The party retires for the night. At the inn, the floor of the room might have more "spring" than the old cots that the rest of the group is using.
In the morning (Nighttal 10), the group heads to the stables. Five well trained light horses are already saddled up. The stable master gives you group some instructions, (as Drusk is in the dark about the riding and care of horses), makes you promise to return them unharmed, and your group is off.
It is warmer than last night, but it is still a dreary cool day, with rain coming down most of the time. (You are bundled for travel, so your cloaks keep you from getting completely soaked.) The trail along the river has seen better days, and the rain-soaked mud keeps the horses from going faster.
Nothing of note happens until you make camp in the evening. (Dun dun daahhh...)
(OOC: Will post Monday. You are free to debate if Hainard has non-hairy toes until then.
What ability checks I need from the group. These are for story flavor, unless the group rolls really bad:
Animal Handling (WIS) for the ride
Survival (WIS) or Nature (INT) to find a good camp site in the evening )
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
This post has potentially manipulated dice roll results.
To Hildi - "Ah, a famous halfling, spoken of by your father and his father before him." Jorin nods respectfully and adds, "You know, with the story you are writing, between the dungeon cottage, waterdeep, and this ghostly village we are in, your brood may be saying Hildi's hairy toes instead."
That morning - Jorin run his hands down the neck of the horse and gives it a sturdy couple pats before saddling up and riding off. Once they camp down for the night, Jorin makes himself useful gathering and chopping wood for the fire.
In the morning, Quillary will stretch and wash, somehow not quite getting the smell of loamy dirt to go away. She swishes and spits last night's dirt out, then cleans her mouth before heading down to food.
She is perfectly comfortable around the horses, inspecting and patting them, but she's not unusually taken by them, as you might expect a druid to be. After all, they are neither newly born nor near death, so they aren't special to her, exactly. On the ride though, she is a competent, confident rider.
When camp is set, she will assist with the tasks, though once again she intends to sleep on the ground, though with shelter natural or constructed, if the weather continues to be rainy.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Hildigrim gives Jorin a bashful grin after his comment.
Animal handling: 11
Survival: 6
Hildigrim unabashedly asks for a lift to get on his horse. He's only been on a steed once before, and never for actual travel, so he takes the process very seriously. A little too seriously, perhaps.
This post has potentially manipulated dice roll results.
Pascal rising off of the cot like Godzilla from the mighty sea, stretches his big scaly body, which, interestingly bears something worth noting. As none of you have ever shared a room with Pascal, you can see that he sleeps in big, fluffy pajamas with a little sleep cap.
”Ah, mo’ning already,” He rubs his eyes, “Someone tell the sun to go back to sleep...”
However, he gets his duds back on and heads down to the stables with the rest of the group.
While crossing a muddy creek, the horses lose their footing and slide around. Jorin (6) and Drusk (7) get thrown by their horses, and land in the mud. (Egos are bruised, but no damage.) Pascal (8) manages to hang on, while Hildigrim (11) is seated more firmly on his halfling-sized saddle. (Hildigrim had tied himself into his saddle earlier, for a little extra security.) Quillary (16) is still holding onto the reins lightly, using subtle leg movements to guide the horse to firmer ground. Jorin and Drusk climb out of the creek, and back onto their horses that are waiting nearby.
That evening, Hildigrim (6) and Jorin (7) suggest camping next to a small pond, because the swarms of biting insects and nests of poisonous snakes show it is safe for the wildlife to live there. Pascal (13) and Drusk (13) think a copse of trees on a hill will provide shelter from the rain, and a vantage point if anyone approaches. Quillary (17) suggests a dry cave in the next hill, where a fire can be built without being seen outside the cave.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Jorin nods sheepishly at Quillary's cave suggestion, "Oh yes...I only meant that the pond of snakes and biting insects probably, um, meant that there was an area near by that did not have any of those creatures..."
On the trip, Quillary can sometimes be heard conversing in her strange language with... nobody? Maybe the cat skull on her head? As the group encounters difficulty, Quillary is generous in her quiet advice, not making anyone feel bad.
To Hildi's ingenious tie-down, "That was well thought, Hildigrim," she smiles at him as she brings Jorin's wayward horse back. She hands the reins to the barbarian with a smile, "The footing is treacherous, Jorin of the Bodt, for boots as well as hooves," and as she turns, her horse accidentally (?) knocks Jorin back into the mud.
To the group's camping efforts, she points out the better spot as soon as she sees it, while looking over the copse of trees. "This would be a good spot for someone keeping watch, but the cave would be better for sleeping. It appears dry, and deep enough to hide a small fire from the outside. If we limit the fire to night, then the smoke that escapes through this natural fissure," she points, "Will not be seen, either."
The group settles into the cave. Although the wood is damp, Pascal uses Create Bonfire, a few Fire Bolts, and Control Flames to get a stable campfire going.
The party is circling the wooded area near the cave to collect more firewood. That is when you see a horse galloping past you. It is an Amphail Grey, with a similar saddle to the horses you are riding (guard patrol), but it is riderless. The horse looks tired, and covered in cuts and scrapes (but not life-threatening).
There is the sounds of fighting in the woods nearby: swords clashing, and three different voices crying out in anger or pain. (It is after sunset, but the rain clouds have thinned enough that the quarter-moon is providing some light. There is a heavy mist that prevents visibility beyond 15 feet, but you can follow the sounds.)
(If the party decides to investigate, I'll need a pair check rolls: Stealth if you are trying to be sneaky, and then either Arcana (INT), History (INT), or Nature (INT).)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
This post has potentially manipulated dice roll results.
Jorin's ears perk up at the sounds of battle through the air, his hands reflexively going to the hilts of his battle axes. "Sounds like someone might have found that Amphail ghost, eh? Let's go see..."
He takes a low stance and begins making his way through the mists towards the sounds, axes at the ready.
"Mm," Quillary murmurs. She reaches up and caresses the cat skull in her hair, whispering a little, then a veil of silence, not unlike the grave, settles around her. "Stay close to me," she says. She moves through the mists quietly, staying behind and to the left of Jorin, but within 30'. She will don her shield and pull the club out of her belt.
Cast Pass Without Trace giving each creature she chooses "within 30 feet" of her +10 to their Stealth rolls.
This post has potentially manipulated dice roll results.
Drusk follows Jorin and Quillary.
Stealth: 15 +10, History: 17
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
(OOC: Hildigrim still has to go... It is also possible that Pascal looked up from his preparations, to see 3 members of his party moving away from the cave with their weapons drawn.)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
The party retires for the night. At the inn, the floor of the room might have more "spring" than the old cots that the rest of the group is using.
In the morning (Nighttal 10), the group heads to the stables. Five well trained light horses are already saddled up. The stable master gives you group some instructions, (as Drusk is in the dark about the riding and care of horses), makes you promise to return them unharmed, and your group is off.
It is warmer than last night, but it is still a dreary cool day, with rain coming down most of the time. (You are bundled for travel, so your cloaks keep you from getting completely soaked.) The trail along the river has seen better days, and the rain-soaked mud keeps the horses from going faster.
Nothing of note happens until you make camp in the evening. (Dun dun daahhh...)
(OOC: Will post Monday. You are free to debate if Hainard has non-hairy toes until then.
What ability checks I need from the group. These are for story flavor, unless the group rolls really bad:
Drusk - animal handling: 7, survival: 13
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
To Hildi - "Ah, a famous halfling, spoken of by your father and his father before him." Jorin nods respectfully and adds, "You know, with the story you are writing, between the dungeon cottage, waterdeep, and this ghostly village we are in, your brood may be saying Hildi's hairy toes instead."
That morning - Jorin run his hands down the neck of the horse and gives it a sturdy couple pats before saddling up and riding off. Once they camp down for the night, Jorin makes himself useful gathering and chopping wood for the fire.
edit - dem rolls, lol
Quillary's Animal Handling: 4
Quillary's Survival: 16
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
In the morning, Quillary will stretch and wash, somehow not quite getting the smell of loamy dirt to go away. She swishes and spits last night's dirt out, then cleans her mouth before heading down to food.
She is perfectly comfortable around the horses, inspecting and patting them, but she's not unusually taken by them, as you might expect a druid to be. After all, they are neither newly born nor near death, so they aren't special to her, exactly. On the ride though, she is a competent, confident rider.
When camp is set, she will assist with the tasks, though once again she intends to sleep on the ground, though with shelter natural or constructed, if the weather continues to be rainy.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
Hildigrim gives Jorin a bashful grin after his comment.
Animal handling: 11
Survival: 6
Hildigrim unabashedly asks for a lift to get on his horse. He's only been on a steed once before, and never for actual travel, so he takes the process very seriously. A little too seriously, perhaps.
Pascal rising off of the cot like Godzilla from the mighty sea, stretches his big scaly body, which, interestingly bears something worth noting. As none of you have ever shared a room with Pascal, you can see that he sleeps in big, fluffy pajamas with a little sleep cap.
”Ah, mo’ning already,” He rubs his eyes, “Someone tell the sun to go back to sleep...”
However, he gets his duds back on and heads down to the stables with the rest of the group.
Animal Handling: 8
Survival: 13
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
While crossing a muddy creek, the horses lose their footing and slide around. Jorin (6) and Drusk (7) get thrown by their horses, and land in the mud. (Egos are bruised, but no damage.) Pascal (8) manages to hang on, while Hildigrim (11) is seated more firmly on his halfling-sized saddle. (Hildigrim had tied himself into his saddle earlier, for a little extra security.) Quillary (16) is still holding onto the reins lightly, using subtle leg movements to guide the horse to firmer ground. Jorin and Drusk climb out of the creek, and back onto their horses that are waiting nearby.
That evening, Hildigrim (6) and Jorin (7) suggest camping next to a small pond, because the swarms of biting insects and nests of poisonous snakes show it is safe for the wildlife to live there. Pascal (13) and Drusk (13) think a copse of trees on a hill will provide shelter from the rain, and a vantage point if anyone approaches. Quillary (17) suggests a dry cave in the next hill, where a fire can be built without being seen outside the cave.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Jorin nods sheepishly at Quillary's cave suggestion, "Oh yes...I only meant that the pond of snakes and biting insects probably, um, meant that there was an area near by that did not have any of those creatures..."
On the trip, Quillary can sometimes be heard conversing in her strange language with... nobody? Maybe the cat skull on her head? As the group encounters difficulty, Quillary is generous in her quiet advice, not making anyone feel bad.
To Hildi's ingenious tie-down, "That was well thought, Hildigrim," she smiles at him as she brings Jorin's wayward horse back. She hands the reins to the barbarian with a smile, "The footing is treacherous, Jorin of the Bodt, for boots as well as hooves," and as she turns, her horse accidentally (?) knocks Jorin back into the mud.
To the group's camping efforts, she points out the better spot as soon as she sees it, while looking over the copse of trees. "This would be a good spot for someone keeping watch, but the cave would be better for sleeping. It appears dry, and deep enough to hide a small fire from the outside. If we limit the fire to night, then the smoke that escapes through this natural fissure," she points, "Will not be seen, either."
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
"Oh, of course!" Hildigrim says, spying the cave. "Good suggestion," he says genuinely.
The group settles into the cave. Although the wood is damp, Pascal uses Create Bonfire, a few Fire Bolts, and Control Flames to get a stable campfire going.
The party is circling the wooded area near the cave to collect more firewood. That is when you see a horse galloping past you. It is an Amphail Grey, with a similar saddle to the horses you are riding (guard patrol), but it is riderless. The horse looks tired, and covered in cuts and scrapes (but not life-threatening).
There is the sounds of fighting in the woods nearby: swords clashing, and three different voices crying out in anger or pain. (It is after sunset, but the rain clouds have thinned enough that the quarter-moon is providing some light. There is a heavy mist that prevents visibility beyond 15 feet, but you can follow the sounds.)
(If the party decides to investigate, I'll need a pair check rolls: Stealth if you are trying to be sneaky, and then either Arcana (INT), History (INT), or Nature (INT).)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
This may come as a shock to you all, but Pascal is not book smart. Unless it’s a cook book.
Anyway, he’s preparing supper in the cave.
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
Jorin's ears perk up at the sounds of battle through the air, his hands reflexively going to the hilts of his battle axes. "Sounds like someone might have found that Amphail ghost, eh? Let's go see..."
He takes a low stance and begins making his way through the mists towards the sounds, axes at the ready.
Stealth: 14, History: 14
"Mm," Quillary murmurs. She reaches up and caresses the cat skull in her hair, whispering a little, then a veil of silence, not unlike the grave, settles around her. "Stay close to me," she says. She moves through the mists quietly, staying behind and to the left of Jorin, but within 30'. She will don her shield and pull the club out of her belt.
Cast Pass Without Trace giving each creature she chooses "within 30 feet" of her +10 to their Stealth rolls.
Stealth: 12 +10
Nature: 14
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
Drusk follows Jorin and Quillary.
Stealth: 15 +10, History: 17
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
OOC > Nobody went to get Pascal, did they? :\
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
(OOC: Hildigrim still has to go... It is also possible that Pascal looked up from his preparations, to see 3 members of his party moving away from the cave with their weapons drawn.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
It is best that Pascal, the Low Dex Gator Boy, is left home.
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
OOC > Unless we, you know, need a sorcerer. Or a belcher of firebolts.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
This is true.
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist