Nyli is undecided about the execution. She has no sympathy for Klarg, but is concerned that the Redbrands will use it as an excuse for further violence.
"If Klarg is executed, I believe we would be wrong to leave afterwards and let the redbrands have their revenge. But, I don't want to leave Gudrun in their hands any longer than necessary."
She thinks a while longer. "Sister Garaele's quest can wait for now, I think Gudrun should be our priority."
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Olan Fargrove - Elf Swashbuckler Nyli Bemblade - Gnome Thief
Doldek is in agreement. "Any apprehensions we may have about these loose ends will need to be set aside. Every moment we delay could spell doom for our friend and patron."
No need to stick around longer then we must. Just need to resupply my bolts and pick up a hand bow I saw at the market and I'll be ready for the next adventure and why not just kill the bug ear before we leave. He has given us what we want there is no point in leaving a risk to the town in its belly?
Vasha crosses his arms, leaning against the wall as the group discusses their options. He listens in silence, his gaze distant as they debate the next steps. Finally, he gives a small shrug, “Gundren and the next payday are both right in front of us. I say we get to it. Sitting around here isn’t putting any gold in our pockets.” His tone is calm, but it’s clear that Klarg’s fate, whatever it may be, doesn’t interest him.
You gather your equipment, say your goodbyes, and depart from Phandalin. Sildar promises to keep Klarg under close guard for up to five days until your return. As you head north from Phandalin, the skies are clear, as is the road.
After heading directly north for a couple hours, Neverwinter Wood stands before you with it thick canopy and floor cluttered with roots and fallen trees. The air grows muggy and the chirps and buzzes of bugs resound around you. Every so often, a rustling in the branches above catches your ears; each time so far it's been a squirrel or bird.
From Klarg's directions, you estimate you must cross fifteen miles of this dense forest before you reach Cragmaw Castle. It's currently mid-afternoon. Luckily for the rest of you, John has been on several expeditions through these very woods when he was a scout in the Neverwinter Guard. Indeed, he can identify plant and animal species, find food and shelter, and guide you through the trees with ease. With John's help, you cannot get lost and won't be held back by the difficult terrain, and so can expect to arrive by dusk.
After about an hour of travel through the woods, however, John spots two sets of tracks: giant, heavy footprints made with bare feet. They go down the same path you have been following and seem freshly made. A DC 15 Intelligence (Nature) check (a forest-related check for the purposes of Natural Explorer) reveals:
A pair of ogres left these footprints very recently. They are likely just ahead of you.
If any of you forges ahead without care:
A pair of ogres are sitting in a small clearing having a picnic. Each is about ten feet tall and likely weigh well over six hundred pounds.
One is tearing apart a recently-killed deer and the other is trying to start a campfire with a pair of sticks.
They turn and look at you, then stand. One picks up a boulder; the other snaps a small tree in two with its bare hands and wields the trunk like a club. "Who goes?" the one with the boulder asks, menacingly.
OOC:
First, I'm assuming you head directly towards Cragmaw Castle and that John is guiding you all through the forest. If either of those is not true, please correct me. In this sort of situation, a ranger makes a big difference.
Second, what does each of you do as you hike through the woods? You don't need to roll to navigate or to find food, shelter, etc. because this is John's favored terrain. The marching order isn't too important right now because you're not getting ambushed. However, I will need a group Dexterity (Stealth) check if you want to avoid whatever it is that left those tracks. You'll collectively need to get to 48 to pass.
Third, do you take the oxen with you? If so, do you take one or both? You would know that Neverwinter Wood is too dense for the wagon, but the oxen remain an option.
Nyli occasionally stops and scribbles something in her journal, or takes the occasional leaf/flower/nut. Nature 7
She treads quietly as she moves, not out of precaution, it's just what she's used to. When the group spots the ogres she tries to fade into the foliage.
Before leaving Phandalin, Dunkin paid Ms. Alderleaf to watch over the oxen for 5 days. “Much obliged, Ma’am, we’ll be back in a jiff.”
On the trail he’s walking on the left, taking in the terrain, observing any flora or fauna he’s unfamiliar with.
As the team travels he begins to pick up a strange smell. “Do you smell that odor,” he asks? “It’s what I’ve been told an ogre smells like.” (Nature 20) He instinctively picks up a stone, loading his sling.
Unfortunately, he’s not watching his step and making some noise as he walks (Stealth 7)
Between the flies and whatever he just stepped in, Vasha’s patience is already wearing thin when he hears someone whisper about ogres. With a shrug he suppresses the urge to use the unfortunate creatures for training practice, “No point dulling our blades before we even get to the castle,” he growls.
You successfully bypass the ogres; they don't even realize you were there. You continue to traverse Neverwinter Wood without further incident. A few hours pass; as the sun sets, a great castle comes into view, to your north.
The castle before you consists of seven crumbling towers of different sizes and heights, but the upper stories are all in varying states of collapse. A short flight of steps leads up to a terrace in front of the main entryway. Past the wreckage of a pair of sundered doors lies a shadowed hall. Round towers loom over the entranceway, with dark arrow slits looking down on the terrace.
On the south side of the old castle, an overgrown path leads to a passage that climbs up into the wall. A large iron door stands here, sheltered from direct outside attack. Arrow slits ten feet above the ground overlook the path.
The southwest tower of the castle is little more than a heap of rubble.
OOC:
At the moment, you're a safe distance away from the castle. Please let me know when and how you choose to approach, if at all.
It's dusk, so there will be about an hour of natural dim light, then darkness until morning.
Map:
You haven't seen the north side of the castle yet, and won't unless you circle around or enter the castle.
Your character tokens are not a true and accurate representation of your characters' current locations.
“Well this is great,” exclaims Dunkin. “Dark and gettin’ darker, and I’m hungry to boot. Look at this dingy place.”
“Doldek, do ya think that bat of yours might be some help? I’ve also got a similar trick up my sleeve.” Dunkin is thinking of some covert wild shapes he could assume.
”Whatcha’ think about sendin’ your bat to scout the main entrance hall? I’m thinkin’ I can do some snoopin’ around this side entrance.”
He waits to hear Doldek’s response and that of the team.
OOC:
If his companions agree, Dunkin casts Wild Shape turning into a Giant Wolf Spider, and squeezes under the side door or climbs through an arrow slit.
Vasha watches Dunkin transform, eyes narrowing slightly as the spider shape takes form. He shifts uneasily, clearly not comfortable with the new arachnid ally. “Yeah… I’ll take the north side,” he mutters, glancing around to see if anyone else is willing to come along.
“Anyone sticking to two legs is welcome to join,” he says with a grin, though his gaze never quite leaves the spider. Without waiting for a reply, he adjusts his gear and starts making his way around the castle’s perimeter, eyes scanning for any hidden paths or vantage points.
Stealth Nat 20, Perception Nat 20
😎
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Nyli is undecided about the execution. She has no sympathy for Klarg, but is concerned that the Redbrands will use it as an excuse for further violence.
"If Klarg is executed, I believe we would be wrong to leave afterwards and let the redbrands have their revenge. But, I don't want to leave Gudrun in their hands any longer than necessary."
She thinks a while longer. "Sister Garaele's quest can wait for now, I think Gudrun should be our priority."
Olan Fargrove - Elf Swashbuckler Nyli Bemblade - Gnome Thief
In that case Chase makes preparations to leave for Cragmaw castle, “Klarg can wait for now I trust Sildar to hold down the fort.”
Upon hearing the news about Klarg's fate, Dunkin agrees that Gundren is the priority. "Let's go get 'em."
Doldek is in agreement. "Any apprehensions we may have about these loose ends will need to be set aside. Every moment we delay could spell doom for our friend and patron."
No need to stick around longer then we must. Just need to resupply my bolts and pick up a hand bow I saw at the market and I'll be ready for the next adventure and why not just kill the bug ear before we leave. He has given us what we want there is no point in leaving a risk to the town in its belly?
Vasha crosses his arms, leaning against the wall as the group discusses their options. He listens in silence, his gaze distant as they debate the next steps. Finally, he gives a small shrug, “Gundren and the next payday are both right in front of us. I say we get to it. Sitting around here isn’t putting any gold in our pockets.” His tone is calm, but it’s clear that Klarg’s fate, whatever it may be, doesn’t interest him.
Chase lets Sidar know and heads out with the rest of the party directly heading to Cragmaw castle.
You gather your equipment, say your goodbyes, and depart from Phandalin. Sildar promises to keep Klarg under close guard for up to five days until your return. As you head north from Phandalin, the skies are clear, as is the road.
After heading directly north for a couple hours, Neverwinter Wood stands before you with it thick canopy and floor cluttered with roots and fallen trees. The air grows muggy and the chirps and buzzes of bugs resound around you. Every so often, a rustling in the branches above catches your ears; each time so far it's been a squirrel or bird.
From Klarg's directions, you estimate you must cross fifteen miles of this dense forest before you reach Cragmaw Castle. It's currently mid-afternoon. Luckily for the rest of you, John has been on several expeditions through these very woods when he was a scout in the Neverwinter Guard. Indeed, he can identify plant and animal species, find food and shelter, and guide you through the trees with ease. With John's help, you cannot get lost and won't be held back by the difficult terrain, and so can expect to arrive by dusk.
After about an hour of travel through the woods, however, John spots two sets of tracks: giant, heavy footprints made with bare feet. They go down the same path you have been following and seem freshly made. A DC 15 Intelligence (Nature) check (a forest-related check for the purposes of Natural Explorer) reveals:
A pair of ogres left these footprints very recently. They are likely just ahead of you.
If any of you forges ahead without care:
A pair of ogres are sitting in a small clearing having a picnic. Each is about ten feet tall and likely weigh well over six hundred pounds.
One is tearing apart a recently-killed deer and the other is trying to start a campfire with a pair of sticks.
They turn and look at you, then stand. One picks up a boulder; the other snaps a small tree in two with its bare hands and wields the trunk like a club. "Who goes?" the one with the boulder asks, menacingly.
OOC:
First, I'm assuming you head directly towards Cragmaw Castle and that John is guiding you all through the forest. If either of those is not true, please correct me. In this sort of situation, a ranger makes a big difference.
Second, what does each of you do as you hike through the woods?
You don't need to roll to navigate or to find food, shelter, etc. because this is John's favored terrain. The marching order isn't too important right now because you're not getting ambushed. However, I will need a group Dexterity (Stealth) check if you want to avoid whatever it is that left those tracks. You'll collectively need to get to 48 to pass.
Third, do you take the oxen with you? If so, do you take one or both? You would know that Neverwinter Wood is too dense for the wagon, but the oxen remain an option.
Image:
9 stealth from Chase, 16 nature with guidance Chase recognizes the footprints and pales a little seeing two sets.
Vasha has never really been out of the city before. Other than the trip to Phandalin, this is about as much nature as he has ever seen (Nature 5).
Regardless, he is pretty quiet when he wants to be (Stealth 23).
Vasha would not have bothered about the oxen.
Doldek gasps, "Ogres!" before clasping his hands over his mouth.
OOC: Nature 17, Stealth 8
Nyli occasionally stops and scribbles something in her journal, or takes the occasional leaf/flower/nut. Nature 7
She treads quietly as she moves, not out of precaution, it's just what she's used to. When the group spots the ogres she tries to fade into the foliage.
Stealth 16
She would advise against taking the oxen.
Olan Fargrove - Elf Swashbuckler Nyli Bemblade - Gnome Thief
Before leaving Phandalin, Dunkin paid Ms. Alderleaf to watch over the oxen for 5 days. “Much obliged, Ma’am, we’ll be back in a jiff.”
On the trail he’s walking on the left, taking in the terrain, observing any flora or fauna he’s unfamiliar with.
As the team travels he begins to pick up a strange smell. “Do you smell that odor,” he asks? “It’s what I’ve been told an ogre smells like.” (Nature 20) He instinctively picks up a stone, loading his sling.
Unfortunately, he’s not watching his step and making some noise as he walks (Stealth 7)
OOC:
5 SP for the oxen, I think.
Chase looks at Dunkin', "I agree these crazy toenail marks in the footprints of such size and girth, one would be trouble but there's at least two."
Between the flies and whatever he just stepped in, Vasha’s patience is already wearing thin when he hears someone whisper about ogres. With a shrug he suppresses the urge to use the unfortunate creatures for training practice, “No point dulling our blades before we even get to the castle,” he growls.
Making our way quietly subverting the Ogres, onward to the castle. Chase breathes easier having not had to take on those massive brutes.
Stealth 21, nature 17
John points out the Orge tracks and directs the party follow a new trail leading in a wide arc around the threat.
You successfully bypass the ogres; they don't even realize you were there. You continue to traverse Neverwinter Wood without further incident. A few hours pass; as the sun sets, a great castle comes into view, to your north.
The castle before you consists of seven crumbling towers of different sizes and heights, but the upper stories are all in varying states of collapse. A short flight of steps leads up to a terrace in front of the main entryway. Past the wreckage of a pair of sundered doors lies a shadowed hall. Round towers loom over the entranceway, with dark arrow slits looking down on the terrace.
On the south side of the old castle, an overgrown path leads to a passage that climbs up into the wall. A large iron door stands here, sheltered from direct outside attack. Arrow slits ten feet above the ground overlook the path.
The southwest tower of the castle is little more than a heap of rubble.
OOC:
At the moment, you're a safe distance away from the castle. Please let me know when and how you choose to approach, if at all.
It's dusk, so there will be about an hour of natural dim light, then darkness until morning.
Map:
You haven't seen the north side of the castle yet, and won't unless you circle around or enter the castle.
“Well this is great,” exclaims Dunkin. “Dark and gettin’ darker, and I’m hungry to boot. Look at this dingy place.”
“Doldek, do ya think that bat of yours might be some help? I’ve also got a similar trick up my sleeve.” Dunkin is thinking of some covert wild shapes he could assume.
”Whatcha’ think about sendin’ your bat to scout the main entrance hall? I’m thinkin’ I can do some snoopin’ around this side entrance.”
He waits to hear Doldek’s response and that of the team.
OOC:
If his companions agree, Dunkin casts Wild Shape turning into a Giant Wolf Spider, and squeezes under the side door or climbs through an arrow slit.
Vasha watches Dunkin transform, eyes narrowing slightly as the spider shape takes form. He shifts uneasily, clearly not comfortable with the new arachnid ally. “Yeah… I’ll take the north side,” he mutters, glancing around to see if anyone else is willing to come along.
“Anyone sticking to two legs is welcome to join,” he says with a grin, though his gaze never quite leaves the spider. Without waiting for a reply, he adjusts his gear and starts making his way around the castle’s perimeter, eyes scanning for any hidden paths or vantage points.
Stealth Nat 20, Perception Nat 20
😎