Str: 12 / +1
Dex: 14 / +2
Con: 14 / +2
Int: 15 / +2
Wis: 16 / +3
Cha: 14 / +2
Con: +2
Int: +5
Wis: +6
Cha: +2
AC: 14 (Reinforced Leather)
PB: +3
HP: 45
Attk: +6 / Save: 14
With Caer Mortling having been cleared out and the party preparing to make some sweeping changes to the once haunted ruin, the campaign shifts from 'Caer Mortling' to the 'Seaside Campaign' focusing on the independent coastal village of Seaside and the great Salt Marsh located between the Kingdom of Moonrae and Empire of Sunrae.
“It was one tower corner, big deal,” Nindur said as the party were walking back down the stairs to the first level. No one had been hurt, and the castle itself did not completely collapse, but everyone had certainly felt the stone floors shake and granules of ground masonry fall from the ceiling to the floor, covering Alias’ hair. Her eyes widened when she walked around the corner and saw Nindur standing in front of a large hole where the stirge’s nest. The upper corner of the tower had been blown apart by Nindur’s use of burning hands and congealed stirge guano. It had been blown clear and the party could look down where the tower above collapsed into the lab below where the parts of the steel spiders were buried under the rubble of stone and last of the pivot platform that a ballista had once rested on before the stirges took over.
“You blew up our castle,” Alias snapped.
“I’m sure we’ll have plenty of gold to rebuild it, what with the town being grateful for all our hard work,” Nindur replied, holding up a finger.
“That was a lot of guano consumed when Nindur used his spell,” Fenthick said, “Besides, do you really want to inhabit a castle where all of what we have seen had been living in?”
“Stones can be cleaned,” Alias noted, “A little white was on the outer walls, maybe replacing the outer doors due to the sea salt. Anything is better than having to replace a full tower piece like what we have now.”
“We also have to fix that other tower,” Cuthbert said, “This will be a major investment.”
---
The party has cleared out the castle and decided to investigate the niche that was noted on the Thulid’s map. The map adds an Advantage / +5 to rolls and passive scores. Let’s see who has the highest passive score and if it meets the threshold needed:
Lucille: 14 + 5 = 19 vs. 18 - Success! Lucille finds the loose brick that is roughly in the location as highlighted by the map. The orb is still hovering in place, despite how close the party stood, outside the stone dais that the sphere hovered over. After Cuthbert dug out the brick, the party finds the follow:
1 - Cloak (Cloak of Displacement)
1 - Chest - Alias looks over the chest, which is not trapped, but locked. She uses her Thieves’ Tools to try and pick the lock as the chest is small, but a well made merchant’s chest with a bear claw insignia.
Thieves’ Tools: 23 - Success. She finds the following:
X1 Fire Opal (5,000 gp)
X3 Emeralds (500 gp each)
X10 Garnets (100 gp each)
X10 Peridots (50 gp each)
Total: 9,250 gp
The cloak is not identified, but by touching it, something about it intrigues Nindur and he notes that the cloak should be studied - “Not that I would suggest we were about to burn it or anything, let’s just make sure we don’t sell it either.”
---
The party is advanced from level 4 to level 5. This downtime recharges all of their resources, allowing them to rest and regain their abilities. During the downtime, the party is able to return to Seaside where Nindur and Alias spend 125 gp to the ‘Amethyst Hall’ the local outpost for the Amethyst Tower, otherwise known as the Port Kyna mage’s guild. Because Nindur is a lay member and they provide the spell component (a 100 gp gem) the mage in residence only charges the party 25 gp instead of 50 or 100 gp, making the final total for the guaranteed identification 125 only. Easily written off. The mage on duty, Amie Fern, identifies the cloak as a Cloak of Displacement. It is up for debate on who should get such a strong item.
This leads me to ask the question - who runs Seaside?
We know a few facts about Seaside off-hand that I shall list below:
Seaside is an independent city-state off the coast and represents a toenail of dry land in what is by-in-large a massive bordering swamp known as Great Salt Marsh. Seaside sits in-between Port Kyna and Karuva Harbor, the latter of which is located in the Sunrae Empire.
Seaside is presided over by a Lord Mayor who rules at the behest of a city council made up of city notables. Lord Mayor Hacker is a human who counts on the following: Amie Fern of the Amethyst Hall, the city’s top mage. Gage Blackwood, a former human mariner turned city-guard. Gellan Primewater, a Merchant-Receiver who is the richest man not living on Starfish Island, Port Kyna; Aribeth de Tylmarande, an Elven Paladin and Lieutenant for the Exiles mercenary company. A large company of Elves who, like their name suggests, are exiled for their perceived failure at winning the Great War. The Exiles form one of the largest military forces in the city and maintain an enclave inside Seaside.
Caer Mortling was at some point a nobleman’s castle back when the Borderlands were expected to be absorbed by the Kingdom of Moonrae in the north. Since the end of the Great War and the creation of the Borderlands, the castle has been abandoned and obviously left to rot. The Thulid must have emerged from some forgotten hole or cave in the nearby mountains that are partially sunken into the Salt Marsh and made his base out of the old castle.
Lucille Ives is a ranger who is a part time trail warden, ultimately under the authority of Captain Blackwood. They’re relationship is, at best, passing, which suggests she has an intermediary handler who is a fellow trail warden - typically fighters or rangers who try to keep the trails safe throughout the Salt Marsh.
I also ran a calculation of the various treasures the party has recovered from Caer Mortling. Below is a general ledger without going into specific details of what kind of gems the party finds:
Gems | 29050 |
PP to Gold | 6000 |
GP | 4113 |
SP to Gold | 224.4 |
CP to Gold | 400 |
Gold Thread Vestment | 100 |
Silver Locket | 75 |
Silver Ingot (x8) | 200 |
Total | 39802.4 |
Oracle Question - Are any of the gems magical or can be used for gemcrafting?
A: No, no modifier - Even the finest cut gems lack an arcane spark to be of use. They are valuable merely at the aesthetic level.
---
Before making any intentions known, the party quietly books comfortable lodgings at Seaside over at the Palisade looking over the harbor. The rate of Comfortable expenses is 2 gp per day per person, which represents room and board. They plan for a two-week stay (-140 gp). Current Total: 39,662
---
The party had mostly kept to the floor of rooms that they had rented since returning to Seaside where the group had a quiet loft that overlooked the ground floor at the Gilded Shore tavern. While others concentrated eating, Cuthbert could see Alias looking off in the distance, picturing the bags of money the party had stowed in one of the inn rooms.
“You know, recalling our contract with Hacker, I seem to recall we were promised that we would own the castle if we cleared it out,” Alias said.
“Are we still on the keep?” Nindur asked, “I know we thought about taking the castle, but now it’s missing a whole tower.”
“Towers can be rebuilt,” Alias said before looking at the others, “We have a chance of becoming something more than just adventurers. We could start influencing this area for the benefit of all, starting with us, but we could at least make the road safer. They even had a shrine that we could dedicate to the Holy Light for you two.”
Fenthick sighed, “If we set up in the keep, that means the Exiles Company will want to stage a garrison there.”
“Is that so bad?” Alias asked.
“It’s bad for me when you’re ex-girlfriend who is ashamed that you’re a Half-Elf might be part of the venture,” Fenthick said.
“Are clerics even supposed to have girlfriends?” Alias asked.
Lucille cut in, “It’s not just about making a name for ourselves… or any misgivings about past lovers. Caer Mortling sat on the main merchant’s trail from Pit and the Red Hills to Seaside. It’s why the ogres were causing trouble. The castle would be a perfect safe place that travelers could use and make the region as a whole safer. Plus, what else is anyone going to use the money for if not to spend?”
---
The party’s first step in the process is quietly paying a duty tax. To engender good feelings, the party pays a slightly increased rate from 10% to 12% bringing their cost, rounding up to 4,760. Leaving them currently with a wealth of 34,902 gp.
Purpose:
Make the keep safe, dry, and defensible. No luxury, just functional.
Includes:
Rebuild collapsed corner tower frame + floors
Patch and seal breached tower (roof, wall)
Replace doors/locks
Remove all guano + dead cleanup
Stabilize major walls
Basic drainage & rainproofing
Estimated Cost:
✅ ~8,000 – 12,000 gp
Time: ~8–12 weeks
Ideal for:
A small garrison
Base of operations
Casual traveler use
Road safety hub
Purpose:
No longer a ruin — a usable fortified residence and outpost.
Includes Tier A plus:
Rebuild upper floors to weatherproof standard
Interior flooring, stairs, and functional chambers
Reinforcing curtain walls
Functional bolt holes, arrow slits fitted
Ballista restoration + mounting points
Shoring of suspect stonework
Estimated Cost:
✅ ~15,000 – 22,000 gp
Time: ~3–4 months
Why this makes sense:
This is far below the 25,000–50,000 gp total rebuild cost because:
Most stone and structure still stands
You aren’t adding new wings, kitchens, great halls, etc.
You’re repairing and reinforcing, not reinventing
Purpose:
A true keep with all modern conveniences and defensive upgrades.
Includes Tier B plus:
Full completion of the destroyed tower with:
Multiple floors
Guard rooms
Roof walk / beacon
Interior sweeping repairs
Hearths, cisterns, secure armory
Windows, shutters, ladders, galleries
Permanent workshop space
Potential outbuildings (stable, smith, storehouse)
Estimated Cost:
✅ ~25,000 – 35,000+ gp
Time: 4–6+ months
Note:
This hits the lower half of the broad 25,000–50,000 gp tally because you’re not redoing the entire castle — just completing and enhancing the damaged portions and making it wholly functional.
The party gets the following estimates from the city’s engineer, Quintus Hapsberg, based on what the party can describe and point out on the original plans of the keep. He would need to travel to Caer Mortling to look over to give a final total. The party settles on Plan B, also known as ‘Seaside Standard Repair’ putting in a down payment of 15,000 gp to the Stonemason’s Guild to begin preparing for work. In the meantime, the party decides to escort Hapsberg from his office in Seaside to Caer Mortling.
---
Random Encounter Check (1-in-8): 7 - No Encounter
The party along with Quintus spends a few nights on the lower, cleaner floors of the castle, allowing the Engineer to look over a few key points in the property before a final price is set. The 15,000 that the party has left in the care of the Seaside Exchequer office in the name of the Stonemason’s Guild does guarantee that the masons will follow through with plans to begin the initial rebuilding and will see that the foundations are stabilized and that the masonry of the breached tower are repaired. Any additional gold tact on will include addressing any structural damage and possibly extra work necessary to fully restore the fallen tower. Quintus is an expert, but he does appreciate the assistance of a Dwarf who is versed in Stonelore. Cuthbert can show Quintus a few points of interest and give his opinion based on what knows about the stone commonly found in the region.
Cuthbert Stonelore (History - Int): 7 - Cuthbert provides only a rudimentary opinion with little insight that Quintus is already aware of.
Quintus performs a Mason’s Tool Kit (+6) for a total of: 21 - He has a sound reading of the castle and notes several cracks around the fallen tower that have affected the foundation around that portion of the castle.
---
Quintus is impressed by the hovering sphere. He does not attempt to touch the object. He does note that the tower that contains the sphere is sound and would probably only need minimum work. After taking a moment to admire the surviving arcane artifact, he delivers the bad news to the party.
“Given what I have observed, I’m afraid I’ll have to recommend to the guild to ask for another 14,000, at least. That explosion sent cracks right into the tower’s foundation. Those cracks will spread each passing day as that area is exposed to the elements, and while I appreciate your insights, Master Dwarf,” Quintus gave Cuthbert a look and a polite bow, but really most of what Cuthbert had contributed was a dressed up version that stone was hard and held together by mortar. It had left Quintus a little unimpressed.
“We have already put 15,000 into this project. That’s before we draw in money for ourselves,” Alias noted.
Quintus shrugged, “I won’t endanger my men trying to work on an unsound building without proper compensation. We are preparing to use scaffolding, hammers, and picks. These include varying vibrations and pressures on these stones and a major integrity loss can result in accidents or more of the building collapsing.”
---
Fenthick makes a Persuade check to see if she can talk Quintus down to 12,000 (The bare minimum range) Persuade: 21 - Success.
Fenthick steps in as he is a local to the area, as well as a Cleric of the Holy Light where Quintus is a parishioner to the temple that Fenthick serves at. In addition to his charming personality and connection, Fenthick also notes that the party has provided without complaint a duty to the city to engender good will. He does manage to talk down the price from 14,000 to 12,000. This is the bare minimum that the party WILL have to pay to address the concerns of the Stonemason’s Guild.
Commitment: 15,000 + 12,0000 = 17,000 gp / Total Profit Remaining: 7902 GP / 4 SP
The party is quoted a time frame of 6-9 months before final completion of the keep. Plenty of time to think of a new name that does not involve the wool taken from dead sheep. The party returns back to Seaside with Quintus where everything is finalized and the remainder of the gold is deposited, securing a full contract for construction. So far, the party still sits at a profit of 7902 gold. While they can still sit pretty with modest to comfortable accommodations, the party makes plans to adventure out into the Salt Marsh to find new ruins and start gathering more treasure.
Name: Wesley 'Wes' McCastlain
Attributes
Str: 15 / +2
Dex: 18 / +4
Con: 14 / +2
Int: 12 / +1
Wis: 14 / +2
Cha: 14 / +2
Saves
Str: +5
Dex: +6
Con: +2
Int: +1
Wis: +2
Cha: +2
Info
AC: 15 (Chain Undervest)
Ini: +3
PB: +3
Perception: +4 / 14
HP: 44
Skettis Iron Rifle (+1): Attk: +9 / D: 1d12+4 / R: Far
Alliance Pattern Pistol: Attk: +8 / D: 1d10+3 / R: Near
Hunting Knife: Attk: +6 / D: 1d4+3 / R: Thrown
Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Hearthstone, Ammo Pouch, Spare Gunpowder, Potion of Healing (x2), Potion of Antivenom, Journal, Inkpen, Ink
Traits
Human: Versatile: Begin play with a free Skill or Tool Kit proficiency. Gift: Begin play with a free feat of the character's choice.
Skills: Animal Handling: +4, Athletics: +5, Insight: +5, Intimidate: +5, Nature: +4, Perception: +5, Persuade: +5, Stealth: +6, Survival: +8 / Tool Kits (+3): Card Set, Leatherworker's Kit, Vehicles (L)
Feats: Gunner, Skilled
Canny (Survival): Gain Expertise on a chosen skill.
Favored Enemy (Beasts): +2 damage; Advantage on Tracking skill rolls.
Fighting Style (Marksmen): +2 to-hit with Ranged weapon. / Extra Attack: Make 2 attacks per round.
Primal Companion (Lapland) - Gain access to a beast of a land (Gilneas Hunting Mastiff)
Spellcasting
Attk: +5 / Save: 13
1st - Slots: 4: Cure Wounds, Hunter's Mark + Speak With Animals
2nd - Slots: 2: Darkvision, Protection from Poison + Beast Sense
Notes
Session #2
Messalina attempts to stealthily open the door leading into Room #2 - Stealth: 16 - Easily beats the goblins' passive perception. She sees three goblin guardsmen armed with swords arguing with a goblin bowman. In between the group is a small pile of treasure that they have accrued.
---
“We have to ration some of this money in order to send it out with the merchants to buy us more stuff,” The bowman said, “Even if we went out and foraged, food from the market tastes even better. Plus we need to get beer.”
“I want something to show for all the raiding we’ve done rather than just hand it over to those three,” Another goblin snapped, “I want my share of loot!”
“You get your share in the form of food and drink,” The first goblin snapped.
“Actually, I have news for all of you,” Messalina said, “We’re here to clear you out.”
One of the swordsmen spat to the side when he saw Messalina, “Who the hell are you?”
She tapped her knuckles on the door, at which point Topace opened the door and the goblins got a look at the rest of the party.
---
Messalina attempts a Persuade check, offering that each goblin take a share of the silver in exchange for vacating the property. Persuade: 24 - Success.
Each goblin takes 100 sp and 100 cp from the main pile (-400 SP for a total of 500 sp; -400 CP for a total of 500 cp remaining). After which the group leaves the keep, but are strictly told by Longinus that this was the only act of mercy they would be receiving.
---
Longinus noted, “If you try to bring others, or think you’ll ambush out there, just know we won’t accept quarter in the future. This is your only chance to walk away.”
The leader of the guards inclines his head, “I would say see you soon, but that may be interpreted as a threat.” The four goblins leave the room and seemingly set out from the castle.
---
Q: Do the goblins notice the party’s camp?
A: No, no modifier - the goblins are lucky they did not get in a fight that could get them killed, in addition, they were allowed to keep some of the pay they’ve previously taken.
---
The party moves north and finds themselves facing three doors across from them and a hallway that splits in either direction.
(Random Encounter (2-in-6): 5 - No Encounter)
The party approaches the door on the left with Messalina giving it the once over before she listens at the door. Her Perception check: 6 - While is generally viewed as a failure, in game, Messalina would have been told she had not heard anything substantial.
She shrugs and opens the door to Room #3. There is actually a ‘trader’ that is working as part of an independent group that is squatting in the castle. As she walks in, she finds that the trader has his back to the party, using a chamber pot. ---
Montague yells out as hears the whine of metal grinding against metal as the door opens, “Hey! People are supposed to knock.” Montague quickly rose, fumbling for his breeches before he turned and found him facing Messalina and the rest of the party. “Hey, this room is taken. I think there are some bedrooms on the north side, or maybe one of the tower rooms.”
Messalina looked to the others before Topace asked, “Who the hell are you?”
“My name’s Montague, and this is the room I staked out.”
“You know that someone else owns this castle, right?” Messalina asked, raising her brow.
Montague blew air from between his lips, “Yeah? Some cowardly nobleman or merchant came walking in here. He took a look at my boss and a few of the goblins and ran back out. What makes it your business?”
“That’s OUR boss you’re talking about,” Topace said.
Seeing such a large party, five members, Montague points to his merchant’s chest, “I’ll just grab a few things and be on my way.”
---
(Montague Stealth check vs. Messalina and Topace, the immediate parties watching him. Stealth: 9 vs. 14 (Messalina & Topace scores))
Montague had drawn his shortsword, only to realize that the two were staring right at him. He bangs the hilt against the wall, “Escalus! Release the wolves!”
Topace snaps, “Why you!”
---
Round #1 (Trying Card Initiative)
GM: 10 Clubs
Longinus: Jack of Diamonds
Topace: 3 of Clubs
Messalina: King of Hearts
Branwell: Queen of Diamonds
Fengir: Jack of Clubs
Messalina takes aim and throws one of her knives at Montague (Trader #1) - Attack: Natural 20 - Crit. Damage: 4+4 = 8 + 4+3 = 7. Final Damage: 15. Montague HP: 0/11 - Slain
Brawnell holds action, readying himself for trouble.
Fengir heard banging on the walls and made an Investigation (+3) = Natural 20 - He deduces that Montague was banging on the wall leading to the Merchant’s room. He holds and waits to move with either Topace or Longinus. Seeing Longinus drew the Jack of Diamonds, the Catfolk alerts the Paladin to what Montague was doing and follows Montague.
---
Oracle Interlude - Q: Does Escalus the Merchant get the door open before Longinus opens the door?
A: Yes, no modifier - Escalus responds to the warning by already grabbing the door and whistling for the wolves. They will approach on round #2.
---
Longinus opens the door and spots the man in the center room, Escalus the Merchant, already having the door open and whistling. He closes and attacks the merchant with his spatha (longsword). Attack: 14 - Hit. Damage: 9. Escalus HP: 18/27
Fengir casts Frostbite. Escalus Saves: Natural 20 - Success
Escalus attacks Longinus with a +1 scimitar. Attack: 20 - Hit. Damage: 4. Longinus HP: 8/12. Escalus (the Merchant) uses Tactical Withdrawal (0/1 Use) to gain a free Disengage at half-movement. He moves into the courtyard and out of the way of the oncoming wolves who smell Longinus’ open wound.
Capulet (Trader #2) - Opens the door from his room and fires a Light Crossbow at Fengir. Attack: 12 - Miss
Topace sees that Montague (Trader #1) is dead. He charges and attacks Capulet with his Warhammer. Attack: 12 - Hit. Damage: 9. Capulet (Trader #2) HP: 2/11
---
Initiative - Round #2
GM: 2 of Diamonds
Longinus: 8 of Diamonds
Topace: 9 of Hearts
Messalina: 10 of Hearts
Branwell: 7 of Diamonds
Fengir: 8 of Hearts
Messalina moves and retrieves her dagger from the quite dead Montague
---
GM Interlude - Does Capulet try to surrender?
A: Yes, no modifier
---
Topace sees Capulet (Trader #2) throw down his crossbow and raise his hand. Not being a wanton slayer, Topace orders the Trader to sit on his hands and kicks the crossbow away. He takes Capulet prisoner and under guard, unaware of the wolves.
Longinus sees two large wolves appear, having been attracted to Escalus’ initial noise and the scent of blood. He does not venture far, instead brings his shield up and prepares a Dodge action to avoid attacks.
Fengir moves up and positions himself behind Longinus and notes the two wolves. He fires a Firebolt. Attack: 7 - Miss
Branwell hears there is fighting in the distance and that Topace will be needed. He moves to relieve Topace of guard duty over a compliant Capulet.
Each wolf is checked to see if they go after Longinus or if they split and attack Escalus. This will be a random targeting roll (d6): 1-4 = Longinus / 5-6 = Escalus. Results: 6 & 6 - Both wolves seem to sense that while Longinus is injured, he seems the tougher opponent and instead turn on the lightly armored Escalus.
Wolf #1 Attack w/ Pack Tactics: 19 - Hit. Damage: 6. Escalus HP: 12/27 / Escalus Save vs. Knockdown: 16 vs. 11 - Success.
Wolf #2 Attack w/ Pack Tactics: 12 - Miss.
Escalus begs for Longinus to come save him! At the same time, he attacks Wolf #1 w/ Scimitar. Attack: 14 - Hit. Damage: 8. Wolf #1 HP: 3/11 - “Please! I’ll give up, just come help me with these beasts!”
---
Round #3
GM: JOKER! - 50/50 (Low Joker goes to Escalus): 42% / Wolves (New Draw): JOKER! - 50/50 to see who acts first: 53%
Longinus: Ace of Spades
Topace: 6 of Clubs
Messalina: 5 of Diamonds
Branwell: 3 of Spades
Fengir: Ace of Hearts
Wolf #1 attacks Escalus with Bite. Attack: 20 - Hit. Damage: 7. Escalus HP: 5/27 - Escalus Save: 6 vs. 11 - Failure
Wolf #2 attacks Escalus w/ Bite. Attack: 22 - Hit. Damage: 7. Escalus HP: 0/27 - Slain!
Longinus moves forward with spatha and shield attacks Wolf #1. Attack: 14 - Hit. Damage: 7. Wolf #1 HP: 0/11 - Slain
Fengir moves up to back up Longinus and attacks with Forstbite. Wolf Save: Natural 20 - Success
Topace is mobile and starts moving towards the courtyard.
Messalina moves into the hallway and sees the fighting has spilled from Escalus room (Room #4) and into the inner courtyard. She is a step behind Topace
Branwell continues to guard Capulet.
---
Round #4
GM: 6 of Spades
Longinus: 3 of Clubs
Topace: King of Hearts
Messalina: 5 of Hearts
Branwell: Jack of Hearts
Fengir: Jack of Spades
Topace moves up next to Longinus and attacks Wolf #2. Attack: 7 - Miss
Fengir casts Firebolt on Wolf #2. Attack: 20 - Hit. Damage: 5. Wolf #2 HP: 6/11
Branwell orders Capulet to stand and attempts to march the Trader into the center room to be near the party. // Q: Does Capulet comply? Yes, but it is a ruse for Capulet to Disengage and start running on his turn.
Wolf #2 attacks Topace. It is in a bloodlust. Attack: 20 - Hit. Damage: 9. Topace HP: 3/12
Capulet uses Disengage and runs from Branwell after initially standing at Branwell’s order. He is trying to escape the castle.
Messalina had been moving when she saw Capulet book it. She wants to have a good range, which means she moves, sacrificing her Aim action to gain Sneak Attack. Standard throw: 11 - Miss
Longius uses Lay on Hands (0/5 Remaining) and heals Topace 5. Topace HP: 8/12
Round #5
GM: 2 of Clubs
Longinus: 9 of Hearts
Topace: 4 of Diamonds
Messalina: 3 of Diamonds
Branwell: 2 of Hearts
Fengir: 3 of Hearts
Longinus attacks Wolf #2. Attack: Natural 1 - Miss + Event Dice (- / Blank / +) = + - Automiss, not other events
Topace attacks Wolf #2. Attack: 18 - Hit. Damage: 10. Wolf #2 HP: 0/11 - Slain
Messalina Aims with her second dagger and makes a Sneak Attack on Capulet. Attack: 18 - Hit. Damage: 6+2 = 8. Capulet HP: 0/11 - Slain
---
Branwell blinked in surprise how Messalina buried the dagger into Capulet. As she walked over to retrieve her knife, he even voiced his surprise. “I can’t imagine he was coming back.”
“He was willing to shoot at us over a slight provocation,” Messalina said, “He almost injured one of you out of here. At least the goblins were willing to talk it out.”
“I guess so,” Branwell said.
---
The party retreats to the abandoned dining room for a Short Rest, which will allow Longinus to spend one of his Hit Die in order to heal himself, binding any minor wounds, allowing his fatigue to subside. Hit Die (½ Remaining) - Heal: 3+2 = 5. Longinus HP: 12/12.
Random Encounter Chance (1-in-6): 4 - No Encounter
---
Fengir sat with his legs crossed, a pipe tucked between his feline lips as his gold eyes stared at a small crystal pyramid that he had brought with him from Glantri. Topace watched Fengir Aramel for a moment as he cleansed the head of his warhammer with a dirty rag.
“Interested?” Fengir asked, indicating his meditation pyramid.
“I heard you talking back in Threshold that you are some kind of special magic-user. You know minor spells, but not as many as true wizards from your land,” Topace said.
“That’s correct,” Fengir said, “Since the Glantri Interregnum, few beastfolk wished to truly learn the magic of our oppressors. We picked up some things here and there. Some of it drawn from magical objects, such as this pyramid.” Fengir gestured to the beveled crystal piece which contained a prismatic pattern in the center, “This object my grandfather had taken from one of the magisters and absorbed the ability to produce cantrips, and from him, my father learned from it, and now I carry on the legacy.”
“How come you're out here in Karameikos, if I may ask,” Topace opened his pack and reached for dried jerky and nuts to go along with his water. He offered some of his rations to Fengir, who shook his head and declined.
“Even though we had the interregnum and forced the arcanists to concede land, Glantri has never been a true haven. After my grandparents' ashes were scattered we decided to seek a better life away from the Principality. While the Grand Duchy dislikes beastmen and gnolls, we have proven we can follow the law. We also are willing to remain north near the mountains rather than settle in Specularum.”
“Let’s get ready to move soon,” Longinus declared after finishing his bandaging. The others nodded, and Topace gave a second, appreciative nod to Fengir as he stood to go.
Name: Lepidus Scicluna Ancestry: Harengon / Class: Swashbuckler / Level: 5 Attributes Str: 12 / +1 Dex: 20 / +5 Mind: 13 / +1 Cha: 16 / ...