A medium strength blizzard hits as the companions are crossing an open snow field. ( DC 10 Survival Check if failed 5 Cold damage)
Day 2-
Crossing another snowfield the companions come across a series of deep ravines hidden by the snowfield ( DC 10 Athletics Check if failed by 1 person there is no effect as they are retrieved without incident, if failed by 2-3 then the days travel is lost and everyone takes a level of exhaustion....if all 4 fail......Random Encounter Table comes into play. )
Dev trudges across the meadow, shivering in the cold (Survival: 3+2=5, take 5HP, losing temp HP).
Worse, in the heavy, wind-whipped snowfall, the teenager slips on concealed ice and somehow becomes separated from the others. He is the first to stumble at the edge of a ravine (Athletics: 4). Perhaps it is only a hastily blown tune on his pan pipes and the siren illusion that results that draws the attention of his friends before he slips away into darkness.
Rollback Post to RevisionRollBack
DM for Candlekeep Mysteries //Dev Horndin Curious Critters
Quinn strechs his tired bones and eager looks for the next day of travel.
On day 1: Quinn's adept traveling knowledge allowed him to move through the blizzard with ease. Survival 18
On day 2: Quinn's muscles were still soared and it surprised him that he was not easily trekking through the reviens but he was still able to keep upright and assist where he could. Athletics 11
This post has potentially manipulated dice roll results.
Weary and tired the companions are forced to bivouac on the edge of the snowfield, unable to make further headway today, the night passes somewhat restfully though far colder than previously.
The descent the next day is uneventful and they eventually reach the eastern bank of the Moreen River Run after taking a slight detour to avoid a large cluster of elementally cold ethereal beings gathered within a frozen gully.
As the group walks north along the eastern bank of the river they come across a large lightning struck oak, there is a strangely shaped grey stone wedged within the burned wood.
Lokilia takes a look at the stone from a respectable distance. "Give me a moment and let me see if there might be magic involved," she says. She starts to cast Detect Magic (as Ritual). Once completed, she will study the stone and the tree.
Quinn will walk up and examine it. Since he is made of rock and all.
The stone doesn't resemble any of the surrounding minerals at all and it is firmly stuck within the wood of the tree as if the tree grew around it, it is about the size of his first and oddly shaped.
Lokilia takes a look at the stone from a respectable distance. "Give me a moment and let me see if there might be magic involved," she says. She starts to cast Detect Magic (as Ritual). Once completed, she will study the stone and the tree.
The stone carries a magical essence, possibly something to do with fate or chance,.....she thinks someone would need to carry it on themselves for some time before- it revealed its secrets fully.
"Should we try and remove the stone and take it with us?", Normont asks of Quinn and Lokilia. Quinn had an affinity to stone and Lokilia to trees, so he figures they are best placed to decide.
"I am versed in the use of carpenter's tools, but don't actually have a set with me unfortunately".
Dev finds the stone to be an interesting curiosity. Sometimes things just appear that can change a life, he believes. He would list his own personal experience of having found his magic shoes washed up on the shore of Mooren Lake under that ledger heading.
”If only this old tree could be convinced to give us the rock,” he says, unhelpfully. The idea of cutting a chunk out of the tree to get the rock feels wrong, but he doesn’t say so.
This post has potentially manipulated dice roll results.
Though not really made for such things Quinn is able to lever the stone out of the charred wood using his longsword and a bit of Normonts carpentry knowhow with very little damage to the tree itself.
17
The stone sits in his hand slightly colder than the surrounding air, though not uncomfortably so.
It is still probably five to six days journey north to Whitestone given the rough terrain. No river traffic is seen as yet.
( Feel free to roll Survival/Nature/Athletics/Perception checks for the journey onwards- one each per PC )
Dev Survival 17 / Nature 20/ Athletics 14/ Perception 9
The teen tiefling surrenders himself to the rhythm of the overland journey and finds himself enjoying the freedom of going whichever path the group chooses, the rustling winds through the trees, the waxy buds awaiting springtime, and the virgin snow upon the mountain glens. He begins to anticipate the likely appearance of woodland creatures from their hiding places, though despite hearing their rustling, he never does turn quickly enough to glimpse even a single one. He smiles at how clever the tiny creatures can be.
Rollback Post to RevisionRollBack
DM for Candlekeep Mysteries //Dev Horndin Curious Critters
Normont spends the days ever grateful for his magic boots, that means he never feels overloaded and that he doesn't slow the others down. He keeps Amber circling above keeping an eye out for threats behind or ahead of them.
As they make their way down from mountains and alongside the river, he starts to hope they have eluded their potential pursuers.
Lokilia gives Quinn a stern look as he starts to try to pry out the stone. She seems a bit happier when Normont is able to help. She says nothing but does look at the tree before they depart, seeming pleased that it will not be severely affected.
Day 1-
A medium strength blizzard hits as the companions are crossing an open snow field. ( DC 10 Survival Check if failed 5 Cold damage)
Day 2-
Crossing another snowfield the companions come across a series of deep ravines hidden by the snowfield ( DC 10 Athletics Check if failed by 1 person there is no effect as they are retrieved without incident, if failed by 2-3 then the days travel is lost and everyone takes a level of exhaustion....if all 4 fail......Random Encounter Table comes into play. )
Normont
Survival: 17+2=19 (Success)
Athletics: 9+1=10 (Success - barely!)
Dev trudges across the meadow, shivering in the cold (Survival: 3+2=5, take 5HP, losing temp HP).
Worse, in the heavy, wind-whipped snowfall, the teenager slips on concealed ice and somehow becomes separated from the others. He is the first to stumble at the edge of a ravine (Athletics: 4). Perhaps it is only a hastily blown tune on his pan pipes and the siren illusion that results that draws the attention of his friends before he slips away into darkness.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters
Quinn strechs his tired bones and eager looks for the next day of travel.
On day 1: Quinn's adept traveling knowledge allowed him to move through the blizzard with ease. Survival 18
On day 2: Quinn's muscles were still soared and it surprised him that he was not easily trekking through the reviens but he was still able to keep upright and assist where he could. Athletics 11
Day 1: (Lokilia Survival Check: 23 - success!)
Day 2: (Lokilia Athletics Check: 8 - fail)
Rabbit Sebrica | Skarai | Lokilia Vaelphin | Liivi Orav | Vanizi | Britari/Halila Talgeta/Jesa Gumovi | Neital Rhessil | Iromae Quinaea
Weary and tired the companions are forced to bivouac on the edge of the snowfield, unable to make further headway today, the night passes somewhat restfully though far colder than previously.
The descent the next day is uneventful and they eventually reach the eastern bank of the Moreen River Run after taking a slight detour to avoid a large cluster of elementally cold ethereal beings gathered within a frozen gully.
Mooren River Run-
Day 1- 40, 2
As the group walks north along the eastern bank of the river they come across a large lightning struck oak, there is a strangely shaped grey stone wedged within the burned wood.
Quinn will walk up and examine it. Since he is made of rock and all.
Lokilia takes a look at the stone from a respectable distance. "Give me a moment and let me see if there might be magic involved," she says. She starts to cast Detect Magic (as Ritual). Once completed, she will study the stone and the tree.
Rabbit Sebrica | Skarai | Lokilia Vaelphin | Liivi Orav | Vanizi | Britari/Halila Talgeta/Jesa Gumovi | Neital Rhessil | Iromae Quinaea
The stone doesn't resemble any of the surrounding minerals at all and it is firmly stuck within the wood of the tree as if the tree grew around it, it is about the size of his first and oddly shaped.
The stone carries a magical essence, possibly something to do with fate or chance,.....she thinks someone would need to carry it on themselves for some time before- it revealed its secrets fully.
"Should we try and remove the stone and take it with us?", Normont asks of Quinn and Lokilia. Quinn had an affinity to stone and Lokilia to trees, so he figures they are best placed to decide.
"I am versed in the use of carpenter's tools, but don't actually have a set with me unfortunately".
Dev finds the stone to be an interesting curiosity. Sometimes things just appear that can change a life, he believes. He would list his own personal experience of having found his magic shoes washed up on the shore of Mooren Lake under that ledger heading.
”If only this old tree could be convinced to give us the rock,” he says, unhelpfully. The idea of cutting a chunk out of the tree to get the rock feels wrong, but he doesn’t say so.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters
Quinn feels compelled to remove the stone so he does.
Quinn feels compelled to remove the stone so he does.
Quinn feels compelled to remove the stone so he does.
Though not really made for such things Quinn is able to lever the stone out of the charred wood using his longsword and a bit of Normonts carpentry knowhow with very little damage to the tree itself.
17
The stone sits in his hand slightly colder than the surrounding air, though not uncomfortably so.
It is still probably five to six days journey north to Whitestone given the rough terrain. No river traffic is seen as yet.
( Feel free to roll Survival/Nature/Athletics/Perception checks for the journey onwards- one each per PC )
Dev Survival 17 / Nature 20/ Athletics 14/ Perception 9
The teen tiefling surrenders himself to the rhythm of the overland journey and finds himself enjoying the freedom of going whichever path the group chooses, the rustling winds through the trees, the waxy buds awaiting springtime, and the virgin snow upon the mountain glens. He begins to anticipate the likely appearance of woodland creatures from their hiding places, though despite hearing their rustling, he never does turn quickly enough to glimpse even a single one. He smiles at how clever the tiny creatures can be.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters
Normont spends the days ever grateful for his magic boots, that means he never feels overloaded and that he doesn't slow the others down. He keeps Amber circling above keeping an eye out for threats behind or ahead of them.
As they make their way down from mountains and alongside the river, he starts to hope they have eluded their potential pursuers.
Normont
Survival: 15+2=17
Nature: 6+3=9
Athletics: 18+1=19
Perception: 16+4=20
Amber
Perception: 12+4=16
Quinn stores the stone in his bag and examines it during their travel.
Survival 13 / Nature 2/ Athletics 20 / Perception 17
Lokilia gives Quinn a stern look as he starts to try to pry out the stone. She seems a bit happier when Normont is able to help. She says nothing but does look at the tree before they depart, seeming pleased that it will not be severely affected.
(Checks -
Survival: 19
Nature: 12
Athletics: 12
Perception: 22)
Rabbit Sebrica | Skarai | Lokilia Vaelphin | Liivi Orav | Vanizi | Britari/Halila Talgeta/Jesa Gumovi | Neital Rhessil | Iromae Quinaea