Drexon jumps out of the carriage and takes a look around for anything dangerous or suspicious. "I agree with Cob, in the absence of more information, we delay as much as we can", he says as he does so.
"Much obliged Jiminy", he then says, turning to the Old Man. "Whatever you know of me, it is likely more than I know of myself. Last chance to bring me up to speed", he adds telepathically to Jiminy.
Drexon, you look around and find no immediate danger. There are no ghosts, no specters, no chasers. The forest surrounding the ruined fortress is eerily silent. You do notice that on the eastern wall of the fortress there are tents pitched around a massive hole on the wall.
Drexon, you also hear in your mind for a brief moment, "We will meet again, Mr. Krayz. Very soon. This journey you are currently in can be a bit disorienting at first."
Dvark rips out the page with the Vosen addresses and pockets it, then exits the carriage."well looks like we have an hour and a half so we might as well have a look around. Maybe stash the box out here as a fail safe in case something goes down?"
As much as i like the idea of not taking it with, it could backfire if we do so. A compromise could be to leave one amd being the other. But whatever we do, in my opinion its best to split them up between us
Drexon takes some comfort in Jiminy's reply to his telepathic message, knowing he may get answers at some point, after all this time. He feels for Karm, knowing exactly what it is like having a big part of your life unexplained.
"Yeah, let's go take a look at that camp over there. I assume the hole in the fortress is the entrance to Bast Trench, or if not something of interest at least", he says pointing to the hole in the eastern wall and the tents he spotted.
He speaks some words of Deep Speech and moves his palm down over his body from head down. He starts to glow briefly, but then it subsides. He spends a moment concentrating on his inner well of power, rejuvenating his lost energy.
"Let's bring the boxes, I don't like the idea of leaving them behind either. We lose our power to choose if we lose one or both of them", he adds, still concerned about the choice they would undoubtedly have to make in the near future. As a gambler, he was used to taking risks, but the consequences of getting this wrong were huge, and the visions he was given weighed heavy on his mind.
Action: Cast Mage Armor Bonus Action: Font of Magic to Convert 2 sorcery points to a level 1 spell slot.
Karm sees Drexon casting magic and nods to him. I like that kind of precaution.
For a second the air around Karm briefly flimmers as if it was ice-cold and the wizard pulls his shoulders tight in that moment. He then dhakes them as if he tried to shake off snow. (also casting mage armor)
Old Man Jiminy gives each of you a cursory glance before turning the carriage away, back toward Erdelun.
You circle around the area, hiding behind the ruined masonry and the tall trees. Different from the eastern side where a massive hole had torn open the fortress wall, the western side is still in pristine condition if not a bit overgrown by vines and plants. The masonry of the fortress is impeccable and you can see none of the usual techniques used in common construction nowadays. You can see neither windows nor openings on the wall. It is as if a sheet of bedrock has been taken from the ground and placed there to act as a barrier.
{{Make a Stealth check if you are trying to be discreet and unseen.}}
Cob does his best not to step on anything, made immensely easier by flying a few feet off the ground. But then that makes you easier to see too. A balancing act of staying low but not too low.
You keep low through the overgrown courtyard and hide behind rubbles and ruins. As far as you know, you haven't been seen or noticed by the people on the eastern side of the fortress.
Apart from overgrowth and some rubbles, there is nothing particularly alarming in the area. In fact, it is very devoid of activity; the plants and grounds around the west wall are still undisturbed.
As you move closer to the west wall, you begin to notice that the fortress itself is shaped like a teardrop with the rounded part pointing south. To the north where the sharp side points, a long line of barren land roughly half a mile wide stretches as far as your eyes can see, allowing you to see a hint of the northern coast of the Verdant Trammel in the distance. In the very middle of the rounded part is a large archway that leads to the inner courtyard where a massive tree has grown and broken through most of the roof and the upper floors. Another interesting thing that you notice is that despite having the name Bast Trench, you cannot see any trench in the area.
Cob moves inside the courtyard to the large tree, keeping an eye out for anyone around. He looks around for other archways and doors that could lead to the eastern side of the fortress.
Cob looks around for Drexon when he hears the voice in his head. Not sure I'll get used to that, Cob thinks to himself.
He nods and leaps up into the air, circling around the large tree as he climbs up to get at the whole courtyard and any entrances into the fortress from above.
Drexon jumps out of the carriage and takes a look around for anything dangerous or suspicious. "I agree with Cob, in the absence of more information, we delay as much as we can", he says as he does so.
"Much obliged Jiminy", he then says, turning to the Old Man. "Whatever you know of me, it is likely more than I know of myself. Last chance to bring me up to speed", he adds telepathically to Jiminy.
Perception: 18+5=23
Drexon, you look around and find no immediate danger. There are no ghosts, no specters, no chasers. The forest surrounding the ruined fortress is eerily silent. You do notice that on the eastern wall of the fortress there are tents pitched around a massive hole on the wall.
Drexon, you also hear in your mind for a brief moment, "We will meet again, Mr. Krayz. Very soon. This journey you are currently in can be a bit disorienting at first."
Cob hops out and follows Drexon.
"So, now what?" Cob says. "Go find this wall ourselves and take a look?"
Dvark rips out the page with the Vosen addresses and pockets it, then exits the carriage. "well looks like we have an hour and a half so we might as well have a look around. Maybe stash the box out here as a fail safe in case something goes down?"
As much as i like the idea of not taking it with, it could backfire if we do so. A compromise could be to leave one amd being the other. But whatever we do, in my opinion its best to split them up between us
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Drexon takes some comfort in Jiminy's reply to his telepathic message, knowing he may get answers at some point, after all this time. He feels for Karm, knowing exactly what it is like having a big part of your life unexplained.
"Yeah, let's go take a look at that camp over there. I assume the hole in the fortress is the entrance to Bast Trench, or if not something of interest at least", he says pointing to the hole in the eastern wall and the tents he spotted.
He speaks some words of Deep Speech and moves his palm down over his body from head down. He starts to glow briefly, but then it subsides. He spends a moment concentrating on his inner well of power, rejuvenating his lost energy.
"Let's bring the boxes, I don't like the idea of leaving them behind either. We lose our power to choose if we lose one or both of them", he adds, still concerned about the choice they would undoubtedly have to make in the near future. As a gambler, he was used to taking risks, but the consequences of getting this wrong were huge, and the visions he was given weighed heavy on his mind.
Action: Cast Mage Armor
Bonus Action: Font of Magic to Convert 2 sorcery points to a level 1 spell slot.
Cob pats his pack where he slipped in the newest box.
"I'll hang on to this one," he says. "Might be able to fly it to safety in a pinch."
He takes a look at the tents and the eastern wall.
"We could try the other side first. The west." Cob suggests.
Karm sees Drexon casting magic and nods to him.
I like that kind of precaution.
For a second the air around Karm briefly flimmers as if it was ice-cold and the wizard pulls his shoulders tight in that moment. He then dhakes them as if he tried to shake off snow.
(also casting mage armor)
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Eremoz watches as his companions conjure their magical armor. “Cool. West side it is.”
He pulls out his maul and begins walking west.
Old Man Jiminy gives each of you a cursory glance before turning the carriage away, back toward Erdelun.
You circle around the area, hiding behind the ruined masonry and the tall trees. Different from the eastern side where a massive hole had torn open the fortress wall, the western side is still in pristine condition if not a bit overgrown by vines and plants. The masonry of the fortress is impeccable and you can see none of the usual techniques used in common construction nowadays. You can see neither windows nor openings on the wall. It is as if a sheet of bedrock has been taken from the ground and placed there to act as a barrier.
{{Make a Stealth check if you are trying to be discreet and unseen.}}
Cob does his best not to step on anything, made immensely easier by flying a few feet off the ground. But then that makes you easier to see too. A balancing act of staying low but not too low.
Stealth: 7
Drexon stays as close to the west wall as he can, keeping down low and moving as quietly as possible.
Stealth: 18+4=22
Karm traces his index finger along the wall as a "reference point" to balance his wheight.
Stealth: 6
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Eremoz gets low and tries to keep his armor from giving away his presence.
Stealth: 5+3=8
Dvark attempts to pull his clothes tight across is mail so it doesn't clink so much.
Stealth: 1+0
You keep low through the overgrown courtyard and hide behind rubbles and ruins. As far as you know, you haven't been seen or noticed by the people on the eastern side of the fortress.
Apart from overgrowth and some rubbles, there is nothing particularly alarming in the area. In fact, it is very devoid of activity; the plants and grounds around the west wall are still undisturbed.
As you move closer to the west wall, you begin to notice that the fortress itself is shaped like a teardrop with the rounded part pointing south. To the north where the sharp side points, a long line of barren land roughly half a mile wide stretches as far as your eyes can see, allowing you to see a hint of the northern coast of the Verdant Trammel in the distance. In the very middle of the rounded part is a large archway that leads to the inner courtyard where a massive tree has grown and broken through most of the roof and the upper floors. Another interesting thing that you notice is that despite having the name Bast Trench, you cannot see any trench in the area.
Cob moves inside the courtyard to the large tree, keeping an eye out for anyone around. He looks around for other archways and doors that could lead to the eastern side of the fortress.
Drexon creeps in the direction Cob went, flitting from shadow to shadow where possible.
"Spookily quiet isn't it", he says directly into Cob's mind. "Fancy getting a bit more of a bird's eye view?".
Cob looks around for Drexon when he hears the voice in his head. Not sure I'll get used to that, Cob thinks to himself.
He nods and leaps up into the air, circling around the large tree as he climbs up to get at the whole courtyard and any entrances into the fortress from above.
Dvark trundles along loudly with the rest of the group. As they approach the west wall he strains his ears for sounds of activity in the fortress.
Perception: 7 (11) passive 14