This post has potentially manipulated dice roll results.
Cainneach shrugs and resumes his usual scouting activities out in front of the party with Thatch. He gave a glance back toward Famh and Tana, making sure they seemed okay with the plan. While he had little interest in their current dilemma, he did have a growing fondness and respect for his companions. "I suppose I should stick with them and contribute how I can. They did save my life after all. At worst, I'll have wasted a few more days travel further from Fenring Forest."
Cainneach will keep an eye on the way for any signs of Beorn and his men, or any other evidence that they might be being tracked.
While Cainneach starts out magnificently, his strength starts flagging noticeably over the second and third legs of their trip. Upon reaching Karicksbridge and noticing the declining condition of the party, he will more seriously look into finding horses for the party, hopefully with help from his farrier's apprentice friend, Thatch.
Fergus nods to Thatch as they set off. Though not used to such long journeys on foot, he manages to keep up. He has little doubt it is in thanks to the parties experience and ability to pick the most suitable routes. When they reach Trefel, Fergus attempts to to drop some false information as to what direction the group were heading.
Although Famh is unaccustomed to such long distance marches across country, she manages to keep pace well after a mid-journey drop in energy teaches her the value of pacing oneself. She is even able to use her magic to disguise Harald's corpse, casting and repeating spells when anyone approaches to make Harald look like an unconscious but living man we found gravely wounded along the way and are bringing to the Abbey.
======================
Minor illusion as necessary to camouflage the corpse, recast each time Famh senses it is about to fade (at least until she learns by experience that it lasts about a minute)
(EDIT) If she passes a section of road that seems suitable and she could do this making it look like a natural washout, she will also use move earth to excavate washouts and potholes in the road. She may also use the one hour difficult terrain effect if she thinks Beorn might be close enough to pass that area before the spell expires, and generally otherwise play havoc with the road to slow him down as much as possible consistent with making it look like the effect of natural forces and weather. Certainly she wants to make it difficult enough for horses to slow them to something closer to walking pace and will even push plausibility a little bit if she has to to get that effect)
The companions travelled through the night from Hobs Dell across country towards Trefall....though Famh seemed somewhat depleted by her ordeal in the Dell Thatch and Cainneach guided the group expertly and quietly through first the hills and then fallow fields and Cainneach found a river crossing with Famhs assistance that they could all safely ford.
Slipping down the eastern bank of the river they avoided the popular rest spot of Gullys Inn, staying quiet as the past it on the opposite bank they spotted three of Beorns men outside of it keeping an eye on the road.
Continuing southward along the river they made it to the village of Trefell in the early hours of the morning, stealing through they were not spotted due to Thatchs guidance. Famh was able to cause some shifts on the landscape to the east of the village that may have slowed pursuers.
They were able to make their way to the river and untie a barge in order to make their way upstream towards Karicksbridge.
Rowing upstream towards Karicksbridge was hard going, there had been heavy rains the week before and the river constantly tried to drift the barge downstream.
Concealing oneself on the river was almost impossible but Famh was able to use minor glamours upon some of the companions and Haralds body. They were all thankful for the chilly pre-winter weather as Harald had been hanging for sometime and was not the most pleasantly odoured travelling companion.
It was about midday when a voice called out from the bank above and some of you recognise a young lad that you met briefly when you passed through Saxton on your way into Fenring, Cainneach especially knows the youngster is called Galden and he often ventured further into Fenring than he should have....though Cainneach is certain he was never spotted by the adventurous boy.
" Hallo! How are you all?"
( Anyone who still needs to make rolls for the second leg may do so. The first leg passed off without a hitch as far as can be seen.)
Slightly startled by the boy's call, Famh looks up at him and blinks wearily. The night's festivities and the journey together are finally beginning to catch up with her, and she is barely able to stifle a yawn. After a moment, she raises her hand and waves, but does not speak.
Cainneach, himself feeling the effects of their hard travel and his injuries, is slow to react to the interloper ... too slow perhaps. "Famh!", he hisses at his companion while turning his back to the youngster, "That's the boy from Saxton, hide your face lest he recognize us. Name's Galden, bit of a wanderer as I've seen him in Fenring, but I don't know of his loyalties."Cainneach will attempt to assess the boy's intentions from the greeting and quick glance.
“Hallo yourself” Thatch calls back to the young lad and raises a hand in a wave. He was lounging among the contents of the barge, taking a needed break from rowing. “Tis a fine day to be out on the river. What brings you out today?”Thatch hears Cainneach’s warning and puts on a friendly tone. He is probably not that much older than the youngster anyway, and doesn’t want to give the impression that anything is out of the ordinary.
Not built or experienced for hard rowing on the barge, the travel quickly wears Thatch out, even with taking frequent breaks and rotating with the others. His strength begins to fail toward the end of this leg of the journey.
Cainneach notes the lad is just curious but he does recall that he tended to talk extremely freely....Cainneach is unsure whether he will mention the barge though with Famhs glamour at work its unlikely he will remember anyones true face...either way he returns Thatchs greeting then soon loses interest.
As the day wore on and shifts were swapped rowing, poling and sculling almost everyones muscles were aching. They arrived at Karrickbridge after sundown and took the sign that there was no one waiting at the dock to be a good one.
The market has closed for the day though the smithy and stables are still operating, away from the river and road is Lord Karicks manor set on an old motte and bailey just outside the market town. Fergus keeps an eye out and is well served as he notes Sir Beorn and two of his men stationed a little way off the road, Fergus recognises the two ponies the men ride as being those that bore himself and Sir Almeric from Clyster.
Ori is still bearing his ' tired '' friend over his shoulder.
Fergus with Cainneach and Thatchs help works his way towards the stables but glancing within there are only a few beasts present and purloining them will need to be done much, much later if at all....
Three more of Beorns men marched into town from the west looking haggard, " No sign of them at Gullys or Trefell....they probably died in the Dell."
Beorn chewed on his beard, " Most likely....but if there was another reason they didn't meet us...thieving buggers. Capellers were always too close to the Taáshim for my taste, too much talking not enough butchery...."
" And half his retinue more gangrel than civilised."
" We'll head towards Gorham just in case. Wait for the rest here then march on and join us...."
Knowing that they are ahorse they can move much faster than you....however they'll likely have to go all the way to Candleford before turning toward Aldreds Seat at Gorham Castle.
On foot you can skirt Jewelspider Wood to Venforth Abbey and Newham Ley and ford the stream near Wufulston and onto Market Cross....
( The third day will consist of walking at night near the ancient oaks and darkling shadows of Jewelspider Woods, then a brief spell in the worked fields and pastures around the Abbey and Newham Ley, cross country over the wet and boggy Oster Moor then back to the road near Wudulston/Market Cross.
Feel free to make a few skill checks along with spell use etc. and we'll see how it pans out.)
This post has potentially manipulated dice roll results.
With no need to use her magic on the road now that Beorn is already ahead of us, Famh has some time free when she is not needed to disguise the group with her magic. She confers with Cainneach as to the quickest and safest paths to take, sharing whatever she may have picked up about this area in her wanderings.
=========================
Nature 14
Survival 10
Rollback Post to RevisionRollBack
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
---RETIRED HEROES' REST HOME---
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 , Sea of Death: Captain Hailstorm's Lost Treasure
Ryshraxea "Shra" Naranthi - tabaxi artificer 1, Nyx's Tomb of Annihilation - Group 1
Almeric is not an Outdoorsman and is ready to fight any wild creatures that might attack them from Jewelspider. Otherwise he will share the load with Ori.
This post has potentially manipulated dice roll results.
Cainneach feels an unusual weariness from the exertions on the river. Not having spent much time on the open water, his muscles used for poling and rowing were not particularly well-developed, despite his decent level of overall fitness. Coupled with his injuries, the lack of sleep, and the sneaking about the town with Thatch and Fergus, he's starting to feel the effects of fatigue and is not at the top of his game. Cainneach is also disappointed to have been unable to obtain a horse, but is thankful to return to the trail. He will do his best to work with Famh and the others to keep them on the right path and alert to any dangers.
Fergus struggles to keep up with the group as his city upbringings finally catch up to him. He tries to keep an eye out for dangers as they pass near wood and bog but tiredness and anxiety from seeing Sir Beorn and his men occupy and consume his thoughts.
Leg 2 Con Save: 5 Leg 3 Con Save: 7 Exhaustion Level: 2 Survival (Dis): 8
This post has potentially manipulated dice roll results.
Having been used to long periods of travel during her times in the forest, Tana appears to be keeping up well in the trek. She also attempts to assist with tracking a path in addition to collect more herbs for future medical uses.
Cainneach shrugs and resumes his usual scouting activities out in front of the party with Thatch. He gave a glance back toward Famh and Tana, making sure they seemed okay with the plan. While he had little interest in their current dilemma, he did have a growing fondness and respect for his companions. "I suppose I should stick with them and contribute how I can. They did save my life after all. At worst, I'll have wasted a few more days travel further from Fenring Forest."
Cainneach will keep an eye on the way for any signs of Beorn and his men, or any other evidence that they might be being tracked.
Survival 7
Passive WIS (Perception) 20
Leg 1 - Saving Throw CON 4
Leg 2 - Saving Throw CON 13
Leg 3 - Saving Throw CON 13
Active - Player: Sleeping Gods ---- Complete - Player: Masquerade, Teleportation Machine ---- Complete - DM: Extradimensional Spaces
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While Cainneach starts out magnificently, his strength starts flagging noticeably over the second and third legs of their trip. Upon reaching Karicksbridge and noticing the declining condition of the party, he will more seriously look into finding horses for the party, hopefully with help from his farrier's apprentice friend, Thatch.
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Fergus nods to Thatch as they set off. Though not used to such long journeys on foot, he manages to keep up. He has little doubt it is in thanks to the parties experience and ability to pick the most suitable routes. When they reach Trefel, Fergus attempts to to drop some false information as to what direction the group were heading.
Leg 1 - Con Save: 13
Deception: 12
Tana CON Saving Throws:
9 | 4 | 20
Noire Havensong | Harengon Archfey Warlock 6/Lore Bard 4 | Westmarch - Guild of the Phoenix (Discord)
Tanatari Crelieu | Kalashtar Druid 2 | Damian_May's Sleeping Gods
Jynx Starrkeep | Changling GOO Warlock 2 | Astien's Tyranny of Dragons
DM | Eberron Eternal (Discord)
Although Famh is unaccustomed to such long distance marches across country, she manages to keep pace well after a mid-journey drop in energy teaches her the value of pacing oneself. She is even able to use her magic to disguise Harald's corpse, casting and repeating spells when anyone approaches to make Harald look like an unconscious but living man we found gravely wounded along the way and are bringing to the Abbey.
======================
Minor illusion as necessary to camouflage the corpse, recast each time Famh senses it is about to fade (at least until she learns by experience that it lasts about a minute)
(EDIT) If she passes a section of road that seems suitable and she could do this making it look like a natural washout, she will also use move earth to excavate washouts and potholes in the road. She may also use the one hour difficult terrain effect if she thinks Beorn might be close enough to pass that area before the spell expires, and generally otherwise play havoc with the road to slow him down as much as possible consistent with making it look like the effect of natural forces and weather. Certainly she wants to make it difficult enough for horses to slow them to something closer to walking pace and will even push plausibility a little bit if she has to to get that effect)
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
---RETIRED HEROES' REST HOME---
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 , Sea of Death: Captain Hailstorm's Lost Treasure
Ryshraxea "Shra" Naranthi - tabaxi artificer 1, Nyx's Tomb of Annihilation - Group 1
The companions travelled through the night from Hobs Dell across country towards Trefall....though Famh seemed somewhat depleted by her ordeal in the Dell Thatch and Cainneach guided the group expertly and quietly through first the hills and then fallow fields and Cainneach found a river crossing with Famhs assistance that they could all safely ford.
Slipping down the eastern bank of the river they avoided the popular rest spot of Gullys Inn, staying quiet as the past it on the opposite bank they spotted three of Beorns men outside of it keeping an eye on the road.
Continuing southward along the river they made it to the village of Trefell in the early hours of the morning, stealing through they were not spotted due to Thatchs guidance. Famh was able to cause some shifts on the landscape to the east of the village that may have slowed pursuers.
They were able to make their way to the river and untie a barge in order to make their way upstream towards Karicksbridge.
Informants-14
Watchers-9
Searchers-6
Rowing upstream towards Karicksbridge was hard going, there had been heavy rains the week before and the river constantly tried to drift the barge downstream.
Concealing oneself on the river was almost impossible but Famh was able to use minor glamours upon some of the companions and Haralds body. They were all thankful for the chilly pre-winter weather as Harald had been hanging for sometime and was not the most pleasantly odoured travelling companion.
It was about midday when a voice called out from the bank above and some of you recognise a young lad that you met briefly when you passed through Saxton on your way into Fenring, Cainneach especially knows the youngster is called Galden and he often ventured further into Fenring than he should have....though Cainneach is certain he was never spotted by the adventurous boy.
" Hallo! How are you all?"
( Anyone who still needs to make rolls for the second leg may do so. The first leg passed off without a hitch as far as can be seen.)
Slightly startled by the boy's call, Famh looks up at him and blinks wearily. The night's festivities and the journey together are finally beginning to catch up with her, and she is barely able to stifle a yawn. After a moment, she raises her hand and waves, but does not speak.
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
---RETIRED HEROES' REST HOME---
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 , Sea of Death: Captain Hailstorm's Lost Treasure
Ryshraxea "Shra" Naranthi - tabaxi artificer 1, Nyx's Tomb of Annihilation - Group 1
Cainneach, himself feeling the effects of their hard travel and his injuries, is slow to react to the interloper ... too slow perhaps. "Famh!", he hisses at his companion while turning his back to the youngster, "That's the boy from Saxton, hide your face lest he recognize us. Name's Galden, bit of a wanderer as I've seen him in Fenring, but I don't know of his loyalties." Cainneach will attempt to assess the boy's intentions from the greeting and quick glance.
Insight 23
Active - Player: Sleeping Gods ---- Complete - Player: Masquerade, Teleportation Machine ---- Complete - DM: Extradimensional Spaces
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“Hallo yourself” Thatch calls back to the young lad and raises a hand in a wave. He was lounging among the contents of the barge, taking a needed break from rowing. “Tis a fine day to be out on the river. What brings you out today?” Thatch hears Cainneach’s warning and puts on a friendly tone. He is probably not that much older than the youngster anyway, and doesn’t want to give the impression that anything is out of the ordinary.
Day 2 Con Save: 6.
.
Not built or experienced for hard rowing on the barge, the travel quickly wears Thatch out, even with taking frequent breaks and rotating with the others. His strength begins to fail toward the end of this leg of the journey.
3rd CON save: 10.
.
Informants-18
Watchers-13
Searchers-13
Cainneach notes the lad is just curious but he does recall that he tended to talk extremely freely....Cainneach is unsure whether he will mention the barge though with Famhs glamour at work its unlikely he will remember anyones true face...either way he returns Thatchs greeting then soon loses interest.
As the day wore on and shifts were swapped rowing, poling and sculling almost everyones muscles were aching. They arrived at Karrickbridge after sundown and took the sign that there was no one waiting at the dock to be a good one.
The market has closed for the day though the smithy and stables are still operating, away from the river and road is Lord Karicks manor set on an old motte and bailey just outside the market town. Fergus keeps an eye out and is well served as he notes Sir Beorn and two of his men stationed a little way off the road, Fergus recognises the two ponies the men ride as being those that bore himself and Sir Almeric from Clyster.
Ori is still bearing his ' tired '' friend over his shoulder.
Fergus with Cainneach and Thatchs help works his way towards the stables but glancing within there are only a few beasts present and purloining them will need to be done much, much later if at all....
Three more of Beorns men marched into town from the west looking haggard, " No sign of them at Gullys or Trefell....they probably died in the Dell."
Beorn chewed on his beard, " Most likely....but if there was another reason they didn't meet us...thieving buggers. Capellers were always too close to the Taáshim for my taste, too much talking not enough butchery...."
" And half his retinue more gangrel than civilised."
" We'll head towards Gorham just in case. Wait for the rest here then march on and join us...."
Knowing that they are ahorse they can move much faster than you....however they'll likely have to go all the way to Candleford before turning toward Aldreds Seat at Gorham Castle.
On foot you can skirt Jewelspider Wood to Venforth Abbey and Newham Ley and ford the stream near Wufulston and onto Market Cross....
its going to be hard going....
( The third day will consist of walking at night near the ancient oaks and darkling shadows of Jewelspider Woods, then a brief spell in the worked fields and pastures around the Abbey and Newham Ley, cross country over the wet and boggy Oster Moor then back to the road near Wudulston/Market Cross.
Feel free to make a few skill checks along with spell use etc. and we'll see how it pans out.)
Jewelspider- 30
Oster Moor- 55
With no need to use her magic on the road now that Beorn is already ahead of us, Famh has some time free when she is not needed to disguise the group with her magic. She confers with Cainneach as to the quickest and safest paths to take, sharing whatever she may have picked up about this area in her wanderings.
=========================
Nature 14
Survival 10
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
---RETIRED HEROES' REST HOME---
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 , Sea of Death: Captain Hailstorm's Lost Treasure
Ryshraxea "Shra" Naranthi - tabaxi artificer 1, Nyx's Tomb of Annihilation - Group 1
Almeric is not an Outdoorsman and is ready to fight any wild creatures that might attack them from Jewelspider. Otherwise he will share the load with Ori.
Survival = 7, Nature = 8
Cainneach feels an unusual weariness from the exertions on the river. Not having spent much time on the open water, his muscles used for poling and rowing were not particularly well-developed, despite his decent level of overall fitness. Coupled with his injuries, the lack of sleep, and the sneaking about the town with Thatch and Fergus, he's starting to feel the effects of fatigue and is not at the top of his game. Cainneach is also disappointed to have been unable to obtain a horse, but is thankful to return to the trail. He will do his best to work with Famh and the others to keep them on the right path and alert to any dangers.
Nature 8 (first valid roll was 8)
Survival 9 (first valid roll was 9)
Passive WIS (Perception) 20
(I have no idea why they're showing as unable to parse again, they were displayed after I corrected the syntax. Sigh.)
Active - Player: Sleeping Gods ---- Complete - Player: Masquerade, Teleportation Machine ---- Complete - DM: Extradimensional Spaces
Come join the Worlds of Pphost, a new and growing PbP community! Adventures are currently running in the world of Haven or do some role-playing!
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(I had to edit the previous post since I typed in the formula w/disadvantage incorrectly. Clearly the result was not improved!)
Cainneach is also concerned by the fact Beorn and his men seem to be at least keeping up with them for the moment.
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Come join the Worlds of Pphost, a new and growing PbP community! Adventures are currently running in the world of Haven or do some role-playing!
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Fergus struggles to keep up with the group as his city upbringings finally catch up to him. He tries to keep an eye out for dangers as they pass near wood and bog but tiredness and anxiety from seeing Sir Beorn and his men occupy and consume his thoughts.
Having been used to long periods of travel during her times in the forest, Tana appears to be keeping up well in the trek. She also attempts to assist with tracking a path in addition to collect more herbs for future medical uses.
(Nature: 0 | Survival: 10 | Medicine: 10)
Noire Havensong | Harengon Archfey Warlock 6/Lore Bard 4 | Westmarch - Guild of the Phoenix (Discord)
Tanatari Crelieu | Kalashtar Druid 2 | Damian_May's Sleeping Gods
Jynx Starrkeep | Changling GOO Warlock 2 | Astien's Tyranny of Dragons
DM | Eberron Eternal (Discord)