i love Rufus... he is genuine
On Tuesday, November 16, 2021, 08:05:50 PM CST, Nicole Massey
<nyyki@xxxxxxxxxxxxx> wrote:
"Of course, though you'll have to deal with Rufus, because I'm heading to the
Circle."
-----Original Message-----
From: stoddard-bounce@xxxxxxxxxxxxx [mailto:stoddard-bounce@xxxxxxxxxxxxx] On ;
Behalf Of fritzl65 ("fritzl65")
Sent: Tuesday, November 16, 2021 7:43 PM
To: stoddard@xxxxxxxxxxxxx
Subject: [stoddard] Re: Travel Spells Back to Aarell
Well Sis, I have to report to my Uncle...can we meet after school? Pr are you
off
Sent from my T-Mobile 4G LTE Device
-------- Original message --------
From: SM Baule <smbaule@xxxxxxxxx>
Date: 11/16/21 16:56 (GMT-06:00)
To: stoddard@xxxxxxxxxxxxx
Subject: [stoddard] Re: Travel Spells Back to Aarell
It appears that the group was at the caves for two extra days after the initial
return from Hilda's. You will then have three days to get to Aarell (with the
Turtle). It will take Holly and Carnodolana only one day.
Ahearn's new friend continues to be pouty and quiet when not sobbing. Even the
gnomes are fairly much down with her. The sailors have no use for her and think
cutting her hands off for thieving is a reasonable response.
During the second day, the sailors on the Turtle will spot a decent horseman's
boot, complete with a spur, floating along the coastline. Does anyone wish to
investigate?
Cara and Holly are Aarell, do whatever you wish to do.
On Tue, Nov 16, 2021 at 4:16 PM Nicole Massey <nyyki@xxxxxxxxxxxxx
<mailto:nyyki@xxxxxxxxxxxxx> > wrote:
Carandolana:
The day before she'll cast Speak with Animals and take the dogs to Sean.
She'll tell them he's a friend who can be trusted. Then she'll ask him to
bring them back to Aarell, as she won't have a way to bring them along the
way she's going. Then she'll go back to where she's holed up and cast
another round of Goodberry spells. (Steve, I've lost track of how many days
the group has been back at the caves and how many goodberries she can make
in that time)
On the day of travel she'll pray for the following spells.
D1 (6): Entangle (x2), Faerie Fire (x2), Invisibility to Animals, Sense
Direction
D2 (6): Bat Sense, Charm Person or Mammal (x2), Heat Metal (x2), Obscurement
D3 (3):Splinter Wood, Summon Insects (x2)
D4 (1): Repel Insects
Sent from my HAL 9000 in transit to Jupiter