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Session 4

Above the table

Each player discusses a morning ritual or quirk their character has:

  • Felix: Meditates about the day
  • Plaman: Stacks his stones
  • Cassian: Morning Yoga (including cracking and aching joints)
  • Paeris: Finds a nice trees and gives it a big hug
  • Rowan: Mapping out the area, he spent the previous day

The day starts out with a slight rainstorm, the party meeting again at the Laughing Weasel, this time choosing to sit inside the building. Inside it is warm and bit busy, the room filled with lively noise from patrons. The air thick with the smell of a stew brewing in the kitchen. Throughout this, one patron is laughing loudly. In the corner of the room, there is a small raised platform, intended to be used as a podium. Currently there is a tabaxi bard playing on his lute.

Felix is the first to arrive at the tavern, walking inside and choosing a table in the opposite corner, taking a seat with his back to the wall, so that he can see the entire tavern from where he is sitting. Plaman is next to arrive, looking through the room, seeing Felix and goes over to sit down. Waving over to the bartender he orders two beers, putting one of them in front of Felix.

Next to enter the tavern is Rowan, joining the pair at the table in the corner, but instead of ordering a beer, he orders a cup of water. While waiting for his drinks he asks to others how they are, and how the had processed yesterday’s events. Felix looks confused at the cup of water in front of Rowan, pondering who would be crazy enough to order plain water… Plaman compliments Rowan on his skills with the bow yesterday.

Paeris is next to arrive, quickly wiping some bark and moss from his hands, from hugging a tree outside the tavern. He sits down with the rest of the party at the table ordering a plain water as well.

Last to arrive is Cassian, explaining that his daughter Laura was sick and unable to sleep. He orders Lumiox juice, a clear and very sweet drink; saying that they should have ordered Lumiox Urine as well. Plaman takes a small sip to taste, as Stos corrects Cassian, saying that it is not actual urine, but just juice.

Rowan asks about the party’s plans to go into the jungle, Cassian says that they should probably prepare themselves a bit more, before just heading out into the jungle. Especially since all of us, except him, are not from this continent. Rowan asks what Cassian hopes to find in the jungle, before being able to answer the tabaxi bard starts singing a song;

Beneath the dark and stormy sky, where weary travelers go to die, a mighty oak with silver bark stands shining bright against the dark.

Oh, drink the sap and touch the green, the softest moss your eyes have seen. The roots run deep, the branches rise, to wipe the tears from bloodshot eyes.

It mends the bone and knits the skin, and drives out all the pain within. No blade can harm, no poison stay, when wood and leaf begin to pray.

Oh, drink the sap and touch the green, the softest moss your eyes have seen. The roots run deep, the branches rise, to wipe the tears from bloodshot eyes.

The song tells the legend of a mythical tree deep in the jungle, who’s able to heal any wound and even raise the dead, when eating its fruit.

As the bard finishes his song, he takes off his hat in an expressive swirl and takes a small bow, revealing a notched ear, like he had been in a fight. He steps down from the small podium and starts making his way through the tavern, going from table to table.

The patrons thanking him for his performance and throwing some coins into his hat, which the tabaxi seemingly dislikes, as he snorts and twists his nose. As the bard reaches the party’s table, Cassian raises his hand in an attempt to give him a high-give, the tabaxi, confused by the unconventional gesture, raises his paw and hesitantly returns the high-five. Plaman tries to pet him, as he gives him some coins, the tabaxi, in an instinctive response, swipes with his claws and hisses, dealing 4 slashing damage to Plaman.

The tabaxi regains his composure and says that they are clearly not from around here, since they don’t know about the typical way to thank or pay him. The tabaxi seemingly knows Cassian, but Cassian doesn’t seem to recognise or remember him. He introduces himself as Ledger and he takes payment in the form of stories he can turn into songs. He also deals in secrets. He explains that if you reveal a secret about yourself, he will in turn give you a secret.

A bit skeptical, Cassian asks for an example secret, so they can know that he actually knows useful things, that nobody else seems to know. After a successful persuasion check, Ledger reveals that he knows that Cassian’s daughter was crying in the morning and refusing to go to sleep. At this revelation Cassian is quite perturbed, as the secret is correct, but would imply that the tabaxi was outside his house, watching… Cassian starts to cast ice-knife, but Plaman manages to stop him.

Some members of the party are willing to part with some secrets it return for information that might be useful in their upcoming adventures. Ledger’s eyes light up as he takes out a little book and quill. He moves through the pages, the text seemingly changing all the time. After watching this book, and how the words move around, the party determines that it must be a remarkable™

Plaman smirks and asks if he knows anything about Goliath. But before Ledger will reveal anything that he might know, Plaman has to tell him a secret. So he decides to talk about his special skill “Stoneskin”; He explains the process his tribe goes through to develop this skill, punching trees, breaking rocks and their process of stacking rocks to keep them grounded through it all. In return Ledger tells that there are plenty of maps of the Tidewater Delta, but they cannot trust any of them, each year the channels through the delta changes… This year it was exceptionally bad, as the changes were quite drastic. A crew evn lost their way and sunk their ship… The adventuring guild has a quest to map out that area and perhaps provide some more details about the missing crew.

Rowan is willing to share a map with the location of an Island to the south of Arradsia with hot springs. It is about 2 days sailing from the southern most point of the continent. Ledger takes the map and presses it against his tablet, making a perfect copy of the map. Soon, like the words before it, the map disappears into the paper. Ledgers tells us that there is someone issuing quests with pay far above the norm. We should definitely keep an eye out for those quests at the charter house. It seems someone is looking for adventurers or someone with the necessary skills for an exceptional quest.

Cassian tells that he heard rumours that the Sharitan Knots are on the hunt for a magical dragon tooth, somewhere around the blinds. Ledger’s ears twitch slightly and he says that he only deals in truths and not half-truths. Cassian reply’s that the tooth has probably been relocated since then. At least that is what he would have done, if he had the tooth, which he absolutely doesn’t have in his pocket right now… Ledger seems satisfied with this response and goes on to tell us that the only way to make Islanders do anything is to get them to trust you. There is no point in trying to force them or reasoning with them, if they don’t trust you, they won’t do anything. There is one of these Islanders, hanging around the docks right now.

Ledger asks if anyone else is willing to part with any secrets, seeing that nobody else is willing to open up at this time, he starts heading for the door. He puts his hood up and steps out into the rain, but the rain doesn’t hit him, it seems he is surrounded by an invisible shield, as the rain just drips around him, without actually wetting him, almost like someone put a glass dome around him. Felix quickly gets up from his seat and runs after him, trying to get his attention. The tabaxi stops in his steps and turns around, asking if Felix has more secrets to tell. Felix starts telling part of his backstory and asking if he knows anything about it. He especially wants a reason for why it happened, what he is supposed to do… Ledger looks inquisitive for a moment as he thinks finally saying that the threads between the worlds where temporarily weakened. As for the “why” he needs to find someone who is connected to higher beings. As Ledger starts to walk away, he turns around one last time saying “Will you look out for skilling strangers?”

Felix returns to the tavern, dripping from the rain, he walks up to the hearth, looking into the flames, thinking over the words the tabaxi said to him, as he tries drying himself. Returning to the table, he asks about Cassian’s illness and how urgent it is that we find a cure for it. Cassian replies that it is hard to say, as it is more an allergy than an actual sickness (although he keeps calling it space aids). When he was young he didn’t have any symptoms and they only developed when he hit puberty, but his daughter, only 2 years old, is already showing symptoms. So it is not super urgent as it is not currently life threatening, but a cure must be found anyway.

After some discussion about their next action, the party decides to head for the charterhouse in the middle of the city so see if there are any interesting quests and get some supplies for their adventures, as their previous excursion into the salt marshes, left a bit of a sour taste in their mouths. Afterwards the party will head for the docks to see about this islander Ledger told them about. The bill for the beers, water and Lumiox urine ended up being 4 CP, Plaman pays with the money they took from Sarick.

Before the party can make their way into the middle city, they have to cross a bridge from the docks into the city. There are some guards keeping the passage and asking for toll. Cassian steps up and asks if they can instead of paying answer his “questions three”. The guard replies,that he doesn’t have any questions to answer, but it has been an incredibly boring day, so he is willing to go for a game of chance! Each would roll 3d6, if the guard rolled highest, the toll would be doubled for the entire party, if the party rolled highest, the toll would be free. Cassian says “let’s do this!” and proceeds to roll exceptionally low, doubling the toll for the entire party… He pays and crosses the bridge. Next Rowan steps up and says he is always interested in games of chance and gambling and asks if he can take a turn. He then proceeds to actually roll decent, making the toll free for the rest of the party.

The rest of the party happily crosses the bridge as they didn’t have top pay anything. It is immediately noticeably how much nicer the buildings and streets are. Everything is a lot cleaner and better cared for. There are lamps and lanterns everywhere, in the Faith of the Luminary, keeping light and lanterns is a sign of standing and wealth.

The party continues on their way through the streets, eventually making their way to a large open square, in front of them a large stone building. The hall towering above them, people constantly entering and leaving the building. Above the large wooden doors there are brass letters affixed to the wall, shining in the morning sun that had broken through the rainclouds. The entire building looks like it has been exceptionally well maintained. There are two guards in front of the door checking people as they enter the building. They ask the party to present their adventurer’s chit before they can enter. Cassian once again asks if they can answer his “questions three”. The orc guard proceeds to raise one eyebrow slowly and look him up and down, upon which Cassian presents his adventurer’s chit; the rest of the party does the same. The guard confirms that Borric sent them and that they must be new to Arradsia and the city.

The party enters the building; a large open space going from the floor to the ceiling. On the ground floor there is a row of desks on each side of the building, with all sort of administrative personnel. There are various higher levels, each with balconies overlooking the open space. Going all the way to the glass ceiling. In the middle of the open space there is a large green circle, with a vitreous lustre on the ground. As the party steps closer they can see the circle is a large jade stone, intricately carved. As they step onto the stone, their adventurer’s chits start humming and feel slightly warm. Steps appear before them, rising to the first level and stopping. The party walks up to the first level, accessible to adventurer of bronze level. On this level there are all sorts of shops, as well as a large quest board in the middle of the level, across the space is an administration desk to sign up for chosen quests.

Cassian looks around, spots an apothecary and immediately heads for it. Stepping inside, the Firbolg shopkeep introduces herself as Oona Brightmoss and asks how she can help. Cassian places to the tooth on the counter and asks if she can help identify it or if she can give us some more information about it. He also mentions that he rather not have her touch it. She says it looks like a tooth… She takes some spectacles out of her pocket and starts looking closer, remarking the runes that have been inscribed on the tooth and how she doesn’t recognise them. She proceeds to ask about any effects the tooth produces. The party shoots some knowing looks at each other, before Cassian replies with some caution about what effects the tooth has, without going into too much detail. Oona is not able to provide more information and directs us the the magic shop across the floor, or perhaps even to find someone at the academy that might help us.

She proceeds to give us a discount on potions. Plaman asks about a potion of vitality known as “White Monster”. She looks confused for a moment and says she doesn’t have any of them in stock, but says that she does have a potion made from green drake blood, which has a similar effect, but it is probably out of their budget. Besides they have a druid in their party that can make potions, so the party excuse themselves and head out the hall again.

Felix suggest that they check the quest board first and then continue their shopping spree. Cassian still wants to buy a tent and walks straight for the magic item shop, Paeris following him. As the others head over to the quest board. Once inside the magic shop a halfling steps up, barely being able to look over the counter, wearing a top hat that magically adjusts itself to be slightly taller than whoever is standing in front of him, the halfling introduces himself as Piddy Comb. Cassian looks over the counter and asks if he can help them identify an object. The halfling replies “Hey, my eyes are up here!”. It is then that they both notice the intricate system of lenses and mirrors he has rigged up to his hat, making it look like his eyes are actually at the top of his hat, through the makeshift periscope.

Cassian puts the tooth on the counter, the top hat going down and the lenses all start moving, like they are trying to focus on the object laying on front of them on the counter. Piddy reaches out a hand to inspect the tooth, but Cassian stops him, saying it is better if he doesn’t touch it. The halfling seems to recognise the runes, but not the order in which they have been carved. He isn’t able to give more information, but says that he is willing to buy the tooth for 50 gold pieces. Cassian politely refuses and puts the tooth back in his pocket, where it feels so good to have.

In the meantime the others are looking over the quest board, trying to find an interesting quest, that doesn’t look to dangerous. One quest stands out; the mapping of some areas in the Tidewater Delta; it pays 160 GP, plus 10 GP for everyday the mission takes and 2 GP for every landmark that is clearly and accurately marked on the map. The quest also has a little not scribbled at the bottom, saying that if any clues or information can be found about the previous expedition that went out for mapping it would be greatly appreciated. Plaman takes the paper of the board, ripping the corner where it was stapled to the board and starts heading for the administration desk. A gnome is sitting behind the desk, almost completely covered in ink, just two clear circles around his eyes, where his glasses used to be.

Plaman puts the paper down and says “One quest please”. Rowan asks for more information or anything that could be helpful? The gnome replies that they need to map the Tidewater Delta, and basically repeats everything that was written on the paper. But they must take care not to disturb the Saltmother. Plaman puts a crude signature at the bottom of the paper.

At this time Cassian and Paeris exit the magic shop and see them walking, Plaman almost skipping through the hall, with the piece of paper, they walk up to them and ask what this is? Plaman says that they picked a quest all by themselves and asks if they are proud of them. Cassian says sure, and tries petting Plaman on the top of his head, but is unable to jump high enough and just ends up slapping him on the cheek. It is at this time they all realize they didn’t ask about the guide and where they can find them, so they quickly return the the gnome to ask this information. The gnome tells them there is an islander with a flat-bottom boat in the docks, they should be able to recognise her fairly easily.

The party heads for the general store, to buy some generic survival items, such as tents etc. Felix asks Cassian about this “Saltmother”; Cassian proceeds to tell that she is like a watersnake and that her kids play a lot of League of Legends and are very salty, hence the name. (The Saltmother is in fact a greater wyrm, that roams the Tidewater delta and the saltmarshes). Felix, buys a grappling hook and 50 feet of rope for 3 GP, refusing to elaborate on why needs those items or what he plans to do with them. The party buys 3 tents with the party inventory (thank you Sarick, for taking care of us!). Cassian, Felix and Rowan each buy a week’s worth of rations, Cassian also buys one fancy ration. Cassian heads back to the magic shop, being intrigued by an item he saw in the display. A magic chime, working like an alarm. The price is 40 GP, but he manages to bargain down to 30 GP.

The party finishes their shopping spree and heads out again, making their way towards the docks, to find their guide. There are a lot of small flat-bottom boats moored at the docks, so they are really wondering which one of them is their guide. The party walks down a pier, there a nameless boat is moored, a small mast in the middle, a tarp strung between the mast and the back of the boat and underneath is a hammock, swaying slightly in swells. Next to the hammock are two booths standing and a small plume of smoke rises from the hammock.

Cassian shouts “hello” in mothmouth, the sleeping woman, sitting up and putting on her boots. A very beautiful islander with silver hair, early 30s tribal tattoos all the way down her cheeks and neck, a small bronze charm hanging at her belt, the indigo enamel vibrant in the sun. This woman Immediately catching the attention of Felix, the rest of the party telling him not to stare and close his mouth… The woman replies to Cassian, that his accent is quite crude. To which Cassian answers that he only learned the language through written texts. Turning to the party, Cassian translates the conversation, saying that she complimented him on his mothmouth and that he might as well be a native and that she is really impressed. The woman speaks up, saying that she speaks common as well, proceeding to ask what they are doing here and why they disturbed her nap.

Cassian speaks up, in common this time, saying that they are five adventurers and if she can’t guess why they would be here. The woman looking over at Felix, says that a lot of freaks pass by here… Cassian then says that they are here for the mapping quests. The woman introduces herself as Seila Orre, continuing by asking the party how they want to do this. Plaman replying, proudly, “By ship!”.

A loud slap can be heard as the woman facepalms at this response. She asks, clarifying, when they are wanting to leave. Cassian says that they trust her judgement. She asks if we are being sarcastic, after a mildly successful persuasion roll, a gray box appears in the sky for a moment with the text “Seila will remember that”. She continues by giving the party several options for how they can reach the area that needs to be mapped. One of them includes a significant detour and all party members immediately agree that this is the options they should take as a longer journey means more money! (the players are consultants in real life).

Seila invites the party onto the ship, so they can get underway. Cassian asks Plaman if he can throw him onto the ship, since he doesn’t want to jump the 3ft between the pier and the boat. Plaman eagerly throws him, almost throwing him over the other side of the boat, Cassian landing face first on the deck of the boat. The rest of the party easily jumps onto the boat, Plaman being the last one to do so, violently rocking the boat as he lands on the deck, some water spilling over the sides as the boat rocks from side to side.

Seila asks the party to introduce themselves and tell a fun fact about themselves, at which each of them groans loudly and just giving her their names. She gives them bitterroot and tells them to eat it, but not explaining why they should eat it. She continues by looking them over and telling what they will contribute, which basically amounted to her saying that they were a bunch of tourists that would contribute nothing. Plaman says that they used to know someone named “Seila”, “Sam”, something like that, Roman sighing and correcting him. As Seila pushes the boat away from the dock, Cassian yells “Avast mateys! Seila sighing and muttering to herself that she isn’t getting paid enough for this. Cassian asks if she has a map of the area we have to map out, Seila doesn’t reply as Seila is sailing…

Seila takes a long stick and starts pushing the boat through the harbour, finally through a gate separating the city from the delta. After a while the party finds themselves in another mangrove forest, however this time it is largely flooded and the only way through is by these flat-bottomed boats. Seila seems to be avoiding the larger and deeper channels only taking the smaller ones, regardless it seems like she really does know her way around this area. From time to time, she sticks her tongue out and seems to taste the air. She seems to do it especially when they have to cross the larger channels. Felix asks about the action, but she says she doesn’t know what he is talking about. Rowan tries asking her about her navigational knowledge and if she knows anything about the previous party that went out for mapping and disappeared., but he gets no response.

Plaman and Cassian have been whispering strange words between them, as Cassian is trying to teach Plaman some mothmouth. Plaman finally standing up and proudly saying something in mothmouth; while trying to say “hello” he actually insulted Seila’s mother.

The journey continues and the party is lounging about on the boat, watching the water, enjoying the sun and smelling the sea air. Felix is jumping around slapping and hitting everything trying to catch some mosquito that bit him. Cassian draws a crude map of the journey they had taken up to this point, through the channels, and proceeds to show it to Seila who just shakes her head in silence. Cassian turns around to the party saying that the goal might be to return without her…

After a little more time, the party is sailing down a channel and they can see a parallel channel to theirs, through the trees. Another boat, similar to theirs, is going in the opposite direction, going as fast as they can, seemingly in a panic. Cassian does his mind trick, trying to find out what has got them so spooked and why they are rushing away from where they are going to. A mind message comes back; “The mud is moving, quickly, run! The mud is moving!. Cassian relays this message to Seila, who isn’t convinced of the danger and just keeps going forward.

Since the party isn’t particularly up for a swim and there is nowhere else to go, they stay on the boat, but keeping a vigilant eye on the water. Seila pushes the boat into an open area, where a larger pool is formed by multiple channels converging. Seila once again tastes the air and says the party needs to get off their asses. The boat slides across the water, into the middle of the pool. The water starts gurgling and there is movement in the shallower end, at the opposite side of the pool. The bubbles and movement quickly making their way to the boat.

Rowan is the first to notice the air bubbles in the water and how they are getting closer to the boat. He proceeds to shoot his bow into the water, to the right of the boat, the arrow disappearing into the murky water. He places another arrow on his bow and prepares himself to shoot again. Felix scans the surface of the water but isn’t able to make out anything, he takes out his dagger, preparing himself to strike or throw the dagger. Plaman steps up to the front of the boat and steps of into the water, he disappears about halfway into the water, turning around he pushes the boat backwards about 15 ft. Seila yelling to not push the boat as the creatures can move faster than we could ever push the boat. Plaman uses his “Observational Strategist” feat to learn more about the creatures. They don’t have any malicious intent and seem to only be defending their territory, it seems they have a fairly simple “slam” attack they like using, dealing 2d6 + 3 bludgeoning damage.

The creatures make their way up to the boat and rise up from the water. One on the left side of the boat and the other on the right side of the boat. A third smaller creature rose up from the mud in front of the boat, but as soon as it came out of the water, its structure completely collapse and the mud fell back into the water. The creature on the right has an arrow clearly sticking out of its arm. The monster on the left uses it slam attack on Plaman, doing a critical hit. This hit would have knocked Plaman unconscious, but he was able to reduce the damage and escapes the grapple the creature attempted on him. The creature on the right uses a slam attack, but misses.

Felix throws his dagger at the creature on the left, managing to crack a piece of the skull off, making a part of the creature’s back collapse as part of a driftwood trunk slides down and falls into the water.

Cassian remembers that these creatures are called “Larders” or “Slumpjaw”, yelling to the rest of the party that they should destroy the skeleton! Cassian casts magehand as he takes out a crowbar from his backpack. He continues by using the magehand to hook the crowbar under the jaw of the creature on the right and pulling up, trying to yank the skull away from the creature. Unfortunately the jaw breaks of as he pulls off, still doing quite a bit of damage. The creature’s arm partially collapses as the jaw is broken and pulled away. Cassian ends his turn by walking to the back of the boat, taking an opportunity attack.

Paeris casts Shillelagh on his staff, doing a critical hit and bonking the monster on the right side of the boat in his face, for 18 points of damage. As this creature’s skull is cracked, the driftwood it was carrying on its back slumps away into the water revealing a decaying human skeleton, with a satchel, embedded in the rest of the creature as part of the biomass it used to build its body.

Seila drops the stick, taking out her two short swords, running across the deck of the boat, leaping onto Plaman’s head, using it as a step, and jumps onto the creature on the left, striking both swords into the creature, shattering a part of the skeleton, as more of the biomass slumps away and falls into the water.

Rowan takes his shortsword, running across the edge of the boat, attacking the creature on the right, but unfortunately misses, only hitting biomass. As he pulls back his sword he pulls back some chunks of mud, but this doesn’t seem to phase the creature.

Felix watches Seila’s stunt and nods approvingly, not to be outdone, he cracks his back and runs up to do the same. As he jumps off from Plaman’s head he stabs his spear into the creature, managing to hit a joint in the creatures shoulder, dealing 5 points of damage.

Plaman cleans the footprints from the top of his head, and takes out his longsword, striking at the creature on the left, aiming for the chest area, dealing 8 points of damage. This creature is really looking ragged now, almost none of the biomass or mud is left. After striking the creature, Plaman uncorks his healing potion, downing it in one gulp, healing for 10 HP.

Both creature try their slam attack on the party, the one on the left targets Plaman, the one on the right targets Paeris. Their chests open up, revealing some twisted driftwood ribs, as tendrils and tentacles shoot out from the maw in their chest. The tendrils shoot towards Plaman, trying to reel him in, He is able to resist being pulled in, but the creature still deals 18 DMG, once again he is able to reduce the damage, taking only 8 dmg. The creature targetting Paeris, misses and Paeris is able to evade the tendrils, taking only 4 DMG.

Cassian raises his magehand 30ft in the air, still holding the crowbar, as he raises the magehand higher and higher, eventually it disappears. The crowbar comes falling back down, hitting the creature on the left, cracking the skull even further as the crowbar clatters down into the murky water. Paeris raises his staff again, and bonks the creature on the right once again, dealing a further 10 points of damage, leaving the creature barely standing.

Rowan still standing on the edge of the boat, does a sneak attack on the creature on the right, dealing 6 DMG (and kill stealing…); He jumps onto the creature, stabbing the creature in the neck and jumping behind it in the water. As the creature collapses completely, it releases a cloud of green poisonous gas. Dealing damage to Rowan and Paeris, each taking 10 points of damage, Paeris barely standing and catching his breath after this attack. Thanks to the bitterleaf they ate earlier, they don’t take get poisoned by the gas.

Felix seeing the cloud of gas being released from the creatures, walks away from the creature, throwing his spear from a safe distance and killing the creature on the left. Plaman still standing close to the creature, takes 5 points of damage from the creature dying in front of him.

The party quickly looks through the piles of mud and driftwood if there is anything worth looting, Rowan carries the skeleton that was embedded in the creature to the shore, to see if there is anything worth taking in what remains of its clothes or satchel. Most of it seemed to have washed away, but he still finds 17 silver pieces, 8 gold pieces, something that resembles a candle and a jar with a murky liquid inside. Upon shaking the jar he sees it contains 3 leeches. Cassian yells to definitely take the jar, as these leeches can be used to remove the poisoned condition. Rowan hands all items he found to Plaman, since he has been carrying the party’s common inventory.

And with that the party levels up to lvl 3 and the session ends.