We got to Blackmoor and met some of the locals, who were unnaturally kind to us. Turns out we have something and they want it. It also looks like they're going to try to get us mixed up in their political games, which we have sworn that we're not going to. There's no way that's going to work of course.
On the way to Newgate to see the King, we got attacked by froglins. They should be a minor nuisance but it looks like they may need our help. Next week, we're going abovedecks to get involved.
January 29, 2017
Aaron, Paul, and Scott. Paul plays Kev; Aaron plays Robin (for whom we do not have an up-to-date copy).
When we last left our intrepid heroes, apparently we traveled to the hidden land of Blackmoor on the request of the King of Illiostal. There is some kind of wild magic going on as well.
We have been summoned to meet with the King’s Council. Svenson (the Baron of Blackmoor province) does not take us to the castle but instead to a nearby building. It’s 15 minutes from the docks. Svenson is also the Baron of Newgate, the city to the south. He’s on the council himself.
Yorn: Where is the temple to Ulyiad in this city? It’s been a while since I could worship properly.
SV: It’s been a while since I heard that name.
Granny: What gods do you follow?
(look in book): They are largely of the Realm of the Egg. They do not deny the gods we follow in the North, but we do not follow them. You will find no temples to your gods, including Ulyiad. Perhaps buried in the rubble of a destroyed city.
Realm of the Egg K religion: 9, 15, 43 – Zantlin has heard that the Realm of the Egg is, from his standpoint, an area of land south of the mountains. No kingdom in the past has dealt with the Realm, and it’s ruled by something called, “The Egg of Coot”. There have been wars trying to remove the Egg from power. (Sounds like a cult of personality, not following the gods). No one has ever returned with knowledge of the Egg itself.
SV: There is a steady belief in your land that assaults on the border of the realm by some mysterious power have been forgotten.
He, himself, worships the laws of justice and nobility of Fronaus. This god’s name is sworn to bind contracts and deal in court. The highborn follow him and will take up arms against chaotic dissidents.
Spot checks: Several 28’s…all of us see a symbol on the lapel of his robe that looks like (pic attached). More K Religion – 21 and 27…we recognize that when Fronaus appears to his clergy, he dresses in golden armor, carries a sword, and is wreathed in blue flames. Soldiers and paladins of his following have appeared north of the mountains, so we’ve heard of him.
Eventually he brings us into the council chambers to meet five others who stand when we enter. Svenson introduces us:
Uberstar, the dwarven regent of mines
Timothy, a Halfling (apparently they exist) – regent of Halflings of the northern marches
Sildonus, spellwise of the wizard’s cabal
Fletcher, dean of the university
Svale HIghfellow, Freekeeper of the Clay.
Kev introduces us as well and formally as he can…Diplomacy to 19. He explains that we are here to meet the people as emissaries of the Kingdom of Illiostal. We have never seen a Halfling before.
Granny has read about the “wee folk”, the Halflings. We don’t insult him.
Svenson invites us to sit. Yorn removes his collection of greatswords so he can sit more easily.
K: Thank you for having us. We are here to get to know your people and bring information to our king. The emissary you sent has disappeared, and we understand you are expecting him back?
S: We were. We are surprised he was not with you.
K: Wasn’t he going to stop at Glimmerhold?
S: yes, after his visit to King Jortius.
K: We would be happy to see if he is in Glimmerhold. We do have contacts in that city.
S: We have had trouble on the northern border as of late.
K: We came here through the swamps to the east and saw nothing. We did meet a group of elves and traveled with them for a while until they returned to the forest.
S: We are on friendly terms with them.
K: What about Glimmerhold?
S: We were starting to make contact with them to see if they wanted to trade. For many years it was a hard place to trade.
Y: It should be a lot nicer now.
K: A great curse has been lifted from those people.
A different dwarf (Uberstar) stands up – Well met. (he looks at Zantlin). The curse in the north is well-known. You are sure the curse has been lifted?
Y: We were there.
K: It was when we left.
He is the regent of mines and the land of Blackmoor. He is skilled at finding gemstones that the wizards here use.
U: I gather that you were instrumental at lifting this curse from my kin?
K: The king himself was under the curse. We met his wife on one of our adventures, and she was cursed too. We did manage to lift it.
Y: Was the dragon involved?
K: I remember that giant walking city, and the golden dragon was with us.
U: You speak of Asmodeus as if he still lives.
K: We found his essence in a sword, then we helped him return to a body and now he’s the guardian of the ancestral dragon graveyard. He was going to be in charge of that place somehow.
U: We were once on friendly terms with the dragons. Could you assist us again>
K: Asmodeus did want to mend relations from his absence, so yes. But dragons are finicky to deal with and he is probably busy.
U: None of us alive have spoken to a dragon but we have many records from those days.
K: This was a first for our kingdom…they were only beasts of legend for a long time. We actually tutored a young one – a white one. We had help from Asmodeus.
Y: The little one wasn’t scary but mom? Yikes.
K: It’s willingness to talk helped us greatly.
Sven stands back up.
SV: All well and good. Uberstar, they can speak to you later. So what can we do for you? We sent the emissary to propose trade, which has not existed for a long time.
K: Is this the first time the emissary made it? I suppose you wouldn’t know.
SV: During the height of the war with the Afridhi, we sent to you for help but heard nothing.
K: Our records showed nothing so the emissaries didn’t make it to us. Granny said something about the emissary’s journal?
G: Found in the emissary’s empty room, they left behind a scrap of paper (has notes). Wild Magic / White Magic? I’ve never heard of it.
Sildanus speaks – May I see it?
They talk about Wild/White magic. Sildanus suggests that Zantlin may know, as it is magic of the earth. He snorts and says that his magic comes from Arianna.
They know of Arianna. Many of us notice that Uberstar’s got a holy symbol of Arianna.
Zantlin, to Yorn: Arianna 1, Ulyiad zero.
We’ll break for dinner (in game). We have delights from our lands, and Kev bought a bunch of local stuff. They tell us to save it for the King, who’s in Newgate right now (his sister is having trouble).
They have rooms for us at the Longwood Inn. Separate rooms:
Y: Unless this place is dangerous enough that Granny needs a bodyguard.
Sildanus looks at Granny and says, “She should be able to protect herself.” Best Sense Motive is a 22 (Z and Y) – he’s aware that she portrays more than the image of an old crone.
Y: Or if she slips and falls out of bed. She’s getting pretty weak.
BTW, the natural red of her hair is starting to come back out at the roots of her gray hair.
They dismiss us and say that they need to check on King Uther. They’ll meet with us for lunch tomorrow.
We need to tell the boat that they can park and the sailors take leave. They will be restricted to the harbor quarters, which isn’t surprising. They need passes too and we remind them of that.
Yorn asks what the rules are around here – we’ve been given leave to wander down, but not to enter the castle. There are places in town that are dangerous that we should avoid – like the wharf area, after dark. Harvend is the guy they assign to help us.
He stops before the Inn and tells us that they have rooms set for us. He gives us a scroll tube from Svenson listing goods for trade to the North.
Harven’s in his 50’s. He steps over near Granny and asks, “I don’t mean to offend, but are you attached?”
Yorn snickers audibly.
G: My work does not leave much time for relationships.
H: Maybe we can get together for lunch.
Yorn makes gagging noises.
G: We will see.
He leaves. Granny, to Kev – we need a different guide.
K: Why? He seems nice.
Inn has 3 floors with common room on the bottom. We will not have a floor to ourselves. This is a classy place – they actually have a menu. Common room is pretty quiet right now.
Kev wants to go look for the trade goods. Granny wants to see what the magic shop look like, so she’ll go with.
Zantlin will scry the city. Yorn will go with Kev and Granny. Granny asks Zantlin if that’s wise with the magical protections…Zantlin asks her about the dangerous magical stuff she’s carrying. She’s got the Kevonium on her person, and she feels a sensation from the bag holding it. There’s a hum in the back of her mind, along with a voice that says, “Scrying here is dangerous.” Wait, Zantlin didn’t say anything so this doesn’t happen.
At some point we come across a street performer, a young woman singing songs. She plays, and people clap along. K arcane – 30. She’s getting magical help with her performance. She’s dressed pretty well for a street performer…spellcraft to detect actual spells – the sound of her music sounds typical for a bard, but something else magical is going on. She’s not seen it before. Robin notices a pendant around her neck glowing once in a while. Granny will wait to speak to her when she’s done, and throws in a 300 gp tip.
G: Interesting performance.
A: Thank you, my name is Alwin.
G: I am a foreigner from the north, and your magics are unfamiliar to me.
A: Magic? I try to practice enough to make my performances seem to be magical.
Granny knows she’s lying.
G: If there are kinds of magic I am unfamiliar with here, far be it for me to question them. I am a practitioner of the arcane arts and have some curiosity. Do you do this daily? I would like to hear you play more.
A: I play here daily, along with other business.
Alwin eyes Gertrude warily with the skull cane and the dessicated toad in her hat.
Granny notices Alwin’s hand slip into her purse.
Granny immediately looks at her and Prestidigitates all the air around her by 10 degrees to intimidate her.
Alwin steps back, saying, “Well done!”
G: You don’t know what you’re meddling with,
A: Neither do you. I sense the power.
G: What do you know of it?
A: It will make you mad. Can’t you sense it?
G: How would you know?
A: You claim to know the arcane, but you can’t sense that which is near you?
G: Many things to sense, but lots of things to experience. Wehre do you get yours?
A: Life. Performing on the street is but one of my talents.
Y: Granny’s not interested in a hooker.
Yorn starts shouting at her to leave Granny alone. Yorn feels something come over him – she tried to charm him, but he resists. Granny’s not sure what happened…we mostly saw the gem around her neck glow.
Yorn decides to punch her because being spellcasted upon is not appropriate. Kev will try to break this up…Granny’s not sure she needs to break this up.
Yorn connects for 11. “I don’t know what kind of place this is where you can cast magic on people in the street, but I’m not down for it.” She backs up, bows (revealing her armor and rapier), and says, “It is not my job to quarrel with you today. Please, see me again tomorrow.”
Yorn: Fat chance of that!
We notice that she didn’t take all the damage.
Kev cautions us not to screw up this mission. Yorn protests that it’s just a street performer.
Granny figures she’s got some kind of protective spell.
Granny: We need to be careful when we are in a place where the street performers can use magic like this. Perhaps we are unlucky and came across a powerful peasant but perhaps this whole place should be approached by caution.
It looked like she was trying to avoid a scene and didn’t want any officials involved.
Granny says she may want to come talk to this lady again tomorrow.
Yorn: I’ll have my punching hand ready, but I probably should have taken that gem instead. I saw it glow.
We continue onward. This town has its share of pickpockets and thieves but nothing we haven’t seen before.
Kev shops. Granny observes and tries to find out where the magic stuff is. We find no magic stores…asking around, there are no magic stores. You have to deal with the Cabal…
Cabal = conclave of wizards in town that control all the magic. They are powerful and protect the city.
We did meet the leader, the Spellwise. We find lots of trinkets and trade goods…appraise checks. We do awful on our rolls. There is a decided lack of quality gems around for some reason. It must be that they’re controlled by a cartel, or someone has another use for it. People clearly aren’t using them for commerce.
We do remember that there is a dwarf finding gems for the magic users.
We get back to the Inn and relate our experiences to Zantlin.
Zantlin scries during the day and Joe takes Aaron upstairs. We hear him talking about seeing the merchant classes; he purposely doesn’t look at the castle. At some point he spots an attractive street performer and his friends, then Yorn cold-cocks her.
He finds no temples in town. There are armorsmiths and weaponsmiths and he checks their wares outside. He doesn’t look through anyone’s living quarters.
One thing we notice is that the woven goods are outstanding in quality here.
Zantlin’s unable to scry outside the boundaries of the town. There is a library near the university here.
Zantlin will have lunch, then scry into the poor sections of town to see how they treat the least among them. Even in the poor sections people are doing ok. No mud huts, etc. Those of us who strolled the streets noticed that everyone seems to be well-educated. The higher ranking and nobles are obviously very well educated and well-spoken.
Elves, dwarves, and Halflings educate their kids as a matter of course. Humans don’t emphasize it but rely on travelers to teach children, and some of the barons run schools. Children of the city are sent to the local temple of Fronaus for education. The education isn’t comprehensive but enough to educate the populace.
Zantlin asks Yorn if he punched any locals and admits he was scrying. Granny chastises him until he says he *did* find the library. He may have done some things that he doesn’t tell us. He says he is struggling to find a reason to dislike the people, but he can’t – and this makes it suspicious.
We hang out in the common room. Granny heads upstairs to find out how to shield the Kevonium. There is a bard in the room but he doesn’t cast anything on Yorn.
Scott: could you use the Kevonium to shield the Kevonium
Granny makes a will save. The Kevonium in her pack is quivering; it’s almost like a child with the air of excitement. This is new. Can she shield it? Not without using the Kevonium itself.
She reaches into the bag of Kevonium and has to go upstairs. Something happens.
The food in the common room is good and so is the bard. Those of us who aren’t Granny stay, drink, and Gather Info…Yorn gets a 20, Zantlin 14, Kev 5, Robin 3. Yorn hears a pair of merchants on the other side of the room say, “Did you see Alwin get dragged off to the Cabal? Yeah but I don’t know why. Word has it she was using magic on the streets. She should have known better.”
Yorn tells Kev, and then goes up to tell Granny. She’s happy to find this information out, apparently, and is quite smug that Alwin wasn’t that smart.
The place is loud and raucous, but there is no trouble. The clientele is mostly merchants.
One other thing Granny realizes is she could be helped to make another universe here, since we’re already planeshifted. Might involve killing everyone though.
Next morning, someone wakes Granny up. The messenger says that Sildonius, the leader of the Cabal, would like her to visit before she has the council meeting. Just her, though. He waits in the common room for her. She tells Kev that she’s got a private meeting. She’ll meet us back here or at the council meeting. Kev’s not sure…but she wants to go to the meeting anyway.
G: If I’m not at the council meeting, there is a problem. Trust me, I’ve got spells that can handle this.
Kev can come along but will have to wait outside.
Zantlin finds a golden envelope under his door. It’s an invitation to attend the Temple of Arianna this morning. It’s worded nicely. He’ll go.
Paul and Joe discuss some things about spellcasting, gems, bonuses to levels, elimination of material components, lack of spellbooks, etc. I don’t get all the notes.
Sildanus meets Granny and Kev in a marble, gem-encrusted hall of considerable extravagance.
G: Thank you for inviting me. I would love to learn more about your style of magic
S: I have sensed that you are learned in the arcane arts already.
G: I am accomplished, but you have a different form I am unaware of. Something to do with the gems?
S: It is a choice we have made. COncentrating our magic through these gems is easier.
G: May I ask you some questions?
S: I can only tell you so much as you are not in the Cabal, but yes.
G: Until this week, I was unaware of your country.
They go into a private room without Kev.
Wherever they walk the building is uniformly lush. There are many arcane marks on the walls and floor. They stay on the first of 3 floors.
S: Before we begin, there was a sense of power in something you carry that I do not see today.
G: Could you be more specific?
S: A powerful magical aura in your pack that we must investigate before it is allowed to travel through the city.
G: I have many objects. What about this one disturbed you?
S: It had an inherent connection to the wild magic of the region, which may be dangerous to us and our populace. One of our edicts is to protect the population from wild magic.
G: What of Wild Magic is dangerous? I am unfamiliar. My understanding is that you use focus through gems.
S: True. I don’t know how you know, but you are correct.
G: Not my first rodeo.
S: That is a discipline only taught within the Cabal. Anyone else using wild magic cannot use a focus unless they discover the relationship. This is very rare.
G: The magic I carry involves something connected to the land to the north. It seems to be similar to your gems. Ours was not named wild magic, and we do not have a trade in gems to deal with it. Nowhere does this exist as it does here. So I do have magic of our land, but I have protected it. Someone tried to steal it from me yesterday.
S: That’s why I brought you here today. We would politely request you leave that magic here, safe in our keeping, or that you stay here yourself. Wait here until your friends are prepared to depart. This is not a punishment, but a safety measure.
G: You are charged with the protection of the city and are familiar with these dangers, somehow. So I would love to ask you more about these dangers,.
S: Without years of instruction, let me explain that those who have discovered wild magic on their own have found their minds destroyed or bodies incinerated. Someone accidentally cast chain lightning and burned up a whole crowd.
G: I can see how that adds to the chaos of your magical use. Most magic of the learned from my land do not harness this level of chaos. Spell misfires are rare. May I question why you would harness this wild magic at all?
S: We can protect our lands better, along with our agents.
G: Why use this chaotic form of magic at all?
S: Power has its use. Without training and strength of mind, it can be random.
G: We do not have these dangers in my land.
S: Our masters who have traveled the world have found no focal point of magic there like in this region. The dangers are less elsewhere.
G: As it stands, what I carry is something of great value and danger that I don’t know I can relinquish from my control. The best option would be for me to remain your guest.
S: That would be best unless you can prove the item you carry is no danger to the public.
G: I doubt I can do anything to your satisfaction. It is not mine to relinquish this, just as you have secrets you cannot disclose.
S: Hm. And you would stay of your own free will?
G: I assume you are not imprisoning me, merely protecting your people? I assume there is no chance that I will be mistreated, and I have no interest in endangering your people myself. I will remain your guest.
S: There is one more option – let me see and study this item for its safety.
G: I’m afraid this isn’t possible, just as you would keep me out of your vaults. Let us speak no more.
S: Come this way – you may use some of our libraries while you are our guest.
G: Perhaps we can discuss how magic is used in other lands. I do have an audience with the council at noon…
S: I will escort you there. Thank you for your time.
G: I need to speak to Kev, if I may.
Kev asks “So they are keeping you here until we leave? That’s better than showing it off, I guess. What should I do until the meeting?”
Robin and Yorn will go shopping for arrows.
Yorn: Watch your pouches.
There are two weapon shops in town – one has a Dwarven Bayonet (light melee) and an Elven Longblade (needs XWP). There is spidersilk armor here. Collection of +1 and +2 swords…but nothing any better than that. Any bows?
Certain members of the Cabal can make weapons for him. He is intrigued at the items Robin brings up (changeable gems to swap damage types).
Listen 14, 17 in the shop = there is a constant hiss of air or steam in the back of the shop. Something’s puffing repeatedly. Could be a forge bellows? No.
Robin tries to get a peek behind the curtain. Looks like a fire with a pot over it; there is a table with some weird tubes on it. Something is turning in a circle and connected to a pulley…it’s driving a hammer, but not actually striking anything. Once in a while steam hisses out.
Yorn asks the guy what the hammer is. The smith is happy to show them as long as they promise not to tell. We take our leave after he tells us to see him if we need anything custom-crafted. The other shop is full of mundane weapons in poor shape. Yorn lectures him on proper care of his weapons; the guy doesn’t even pretend to listen.
Robin and Yorn arrive before the meeting time. Sildanus, Granny, and Kev proceed themselves. Going through the halls, Granny barely hears a woman scream from below. “No!” Sildanus escorts them…Sildanus expresses displeasure at the scream, but his face takes on a more normal appearance.
At the council meeting, Svensen comes in grim-faced. He greets us.
S: I had hoped to bring good word from our king, but he finds himself embroiled in Lady Chalice’s problems in Newgate. I must travel there myself later today.
K: We await the return of the King, unless you don’t think it will take too long.
S: He would like you to accompany me to Newgate.
K: Forgive me, but that seems unwise.
S: The problem is with his relative, not with the city.
Y: She turn into a werewolf or something?
K: Probably not!
S: We haven’t had any werecreatures here in a long time.
Y: Keep it that way.
K: If the King would like our help, we can.
S: The Council can make trade agreements with you for your king, but our King would like to meet you himself.
K: Would we head home from Newgate then?
S: Via Blackmoor, yes.
Yorn, Zantlin, and Kev wonder what’s up because this smells fishy. Kev makes the point that we came this far, so we may as well go another couple hundred miles.
Granny: Excuse me, Sildanus, may I have a word with you?
They step aside and speak.
G: I do not want to put your people at risk or strain the Cabal, but it may be best that we travel no further. It may be time for me to go.
Sildanus: If you choose to go, I will have to escort you.
G: I would not inconvenience you.
S: It is my job and one I would entrust to no one else.
G: Very well. I do not want to cause you any more trouble.
S: As long as I stand over you, you should be no trouble.
Granny tells Kev that “It’s ok” and she’ll explain later.
K: As long as there’s nothing unstable here, it should be fine. But we could wait.
SV: Should be no dangers to you – merely family issues.
Y: Tend to be a lot of murders.
SV: Here as well. But you’ll be fine so far.
Y: How have you been able to contact the King? Magic or something if he’s 200 miles away?
SV: There are magics involved, but you would not understand.
Y: I want to know she *points to Gertrude* knows what’s going on.
Is there anything we need to prepare? When should we head to Newgate?
SV: This afternoon if we can.
Granny looks at Sildanus and he seems to take it in stride. Some of us realize Sildanus is not surprised.
We’ll take their boat. We will meet them shortly. Sildanus asks Granny if she wants to go to the Inn, or if she’s ready. She goes back with Sildanus much to the surprise of the party.
We talk about the Kevonium and discuss whether it would be hilarious if Zantlin carried it while they thought Granny had it. She may not be in for that, but Kev will bring it up.
We get to Pier 17 and find a huge ship with ten ports on the side and a bunch of thick-walled pipes sticking out. Zantlin explains that those are cannons – they shoot big metal balls.
Yorn and Robin explain that they saw something funny – steam hammer or something.
Granny: Seems like a lot of work for steam…
Y: Not everyone eats the brains…
G: Don’t you start too.
This is a big three-masted ship. The deck is spotless. Brass and metal are polished. Sails look new. At the back of the ship flies the flag of Blackmoor, not the Jolly Roger. They say we’ll sail through the night and get there by morning. They have lights that Granny studies.
Where should we stay? A sailor leads us to the cabin.
Sildanus and Svensen are coming with us. The others stay behind.
Once inside the cabin, Kev and Granny start arguing without mentioning what she’s got in her possession – for safety’s sake, should she give it to Zantlin? Granny claims she’s doing research and won’t hand it off. (BTW Will save 40 to hand it over), no matter how we explain. She storms off in a huff and goes out onto deck. Sildanus is out there. Three different sailors watch her with interest (and not romantic). She’s being watched.
Eventually she goes to speak with Sildanus.
G: Your country has impressive ships – we have nothing like this.
S: It was once necessary, and now we maintain four ships like this.
G: We are unfamiliar with the cannons you have on these ships.
S: They are standard now.
G: Nothing sensitive with their nature? May we share their existence with our king?
S: Knowledge of black powder has existed for a long time.
G: Not by us!
S: Would you care for a demonstration?
G: Before we do, I wanted to mention that some of your crewmembers are acting suspiciously. Some of them were approaching me in a calculated manner…they are not sailors.
S: They must have been authorized before the captain hired them. That doesn’t mean they have the same goals we do.
G: Any risks?
S: Not to you personally…the councilmembers onboard are more at risk.
They give us a demonstration of the cannon. Very impressive.
G: I don’t know why you bother when magic abounds in this land.
S: There are those who cannot cast magic but must still defend the realm.
Granny tells us that there are spies or political dissidents onboard. She told us Sildanus and he thinks we’re fine.
Y: Now he’s full of shit.
G: Kev, how much are we willing to get involved? I’m going to see if we can teleport back if needed.
Yorn: As far as I’m concerned, we need to protect any innocents and each other. I’m not interested in getting involved in any games of these nobs. I’d love to help out their king to make the relations better, but we don’t know what side to take to help him.
Can we teleport? Granny does some research.
Zantlin mentions Plane Shift and Granny says it may not work with what she’s carrying.
Granny realizes that there’s a Dimensional Anchor on the ship. Once off the ship, we could teleport. We’d need to get ashore.
Granny actually found the gemstone controlling the Dimensional Anchor. Would breaking it allow immediate transport? Quite possibly…not sure if it can be smashed.
Yorn – I can swim away from the ship, and I’ve got teleports.
We may not be able to teleport all the way home. If we get to our boat…but that’s inside the shield of Blackmoor. We should really try to save them…
Outside, we hear the faint ringing of metal-on-metal.
We grab weapons...hopefully it’s just training. Svensen and the captain are engaged in battle against the three men Granny said were following us. The rest of the crew is closing in on the three…We just stand there and watch…the three spies are quickly apprehended and disarmed. They’re being held by sailors, and the captain knocks them all out.
Captain: Any other traitors onboard will be treated the same. Back to your stations!
The crew disperses while Svensen and the captain talk. Svensen comes to Granny and thanks her.
G: Was this off my feeling, or did you have more facts?
S: We did have good reason – more evidence
G: I’d hate to think that a man would be arrested without reason. I am new within your country, and this is different from Illiostal.
S: At Newgate they will be tried and hung,
G: Hopefully there will be evidence that warrants a hanging.
S: We can wait for the trial. The captain has the right to hang them now, but we will wait.
We go back belowdecks.
We definitely set watches. Granny also uses an Alarm spell.
On second watch, Kev hears shouting on deck and a call to arms.
“Froglins! They’re all over the ship!”
Granny’s Alarm goes off and Kev opens the door. It’s Svensen – we’re under attack, but the crew can handle it.
K: Let us know if you need help.
We return to sleep. Some of us can tell that the boat’s being pushed towards shore. Kev pokes his head out – no one outside the door. He continues to hear the sounds of fighting, but figures they have this under control. After 10 minutes, the ship rocks and we hear more shouting…”There are more of ‘em!”
Yorn and Kev decide to go up and start helping out. If they haven’t cleared the deck by now…
Zantlin doesn’t want us to get involved.
400 XP. We will have the option to get into a fight next week if we want.
PEPS – ½ PEP to Zantlin for taking care of Robin; ½ PEP to Paul for playing Kev; ½ PEP to Paul for moving the night, ½ PEP to Scott for notes and ½ PEP for asking about the temple; ½ to all for playing short.
Paul: ½ to Scott, ½ to Aaron
Scott: ½ to Paul, ½ to Aaron
Aaron: ½ to Paul, ½ to Scott
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