To Esker: The Needle launchers just now arrived to engage. Did you mean to finish off the last of the OGs? Or eat an OoA from the OG to attack a needler?
Rollback Post to RevisionRollBack
Curerntly: Player In: Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In: Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In: Lost Mines of Phandelver (Formerly run by Ceekay77)
This post has potentially manipulated dice roll results.
Understood, Esker! My apologies for having a hand in that.
Without a shriek or a gasp, the final pack hunter is carved in twain and explodes into a shower of greenery by Anton's blade. As he spun around and charged the two needlers in the back, a bolt flies over his shoulders. Only this time, a projectile proves more than just a little effective, for the one struck goes up much like last in a conflagration, turning it near into cinders on the spot.
Not one to be shown up twice, Lokk looses another shortbow shot of his own at the now sole remaining needler before ducking into the building for at least a measure of cover. A solid shot, but not one the half-orc would know, having been to quick to move.
This post has potentially manipulated dice roll results.
Only a branch rots out from the whole, but it is enough for the creature to start shuddering in place. In what would be one final and desperate act, it throws itself into the face of Anton, racking him with malformed arms of bramble and weeds.
Claws vs Anton Attack: 14 Damage: 7 piercing damage.
In the end, the last ambusher falls by either spell or blade(players may flavor this however they wish), never to trouble another. All is once more quiet in Thundertree; barring some of the mounts still neighing or pacing about in worry. Or at least things were relatively quiet until everyone (except Anton, Lokk, and Archimedes) could swear they heard a door creak close somewhere further down the path. Before anyone can speak on that, Lokk... (Perception:8.) comes out looking around looking frustrated and partially muttering something along the lines of, "Must be seeing things" before looking up to the group and the area at large.
"Guess those were the last batch. Good work, I guess. We keeping to the path, or what he asked?"
As you all are pondering your next move, a reminder of your immediate surroundings now that things have quieted once more. The buildings to the west of the path now look to be ruined, side-by-side cottages that might have been the homes of prosperous shopkeepers or well-off farmers in their time. All that remains are collapsed walls and piles of debris. Several young trees have grown up in the midst of the ruins. Could be they also weren't able to leave with everything in tow.
To the north of the group, though Anton more than anyone can see more clear is a weathered signboard by the door of this fairly sizeable building shows the faded image of a workhorse holding a flagon of ale. The building is sagging and dilapidated, but it is more intact than the ruins across the road. None were told specifics about most buildings in Thundertree, or at least none you can recall at the moment without a history check. But by the looks of it, the building the design of the sign and over shape of the building is not unlike most tavern's you've visited throughout your journeys.
To the immediate east is a dense growth of grass, trees, and more. Those with a passive perception 15 or above(or would like to make a check of the same DC) can just make out another building to the northeast of the party's position. Archimedes can also fly above the immediate canopy and see the building, remarking in his own way there's a tower and some squat building beside it.
For Pip:
He absolutely /refuses/ to fly in for a closer look at the tower, relaying a deep sense "unease" radiating from the place, and the immediate surrounding area. Beyond the feeling, you can get no more clarity, but find it to almost infectious if you chose to try and possess your familiar, lingering well after you pull out. You may attempt while possessing it to force it to fly forward. However, you do not know what the consequences of that may be given the peculiar circumstances.
And finally to the south, just past a lone tree, the party can see the edges of buildings on opposite sides of the path. The one further south being more dilapidated. The path otherwise splits and eventually curves eastward, just revealing part of another building of about equal distance to the from the group's position. The previously mention people (Pip, Mixum, and Odrin) heard the door creak from a more hard south direction.
Pip gets a concerned look on his face and relates what is seen and the feeling he gets regarding the tower.
"There is something bad up there. I don't know what it is but Archimedes won't go near the tower and when I sense through him I feel a deep sense of unease. I will not force him to get closer but we must keep this in kind."
He looks to the south.
"I am certain I heard a door to the south, perhaps it's just the wind but we should check it out. I don't want anything sneaking up behind us."
Anton nods. "Let's check it out. It might be wise to have Archimedes hide near here and keep a look out the other direction though, just in case the sound was a deliberate attempt to lure us that way, away from here."
After taking a few moments to further calm down their mounts, the party continue southward. No fruther dangers present themselves, and within a minute cantering down the overgrown lane, the group catches a cgimpse of three more dilapidated buildings to the east of varying distances, and the start of another split in the trail looping back northward a fair bit ways up down the eastern turn. Unfortunately, between heavier overgrowth, trees, and distances in the case of two of the buildings, it's hard to make out further details.
Nevertheless, the party presses on south, and eventually find themselves slowing to a stop roughly ten to fifteen feet from a building on the western side of the road.This small house appears to be in better condition than the ruined and dilapidated structures nearby. The doors are reinforced with heavy iron bands, and thick shutters protect the windows. A fairly defensible position, if the group had to stay in Thundertree overnight. Even if one decides to ride/move closer, you hear nothing from inside. But most, especially Mixum and Odrin, can deduce that any noise made by the door opening would've had to been deliberate.
As something of a side note, you all get the sense the larger building Archimedes/Pip spotted down this way was the more fallen apart one to the immediate southeast.
Still up to pip if Archimedes stayed behind, or is roosting somewhere closer to the party.
Rollback Post to RevisionRollBack
Curerntly: Player In: Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In: Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In: Lost Mines of Phandelver (Formerly run by Ceekay77)
Archimedes floats in the air close to the party, settiling on trees as they move forward down the path. He leaves the tower area, happy to be away from it and remains watchful around the immediate area the party is in.
"That looks like a place someone likely lives in, hopefully the druid we seek is there." Pip says pointing to the building to the southwest. "Perhaps one of us knocks on the door?"
The group's answer is a long time coming. And when it comes, there is no leading noise before the door is abruptly cracked open, allowing just enough room to see a sliver of a bulbous nose stuck partway into the crack. After giving the air outside a few deep sniffs, you all hear a, "Good enough" before the door is opened inwardly full. Standing at about Anton's chest height is a gaunt, white beared man of advanced age covered in dingy, brown robes. He has no apparent weapon in hand, but at any glance over to the wall immediately right of the entryway, one can see a gnarled walking stick leaned against it. One end being so curved and knotted as to make a decent cudgel, if nothing else. There's also some sort of symbol worked into the wood as to appear a natural shaping of its growth.
Players may make a DC 12 Intelligence(History) check to know what it means.
"No masks too. Hm. Hm! Good start. Hard of reading though, clearly. Must be after something." He raises an obscenely bushy brow, and for the first time you all see bright, baby blue eyes. Before any can get a word in edgewise, he steps aside, holding the door open wider. "Come on in. Tea will be ready shortly, and you all look rough."The elder man than glances past you all to your horses and frowns as his eyes zeroes in on the scratches. "There's a ring of stone just around the corner." He thumbs the right/southern portion of the house. "Lead them inside the ring, and they'll be fine." He continues on in his gravely voice.
This post has potentially manipulated dice roll results.
Ordrin glances around uncertainly before leading his own horse after Pip. As he walks back out of circle he looks closely at one of the stones, letting his hand linger over it, feeling the pits and grooves, the history of the stone (dwarven Stonecunning: 16 +3+3).
Ordrin slings his hammer and cautiously steps into the old man's home, looking around for the unexpected and generally sizing up the place (Perception: 15 +2).
Anton: (I forgot to put a nevermind the dex save after that last post, seeing as I changed the door to opening inward instead of out. But as you might imagine now, the save was for gag about getting beaned with the door.)
Pip:
(Geeze, man. Save the nat20s for combat. Hah!) History:
You recognize the symbol for the emerald enclave. The Emerald Enclave is a far-ranging group that opposes threats to the natural world and helps others survive the many perils of the wild. They are largely composed of druids and other worshippers of nature. While not exactly a common practice among its numbers as far as you can recall, it is not wholly unheard of for members with ties to specific circles or adjacent orders to weave other iconography into at least alternate forms of identitification. In this case, part of the 'border' of the design has been altered to resemble interwoven scimitars, staffs, and other weapons used by Druidic Orders.
Insight:
Although brisk, you get the sense the old man is genuine in his offer of hospitality, and means no ill-will to the group. That, and he might not be accustomed to be in the company of others, let alone civilized areas. But there is something else as well. Something that went beyond just a brief moment of confusion when he happened to glance at you, or more specifically your particular trappings. As if he's worried... but not about your group. Between first seeing him and then entering his home a few moments later, you notice him seeming preoccupied with the sky, and then even glance off towards the same direction as you 'know' the tower to be before eventually closing the door.
Odrin:
Stone Cunning Results: 16
At first, nothing in particularly stands out to you about the circle. The stones come in different shapes and sizes, and could be found just about anywhere in the region if one is willing to put in the work. But as you start feeling one of the stones for yourself, you can just make out fine grooves in it that simply could not have been made by natural erosion. Not for these types, and certainly not without so magic or extremely precise tools. You are uncertain of its purpose. Yet, there is a familiarity there tying it to the rare work of elves, or at least people who've worked with or under the tutelege of one. And if you linger for more than a moment, the faintest hum of magic can be felt coursing through the stone.
Room Perception Results: 20
Aside from at least the bare minimum effort put towards at least keeping the floor clear and clean, nothing else really stands out about the interior. With exception of few small items the elder man must've clearly brought with him, the place is wholly devoid of any furniture or large enough debris to really dictate what it might've been originally used for. But the boarding and reinforced door look old enough to have been set in place during Thundertree's heyday.
Whenever someone enters the ring of stone, a feeling of drowsiness slowly but surely starts sweeps through them. Any force of will pushes the feeling aside. Although lingering causes it to eventually return. The moment one leaves however, it is gone. Once a horse is left within the circle, they become just as lethargic, if not moreso. Odrin's mount even fall's asleep standing up almost immediately.
As a feeling of concern or panic might start to enter the equation, any can notice the wounds previously sustained start to knit themselves close while this happens.
For those that eventually enter the house, you see a home devoid of any furniture or markings to denote what it might've been previously used for; only that the old man isn't particular about cleaning things up more than he absolutely has to. In place of a stove and fire, Odrin at least recognize the set of stones a kettle sits upon to be a Heatranda; stones that, when allowed to feed upon a certain amount of magic, heats up to a degree. Compared to more fiery options, it is not the most consistent or widely used, and considered more an alternative to at least cook in territories where burning something is just not an option.
"Only have one cup. So, have to share. But do tell. What brings all here?" The old man asks as he settles down in front of the tea, and starts pouring a cup.
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)
OoC: Oh, sorry, I was mixed up re who was who. Just finish off the OG, then move to engage the needlers
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Without a shriek or a gasp, the final pack hunter is carved in twain and explodes into a shower of greenery by Anton's blade. As he spun around and charged the two needlers in the back, a bolt flies over his shoulders. Only this time, a projectile proves more than just a little effective, for the one struck goes up much like last in a conflagration, turning it near into cinders on the spot.
Not one to be shown up twice, Lokk looses another shortbow shot of his own at the now sole remaining needler before ducking into the building for at least a measure of cover. A solid shot, but not one the half-orc would know, having been to quick to move.
(Short)Bow Attack: 13 Damage: 8 piercing damage.
Initiative Tracker:
Round 3!
OG - 20 (Defeated)Lokk - 18Pip - 17
Needlers - 17(1 remains, took 8 damage)
Odrin - 15
Anton - 14
Juicy - 11(Defeated)Mixum - 1
It's all up to Pip now! Can he end the needler's rain before it truly begins? Or will the last get its revenge!
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)
Suddenly Archimedes does a flyby past Needlers, a screech coming from him as he does, giving help to Pip as Pip sends a spell at the creature.
Pip casts Chill Touch again
Attack: 23 Damage: 1
Only a branch rots out from the whole, but it is enough for the creature to start shuddering in place. In what would be one final and desperate act, it throws itself into the face of Anton, racking him with malformed arms of bramble and weeds.
Claws vs Anton Attack: 14 Damage: 7 piercing damage.
In the end, the last ambusher falls by either spell or blade(players may flavor this however they wish), never to trouble another. All is once more quiet in Thundertree; barring some of the mounts still neighing or pacing about in worry. Or at least things were relatively quiet until everyone (except Anton, Lokk, and Archimedes) could swear they heard a door creak close somewhere further down the path. Before anyone can speak on that, Lokk... (Perception:8.) comes out looking around looking frustrated and partially muttering something along the lines of, "Must be seeing things" before looking up to the group and the area at large.
"Guess those were the last batch. Good work, I guess. We keeping to the path, or what he asked?"
As you all are pondering your next move, a reminder of your immediate surroundings now that things have quieted once more. The buildings to the west of the path now look to be ruined, side-by-side cottages that might have been the homes of prosperous shopkeepers or well-off farmers in their time. All that remains are collapsed walls and piles of debris. Several young trees have grown up in the midst of the ruins. Could be they also weren't able to leave with everything in tow.
To the north of the group, though Anton more than anyone can see more clear is a weathered signboard by the door of this fairly sizeable building shows the faded image of a workhorse holding a flagon of ale. The building is sagging and dilapidated, but it is more intact than the ruins across the road. None were told specifics about most buildings in Thundertree, or at least none you can recall at the moment without a history check. But by the looks of it, the building the design of the sign and over shape of the building is not unlike most tavern's you've visited throughout your journeys.
To the immediate east is a dense growth of grass, trees, and more. Those with a passive perception 15 or above(or would like to make a check of the same DC) can just make out another building to the northeast of the party's position. Archimedes can also fly above the immediate canopy and see the building, remarking in his own way there's a tower and some squat building beside it.
For Pip:
He absolutely /refuses/ to fly in for a closer look at the tower, relaying a deep sense "unease" radiating from the place, and the immediate surrounding area. Beyond the feeling, you can get no more clarity, but find it to almost infectious if you chose to try and possess your familiar, lingering well after you pull out. You may attempt while possessing it to force it to fly forward. However, you do not know what the consequences of that may be given the peculiar circumstances.
And finally to the south, just past a lone tree, the party can see the edges of buildings on opposite sides of the path. The one further south being more dilapidated. The path otherwise splits and eventually curves eastward, just revealing part of another building of about equal distance to the from the group's position. The previously mention people (Pip, Mixum, and Odrin) heard the door creak from a more hard south direction.
Map is here(ignore the arrows).
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)
(On his turn) Anton whacks a thing with his sword, as he is wont to do.
Attack: 15 Damage: 11
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)
Pip gets a concerned look on his face and relates what is seen and the feeling he gets regarding the tower.
"There is something bad up there. I don't know what it is but Archimedes won't go near the tower and when I sense through him I feel a deep sense of unease. I will not force him to get closer but we must keep this in kind."
He looks to the south.
"I am certain I heard a door to the south, perhaps it's just the wind but we should check it out. I don't want anything sneaking up behind us."
Anton nods. "Let's check it out. It might be wise to have Archimedes hide near here and keep a look out the other direction though, just in case the sound was a deliberate attempt to lure us that way, away from here."
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Mixum
"I heard the sound as well. I think it is wise to inspect its source."
Mixum follows along to the south with the others.
Ordrin grunts in approval.
After taking a few moments to further calm down their mounts, the party continue southward. No fruther dangers present themselves, and within a minute cantering down the overgrown lane, the group catches a cgimpse of three more dilapidated buildings to the east of varying distances, and the start of another split in the trail looping back northward a fair bit ways up down the eastern turn. Unfortunately, between heavier overgrowth, trees, and distances in the case of two of the buildings, it's hard to make out further details.
Nevertheless, the party presses on south, and eventually find themselves slowing to a stop roughly ten to fifteen feet from a building on the western side of the road.This small house appears to be in better condition than the ruined and dilapidated structures nearby. The doors are reinforced with heavy iron bands, and thick shutters protect the windows. A fairly defensible position, if the group had to stay in Thundertree overnight. Even if one decides to ride/move closer, you hear nothing from inside. But most, especially Mixum and Odrin, can deduce that any noise made by the door opening would've had to been deliberate.
As something of a side note, you all get the sense the larger building Archimedes/Pip spotted down this way was the more fallen apart one to the immediate southeast.
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)
Archimedes floats in the air close to the party, settiling on trees as they move forward down the path. He leaves the tower area, happy to be away from it and remains watchful around the immediate area the party is in.
"That looks like a place someone likely lives in, hopefully the druid we seek is there." Pip says pointing to the building to the southwest. "Perhaps one of us knocks on the door?"
Anton nods. "I'll do it," he says, striding toward the door and giving three quick knocks.
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)
The group's answer is a long time coming. And when it comes, there is no leading noise before the door is abruptly cracked open, allowing just enough room to see a sliver of a bulbous nose stuck partway into the crack. After giving the air outside a few deep sniffs, you all hear a, "Good enough" before the door is opened inwardly full. Standing at about Anton's chest height is a gaunt, white beared man of advanced age covered in dingy, brown robes. He has no apparent weapon in hand, but at any glance over to the wall immediately right of the entryway, one can see a gnarled walking stick leaned against it. One end being so curved and knotted as to make a decent cudgel, if nothing else. There's also some sort of symbol worked into the wood as to appear a natural shaping of its growth.
Players may make a DC 12 Intelligence(History) check to know what it means.
"No masks too. Hm. Hm! Good start. Hard of reading though, clearly. Must be after something." He raises an obscenely bushy brow, and for the first time you all see bright, baby blue eyes. Before any can get a word in edgewise, he steps aside, holding the door open wider. "Come on in. Tea will be ready shortly, and you all look rough." The elder man than glances past you all to your horses and frowns as his eyes zeroes in on the scratches. "There's a ring of stone just around the corner." He thumbs the right/southern portion of the house. "Lead them inside the ring, and they'll be fine." He continues on in his gravely voice.
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)
DEX save: 11
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Pip eyes the man from his pony, but is generally decided to be satisfied. He hops off his pony and leads Tug into the ring of stones.
Archimedes, keep watch
He silently tells the owl as the owl perches on the roof keeping an eye out.
Pip then enters the man's home eyeing the staff of wood (History 23) and trying to get a better read on the man (Insight 19)
Ordrin glances around uncertainly before leading his own horse after Pip. As he walks back out of circle he looks closely at one of the stones, letting his hand linger over it, feeling the pits and grooves, the history of the stone (dwarven Stonecunning: 16 +3+3).
Ordrin slings his hammer and cautiously steps into the old man's home, looking around for the unexpected and generally sizing up the place (Perception: 15 +2).
Anton:
(I forgot to put a nevermind the dex save after that last post, seeing as I changed the door to opening inward instead of out. But as you might imagine now, the save was for gag about getting beaned with the door.)
Pip:
(Geeze, man. Save the nat20s for combat. Hah!)
History:
You recognize the symbol for the emerald enclave. The Emerald Enclave is a far-ranging group that opposes threats to the natural world and helps others survive the many perils of the wild. They are largely composed of druids and other worshippers of nature. While not exactly a common practice among its numbers as far as you can recall, it is not wholly unheard of for members with ties to specific circles or adjacent orders to weave other iconography into at least alternate forms of identitification. In this case, part of the 'border' of the design has been altered to resemble interwoven scimitars, staffs, and other weapons used by Druidic Orders.
Insight:
Although brisk, you get the sense the old man is genuine in his offer of hospitality, and means no ill-will to the group. That, and he might not be accustomed to be in the company of others, let alone civilized areas. But there is something else as well. Something that went beyond just a brief moment of confusion when he happened to glance at you, or more specifically your particular trappings. As if he's worried... but not about your group. Between first seeing him and then entering his home a few moments later, you notice him seeming preoccupied with the sky, and then even glance off towards the same direction as you 'know' the tower to be before eventually closing the door.
Odrin:
Stone Cunning Results: 16
At first, nothing in particularly stands out to you about the circle. The stones come in different shapes and sizes, and could be found just about anywhere in the region if one is willing to put in the work. But as you start feeling one of the stones for yourself, you can just make out fine grooves in it that simply could not have been made by natural erosion. Not for these types, and certainly not without so magic or extremely precise tools. You are uncertain of its purpose. Yet, there is a familiarity there tying it to the rare work of elves, or at least people who've worked with or under the tutelege of one. And if you linger for more than a moment, the faintest hum of magic can be felt coursing through the stone.
Room Perception Results: 20
Aside from at least the bare minimum effort put towards at least keeping the floor clear and clean, nothing else really stands out about the interior. With exception of few small items the elder man must've clearly brought with him, the place is wholly devoid of any furniture or large enough debris to really dictate what it might've been originally used for. But the boarding and reinforced door look old enough to have been set in place during Thundertree's heyday.
Whenever someone enters the ring of stone, a feeling of drowsiness slowly but surely starts sweeps through them. Any force of will pushes the feeling aside. Although lingering causes it to eventually return. The moment one leaves however, it is gone. Once a horse is left within the circle, they become just as lethargic, if not moreso. Odrin's mount even fall's asleep standing up almost immediately.
As a feeling of concern or panic might start to enter the equation, any can notice the wounds previously sustained start to knit themselves close while this happens.
For those that eventually enter the house, you see a home devoid of any furniture or markings to denote what it might've been previously used for; only that the old man isn't particular about cleaning things up more than he absolutely has to. In place of a stove and fire, Odrin at least recognize the set of stones a kettle sits upon to be a Heatranda; stones that, when allowed to feed upon a certain amount of magic, heats up to a degree. Compared to more fiery options, it is not the most consistent or widely used, and considered more an alternative to at least cook in territories where burning something is just not an option.
"Only have one cup. So, have to share. But do tell. What brings all here?" The old man asks as he settles down in front of the tea, and starts pouring a cup.
Curerntly:
Player In:
Zalosultuvan: High-Elf "Park" Ranger - Road Trip(DM'd by leapingmountain)
Previously:
Player In:
Xeno: Simic Hybrid Madman-Coliseum of Conquest: 6W-0L| Total Downs: 1 (Retired)
DM In:
Lost Mines of Phandelver (Formerly run by Ceekay77)