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13:52, 2nd May 2024 (GMT+0)

Ch09 - Legends are Born.

Posted by AdielFor group 0
Holly
player, 878 posts
Protect the Land
to protect your Children
Tue 24 Mar 2015
at 13:41
  • msg #33

Re: Ch09 - Legends are Born

Once in Lock Grmikel, Holly pulls Glumr aside and insists he gives her a chance to properly examine him, now it is obvious that he is not getting any better. Taking a clean cloth, Holly makes Glumr gurgle some water before spitting it into the cloth so Holly can check for any unusual spores or colouration to the spittle. Holly then gets Glumr to take in some deep breaths as she places her ear against his chest to see if she can hear any restriction in his breathing. Holly then gets Glumr to open his mouth wide and she looks inside to see if there are any inflammations she can see. Taking what she finds, Holly tries to work out what is making Glumr sicker, and what she can do for him.

[OOC - Skill Check (HEAL).
Holly rolled 23 using 1d20+11. Holly Heal check on Glumr. ]

Fritzholm
GM, 1769 posts
toss the dice
and have fun
Tue 24 Mar 2015
at 16:31
  • msg #34

Re: Ch09 - Legends are Born

Holly examines Glumr.  She feels she can get him back to full health if he'll rest for 2 or 3 days - no travel, no drinking, certainly no combat, just a few days of bed rest and herbal treatments.  She'll need to make a trip out to the wilds too.

If Glumr accepts treatment and rests, he can use Holly Heal roll if in place of his saving throw (including this 23).  Two successful days of saving throws in a row will cure the infection.

In the meantime, Adiel, Sunna, and Holly must make FORT saves (DC 14)

12:31, Today: Fritzholm, on behalf of Farden, rolled 23 using 1d20+4. FORT save.

Adiel
player, 15 posts
Bardic Sage
Tue 24 Mar 2015
at 16:53
  • msg #35

Re: Ch09 - Legends are Born

After sampling the potions, Adiel smiles. "I recognize these! One essentially makes you weightless, and gives you the power to float through the air for a short time. The other potion enchants you with great courage."

During stopping points during the journey, Adiel pulls out a small lens and examines some of the jewels in the amongst the treasure, deciding whether to recommend using some of them to identify the magic items, especially the two mysterious dresses. (He doesn't want to use the Avaldamon Jewels for a spell if he can avoid it.)

He then begins pouring through the books, especially fascinated by the book on the spirit realm, the insane-sounding book, and the book of magical writing. He tries to apply his knowledge of language to the insane-sounding book, even though it could just be a product of Kelney Sowell's madness, and then he sings a strange, slightly jarring melody as he reads the book of magical writing, casting Read Magic. (To Adiel, it looks sort of like a bunch of scrolls put together in a single book. What an odd idea. Perhaps the enchantress used it as a template to help her write scrolls more easily.)

Once the group arrives in Loch Grmikel, Adiel offers to buy the group an evening feast, to celebrate their surviving the tower. "What you've done is unprecedented, and you've earned a pleasant evening," he says.

OOC:
Decipher Script - Adiel has a +10, but the usual rule is for the GM to roll Decipher Script checks in secret, I think.
Appraise - Adiel has a +7 for Appraise checks on small and detailed items. Can he take ten and recognize the worth of any gem with a DC of 17 or less? He's looking for gems worth about 100 gold.
10:48, Today: Adiel rolled 12 using 1d20+2. Fortitude Save.

Erma
player, 20 posts
bear
Tue 24 Mar 2015
at 19:25
  • msg #36

Re: Ch09 - Legends are Born

When the party makes it to the edges of civilization Erma decides that things were 'too' civil for her taste and she turns abruptly and wanders into the woods.

A few days to nap on and off, and shake off the last of the hibernation sleep would do her good.  She was probably going to have to munch on leaves or something till she was alert enough to kill something.

She was going to be all fur and bones at this rate, but that was the way it always was after hibernation.  Maybe Holly would remember to bring her a nice rainbow trout or some salmon... or sumtin...

Erma licks her chops and snoozes, dreaming of fish.
Glumr
player, 1088 posts
  Woodland
  Ninja
Tue 24 Mar 2015
at 20:21
  • msg #37

Re: Ch09 - Legends are Born

Glumr feels a couple days of rest is needed if he's going to continue on the next leg of this journey.  He's much appreciated of Holly's healing as he is really starting to worry about his cough.

"I need to stay here and rest for a couple days.  This town is safe and we can rest comfortably."  Glumr says to his friends.   "We should put our... um goods from the island somewhere safe and keep an eye on them while we are here.   Once I'm feeling better, we should push on to Crim."

Glumr takes Holly's healing roll as Day 1 of rest/healing

When they have a bit of privacy, Glumr brings up the point of treasures.

"We brought back all these items.  We should decide if there is anything we want to keep before we try to sell and trade for gold pieces.  After finding my arrows to be useless against the corpses we fought on the island, I think I'd like to trade out my scimitar for a mace, use that buckler.  I like the leather coat too, it would be an improvement to my leathers and cloak.   Is there anything anyone else had their eye on?"
Erma
player, 21 posts
bear
Tue 24 Mar 2015
at 21:31
  • msg #38

Re: Ch09 - Legends are Born

{mourns that there is no fish in the treasure to claim.}
Fritzholm
GM, 1770 posts
toss the dice
and have fun
Tue 24 Mar 2015
at 23:19
  • msg #39

Re: Ch09 - Legends are Born

Adiel reads books.

The book on the spirit realm is very interesting and enlightening.  However, it's your understanding that only an enchantress can do the things written about in the book.  It's a shame.  You'd love to learn it.  Part of the process involves finding a spirit and bribing it to return with you to be bound into and object.  Evidently this bribe comes partly from a singular valuable real world item and partly from the enchantress' own life force.  It's quite a sacrifice.  Luckily enchantresses are very charming and persuasive negotiators.  Kelney was one of the best, if not the best ever.  Her silver tongue talked down the price dramatically.

The insane rantings are much less impressive.  As legendary as her charm and powers were, Kelney was no genius.  There is little depth in the bits a pieces that make any sense.  Her few insights are pedestrian.  You pick out mundane angst, vanity, and heavy doses of megalomania.  There is also a lot of fury, sadness, and frustration.  Kelney clearly did not handle even the slightest frustration well.  As you would expect there's a lot in here that flat out doesn't make any sense.


The party enjoys a small feast and many rounds of beer.  (Please mark off 50sp, Adiel.)  Sunna sneaks a beer out to Glumr and Holly sneaks a few fish out to Erma.  Farden even leaves the cart unguarded for a while to join in on the fun.  Though the party is *still* badly wounded, they forget their woes and carouse with their new found adventuring friend and a few random travelers and locals.  They're rich!  It's just a minor formality before they're in possession of The Tome of Legends too!

On the topic of being rich, Glumr, with nothing better to do while resting, counts through the 4 buckets of coins the next day.  There are 23500sp, 250gp, and 70cp.  Naturally, none of them are the newly minted Ferisedan coins.

I have added the coins to the party's treasury.
This message was last edited by the GM at 23:21, Tue 24 Mar 2015.
Sunna
player, 309 posts
Wed 25 Mar 2015
at 18:57
  • msg #40

Re: Ch09 - Legends are Born

Since they have to rest anyway - which Sunna is glad of - the bard takes the chance to read the book with the epic tale in it.

OOC: Sunna rolled 8 using 1d20. fort save.
Yikes!

Holly
player, 880 posts
Protect the Land
to protect your Children
Thu 26 Mar 2015
at 08:53
  • msg #41

Re: Ch09 - Legends are Born

Holly enjoyed the drinks and the chance to relax, whilst keeping an eye on Glumr and ensuring Farden doesn't miss out on some fun. With Sunna and Adiel providing the entertainment, Holly is content.

[Holly rolled 21 using 1d20+5. Holly Fort save.]
Fritzholm
GM, 1773 posts
toss the dice
and have fun
Thu 26 Mar 2015
at 09:14
  • msg #42

Re: Ch09 - Legends are Born

The tale of epic fiction is entertaining.  Right now it feels like two different, unrelated stories that are taking place in the same general place at the same general time.  Strange way to tell a story, hopping back and forth.  You also feel that too many unbelievable things have happened.  That's not such a bad thing for a story.  It makes it different from accounts of real events.

You think about how you would present this story.  It might be good to tell one piece of it every night after setting up camp.  Like the book, you could switch between the girl's story one night and the boy's story the next.  You think about asking your cousins if they'd like you to do that, but it's probably a good idea to finish reading the book yourself first, so you know how the story ends, and how to improve the telling.

Holly easily finds the herbs she's looking for and brings them back for Glumr to smoke.

"Of course!  Many healthful puffs of the leaf.  Why didn't I think of that?" exclaims Glumr.  This treatment is a lot better than being half drowned in the chest by Tibalt's medicine.

By the second night of sleep in Kammarra, Glumr and Sunna have recovered all of their HP, but Holly and Farden are still wounded.

Please let me know your updated HP for 5th level.  Sunna, please let me know both your CON 8 and CON 12 level 5 HP.

I need a DC16 FORT save roll from Glumr and a another Heal skill roll from Holly.

I also need a DC14 FORT saves from Holly still.

Please ignore my second set of DEX and CON damage rolls for Glumr.


Holly, would you like to try any magical treatments on Glumr or magical healing on yourself or Farden?  It might all take care of itself naturally without magic eventually anyhow.
Holly
player, 881 posts
Protect the Land
to protect your Children
Thu 26 Mar 2015
at 17:28
  • msg #43

Re: Ch09 - Legends are Born

Holly enjoyed her time away in the wilds, but was appreciative that Obad-hai was with her as she quickly found the herbs she felt would help Glumr. Having Moonlight beside her also made her day go well.

Returning to the others, Holly realises she has neglected herself and Farden, and calls upon the healing aspect of Obad-hai to provide them with healing energy to remove that last of the signs of their time fighting on the island. Checking on everyone else, Holly is relatively happy they have come through this all successfully.


[Holly rolled 16 using 1d20+11. Holly - Heal Check 2.
I assume you want Sunna to re-roll a FORT check, as I passed and Sunna failed...]

Fritzholm
GM, 1774 posts
toss the dice
and have fun
Thu 26 Mar 2015
at 18:29
  • msg #44

Re: Ch09 - Legends are Born

My bad.  I missed Holly's successful FORT save.  You're all set now, Sunna included.
Glumr
player, 1089 posts
  Woodland
  Ninja
Fri 27 Mar 2015
at 12:30
  • msg #45

Re: Ch09 - Legends are Born

The herbs Holly brought tingle in Glumr's chest when he smokes them... It seems to change his cough a bit, causing him to feel like he's actually coughing out the thick feeling of goo in chest.

When Holly's not looking, Glumr mixes a bit of his sweet leaf into the herbs as he's not really been somewhere safe enough to enjoy the smoke.

Combination of rest and the herbs has him feeling much better than he did when they landed ashore. He wonders if there is any of that tasty ale left to enjoy on what feels like a relaxing day of rest.

Glumr rolled 19 using 1d20+4. Fort Save - Smoking Herbs (Healing Kind).

"Your knowledge of nature always amazes me Cousin, which says a lot as you know.  I appreciate your help clearing my lungs.  My thanks to you, and Obad-hai and Ehlonna, for your help and the healing of the herbs.  I'm starting to feel like we should think about starting on the next stretch of travel."  Glumr says to Holly.
Fritzholm
GM, 1775 posts
toss the dice
and have fun
Sat 28 Mar 2015
at 05:03
  • msg #46

Re: Ch09 - Legends are Born

After two days of rest, recovery, medicine, and a little magic your all feeling better.  It's time to head for Crim.

Before you leave someone needs to make a call on food.  First off - two days, 5 people, 5sp per day = 50sp which I've deducted from the party funds.  Now, how much do you want to buy for your trip to Crim?

quote:
Basic food for the road will run you 5sp per pound,
or you could splurg on the fresh goodies for 12sp per pound.

Your party goes through about 7 pounds of food a day now, and the trip to Crim will take about 3 days even with some delays built in.  You'll be able to get food provisioned to you free once in Crim.


How many pounds of food and what quality are you going to buy before leaving Kammarra?


In the morning you ride off west through the dry grasslands towards Crim.  The weather is very pleasant for traveling.  There's still a hint of summer heat, but it's not oppressive.  Instead it's tempered by a light breeze.  Around noon there's a short rain shower.  The skies clear quickly and the ground soaks up the water without getting muddy.

About an hour before sundown both Sunna and Adiel begin to cough.  It looks like Glumr's spore cough has spread.

00:54, Today: Fritzholm, on behalf of Adiel, rolled 2 using 1d4. CON damage.
00:54, Today: Fritzholm, on behalf of Adiel, rolled 3 using 1d4. DEX damage.
00:53, Today: Fritzholm, on behalf of Sunna, rolled 4 using 1d4. CON damage.
00:53, Today: Fritzholm, on behalf of Sunna, rolled 2 using 1d4. DEX damage.


Soon both are complaining of aching joints.  Sunna's condition deteriorates quickly.  First it was just the cough and pain in her joints, then tingling and numbness in the feet and hands.  Now she can not feel her fingers at all.  (She's down to 4 CON, and will *die* at 0.)  Adiel isn't in as serious danger, but his muscles are cramping in addition to the joint pain.  You decide to stop early, treat Sunna and Adiel, and set up camp.
Sunna
player, 311 posts
storyteller and musician
Sat 28 Mar 2015
at 05:59
  • msg #47

Re: Ch09 - Legends are Born

Sunna votes for fresh provisions for all for the first two days and two additional days of basic food.

When she starts to feel strange Sunna anxiously feels and listens for her heartbeat. She's not entirely certain that it's "only" the cough Glumr had, even when Holly says so, and is unusually quiet.
Adiel
player, 21 posts
Bardic Sage
Sun 29 Mar 2015
at 14:50
  • msg #48

Re: Ch09 - Legends are Born

Adiel is uncomfortable and becomes a bit irritable. He is aware that he is acting irrationally, but doesn't have the wisdom to know how to make himself feel better. He walks around the campsite, trying to read and not getting very much out of it, and mumbling under his breath about his aching joints and how annoying contagious diseases are.

It occurs to Adiel to make sure the most valuable items, especially Avaldamon's Jewels, are not visible, especially while the group is in Ferisedan territory. Travelling with an open cart of treasure is unsafe; travelling with an incredibly valuable cultural artifact is asking for trouble.
Fritzholm
GM, 1777 posts
toss the dice
and have fun
Sun 29 Mar 2015
at 16:46
  • msg #49

Re: Ch09 - Legends are Born

I assume that you keep a blanket and/or tarp over all the cart stuff.  Partly to conceal it and partly to keep rain from damaging certain items.

You spend another 238sp on food for the trip.  This stuff ain't cheap, is it?  You sure are glad the Triplefang outfit your journeys for free.
This message was last edited by the GM at 16:52, Sun 29 Mar 2015.
Erma
player, 26 posts
bear
Sun 29 Mar 2015
at 23:24
  • msg #50

Re: Ch09 - Legends are Born

(Forages for food around the edges of town ... nutting but nuts and berries... ugh... I feel like a squirrel.   The indignities i suffer for the Triple Fangs.)
This message had punctuation tweaked by the player at 23:24, Sun 29 Mar 2015.
Sunna
player, 316 posts
storyteller and musician
Mon 30 Mar 2015
at 05:42
  • msg #51

Re: Ch09 - Legends are Born

After the third futile attempt to get the flute from her belt into her hands Sunna slumps back against the side of the cart again and bites her lips. Could it be that it's not the cough Glumr had but... whatever exactly the spirit did getting worse? There is this cough and Adiel has it, too, so it's these spores, right?
Fritzholm
GM, 1782 posts
toss the dice
and have fun
Thu 2 Apr 2015
at 15:40
  • msg #52

Re: Ch09 - Legends are Born

Things seem to have stalled out here.  What's the plan?  Stop and rest for a couple of days with medical attention?  Press on and hope Adiel and Sunna recover naturally and Sunna doesn't die before you reach Crim?  Magical goodness?
Sunna
player, 318 posts
storyteller and musician
Fri 3 Apr 2015
at 09:08
  • msg #53

Re: Ch09 - Legends are Born

Resting with medical attention sounds great!
Fritzholm
GM, 1783 posts
toss the dice
and have fun
Fri 3 Apr 2015
at 16:55
  • msg #54

Re: Ch09 - Legends are Born

The harpers spend a day resting and trying to recover.  You're happy that you bought a little extra food for this trip and you're hoping to kick the spore cough as quickly as Glumr did.  It's pretty miserable.  There's aches and stiffness throughout your body as well the awful taste of what you cough up.  You'll be glad to feel normal again.

I need FORT saves (DC14) from Adiel and sunna, and a Healing skill roll from Holly.
Erma
player, 27 posts
bear
Fri 3 Apr 2015
at 17:50
  • msg #55

Re: Ch09 - Legends are Born

Erma spends a few days being miserable waiting for the Triple Fang to come out and decides that one of the downsides to being a Bear was all the calories you need to take int to maintain your body weight.  She was going to be fur and bones at this rate.  The Fangs were also taking a long time to come out of their caves.  It was time to go see what was taking them so long.

Erma prowls carefully through town.  She's leery, there was a lot of human in there, an while Erma wouldnt go quietly, she was certain the could do her a lot of harm if motivated.  She sniffs the air, but her human senses sucked.  What little she had of her senses was lost the moment she took this form.

Everything was brighter... more colorful, making everything a distraction to her and making her skittish.  Forcing herself to calm she focuses.  They were triplefang, how hard could they be to find?




Eventually, an woman, with long Auburn hair, that looked to be in desparate need of a combing comes upon the triplefang.  She looked like she might have been Triplefang Kin, she had the barbaric look down pat.  A long wild red man of hair, and strategic placement of furs and soft hides clad her body.

"Holl~ly..?", she comments looking at Holly.  Her voice was deep and husky, perhaps as if the woman was in need of a drink.
Glumr
player, 1090 posts
  Woodland
  Ninja
Fri 3 Apr 2015
at 17:59
  • msg #56

Re: Ch09 - Legends are Born

"Sorry my cough has made everyone else have a cough.  Hopefully you will feel better as quick as I did" Glumr says apologetically to Adiel and Sunna.  He feels bad that they are ill from his cough.

---

While tending to gear, Glumr is startled when this woman comes into camp.  He keeps his eyes on her to see if she makes any hostile moves.
This message was last edited by the player at 18:04, Fri 03 Apr 2015.
Erma
player, 28 posts
bear
Fri 3 Apr 2015
at 18:11
  • msg #57

Re: Ch09 - Legends are Born

Erma keeps an eye on Glumr with her peripheral vision.  She made an effort to keep an eye on all of them.  Humans were wild... unpredictable and killed their own.  The Triple Fang themselves seemed to have a knack for havoc and mayhem.  She knew very well that 'looking' like them was no guarantee of safety.
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