This post has potentially manipulated dice roll results.
Serena nods at Araynia and stands up. "Please stay here and eat some more, we will take care of the last orcs and then we'll escort you back your homes."She says with firm determination to Geradil and Courana, then motioning for mighty Tresvar to lead on towards the exit.
Courana replies to Serena's request, "Oh, thank you. Those orcs must be up to something... running back and forth in the cave just a bit before you came. I will feel safe once you have dealt with them."
The party moves out with Tresvar and Serena at the lead heading west. It is not far before they come to two large stone double doors. Serena checks them and finds no locks or traps.
Serena and Flappy listen close to the doors. Straining, they hear no sound of movement or conversation. Trying to make sure before opening the door, Serena puts her ear to the crack between the doors... She feels a draft blow through the crack against her face, and hears the gentle whistling of the wind.
This post has potentially manipulated dice roll results.
Serena motions for the others to be ready, then slowly opening the large stone double doors, peeking beyond. Stealth: 16 Perception: 14 Flappy perception: 14
"What is the plan?"Banjo whispers to his allies. "Diplomacy has failed. Shall we resort to trickery? Or skip right ahead to blunt force trauma?
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Serena pulls the doors open leaning back to do so. The doors open, the party can see, across a large chasm, two lit sconces on either side of two more stone doors that are open. The party stands alone on a wide ledge. On this side of the chasm there are two posts about 3 feet tall. Fastened to them are some thick ropes. Following the ropes, they see that they dangle into the chasm below. Looking closer, the party realizes that it is not just ropes, but a bridge. A bridge that has been cut. On the western side across from them, they can just make out two more posts with the frayed ends of rope still looped on them. No orcs are seen or heard anywhere here.
"So what do you make of this?" Serena says, showing the others the cut bridge. "It seems to be cut on the other side, suggesting the last orcs have left, right?"
"Maybe. We should make sure, though." She did tell the Orcs powerful foes conquered the place, and right after a wall of flame appeared, and if they went to check, they wouldn't have found her body. It makes sense to think they fled, but they might have also set up an ambush somewhere. "And, if they left, they could have gone to one of the villages, too. We should head back with the rescued prisoners to their village while searching for the Orcs."
Remembering his and Serena's own skill with illusions, Banjo pokes his wand about in the space where the bridge would have been, just to make sure it has actually been cut. It seems unlikely one of these Orc buggers knows advanced camouflage spells but this place has been full of surprises. Once satisfied the bridge really has been cut, he stows the wand and turns to face the others. "I agree. It seems the bullies have fled, planning to abandon their captives to a cruel death of starvation. As you say, let us leave this place for the time being, return these star-crossed folk to their village, and see if we don't come across the rest of those Orcs on the road somewhere."
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Tresvar’s been unusually pensive and quiet lately. She turns and looks at the prisoners and says “I agree we should bring them to safety, maybe we meet the orcs along the way, maybe not. I’m ready for them.”
"So, we are in agreement it seems." Serena says with a smile. "Let's go around and take the secret passage again then and head back to Blasingdell." She adds, ready to head back to town for a hot bath and a warm bed.
The party makes its way back through the tunnels, with the liberated captives. Making their way back through the door where Livia had been attacked, they find themselves on the opposite side of the expanse. From here they can clearly see that the bridge had indeed been cut. They continue out through the west doors. These are massive stone doors, clearly the entrance to the once great dwarven stronghold. Great stone steps lead down to an open area, and then a winding ledge which eventually meets up with the trail down the mountain.
A days journey to return the two merchants to the settlement where they had been taken from is largely uneventful. It seems much of the wildlife is dissuaded either by the sound the party makes or of something else which may have passed by earlier.
The families of Geradil and Courana are overjoyed to see them, thinking they would for certain find their last resting place in the bottom of the orcs' stew pot. They reward the adventurers with two potions of healing. ((The adventurers also gain an increase in their renown in this area)).
After a meal with the families and a little rest, the party bids farewell and sets off back to Blasingdell. Another trek with little remarkable, although as they approach Blasingdell and the Stone Tooth again, they do notice that the forest is quieter, almost lurking.
The adventurers report to the magistrate the events of the routing of the orcs. Araynia presents the evidence of 16 orcs slain by the party, and they receive the reward: 400gp. All the same, the leaders of the town are concerned about the fact that some orcs escaped, including the apparent leader. They hope the orcs simply head off for other areas, but reaffirm that the bounty will continue should the adventurers encounter and defeat any more roving orcs. Araynia also bids the party farewell as she feels she has held up her contract to remove the orc threat.
Tired from the several days marches, the party decides to crash once more at The Griffon's Nest. They take a much needed rest ((Leveling up over the evening - you can all write how that unfolds)). Now they consider, shall they go back and discover what else the Stone Tooth hides or head out for other adventures?
Serena relishes in seeing the sky above again after spending most of a day underground, although she is fully intent on completing the team's mission for Volo's Adventurers Guild as soon as Geradil and Courana are safely back to their homes. She spends time with the two merchants on their way back to town, curious to hear more about the area and if they would have any thoughts on this blight that has been creeping south lately. She is happy to see the reunion of Geradil and Courana and their respective families, but offers the potions to the others in the team.
As she gets back to Blasingdell she will help out with the report to the Magistrate where she can and let Banjo handle their reward. Back at the Griffon's Nest she would start off with a relaxing bath in the cave before eating and drinking with her friends, also checking if there are some entertainment in town. Otrherwise she will allow herself a late night of carousing with the locals, telling them about adventures that had taken place, and that could.
Eventually she finds her way back to her room, laying awake for a while, contemplating last days events, the mixed success of their diplomacy and their trickery. It felt good to have ridden the area of the orc threat but there was certainly worse than orcs awaiting them deeper in the dwarven stronghold, and she was looking forward to finding out what.
Serena tells some good stories: 18 And plays some cards: 26 And chats up som good looking local: 25
(Levelled up. Ready to play out more of the evening if anyone wants to :-)
This post has potentially manipulated dice roll results.
(OOC: First, it seems we have been rolling for HP until now, so... 6.)
On the first chance she gets, Livia finds someone, or someplace, that can clean and fix her dress. If she cannot find anyone who can do it for her - and she's willing to pay if needed - she will do her best on her own, despite having no experience doing any of that. She can't travel in a blood-stained dress, or a damaged one, after all.
To Livia, however, it is clear they aren't done just yet. They'll be back into those caves, and so, she prepares herself for that. Especially, she devotes her free time, and the time while they're travelling, to practise her magical powers, and new things she can do with it. She wants to be ready for whatever transpires. She practises two new defensive spells, as well as one with... more offensive uses. Unfortunate as it is, she can't ignore that travelling involves fighting monsters... or even other kinds of people.
And, for that reason, she also practises her ability to be convincing. Mostly by thinking out different scenarios that she's been through, and how she should have handled them differently. But, also, the ability to put even more weight into her spells, making them much harder to resist. If normal negotiation fails, maybe some magically enhanced words can do the trick before blades are drawn.
When evening falls on Blasingdell, Livia can finally enjoy a good rest. Sleeping in a bedroll in those caverns, with the thought that an enemy might attack any second makes sleeping difficult for Livia, who has only known comfort in her past nineteen years. She goes to bed early and wakes up rather late, making up for some lost hours.
Banjo is unusually quiet and pensive on the walk back from Stone Tooth. He spends much of his time contemplating his books, alternating between his floating spellbook, his cousin's old and battered journal, and their logbook for the guild. One could be forgiven for getting the impression he was carrying on hushed conversations with his spellbook... but Banjo's not crazy so that couldn't be right. Could it?
Back in Blasingdell, he rents a single room at the Griffon's Nest and sequesters himself in there, feeling a breakthrough almost within reach. Unlocking the final piece of the arcane puzzle at last, he leaps for joy - and smashes his foot on the little desk in the room. Hopping in pain... his eyes are drawn to the mirror... and then he is back to the spellbook for a little more study and contemplation.
When at last he emerges from the room, he does so with calm confidence and the satisfaction of one who has just solved a complex and vexing riddle.
Joining the others at a table, he grins like a cat that caught a canary. "I think I have a few new tricks that will help us find the treasures of old Durgeddin's forge."
He explains he has mastered a pair of new spells. First, the legendary spell invisibility, which needs no explanation. But just as interested, he has a new spell which may lead them directly to the old dwarven weapons... locate object. He explains that it works best when he has actually seen the object, but with a clear enough description and mental image of the sought item, he should still be able to find where there are hidden, if they are indeed still inside Stone Tooth.
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Tresvar turns in early, and isn’t seen until breakfast, but when she comes in she seems almost back to her jovial self. “I feel ready- let’s go find those dwarf weapons and hopefully meet those orcs on the way. I’ve got a new trick myself. “. She grins a toothy smile.
Rollback Post to RevisionRollBack
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Serena nods at Araynia and stands up. "Please stay here and eat some more, we will take care of the last orcs and then we'll escort you back your homes." She says with firm determination to Geradil and Courana, then motioning for mighty Tresvar to lead on towards the exit.
Stealth: 10 Perception: 13 Flappy perception: 12
Courana replies to Serena's request, "Oh, thank you. Those orcs must be up to something... running back and forth in the cave just a bit before you came. I will feel safe once you have dealt with them."
The party moves out with Tresvar and Serena at the lead heading west. It is not far before they come to two large stone double doors. Serena checks them and finds no locks or traps.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Serena listens together with Flappy for any sounds of orcs on the other side of the door.
Perception: 10 Flappy: 20
Serena and Flappy listen close to the doors. Straining, they hear no sound of movement or conversation. Trying to make sure before opening the door, Serena puts her ear to the crack between the doors... She feels a draft blow through the crack against her face, and hears the gentle whistling of the wind.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Serena motions for the others to be ready, then slowly opening the large stone double doors, peeking beyond.
Stealth: 16 Perception: 14 Flappy perception: 14
"What is the plan?" Banjo whispers to his allies. "Diplomacy has failed. Shall we resort to trickery? Or skip right ahead to blunt force trauma?
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
"I think the latter." Serena whispers before slowly opening the stone doors.
Serena pulls the doors open leaning back to do so. The doors open, the party can see, across a large chasm, two lit sconces on either side of two more stone doors that are open. The party stands alone on a wide ledge. On this side of the chasm there are two posts about 3 feet tall. Fastened to them are some thick ropes. Following the ropes, they see that they dangle into the chasm below. Looking closer, the party realizes that it is not just ropes, but a bridge. A bridge that has been cut. On the western side across from them, they can just make out two more posts with the frayed ends of rope still looped on them. No orcs are seen or heard anywhere here.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
"So what do you make of this?" Serena says, showing the others the cut bridge. "It seems to be cut on the other side, suggesting the last orcs have left, right?"
"Maybe. We should make sure, though." She did tell the Orcs powerful foes conquered the place, and right after a wall of flame appeared, and if they went to check, they wouldn't have found her body. It makes sense to think they fled, but they might have also set up an ambush somewhere. "And, if they left, they could have gone to one of the villages, too. We should head back with the rescued prisoners to their village while searching for the Orcs."
Varielky | Werhann
Serena nods. "Yes, I agree with Livia." She says, looking to Banjo and Tresvar for their opinion.
Remembering his and Serena's own skill with illusions, Banjo pokes his wand about in the space where the bridge would have been, just to make sure it has actually been cut. It seems unlikely one of these Orc buggers knows advanced camouflage spells but this place has been full of surprises. Once satisfied the bridge really has been cut, he stows the wand and turns to face the others. "I agree. It seems the bullies have fled, planning to abandon their captives to a cruel death of starvation. As you say, let us leave this place for the time being, return these star-crossed folk to their village, and see if we don't come across the rest of those Orcs on the road somewhere."
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Serena nods again then turning to the Dragonborn. "What are your thoughts on this Tresvar?"
Tresvar’s been unusually pensive and quiet lately. She turns and looks at the prisoners and says “I agree we should bring them to safety, maybe we meet the orcs along the way, maybe not. I’m ready for them.”
"So, we are in agreement it seems." Serena says with a smile. "Let's go around and take the secret passage again then and head back to Blasingdell." She adds, ready to head back to town for a hot bath and a warm bed.
The party makes its way back through the tunnels, with the liberated captives. Making their way back through the door where Livia had been attacked, they find themselves on the opposite side of the expanse. From here they can clearly see that the bridge had indeed been cut. They continue out through the west doors. These are massive stone doors, clearly the entrance to the once great dwarven stronghold. Great stone steps lead down to an open area, and then a winding ledge which eventually meets up with the trail down the mountain.
A days journey to return the two merchants to the settlement where they had been taken from is largely uneventful. It seems much of the wildlife is dissuaded either by the sound the party makes or of something else which may have passed by earlier.
The families of Geradil and Courana are overjoyed to see them, thinking they would for certain find their last resting place in the bottom of the orcs' stew pot. They reward the adventurers with two potions of healing. ((The adventurers also gain an increase in their renown in this area)).
After a meal with the families and a little rest, the party bids farewell and sets off back to Blasingdell. Another trek with little remarkable, although as they approach Blasingdell and the Stone Tooth again, they do notice that the forest is quieter, almost lurking.
The adventurers report to the magistrate the events of the routing of the orcs. Araynia presents the evidence of 16 orcs slain by the party, and they receive the reward: 400gp. All the same, the leaders of the town are concerned about the fact that some orcs escaped, including the apparent leader. They hope the orcs simply head off for other areas, but reaffirm that the bounty will continue should the adventurers encounter and defeat any more roving orcs. Araynia also bids the party farewell as she feels she has held up her contract to remove the orc threat.
Tired from the several days marches, the party decides to crash once more at The Griffon's Nest. They take a much needed rest ((Leveling up over the evening - you can all write how that unfolds)). Now they consider, shall they go back and discover what else the Stone Tooth hides or head out for other adventures?
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Serena relishes in seeing the sky above again after spending most of a day underground, although she is fully intent on completing the team's mission for Volo's Adventurers Guild as soon as Geradil and Courana are safely back to their homes. She spends time with the two merchants on their way back to town, curious to hear more about the area and if they would have any thoughts on this blight that has been creeping south lately. She is happy to see the reunion of Geradil and Courana and their respective families, but offers the potions to the others in the team.
As she gets back to Blasingdell she will help out with the report to the Magistrate where she can and let Banjo handle their reward. Back at the Griffon's Nest she would start off with a relaxing bath in the cave before eating and drinking with her friends, also checking if there are some entertainment in town. Otrherwise she will allow herself a late night of carousing with the locals, telling them about adventures that had taken place, and that could.
Eventually she finds her way back to her room, laying awake for a while, contemplating last days events, the mixed success of their diplomacy and their trickery. It felt good to have ridden the area of the orc threat but there was certainly worse than orcs awaiting them deeper in the dwarven stronghold, and she was looking forward to finding out what.
Serena tells some good stories: 18 And plays some cards: 26 And chats up som good looking local: 25
(Levelled up. Ready to play out more of the evening if anyone wants to :-)
(OOC: First, it seems we have been rolling for HP until now, so... 6.)
On the first chance she gets, Livia finds someone, or someplace, that can clean and fix her dress. If she cannot find anyone who can do it for her - and she's willing to pay if needed - she will do her best on her own, despite having no experience doing any of that. She can't travel in a blood-stained dress, or a damaged one, after all.
To Livia, however, it is clear they aren't done just yet. They'll be back into those caves, and so, she prepares herself for that. Especially, she devotes her free time, and the time while they're travelling, to practise her magical powers, and new things she can do with it. She wants to be ready for whatever transpires. She practises two new defensive spells, as well as one with... more offensive uses. Unfortunate as it is, she can't ignore that travelling involves fighting monsters... or even other kinds of people.
And, for that reason, she also practises her ability to be convincing. Mostly by thinking out different scenarios that she's been through, and how she should have handled them differently. But, also, the ability to put even more weight into her spells, making them much harder to resist. If normal negotiation fails, maybe some magically enhanced words can do the trick before blades are drawn.
When evening falls on Blasingdell, Livia can finally enjoy a good rest. Sleeping in a bedroll in those caverns, with the thought that an enemy might attack any second makes sleeping difficult for Livia, who has only known comfort in her past nineteen years. She goes to bed early and wakes up rather late, making up for some lost hours.
Varielky | Werhann
Banjo is unusually quiet and pensive on the walk back from Stone Tooth. He spends much of his time contemplating his books, alternating between his floating spellbook, his cousin's old and battered journal, and their logbook for the guild. One could be forgiven for getting the impression he was carrying on hushed conversations with his spellbook... but Banjo's not crazy so that couldn't be right. Could it?
Back in Blasingdell, he rents a single room at the Griffon's Nest and sequesters himself in there, feeling a breakthrough almost within reach. Unlocking the final piece of the arcane puzzle at last, he leaps for joy - and smashes his foot on the little desk in the room. Hopping in pain... his eyes are drawn to the mirror... and then he is back to the spellbook for a little more study and contemplation.
When at last he emerges from the room, he does so with calm confidence and the satisfaction of one who has just solved a complex and vexing riddle.
Joining the others at a table, he grins like a cat that caught a canary. "I think I have a few new tricks that will help us find the treasures of old Durgeddin's forge."
He explains he has mastered a pair of new spells. First, the legendary spell invisibility, which needs no explanation. But just as interested, he has a new spell which may lead them directly to the old dwarven weapons... locate object. He explains that it works best when he has actually seen the object, but with a clear enough description and mental image of the sought item, he should still be able to find where there are hidden, if they are indeed still inside Stone Tooth.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Tresvar turns in early, and isn’t seen until breakfast, but when she comes in she seems almost back to her jovial self. “I feel ready- let’s go find those dwarf weapons and hopefully meet those orcs on the way. I’ve got a new trick myself. “. She grins a toothy smile.