"Then that is where we must go, we must find their trail and follow it, looking for signs of trouble. Perhaps trolls followed, thinking an easy meal, even if it was our honored dead."
Friar heads to the door, opens and steps outside, looking for any signs of immediate danger. Perception: 18
Then he looks for tracks of the burial party. Investigation: 12
Arvad shakes head at Kathra. "Trolls? Nay. I've not heard of any trouble bein' caused by 'em. But my eyes and ears are usually focused on the tunnels we're digging. I'll walk to the Northern Doors with you and close them up after you pass through."
Five minutes later you're breathing the crisp autumn air and the late afternoon sun shines upon you. The old miner wishes you well as you part ways, and he expresses his confidence that you are the right dwarves for the task.
__ . __ . __ . __ . __ . __ . __ . __ . __
Friar scans the surrounding rocks and the path ahead, looking for any threats. All is peaceful. The path, for at least the next hundred yards is almost entirely made of rock; so, no traces of footsteps are visible here. The path descends slowly toward a heavily wooded area, and all of you know that a short walk through those woods will lead you into White Meadow.
Copper nods his thanks to Arvad and wishes him well with his day's work.
He then takes in a deep breath of air. Copper then looks at the path ahead and the woods.
"The air always tastes sweet out here," Copper says. "But I never get used to the wide open space. I always feel so exposed. And those woods, they always seem to be grasping at you."
He smiles at the others and looks at Friar.
"You didn't bring any of that beer of yours did you?"
Friar nods, and passes a wooden cask canteen with a heavy, dark drought. "To your health and our success," as he pulls out another and takes a pull.
"Then we should head to the meadow but be on our guard. Who knows what lies in these great expanses, open spaces and trees to hide in. No good place for a dwarf."
With the malty taste of the beer still on your tongues you make the descent toward the woods, and within fifteen minutes you're making your way across an opening that lies just to the west of White Meadow. You double task at watching the ground for any clues of Elrik's burial party and watching the trees to your left and right for any possible threat. Kathra happens to glance over her shoulder and sees the silhouettes of two large winged creatures. They are approximately 90' to the west of the party (and approximately 120' above ground level), but they are approaching fast...
Map (with a few notes beneath it):
Characters are denoted with colored tokens (the colors can be changed at your request).
Character locations were randomly determined.
The winged creatures do have higher initiative; their first round action (dash) has been completed and the map reflects that fact.
The numbers atop the rocks indicate approximately how high the top of each rock is (in case anyone does some climbing).
If your character wishes to identify the winged creatures, then that will take an action to do so.
All players may act in any order. Please be specific about movement taken (distance and direction traveled)
Copper and Friar narrow their gaze and study the outlines of the creatures fast approaching. The antlers upon the beasts' heads provide all the information you need to know: perytons.
NOTE: When an item tag is provided for a monster, you can assume your character knows the related lore, general abilities, and tactics of the monster.
"They're perytons," Copper calls over to the others. "We need to move somewhere they can't just fly down and fly away after attacking. They'll wear us down that way."
He looks around quickly, pointing towards the large rocky outcroppings ahead.
"If we get close to those, they may have trouble swooping down and just flying off again. They may have to come down low and stay and fight," Copper says as he points to the 40' high rock formation to the south of the group.
"They're perytons," Copper calls over to the others. "We need to move somewhere they can't just fly down and fly away after attacking. They'll wear us down that way."
He looks around quickly, pointing towards the large rocky outcroppings ahead.
"If we get close to those, they may have trouble swooping down and just flying off again. They may have to come down low and stay and fight," Copper says as he points to the 40' high rock formation to the south of the group.
Friar begins to sprint towards the 40' high rocks Copper is speaking of. "Bloody 'ell!"
Awaiting round 1 actions for Douth and Kathra, but I want to clarify that Copper and Friar may use their 25' of movement in addition to their action of identifying the perytons in round 1.
The intent of the perytons seems entirely clear; they continue their rapid descent directly toward the party. One peryton (#1) streaks toward Kathra, and the other appears to focus on the three of you running toward the rock.
Round 2 action for the perytons (dash) is complete; all players may act in any order.
NOTE: Douth had readied a spell in round 1 but did not identify what would trigger it. I'm assuming the trigger would be any peryton that comes within range. If so, the spell can be cast by Douth as a reaction this round)
“Their next stop would’ve been White Meadow, and I heard trolls might’ve been spotted there. Do you know anything about that?”
"Then that is where we must go, we must find their trail and follow it, looking for signs of trouble. Perhaps trolls followed, thinking an easy meal, even if it was our honored dead."
Friar heads to the door, opens and steps outside, looking for any signs of immediate danger. Perception: 18
Then he looks for tracks of the burial party. Investigation: 12
Arvad shakes head at Kathra. "Trolls? Nay. I've not heard of any trouble bein' caused by 'em. But my eyes and ears are usually focused on the tunnels we're digging. I'll walk to the Northern Doors with you and close them up after you pass through."
Five minutes later you're breathing the crisp autumn air and the late afternoon sun shines upon you. The old miner wishes you well as you part ways, and he expresses his confidence that you are the right dwarves for the task.
__ . __ . __ . __ . __ . __ . __ . __ . __
Friar scans the surrounding rocks and the path ahead, looking for any threats. All is peaceful. The path, for at least the next hundred yards is almost entirely made of rock; so, no traces of footsteps are visible here. The path descends slowly toward a heavily wooded area, and all of you know that a short walk through those woods will lead you into White Meadow.
Copper nods his thanks to Arvad and wishes him well with his day's work.
He then takes in a deep breath of air. Copper then looks at the path ahead and the woods.
"The air always tastes sweet out here," Copper says. "But I never get used to the wide open space. I always feel so exposed. And those woods, they always seem to be grasping at you."
He smiles at the others and looks at Friar.
"You didn't bring any of that beer of yours did you?"
Friar nods, and passes a wooden cask canteen with a heavy, dark drought. "To your health and our success," as he pulls out another and takes a pull.
"Then we should head to the meadow but be on our guard. Who knows what lies in these great expanses, open spaces and trees to hide in. No good place for a dwarf."
With the malty taste of the beer still on your tongues you make the descent toward the woods, and within fifteen minutes you're making your way across an opening that lies just to the west of White Meadow. You double task at watching the ground for any clues of Elrik's burial party and watching the trees to your left and right for any possible threat. Kathra happens to glance over her shoulder and sees the silhouettes of two large winged creatures. They are approximately 90' to the west of the party (and approximately 120' above ground level), but they are approaching fast...
Map (with a few notes beneath it):
Copper looks at the winged creatures with interest. The speed their approaching at doesn't make him think they're friendly.
"Friar and I can form a wall in front," Copper says. "Our armor should hopefully deflect whatever talons these birds may have."
He then swings his shield into place, hefts his battle axe and looks more closely at the creatures, trying to determine what they are.
Action: Identify - Nature? Arcana? Both -1: 14
Friar braces, raises his shield and war hammer. "Come on little beasties, lets get a look at ya!"
Friar braces, raises his shield and war hammer. "Come on little beasties, lets get a look at ya!"
Copper and Friar narrow their gaze and study the outlines of the creatures fast approaching. The antlers upon the beasts' heads provide all the information you need to know: perytons.
NOTE: When an item tag is provided for a monster, you can assume your character knows the related lore, general abilities, and tactics of the monster.
"They're perytons," Copper calls over to the others. "We need to move somewhere they can't just fly down and fly away after attacking. They'll wear us down that way."
He looks around quickly, pointing towards the large rocky outcroppings ahead.
"If we get close to those, they may have trouble swooping down and just flying off again. They may have to come down low and stay and fight," Copper says as he points to the 40' high rock formation to the south of the group.
Friar begins to sprint towards the 40' high rocks Copper is speaking of. "Bloody 'ell!"
Awaiting round 1 actions for Douth and Kathra, but I want to clarify that Copper and Friar may use their 25' of movement in addition to their action of identifying the perytons in round 1.
Copper takes off at a dwarf sprint after Friar.
Kathra grips her staff, casting Shillelagh on it as well as preparing to cast Ice Knife once they come into range.
The intent of the perytons seems entirely clear; they continue their rapid descent directly toward the party. One peryton (#1) streaks toward Kathra, and the other appears to focus on the three of you running toward the rock.
Round 2 action for the perytons (dash) is complete; all players may act in any order.
NOTE: Douth had readied a spell in round 1 but did not identify what would trigger it. I'm assuming the trigger would be any peryton that comes within range. If so, the spell can be cast by Douth as a reaction this round)
Updated map:
An icy blade flies towards the peryton from Kathra.
Attack: 28 Piercing Damage: 9
Cold damage (on failed DEX save 15): 10
Copper continues running towards the stone outcropping, turning to focus on the peryton coming towards them, raising his battle axe.
Movement: 25' toward the rocks
Action: Ready - attack with battleaxe if the peryton comes within range.