Garret calls the group to a stop and makes camp, using both his lantern and a small fire to illuminate the selected space. He reassures you that you'll be there by early morning, but that a rest is necessary to combat the cold.
The first two watches are quiet. Jar keeps an eye out for the return of the crazy man they encountered earlier, but determines that he did not follow them after the earlier encounter. Morkeleb keeps a keen eye out, and once again sees the magical aurora that maintains the endless winter pass overhead, but no immediate threats.
Barnabus struggles a bit to see through the falling snow, but eventually notices, perhaps too late, what appears to be a set of footprints leading into camp. As he investigates, he hears a whisper from behind. A gruff voice says, in dwarvish, "Gotta keep moving to stay warm out here. Try doing a hundred squats."
Barnabus, please roll a DC 12 WIS Save.
On a success:
The idea sounds momentarily appealing, but then you shake your head and resist the magic. You turn around to see a grey-skinned dwarf with a white beard, what you know to be a Duergar. He wears leather armor, and his expression suggests he is some sort of assailant.
On a failure:
The Suggestion takes hold of your mind. You go blank except for "I must do 100 squats."
When you complete your task, you realize the light has gotten dimmer. Garret's lantern is gone, and there are footprints leading in and out of your camp. They appears to be heading in the general direction you were traveling. You do not know 100% you were under a spell, but you remember hearing the voice suggest the squats and complying.
Barnabus shivers a bit in the cold. The idea that squats could help alleviate some of the discomfort seems like a valid idea. The fact that the idea comes from a strange voice in his head doesn't even register to the dwarf as he bends his knees, bringing his backside almost in contact with the snow before his powerful leg muscles raise him back up. The guardsman loses himself in the repetitive motion for an amount of time he can't seem to recall. Emerging from the stupor he looks around and calls out in embarrassed surprise,
"AYE! I think we were raided. Everyone up! On your feet! Hurry."
He e plains to anyone who asks what he had been doing before. Adding the caveat, "Now that I think about it I'm not so sure those exercises were entirely my idea."
Just as Barnabus says, there are tracks leading out of the camp and in the general direction you were traveling in. It looks to be 2 humanoids, just based on those.
Garret searches for his lantern and shouts angiely when he realizes it is gone. Curiously, as the rest of you check your belongings, it appears to be the only thing that was taken.
“It’s not just sentimental value,” Garret says, “that lantern is magic. It never runs out of light because of the chardalyn base. It was key to my longer expeditions.”
Barnabus picks up on the situation fast enough that the tracks have not been completely erased by the snow. You follow them closely for the better part of half an hour. Just when you're tempted to give up on the trail, you see a small light in the distance. You see a small group of people have set up a tent and a small campfire up ahead. A bit of conversation can be overheard, in dwarvish:
"...find out here. More for the cause."
"You left a witness?"
"I wasn't seen. He was sufficiently occupied. Besides, nobody will follow us through the snow. We just have to get back in the morning."
It appears that a trio of dwarves are talking around the fire. One of them is carrying the stolen lantern. They appear to have ash-grey skin, and wear scale mail.
As it stands, they have not yet noticed you, but there's no cover to assist in approaching them. If the party chooses to engage violently, you have the first round of initiative, but should not expect a surprise round.
I took the liberty of making an intelligence check with advantage since Barnabus is a dwarf. It makes sense he would know what kinds of dwarves these are.
Nat 20 on one of the dice.
So if this post doesn't work we'll ignore it.
"Duergar.." whispers Barnabus harshly. He tenses as if he means to rush into battle.
(Occ: waiting for other suggestions because I don't think a direct fight is good here but Barnabus doesn't like to dance around an issue. )
(That roll is reasonable Barnabus, you can confidently recognize a duergar)
The three Duergar look at you as you approach, Jar. They're a little confused by the approach and exchange glances. The one carrying the lantern (the unique token) speaks.
"You seem to be confused friend, we took this with us for the trip out here. We don't mind sharing the space with a weary traveler for that gold if you're lost though."
His companions look about to see if anyone is with Jar (Perception10), and see nothing.
Morkeleb will follow Jar's lead and walk out a moment later. While not as hulkingly huge as Jar is, Morkeleb still hopefully strikes an imposing figure. He will try to look as large and confident as possible as he approaches Jar.
"Ho there, I see you found the lantern. That's good. The others are just behind us, I'll be able to tell them they can quit looking now."
Morkeleb stands supportingly by Jar and tries to look intimidating, as well as infuse his words with insinuation that the duergar don't want this fight.
If needed, an intimidation check was made... unfortunately it's just a 4
The duergar exchange glances. "Can you send these two off?" one asks the other. "Only got one left in me, let's just deal with them while they're alone."
They draw their weapons, deciding to quiet the two travelers while they believe it is just two present.
Party Initiative: 15 Duergar Initiative: 16
The two normal duergar take deep breaths and grow in size, enlarging themselves to match the party's more intimidating size. A third duergar hears the commotion and comes out of the tent.
The one with the lantern, staying behind his larger allies, waves a hand and reaches out psychically. Jar, make a DC 12 INT Save. On a failure, the psychic compulsion causes one of your arms to swing against your will, making an attack on Morkeleb with your reaction (you can still take your turn normally).
The party is up.
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Senush watch shift
Perception
11
Survival
10
Second watch perception check 15
(Some guard he is...)
Barnbus 3rd shift perception: 6
**This Space for Rent**
Guard Shifts:
1st: Jar
2nd: Morkeleb
3rd: Barnabus
4th: Senushi
DM Roll: 3
Garret calls the group to a stop and makes camp, using both his lantern and a small fire to illuminate the selected space. He reassures you that you'll be there by early morning, but that a rest is necessary to combat the cold.
The first two watches are quiet. Jar keeps an eye out for the return of the crazy man they encountered earlier, but determines that he did not follow them after the earlier encounter. Morkeleb keeps a keen eye out, and once again sees the magical aurora that maintains the endless winter pass overhead, but no immediate threats.
Barnabus struggles a bit to see through the falling snow, but eventually notices, perhaps too late, what appears to be a set of footprints leading into camp. As he investigates, he hears a whisper from behind. A gruff voice says, in dwarvish, "Gotta keep moving to stay warm out here. Try doing a hundred squats."
Barnabus, please roll a DC 12 WIS Save.
On a success:
The idea sounds momentarily appealing, but then you shake your head and resist the magic. You turn around to see a grey-skinned dwarf with a white beard, what you know to be a Duergar. He wears leather armor, and his expression suggests he is some sort of assailant.
On a failure:
The Suggestion takes hold of your mind. You go blank except for "I must do 100 squats."
When you complete your task, you realize the light has gotten dimmer. Garret's lantern is gone, and there are footprints leading in and out of your camp. They appears to be heading in the general direction you were traveling. You do not know 100% you were under a spell, but you remember hearing the voice suggest the squats and complying.
DC:9
Barnabus shivers a bit in the cold. The idea that squats could help alleviate some of the discomfort seems like a valid idea. The fact that the idea comes from a strange voice in his head doesn't even register to the dwarf as he bends his knees, bringing his backside almost in contact with the snow before his powerful leg muscles raise him back up. The guardsman loses himself in the repetitive motion for an amount of time he can't seem to recall. Emerging from the stupor he looks around and calls out in embarrassed surprise,
"AYE! I think we were raided. Everyone up! On your feet! Hurry."
He e plains to anyone who asks what he had been doing before. Adding the caveat, "Now that I think about it I'm not so sure those exercises were entirely my idea."
**This Space for Rent**
Morkeleb pops up, grabbing his equipment (assuming he hasn't lost it), and casts about, trying to figure out what's going on.
When he hears Barnabus' explanation, his reptilian face crinkles in confusion. "You think we got raided... because you felt the urge to exercise?"
"Look, Garets lantern is g9ne and there are tracks. See if anything else is missing.
Barnabus checks his own gear to see if he lost anything.
**This Space for Rent**
Just as Barnabus says, there are tracks leading out of the camp and in the general direction you were traveling in. It looks to be 2 humanoids, just based on those.
Garret searches for his lantern and shouts angiely when he realizes it is gone. Curiously, as the rest of you check your belongings, it appears to be the only thing that was taken.
"I suppose we can follow the tracks. The lantern seems to be of some sentimental value to our guide."
“It’s not just sentimental value,” Garret says, “that lantern is magic. It never runs out of light because of the chardalyn base. It was key to my longer expeditions.”
"Let's get back that lantern. We better hurry before the tracks are covered by snow" says Senushi glad that his belongings are intact.
Survival to follow the tracks
8 - rolled in game log
Barnabuspoints out the tracks.
Survival :16
**This Space for Rent**
Jar joins in and takes a look at the tracks, but cannot really figure them out (rolled an 8)
D&D since 1984
Survival DC was 15
Barnabus picks up on the situation fast enough that the tracks have not been completely erased by the snow. You follow them closely for the better part of half an hour. Just when you're tempted to give up on the trail, you see a small light in the distance. You see a small group of people have set up a tent and a small campfire up ahead. A bit of conversation can be overheard, in dwarvish:
"...find out here. More for the cause."
"You left a witness?"
"I wasn't seen. He was sufficiently occupied. Besides, nobody will follow us through the snow. We just have to get back in the morning."
It appears that a trio of dwarves are talking around the fire. One of them is carrying the stolen lantern. They appear to have ash-grey skin, and wear scale mail.
As it stands, they have not yet noticed you, but there's no cover to assist in approaching them. If the party chooses to engage violently, you have the first round of initiative, but should not expect a surprise round.
I took the liberty of making an intelligence check with advantage since Barnabus is a dwarf. It makes sense he would know what kinds of dwarves these are.
Nat 20 on one of the dice.
So if this post doesn't work we'll ignore it.
"Duergar.." whispers Barnabus harshly. He tenses as if he means to rush into battle.
(Occ: waiting for other suggestions because I don't think a direct fight is good here but Barnabus doesn't like to dance around an issue. )
**This Space for Rent**
Jar walks up and looks down at the little grey folk and says "Oh. Here's your lantern. Thank you for finding it. Here's a gold as thanks."
D&D since 1984
Senushi will stay hidden behind a snowbank to see how these Duergar respond to Jar
Stealth
12
(That roll is reasonable Barnabus, you can confidently recognize a duergar)
The three Duergar look at you as you approach, Jar. They're a little confused by the approach and exchange glances. The one carrying the lantern (the unique token) speaks.
"You seem to be confused friend, we took this with us for the trip out here. We don't mind sharing the space with a weary traveler for that gold if you're lost though."
His companions look about to see if anyone is with Jar (Perception 10), and see nothing.
Morkeleb will follow Jar's lead and walk out a moment later. While not as hulkingly huge as Jar is, Morkeleb still hopefully strikes an imposing figure. He will try to look as large and confident as possible as he approaches Jar.
"Ho there, I see you found the lantern. That's good. The others are just behind us, I'll be able to tell them they can quit looking now."
Morkeleb stands supportingly by Jar and tries to look intimidating, as well as infuse his words with insinuation that the duergar don't want this fight.
If needed, an intimidation check was made... unfortunately it's just a 4
The duergar exchange glances. "Can you send these two off?" one asks the other. "Only got one left in me, let's just deal with them while they're alone."
They draw their weapons, deciding to quiet the two travelers while they believe it is just two present.
Party Initiative: 15
Duergar Initiative: 16
The two normal duergar take deep breaths and grow in size, enlarging themselves to match the party's more intimidating size. A third duergar hears the commotion and comes out of the tent.
The one with the lantern, staying behind his larger allies, waves a hand and reaches out psychically. Jar, make a DC 12 INT Save. On a failure, the psychic compulsion causes one of your arms to swing against your will, making an attack on Morkeleb with your reaction (you can still take your turn normally).
The party is up.