This post has potentially manipulated dice roll results.
Following Cora, Lafetha casts pass without trace o(2times)herself and tells Sim and Diadochi to stay close by to help them sneak through once they get closer.
This post has potentially manipulated dice roll results.
Abigail watches as Lafetha casts her spell, and a supernatural blanket falls over her and the party. She moves around, watching as she leaves no trace behind her. "The things I could do with power like this..." she remarks.
This post has potentially manipulated dice roll results.
Yaalin:
You strike at the bats as they past by you, knocking a few out of the sky. Once that first grouping of bats returns, you swing and strike at them again. This time knocking a few others out of the sky. The bats, moving on another flyby, continue their nips and large fangs attempting to get a solid bite in.
The first swarm veers off in a different direction, seeming to not want to continue the feeding. (Again, can take a AOO).
Group:
You all set out. Slow and steady. Rounding corners and trying to see what's a step ahead. There are a handful of moments where you see other hunting groups heading out from the village. Sim at one points knocks a few rocks over while scouting. The group of Hn'ti look up, but luck would have it, don't see him. Continuing to move out to where-ever they're going.
As light continues to fall, it's around dusk that they head into the reeds. The sentries out around the plateau searching the horizon. Search 1: 25 Search 2: 10
The spell Lafetha keeps up around you during their final approach, the reeds unmoving as the team heads through them. Not a sound. Not a whisper seeming to be out of place. The reeds bending as you move, but the tops staying still. The reeds themselves are sturdy and quick growing. Cracking out through ice patches; it seems like a rather genius method of keeping the species growing. Planting before winter. The thawing ice giving the seed just enough water to begin growing. It's sharper tips growing through the ice, causing more melting, causing more growth. Eventually the top blossoming into a odd bushy flower.
Abigail and the others find a covered hole on the ground. The cracks in the ice giving it away, before the clear sign on metal bars, a old escape tunnel. It's locked, as the Hn'ti have turned in for the night and up to the village. Those that used the tunnels seeming to lock behind it.
(Thieve's Tools (DEX), DC 13. Disadvantage to attempt w/o Thieve's Tools If fail, everyone makes a new stealth roll vs the sentries. Pass w/o Trace is still active for 2 attempts worth)
This post has potentially manipulated dice roll results.
Yaalin:
You smack the first set of bats, once again smashing a few out of the sky. But that first swarm seems to fly away, off to find other kinds of prey to feast upon tonight, despite having gotten a few solid bites into your hide a moment ago.
The other two come towards you, this time seeming to form more of a flock around you. Striking and moving together, rather than flying past each few moments. Bat Swarm 2 Attack: 7 Damage: 6 Bat Swarm 3 Attack: 19 Damage: 2
Abigail, you fiddle with the lock. It takes you a bit longer than expected but you manage to get the tumblers in the correct position. Popping the lock and pulling the gate open. You head down, a small staircase than a narrow channel. Some kind of moving waterway with a cobblestone sidewalk beside it. Along the hewn stone walls are lanters, casting off a faint light. Seeming to be burning some kind of oil that's rather pungent.
You exit the small sidewalk into a large chamber. The cobblestone walkway gets slicker and slicker before turning into a sharp set of stairs that head up and away from the rushing water. Once you reach the top, a few lanterns are around a huge chamber. The cobblestone walkway around the perimeter and crisscrossing over a huge pool of water. The sounds water rushing in different directions makes it difficult to hear anything, having to shout at one another even when standing close by. To the North (Area 7) is a large waterfall. Some underground source falling from above and into the tank you're on the catwalk of.
A staircase heading to the West is also clearly visible, heading down and out of sight. And there's the sound of something to the East, but you don't see a direct way down. (You came from the South Tunnel in Area 3)
Diadochi points at Abigail, uses two fingers to his eyes and then points to the tunnel to the east. And then raises an eyebrow as of he's asking a question.
perception to see if Lafetha can understand what the sounds is, and if it could be a threat to the group 7
She will suggest ((if not a threat/can tell)) they go to the east (area 3). If she can tell there is a threat then she will suggest heading west.
Lafetha, you stop and listen for a moment. The rushing water in the east sounds different, but it could be just how the massive room echos. But the room is too loud and too dark to identify anything particular. You still don't see any way to get down from the perimeter catwalk and over to the East.
This post has potentially manipulated dice roll results.
Yaalin:
As you swing, you connect with a few other bats. Knocking them from the sky. Bat Swarm 2 Attack: 7 Damage: 2 Bat Swarm 3 Attack: 6 Damage: 4
The second swarm, thier numbers now dwindling, move away and continue to fly after the first swarm. The third swarm, not able to land any bites, follows suit. No longer thinking you're worth the energy to eat. (Combat Over, unless you chase after them?)
The remainder of the night is uneventful, if not a little cold. When you wake up, there's some clouds coming down from up high on the mountain. The peaks and valleys extending as far as you can see. Yet you've only spent your time in this one section while the mountain chain continues towards the sea. Let alone the three main peaks which you and the others haven't quite explored. You also now believe that you're off course.
What do you do, and where do you try to go?
Group:
The group stands at the edge of the Eastern (Towards 1), into the darkness. Only the sound of the water striking and echoing differently giving some kind of signal that this way is different.
"I don't like trying to climb down wet rock face when I cannot see the bottom," Cora says as she kneels down and peers over a bit. "Either they bring their own ladders or can fly unless we're all missing something." There's a bit of a huff. "Do any of you know if this was made by the village we're infiltrating? The level of engineering to create walkways above what seems to be a reservoir for a underground water source is," she pauses for a moment. "Well, it's extremely well crafted engineering."
She looks back across the caver, looking towards the West. "The catwalk continues that way. I'd agree with Lafetha that while it's the most obvious choice, it may be the best choice. Unless," and she points northward towards 7. "Someone can climb a waterfall and try to get up that-way."
Diadochi flashes back to when he was trying to climb the cliff to the secret stash and falling immediately, and then climbing the cliff after Abigail and getting attacked by birds. "There is probably something behind that waterfall. Almost always is. Did I ever tell you about my Un... Actually it's not important. While Abigail is a most gifted climber, I'm opposed to dividing the team in away we wouldn't be able to rush in should the situation call for it. You are all probably right about the obvious choice. Sally forth and all that. "
Diadochi will start to head West, ((but will go wherever the team decides)) staying next to Lafetha.
This post has potentially manipulated dice roll results.
Shivering as the thought of being lost on the mountain sets in Yaalin shakes her head to clear it, "This is what you get for being a salty old crab and not letting others help you at all." Letting the cold air clear her mind she concentrates (( Guidance )) trying to relive the last few weeks. Determining that being lost is no excuse not tto try and stick to a schedule she decides to head for the Hn'ti village directly.
Survival18 + 3 (if needed otherwise apply to the next roll you think I need)
The next day you set out. This time trying to find your path. Over the course of the day, you do manage to find signs of trails. Hunting trails. It's either the Hn'ti, or a group of goblins. But you have a direction, which means you're not quite lost. It just took you all day to get it done. You think you're at least a few days away from the Hn'ti village. Maybe three or four days, considering you wandered for a good day in what was probably the wrong direction attempting to find the cave.
(5 Survival Checks, DC 15. Need 3 of 5 successes otherwise returning to lost condition. If moving fast, subtract 1 roll but need 2 successes + 2 Athletic/STR rolls for exhaustion)
Goup:
You set out West (unless someone stops Lafetha, Diadochi and Cora). Heading back down another cobblestone staircase, descending along a walkway. Similar to how you approached earlier. You all come across a junction as you stand on the sidewalk that runs along the rushing river. There's a passage that turns to the South (8) without the river. A faint light coming from some bio-luminescent fungus along the ground giving the tiniest bit of natural light. The river and cobblestone continues down further (area 2). In the water, there's a faint bio-luminescent glow as well, letting you see the motions of the rushing water and tiny shadows in it.
AOO Attack: 23 Damage: 6
Supressing a Growl Yaalin bats ((haha)) out again as the creatures swarm around her.
Attack: 20 Damage: 4
Following Cora, Lafetha casts pass without trace o(2times)herself and tells Sim and Diadochi to stay close by to help them sneak through once they get closer.
stealth 13
stealth 14
Abigail watches as Lafetha casts her spell, and a supernatural blanket falls over her and the party. She moves around, watching as she leaves no trace behind her.
"The things I could do with power like this..." she remarks.
Stealth: 24
Stealth: 31
Cora sneaks with the others:
Stealth 1: 26
Stealth 2: 22
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
stealth 15
stealth 27
Yaalin:
You strike at the bats as they past by you, knocking a few out of the sky. Once that first grouping of bats returns, you swing and strike at them again. This time knocking a few others out of the sky. The bats, moving on another flyby, continue their nips and large fangs attempting to get a solid bite in.
Swarm 1 Attack: 15 Damage: 3
Swarm 2 Attack: 13 Damage: 3
Swarm 3 Attack: 24 Damage: 10
The first swarm veers off in a different direction, seeming to not want to continue the feeding. (Again, can take a AOO).
Group:
You all set out. Slow and steady. Rounding corners and trying to see what's a step ahead. There are a handful of moments where you see other hunting groups heading out from the village. Sim at one points knocks a few rocks over while scouting. The group of Hn'ti look up, but luck would have it, don't see him. Continuing to move out to where-ever they're going.
As light continues to fall, it's around dusk that they head into the reeds. The sentries out around the plateau searching the horizon.
Search 1: 25
Search 2: 10
The spell Lafetha keeps up around you during their final approach, the reeds unmoving as the team heads through them. Not a sound. Not a whisper seeming to be out of place. The reeds bending as you move, but the tops staying still. The reeds themselves are sturdy and quick growing. Cracking out through ice patches; it seems like a rather genius method of keeping the species growing. Planting before winter. The thawing ice giving the seed just enough water to begin growing. It's sharper tips growing through the ice, causing more melting, causing more growth. Eventually the top blossoming into a odd bushy flower.
Abigail and the others find a covered hole on the ground. The cracks in the ice giving it away, before the clear sign on metal bars, a old escape tunnel. It's locked, as the Hn'ti have turned in for the night and up to the village. Those that used the tunnels seeming to lock behind it.
(Thieve's Tools (DEX), DC 13. Disadvantage to attempt w/o Thieve's Tools If fail, everyone makes a new stealth roll vs the sentries. Pass w/o Trace is still active for 2 attempts worth)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
AOO Attack: 14 Damage: 6
Wishing there was another way she continues to defend herself.
Attack: 10 Damage: 4
Abigail fiddles with the lock. "This used to be my area of expertise," she mutters under her breath.
Thieves' Tools: 14
Yaalin:
You smack the first set of bats, once again smashing a few out of the sky. But that first swarm seems to fly away, off to find other kinds of prey to feast upon tonight, despite having gotten a few solid bites into your hide a moment ago.
The other two come towards you, this time seeming to form more of a flock around you. Striking and moving together, rather than flying past each few moments.
Bat Swarm 2 Attack: 7 Damage: 6
Bat Swarm 3 Attack: 19 Damage: 2
Abigail, you fiddle with the lock. It takes you a bit longer than expected but you manage to get the tumblers in the correct position. Popping the lock and pulling the gate open. You head down, a small staircase than a narrow channel. Some kind of moving waterway with a cobblestone sidewalk beside it. Along the hewn stone walls are lanters, casting off a faint light. Seeming to be burning some kind of oil that's rather pungent.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Group:(Area 3)
You exit the small sidewalk into a large chamber. The cobblestone walkway gets slicker and slicker before turning into a sharp set of stairs that head up and away from the rushing water. Once you reach the top, a few lanterns are around a huge chamber. The cobblestone walkway around the perimeter and crisscrossing over a huge pool of water. The sounds water rushing in different directions makes it difficult to hear anything, having to shout at one another even when standing close by. To the North (Area 7) is a large waterfall. Some underground source falling from above and into the tank you're on the catwalk of.
A staircase heading to the West is also clearly visible, heading down and out of sight. And there's the sound of something to the East, but you don't see a direct way down. (You came from the South Tunnel in Area 3)
What do you do?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Diadochi points at Abigail, uses two fingers to his eyes and then points to the tunnel to the east. And then raises an eyebrow as of he's asking a question.
perception to see if Lafetha can understand what the sounds is, and if it could be a threat to the group 7
She will suggest ((if not a threat/can tell)) they go to the east (area 3). If she can tell there is a threat then she will suggest heading west.
Lafetha, you stop and listen for a moment. The rushing water in the east sounds different, but it could be just how the massive room echos. But the room is too loud and too dark to identify anything particular. You still don't see any way to get down from the perimeter catwalk and over to the East.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Sim decides to see if he can tell which way the Hn’ti move most often. If he is unable he agrees to head east from 3 towards 1.
survival 9
Attack: 12 Damage: 4
Yaalin:
As you swing, you connect with a few other bats. Knocking them from the sky.
Bat Swarm 2 Attack: 7 Damage: 2
Bat Swarm 3 Attack: 6 Damage: 4
The second swarm, thier numbers now dwindling, move away and continue to fly after the first swarm. The third swarm, not able to land any bites, follows suit. No longer thinking you're worth the energy to eat. (Combat Over, unless you chase after them?)
The remainder of the night is uneventful, if not a little cold. When you wake up, there's some clouds coming down from up high on the mountain. The peaks and valleys extending as far as you can see. Yet you've only spent your time in this one section while the mountain chain continues towards the sea. Let alone the three main peaks which you and the others haven't quite explored. You also now believe that you're off course.
What do you do, and where do you try to go?
Group:
The group stands at the edge of the Eastern (Towards 1), into the darkness. Only the sound of the water striking and echoing differently giving some kind of signal that this way is different.
"I don't like trying to climb down wet rock face when I cannot see the bottom," Cora says as she kneels down and peers over a bit. "Either they bring their own ladders or can fly unless we're all missing something." There's a bit of a huff. "Do any of you know if this was made by the village we're infiltrating? The level of engineering to create walkways above what seems to be a reservoir for a underground water source is," she pauses for a moment. "Well, it's extremely well crafted engineering."
She looks back across the caver, looking towards the West. "The catwalk continues that way. I'd agree with Lafetha that while it's the most obvious choice, it may be the best choice. Unless," and she points northward towards 7. "Someone can climb a waterfall and try to get up that-way."
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Diadochi flashes back to when he was trying to climb the cliff to the secret stash and falling immediately, and then climbing the cliff after Abigail and getting attacked by birds. "There is probably something behind that waterfall. Almost always is. Did I ever tell you about my Un... Actually it's not important. While Abigail is a most gifted climber, I'm opposed to dividing the team in away we wouldn't be able to rush in should the situation call for it. You are all probably right about the obvious choice. Sally forth and all that. "
Diadochi will start to head West, ((but will go wherever the team decides)) staying next to Lafetha.
Lafetha starts to head West and hopes that the group will follow. Unless Abigail decides that she wants to climb the waterfall.
Shivering as the thought of being lost on the mountain sets in Yaalin shakes her head to clear it, "This is what you get for being a salty old crab and not letting others help you at all." Letting the cold air clear her mind she concentrates (( Guidance )) trying to relive the last few weeks. Determining that being lost is no excuse not tto try and stick to a schedule she decides to head for the Hn'ti village directly.
Survival 18 + 3 (if needed otherwise apply to the next roll you think I need)
Survival 25 if i need a second one
Yaalin:
The next day you set out. This time trying to find your path. Over the course of the day, you do manage to find signs of trails. Hunting trails. It's either the Hn'ti, or a group of goblins. But you have a direction, which means you're not quite lost. It just took you all day to get it done. You think you're at least a few days away from the Hn'ti village. Maybe three or four days, considering you wandered for a good day in what was probably the wrong direction attempting to find the cave.
(5 Survival Checks, DC 15. Need 3 of 5 successes otherwise returning to lost condition. If moving fast, subtract 1 roll but need 2 successes + 2 Athletic/STR rolls for exhaustion)
Goup:
You set out West (unless someone stops Lafetha, Diadochi and Cora). Heading back down another cobblestone staircase, descending along a walkway. Similar to how you approached earlier. You all come across a junction as you stand on the sidewalk that runs along the rushing river. There's a passage that turns to the South (8) without the river. A faint light coming from some bio-luminescent fungus along the ground giving the tiniest bit of natural light. The river and cobblestone continues down further (area 2). In the water, there's a faint bio-luminescent glow as well, letting you see the motions of the rushing water and tiny shadows in it.
What do you do?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour