 6 copper; a Hag's purse, a red velvet rat-pouch; 1 chairfart; Pipe of Rememberence, House's Whistle, 1 green diamond worth about 300 gold, 1 red feather pendant, 1 temporary red feather tattoo (3 days), 1 Dragon Gas Bomb, Kreb's keyring, a small wooden box with a portable hole, a letter, a pair of Dimensional Shackles, 1 Good for use intown or swamp, single use on a monster or NPC targeted creature will follow the Distractimal away in the direction you specify for d6 rounds. This effect is broken if the creature is harmed by the party. Multiple creatures in a room may be targeted and will spend 1 round gathered around it questioning, allowing you to sneak past a doorway or cavern entrance with no stealth roll.Beetle Distractimal
Recipes known (Herbalism):
Potion
Ingredient
When you expend hit dice to recover hit points while using this salve, you recover an additional 3 hit points for each hit die expended. This effect lasts for 1 hour after applied.Soothing Salve
Sourgrass
You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.Potion of Healing
Red Amanita Mushroom
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.Antitoxin
Rowan Berries
Ingredients carried: 2 Red Amanita Mushrooms
Herbalist advantage on the following checks:
* Your knowledge of nature and uses of herbs can add insight to your magical studies that deal with plant creatures and your attempts to identify potions.Arcana
* When you inspect an area overgrown with plants, your proficiency bonus can help you pick out details and clues that others might miss.Investigation
* Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.Medicine
* You can identify most plants with a quick inspection of their appearance, smell, and their surrounding environment.Nature and Survival
__________________
Hey kids, do ya like Spelljamming? Join me and the other Astral Agents as jbear plots a course through Wildspace every other Thursday @ 7 pm EST streaming LIVE on YouTube.
Her friends' observations confirm her own suspicions. Some kind of borther, or tiwn, or changeling hag demon. He said the eldest child of the cleric. Elder even than Bongle? Bongle, who had the other coin? Pimbal, PIMBAL!? Never heard of. Maybe. I am where you found me. In the village, but moving? Who stuck this coin into her bag of carppy coins that the folk had gathered from their wretched hoards?
Bingle looks at the picture for a long time, the whole time everyone else is finishing up with eggs and meat, before she puts it into the coin. She needs to think what she will say. Think hard. She doesn't understand too much about the wedding and the wards and Shella Visir and all of that, so she can use that time to think about what she will say. How could her father have a son, that she had never heard of? Her father and mother were the most boring people in the entire world. That they would have a secret? Absolutely plausible. That it would be more interesting than "Where is the village?" Not possible.
Bingle feels unhappy and worried about Tumble's speculations regarding the sacrifice and the evil. The gnome houses in ruins, the hidden dwarf plaque sealing up the horrible evil at great cost. The standing stones.
"Maybe we should pretend not to be gnomes," she whispers to Tumble as they tie themselves to ropes. "Maybe this thing really hates gnomes and will think we ought to be sacrificed to contain it." She pulls her hat down over her ears. "Fela, when we get down there, I'll help you find where the keyhole is in the dark, so when Falco lights the torch, you can look through it right away, before the horrible evil has a chance to shapeshift or anything like that."
Not that they're going to fight this thing, but she says an incantation and surrounds herself in magical armor, just like she was taught by Griselda Erevyn, who might be spring for her, or winter for Othokent, or some other thing entirely for Keledek. She pats Halran, little froggy bulge, in one pocket, and the dwarf hole key in the other, and goes down the ladder to help Fela.
Fela shrugs when Bingle asks why they poisoned the mother, keeps chewing down potatoes, finally responds when everything is good and swallowed. It may be just a fry-up in the shady dive bar, but she's still a Markwig. "If they're all dead it would help the hag but not necessarily Skerrin. Maybe he was more interested in them being sick and easily controlled? Maybe he's not even sure who he's working for, what he's working toward, just that the money and power is good." She stops talking long enough to masticate and ingurgitate some eggs, pondering all the while. "Can we just grab him and stick him in the Zone of Truth? We'd make some enemies if we're wrong, but he already doesn't like us, and I'm tired of this tip-toeing around being delicate and polite. This is serious stuff, not some petty squabble over a misplaced heirloom or a fight over who gets invited to the ball."
The drawing is eerily like Bingle. "Finn and his friends would play games like that sometimes, but it'd never come out as close as this. That's clearly a relative, or...something related to you, showing some other aspect of you ... " she's not quite sure what she's graasping for, it's too early, the tea is only just kicking in, she's worried about her speech this afternoon, thoughts about the moon just reflecting the sun's light, Saliber and Lunimar being aspects of the same thing colliding with this slightly off image of Bingle. She grabs a spoon from a table. "... like when your reflection is all stretched or upside down in a spoon."
Fela instinctively jumps in defensively when Falco brings up Shella. "A cleric of Saliber wouldn't..." Crines. And they hadn't met her, and she was a Visir... "We haven't met her, but if she wrote that letter we found she sounds ok. And anyway, I don't think you can marry yourself. I mean, of course you can't be your own spouse but you need someone else to do the ceremony. I think." She clams up, flustered.
Fela was relieved when they headed out. Having a peep through an ancient door at presumably an unspeakable evil feels much more achievable and reasonable than trying to comb out these suspicions and conspiracies and vague threats. When a knot gets that tangled sometimes the only thing for it was slicing through it. And anyway anything feels doable after a good breakfast.
"O...okay?" She doesn't like this stumbling through the dark plan. "I'll try to be quiet?" She gets the infiltrator's key where she can find, and as soon as she's off the rope she takes it out, slowly following Bingle through the pitch black as quietly as she can manage. If they make it to the knob without incident she'll position herself as best she can in the dark and then reach up to her amulet and call on Saliber's help to detect evil -- if nothing pings, she'll call out "Hello? Anybody there?" and try again a moment after.
Dice Stealth check, key canceling out armor:
d20
14
Will use one or two uses of Divine Sense if we make it to doorknob.
Dice Perception, to look through doorknob, listen if necessary. Rolled twice in case there's a disadvantage situation:
d20-1
(2)-1
Total = 1
d20-1
(11)-1
Total = 10
CHARACTER SHEET HP: 44/44 AC:In Chain Mail, with/without Shield16 or 18 Spells: Fey-Touched: Charm: 1/Per Long Rest1In the morning, roll a d20; she has control over the charm spell on a 10 or higher.Control: No | Misty Step: 1/Per Long Rest1 Level 1: 4/4 Prepared: Alarm, Compelled Duel, Detect Magic, Bless, Command, Shield of Faith Level 2: 2/2 Prepared: Moonbeam, See Invisibility, Prayer of Healing, Zone of Truth Lay on Hands: 25/Per Long Rest25 As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover.Divine Sense: 5/Per Long Rest5 Channel Divinity: 1/Per Short Rest1 You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.Watcher’s Will You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action.Abjure the Extraplanar You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.Harness Divine Power Attuned: Shield of Missile Attraction, Inflitrator's Key, DM Inspiration: NO Heal Potions: 1, from Tumble Carrying: Drunkard’s map, 2x Nyssa's Can keep watch all long restWatchdogwood Petals, 1x Granny Peth's Beast Befriender's Fluid, Shield of Missile Attraction, Magic +1Xendrose's Sword, +1 Springer Sword Pearl's calling card, Make a ranged attack against the target. On a hit, the target takes 3d8 poison damage and must make a DC14 Constitution saving throw.
On a failed save, it is also poisoned. It can repeat the save at the end of each of its turns.Dragon gas bomb, Turtle Distractimal Ricardt, the Retainer: HP: 12/12 AC: 10 Hide+10 Maude, the Marsh Tacky: HP: 13/13 DC 16 Animal Handling check, once per dayLoyalty checks (here)1/3
Bingle, here are some true truths you know for sure. Your mild, nice father is not a lying liar. Your soft-eyed, dumpling of a mother is not a lying liar. And Bongle? Bongle says, straight up, Don't ask about that, don't touch that, look away, that is not your business, go over there!
Whenever you skated the conversation close to the question of why you were left in a meadow being stone 100 years, no one lied! Your mother would droop and dampen, your father would hrm and not be able to swallow, and Bongle would forthrightly skate the conversation right away. That is too sad to discuss! We would have if we could have, of course! May I please have my sweater that you borrowed back? If you were to right now ask Bongle, Do we have a sceret borther named Pimbal Wildwander? She would say either, No, that question is ridiculous! Or, We don't talk about that, hush! But not lie lies at you!
PS that sweater was stone 100 years, and it returned as you did, just the same, so it no longer fit her rounder softer older body, so, no. And anyway. It is your important sweaters. She gave it to you, not loaned. You are pretty sure.
Tumble, dwarves don't have a fey origin like gnomes and elves. They are of the Prime. There were none in Glotten, but you saw dwarves in the surrounding towns, and they and their decidedly round ears were comfortable and welcome. The gnome and dwarf families being gone or died out has little to do with Fey prejudice---but it is strange!
You examine the dust. The crates were here for a few months you think, and common sense tells you the Red Feathers chose the ruins for storage because they were close to their hideout, isolated and unguarded, easily accessible by sea. They chose this house in particular because it was one of the few that had both an intact roof and a door that could be locked. The Red Feathers had no idea there was a hroribel veil here! The secret Dwarf Door was never found, until Bingle came.
Falco, you theorize with Tumble. You have done your share of privateering, and you know for a fact that burning the goods is standard operating smuggler procedure if you are about to get caught.
You feel confident that this place was just auxiliary storage. Maybe they flooded the market? They stashed these here as overflow, and then you killed them all and the King's Navy chased the ship away when it came back. They know their cover is blown, and they have not tried to retrieve this stuff. Why would they---it is trash! Poor quality, cheap. Not worth the risk of coming back, since their cover was so thoroughly blown.
Fela, Skerrin is a servant! Perhaps Skerrin feels himself above his station because he acted as Proxy for so long. But Anders is well now, and can make his own votes and decisions. That Major Domo shoudl learn his place.
Speaking of the council, in Saltmarsh, right now, Melisse is likely handing poor Pearl her rhetorical arse. It is better to be here, investigating evil, than watching that fiasco. This is Paladin business, you can feel it.
Party, you go quietly down the hole. Bingle first, to lead the way with darkvision. Then Fela. Then Banx to Lead Falco, who has his torch at the ready. Tumble, roped, also has dark vision.
You make your way, some blind, some led, across the little room to the thick door. No one says, in a creepy velvet voice, My Dear Young Ladies. No says, Good Hin, if I might trouble you? No one calls out, Madame---if you would---. Dark and quiet, you go in a little line, all roped and safe, to that thick door here in the under-room.
Fela kneels, and Bingle guides her head to the keyhole. It is the only thing easy to find in blackness, as there seems to be very dim light on the other side of this door. With a click and a flare, Falco's flint lights his torch, and the room springs into warm gold clarity for Hin and Human.
Fela, you send out a questing, orderly magic the moment you can see, and immediately, you have an answer, no need to repeat the pulse. Undead! Undead! This thing is undead. This thing kneeling on the other side of the keyhole, already looking through. Sometimes, when you look into an abyss, it looks back.
It speaks in such a deep warm voice then, it's eye so calm and kind and human. Fela, it's me, Xolec. Will you not let your old friend out? Tell your companions, of course I have no animus toward gnomes. I should very much like us all to be good friends. Open the door, no harm will come to any that you, my good, good friend holds dear. I have much that I could share with Falco, especially, as he is interested in the Red Feathers, eh?
Fela, paladins don't befriend Undead abominations, they "retire" them. But this guy is your friend! You feel a wave of goodwill washing through you. You trust him, and really only want what is best for him, with all your heart---or do you?
Fela needs to make a DC 17 Wis Save or be very powerfully charmed. If you fail, you regard Xolec as a trusted friend to be heeded and protected. You are not under his control, but you will take his requests or actions in the most favorable way you can. If you pass, you do not know he attempted to charm you. (If you fail, then when it is over, you will know you were charmed, just as Charm works for you)
bothers, please let me know where tumble is---in OOC is fine---is she up with the shields or down in the hole with the party.)
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Fela jolts a little as torch and Saliber aid her vision. So close, so strong, "Undead! There's something undea--" she's trying to rise up and back away for the door, see the others, when the cold fear is washed away as fast as it appeared, replaced so quickly by a warm comfort she can't help but laugh. "--Ah, of course it's undead. It's just Xolec guys -- we've got to get him out of there."
Fela turns to face the others, enthusiastic smile plastered all over her face. "You'll love Xolec -- we go way back. Who's got that dwarf key from the hoard? The undead thing -- you don't have to worry about that at all. Some people are Fey, some people are soldiers, some people are privateers -- Xolec's undead. No big deal. Falco, he's going to help you with the Red Feathers just as soon as we -- Ah, silly me, I can do it myself!" She holds the key up as if she'd never realized it could open doors as well as keep her quiet, and turned back to the door, preparing to try to work it open with the magic key.
"Have you out in a moment, Xolec -- never used this thing before but it's magic, how hard can it be, eh? Great timing, you can join us at the Cherry Moon Festival tonight -- we're supposed to tell stories and I'm a bit anxious about it, you can help me work mine up a bit, maybe?"
Failed her save and so is charmed. Going to try to open the door with the Infiltrator's Key (advantage, proficient) if nobody (tries to?) stops her -- I'm generally all for the anti-PvP thing but being charmed like this feels like an exception...
Dice Lockpick attempt:
2d20+3kh1
(18, 14 (keeping 18) )+3
Total = 21
CHARACTER SHEET HP: 44/44 AC:In Chain Mail, with/without Shield16 or 18 Spells: Fey-Touched: Charm: 1/Per Long Rest1In the morning, roll a d20; she has control over the charm spell on a 10 or higher.Control: No | Misty Step: 1/Per Long Rest1 Level 1: 4/4 Prepared: Alarm, Compelled Duel, Detect Magic, Bless, Command, Shield of Faith Level 2: 2/2 Prepared: Moonbeam, See Invisibility, Prayer of Healing, Zone of Truth Lay on Hands: 25/Per Long Rest25 As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover.Divine Sense: 5/Per Long Rest5 Channel Divinity: 1/Per Short Rest1 You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.Watcher’s Will You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action.Abjure the Extraplanar You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.Harness Divine Power Attuned: Shield of Missile Attraction, Inflitrator's Key, DM Inspiration: NO Heal Potions: 1, from Tumble Carrying: Drunkard’s map, 2x Nyssa's Can keep watch all long restWatchdogwood Petals, 1x Granny Peth's Beast Befriender's Fluid, Shield of Missile Attraction, Magic +1Xendrose's Sword, +1 Springer Sword Pearl's calling card, Make a ranged attack against the target. On a hit, the target takes 3d8 poison damage and must make a DC14 Constitution saving throw.
On a failed save, it is also poisoned. It can repeat the save at the end of each of its turns.Dragon gas bomb, Turtle Distractimal Ricardt, the Retainer: HP: 12/12 AC: 10 Hide+10 Maude, the Marsh Tacky: HP: 13/13 DC 16 Animal Handling check, once per dayLoyalty checks (here)1/3
Last edited by ptwiddle; Jan 18th, 2023 at 09:15 AM.
Th' way Fela recoiled in revulsion briefly when she called out undead were th' expected reaction o' th' paladin he'd come t' know. The calm chuckle an' easy smile what came after were certainly out o' place in a deep dark hole underneath th' ruins o' long-abandoned homes. Th' sudden change in attitude were concernin' at best. She weren't even comfortable in Th' Fury but suddenly some forgotten undead somethin' or other named Xolec is her dear friend?
Falco weren't buyin' it. He'd seen similar effects before an' this one Nat 20 insightweren't exactly subtle. "some people be fey, some soldiers, an' some privateers... Xolec be undead, no big deal?" Those was th' most improbable string o' words t' come outta Fela's mouth. This Xolec character, whatever it be, had put some magic on their Springer. An' jus' how'd it know he were out fer th' Red Feathers? Th' Xolec knew what Bingle looked like an' her name, it'd probably been watchin' an' hearin' all of 'em! Maybe some questions would be in order here but there weren't gonna be time fer much talkin', not with Fela producin' th' Infiltrator's key.
He let 'is torch fall t' th' stone floor all casual like as Fela were assurin' th' Xolec that they'd have 'im out an' partyin' in no time. Falco made direct eye contact with Banx an' then Bingle. He raised an eyebrow strategically 'n' said, "Oh right, right. Ol' Xolec jus' be a friendly undead what wants t' see the blood moon an' help us out. O' course, let's give Fela a hand Bingle." He tilted an' jerked 'is head t'ward th' paladin an' made a quick horizontal cuttin' motion with 'is hand.
"I'll jus' help ye out with that key there," an' then he lunged forward lightnin' fast, like a ridin' lizard's tail, an' Sleight of hand: 13 or Athletics: 19tried t' swipe th' magic key from Fela while Bingle came from th' other side t' distract her. "An' we'll all be outta here in no time."
Saving Throws: Free Action: Insight with advantage: Nat 20+6 Move: Towards Fela Action: Attempt to snatch the key with help from Bingle: I'm not sure if it should be Sleight of hand (13) or opposed athletics, like a grapple (19) Reaction: Bonus Action: Condition: Concentrating:
Halfling︱Druid Falco Goldenbairn HP: 38/38 AC: 12 Spells: DC: 15 Level 1: [ ][ ][ ][ ] Level 2: [ ][ ][ ] Level 3: [ ][ ] Wild Shape: [ ][ ] Attuned: House's Whistle, Moon Sickle DM Inspiration: None Potions: 1 bottle of Granny Peth’s Nervous Drops, 1 2d4+2 HPPotion of Healing, 4 Potions of Alter Self (8 hours) Carrying for party: A simple wooden band that appears to be entwined by evergreen ivy vines. The top is decorated with a small rose petal, which remains bloomed and perfect until the ring's effect is used. The petal may be expended to heal a target the wearer can touch by 2d4+2 hit points. Once used, the rose petal wilts and falls off the ring, but each day at dawn the petal blooms and can be used again. It doesn’t require attunement.Band of the Dryad ; One letter stamped with a stargazing rabbit; one paper with signal notes; 1,573 gold, 30 silver, and 6 copper; a Hag's purse, a red velvet rat-pouch; 1 chairfart; Pipe of Rememberence, House's Whistle, 1 green diamond worth about 300 gold, 1 red feather pendant, 1 temporary red feather tattoo (3 days), 1 Dragon Gas Bomb, Kreb's keyring, a small wooden box with a portable hole, a letter, a pair of Dimensional Shackles, 1 Good for use intown or swamp, single use on a monster or NPC targeted creature will follow the Distractimal away in the direction you specify for d6 rounds. This effect is broken if the creature is harmed by the party. Multiple creatures in a room may be targeted and will spend 1 round gathered around it questioning, allowing you to sneak past a doorway or cavern entrance with no stealth roll.Beetle Distractimal
Recipes known (Herbalism):
Potion
Ingredient
When you expend hit dice to recover hit points while using this salve, you recover an additional 3 hit points for each hit die expended. This effect lasts for 1 hour after applied.Soothing Salve
Sourgrass
You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.Potion of Healing
Red Amanita Mushroom
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.Antitoxin
Rowan Berries
Ingredients carried: 2 Red Amanita Mushrooms
Herbalist advantage on the following checks:
* Your knowledge of nature and uses of herbs can add insight to your magical studies that deal with plant creatures and your attempts to identify potions.Arcana
* When you inspect an area overgrown with plants, your proficiency bonus can help you pick out details and clues that others might miss.Investigation
* Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.Medicine
* You can identify most plants with a quick inspection of their appearance, smell, and their surrounding environment.Nature and Survival
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Undead. It's undead. Oh siht! They should have stuffed their ears with cotton, they should have wrapped their faces in gauze, should have engaged some shielding magic, or played loud music! Her with her dwarf key all tucked up smug in the pocket, and forgot that Fela has the dang magic key that will open anything! Siht siht! She can see Falco taking his measure of the situation. No animals toward gnomes? Ha! Wants to be good friends? Ha!
"Banx, I think she's charmed," she hisses at him unnecessarily. "It is a big deal! And Fela hates undead!"
Bingle watches Falco, making urgent eye contact with him, and when he's ready to go for it, she's ready too. She gets her best pinching fingers out and when Falco goes for the key, she digs them into Fela's thigh relentlessly. Like Bongle who finds you napping. Like her mother who sees you sleeping during the prayer. Like Glasya on the mouth parts of a yapping bone devil. The Wildwander women have a powerful pinch, as Bingle has experienced in the meaty part of her arm 1000 times. PINCH.
And as the pinch does its dirty work, Bingle says, very loudly, and very supportively because it isn't Fela's fault: "By the bright boosb of the dark princess, I'm going to just curse you a little little bit, and transfer just some of your strength, for just a few minutes, into her boiling vat of evil where the stolen virtues go to seethe and suffer." Then BLAM her mouth and eyes blast open and dark smoke and fire pour out of her head and wrap around Fela in a roaring whirlwind, sapping her strength.
Meanwhile Harlan peeps his bobble eyes out of her vest pocket and leaps for the keyhole. Can he jam himself inside? Can he crawl inside? Can he reach his froggy arm through the hole and poke the undead monster in the eye?
OOC: Initiative: Saving Throw: Move: Action: Help action to Falco on his roll. Bonus Action: Hex Fela's strength. Reaction: Free Action: Concentrating: Hex Conditions: Harlan's Action: Jump onto the keyhole and see if he can get inside or get any part of himself inside. Not sure what to roll, so I'm just going to roll 20.
Dice Roll:
d20
6
Bingle Wildwander
Forest Gnome
Wizard 4, School of Transmutation. Warlock 1, Pact of the Fiend.
Left at the top of the hole to mind the ropes, on the basis that if anything goes wrong, people might need to be pulled up, Tumble looks sceptically at the rope ends. Her raw strength is roughly approximate to that of a large housecat or a small dog. Nobody's getting pulled up by her. She looks around for something to tie the ends to, then strips the edges off a couple of the Red Feather's carpy shields with her axe to make a kind of winch.
Once she's done, she settles down at the mouth of the hole, where she hears Fela saying that Bingle's Horirble Veil is an undead, oh no! But also he's a very cool guy who doesn't deserve to be locked up in a hole just for being a Horirble Evil potentially connected to Terirble Humna Sacirfiec.
Tumble takes out her journal and opens it at the cover page, writes inside with fat dark strokes, "if recovered, please send to Narngeldem Monastery, Bulwark Mountains", and tucks a shiny plat piece into the pocket of the front cover. She pulls the Bag of Holding close and opens it, ready to shove the journal in if anything goes horribly wrong - the Bag of Holding is waterproof, and will hopefully survive aeons, if it has to, until someone finds it and discovers what's inside.
When Falco shrugged his shoulders and dismissed Tumble's thoughts about why Lady Solmar was done in, what Tumble heard was, "the reasons for murdering (mostly) harmless old ladies, like you, Tumble, is not interesting or important, so nobody needs to care about that". When Fela said she's tired of tip-toeing around being delicate and polite, Tumble knows she's not talking about Fela's tip-toeing around and being delicate and polite, because Fela is about as delicate and polite as an Umber Hulk in a porcelain stall. What Tumble heard instead was, "I'm tired of you, Tumble, tip-toeing around being delicate and polite, because it, and you, are boring".
It occurs to Tumble that now would be a great time to accept these worldviews as her own! "I am certain that we get along very well with ax Xolec," she calls down, gaily. "If he has been imprisoned here for some time then perhaps he will enjoy a blanket, or some rations?" She turns her journal to a new page and with more fat dark strokes writes the date clearly at the top. All of it must be recorded! Decisive action! What does it matter why people (including old ladies!) die horribly at the hands of Horirble Veils! She waits with keen-eyed and keen-eared enthusiasm.
OOC:
Initiative: Saving throws: Free Action: Move: Reaction: Action: Tumble is making a flip-flop winch with the modified shields and the rope. I suppose this is a kind of bushcraft skill, so let's call it Survival
Dice Survival:
1d20+2
(5)+2
Total = 7
(7). Then she will cheerfully encourage the rest of the party to open the door and let Xolec out, good luck everyone! Bonus Action: Condition: Concentrating:
Tumbayar “Tumble” Galtmaa | Gnome Monk | Level 5 | Character Sheet HP: 38/38 AC: 14 Ki points: 5+2/5+2 Monastic Tradition: Way of Mercy Eldritch Maul: 1/1 DM Inspiration: 1/1 Hit die: 1d8+2 | Total: 5/5
Class features, traits, and feats: As an action, you can spend 1 ki point to touch a creature and restore 1d4+2 hit points.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.Hand of Healing, When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra 1d4+2 necrotic damage. You can use this feature only once per turn.Hand of Harm, You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 +5. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/60.
If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon).Deflect Missiles While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.Unarmored Defense, Your speed increases by 10 feet when you are not wearing armor or wielding a shield.Unarmored Movement, While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.Martial Arts (damage die d6), You can spend Ki Points to fuel ki features. You have 5 points per short rest and your Ki save DC is 13.
Flurry of Blows - After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense - You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind - You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.Ki (save DC 13) You can see in darkness (shades of gray) up to 60 ft.Darkvision, You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.Gnome Cunning, Add twice your proficiency bonus to History checks related to magic items, alchemical objects, or technological devices.Artificer's Lore, You are proficient with tinker's tools and can use them to construct tiny clockwork devices.Tinker You can use your reaction when you fall to reduce any falling damage you take by 20.Slow Fall You are exceptionally speedy and agile. You gain the following benefits:
* Your speed increases by 10 feet.
* When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
* When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Mobile You can attack twice, instead of once, whenever you take the Attack action on your turn.Extra Attack, When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 13).Stunning Strike