(How long, roughly, would it take for the caravan to arrive? We maybe able to take a short rest, get there, find a safe place near the edge of town to get a long rest, then push on after. Valen also has Light as an innate ability)
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
"It doesn't seem that we'll reach town before nightfall. We'll want to make camp off the road when nightfall approaches." Dahme'dre is perfectly willing to rough it. She didn't sign on expecting to be carried around in a palonquine. "If we find food and water to save rations I can insure we don't contract any poison or disease."
"I've got water covered, so long as we don't run into too much trouble. I have no issue with a rest overnight, so long as we stay clear of The Guard and get to our destination quickly." (Did our former-patron say how long the trip was?)
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
"We should march until we get to the city. The wilderness is much more dangerous."
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Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Erdan will say "If we need to stop for a quick rest, how about we do this. We walk until just before dusk. Rest for an hour, then move on during the night. Does that work?"
"If we're going to travel in the dark, I'd sooner have it done than delay" Dahme'dre replies.
"When traveling in the lawless lands they say, 'Lesson one - You never go anywhere alone, unless you've got no choice. And lesson two - Only travel during daylight, unless you've got no choice.'"
(( Going to move this along, as I think we're as close to consensus as we're going to get. ))
The Party, moves out and travelling light soon overtakes the caravan with its vigilant guards. The rapid walking pace you maintain leaves them behind, and as the road bends around a copse of trees, they disappear from sight.
You are able to move quickly. The road has degraded in places, but is still far superior to even the most well-trodden forest path or wagon-trail. There are virtually no other travelers on the road, and those that you pass seem inclined to give you a wide birth. At several points, you pass wagon tracks or hoof prints in the mud, fresh enough to suggest travelers coming the opposite direction left the road to avoid encountering your group.
As the sun begins to dip you once again spot the haze of wood smoke in your direction of travel, marking out the town ahead. The shadows lengthen, and the wind turns colder, chilling those of you not accustomed to the cold and providing some discomfort even to Kuori's indomitable constitution.
Soon, true night falls with the stars above the only illumination. Your best guess, based on the smoke and the advice of the caravan guards is that about three hours travel at your current pace separates you from the gates of the town. Longer, if those of you without innate night-vision are forced to stumble in the dark without light of any kind. What do you do?
(( Please be as descriptive as possible here guys. ))
This post has potentially manipulated dice roll results.
Erdan will go in front. If people are using torches, he will try to stay out of the torchlight (50ish feet ahead). He will keep a lookout with his darkvision, to alert the party to danger.
The gambeson under Valen's mail provided respectable protection from the elements, but his cloak was the true saving grace. Speaking a prayer at nightfall, the holy symbol emblazoned on his shiel illuminated and shined a path over the road before them. To keep from creating a total beacon, Valen pulled his cloak around the shield to narrow the beam of light. With shield held tight against his chest and a hand close to the hilt of his sword, Valen was essentially a walking, shaded lantern. He would follow behind those with better eyes than him, keeping them in view, but keeping the light close to the ground as necessary.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Dahme'dre, blind beyond the light cast by Valen's Shield stays near him. Whenever Erdan is within reach she grants him Guidance as the only member of the party who can see well at this late hour
Kuori continues to trudge along, straining her eyes to see through the dark. She follows behind Valen, letting his light lead her.
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Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
You move ahead, Erdan walking with keen eyes open just beyond the far reaches of Valen's light spell. The rest of you move behind Valen, allowing the light he casts to illuminate the road under your feet. The sounds of night play around you, the soft flap of a bat's wings high above and the gentle hum of insects providing a counterpoint to the fall of your footsteps.
The first hour and a half of your journey passes without incident, your steady pace eating up the leagues to your destination one after another. The monotony of it begins to dull the senses, even the danger of the road growing seeming to fade as minute after minute passes without anything of note materializing.
Erdan, you initially look right past it before your eyes snap back. Even to your darkvision, the short tower standing off the road is nearly invisible against the darkness. Two floors of grey stone rise out of the forest on your left, perhaps fifty feet beyond the road's outermost flagstones. For a moment, you believe you spy the faintest light from one of the uppermost windows, but it could be a trick of your eyes.
Dahme'dre admires the bats superior awareness. Their movements, quick and agile. They fly between branches, through narrow passages, seeing beyond the limits of vision. She smiles, seeing a glimpse of the future, as though she too could see farther.
Yet she is unaware of the possible danger. Truly looking into her future could be a very small picture.
Erdan will stop and head back to the group. Once he gets into the light, he will motion for them to stop. When he gets close, he will whisper,
"Hide the light. There is a short tower ahead to our left. It's about 50 ft from the edge of the road. I can't be certain, but I thought I saw a light on the top floor. We should be cautious for this stretch."
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(How long, roughly, would it take for the caravan to arrive? We maybe able to take a short rest, get there, find a safe place near the edge of town to get a long rest, then push on after. Valen also has Light as an innate ability)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
(I agree, we should push forward. Erdan has darkvision, which should help.)
"It doesn't seem that we'll reach town before nightfall. We'll want to make camp off the road when nightfall approaches." Dahme'dre is perfectly willing to rough it. She didn't sign on expecting to be carried around in a palonquine. "If we find food and water to save rations I can insure we don't contract any poison or disease."
Extended Signature
"I've got water covered, so long as we don't run into too much trouble. I have no issue with a rest overnight, so long as we stay clear of The Guard and get to our destination quickly." (Did our former-patron say how long the trip was?)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
"We should march until we get to the city. The wilderness is much more dangerous."
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
"We have been through much. A rest would be prudent." Aio says softly to the group.
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
"Sounds like we'll be pushing through in the dark..."
Extended Signature
(( So, do you press on and if so how far? ))
(3 to 2 vote to move on to the city and find a place to rest there. Headed to bed myself.)
Extended Signature
Erdan will say "If we need to stop for a quick rest, how about we do this. We walk until just before dusk. Rest for an hour, then move on during the night. Does that work?"
"If we're going to travel in the dark, I'd sooner have it done than delay" Dahme'dre replies.
"When traveling in the lawless lands they say, 'Lesson one - You never go anywhere alone, unless you've got no choice. And lesson two - Only travel during daylight, unless you've got no choice.'"
Extended Signature
(( Going to move this along, as I think we're as close to consensus as we're going to get. ))
The Party, moves out and travelling light soon overtakes the caravan with its vigilant guards. The rapid walking pace you maintain leaves them behind, and as the road bends around a copse of trees, they disappear from sight.
You are able to move quickly. The road has degraded in places, but is still far superior to even the most well-trodden forest path or wagon-trail. There are virtually no other travelers on the road, and those that you pass seem inclined to give you a wide birth. At several points, you pass wagon tracks or hoof prints in the mud, fresh enough to suggest travelers coming the opposite direction left the road to avoid encountering your group.
As the sun begins to dip you once again spot the haze of wood smoke in your direction of travel, marking out the town ahead. The shadows lengthen, and the wind turns colder, chilling those of you not accustomed to the cold and providing some discomfort even to Kuori's indomitable constitution.
Soon, true night falls with the stars above the only illumination. Your best guess, based on the smoke and the advice of the caravan guards is that about three hours travel at your current pace separates you from the gates of the town. Longer, if those of you without innate night-vision are forced to stumble in the dark without light of any kind. What do you do?
(( Please be as descriptive as possible here guys. ))
Aio focused on her breathing to keep from being too frustrated that they had to travel in the darkness.
Feathers for brains, that's what these folks have. Can't see a stitch in this pitch. We should have camped earlier.
"Camp now?" Aio asked softly.
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
Erdan will go in front. If people are using torches, he will try to stay out of the torchlight (50ish feet ahead). He will keep a lookout with his darkvision, to alert the party to danger.
perception? 4
Edit: guidance roll 4
The gambeson under Valen's mail provided respectable protection from the elements, but his cloak was the true saving grace. Speaking a prayer at nightfall, the holy symbol emblazoned on his shiel illuminated and shined a path over the road before them. To keep from creating a total beacon, Valen pulled his cloak around the shield to narrow the beam of light. With shield held tight against his chest and a hand close to the hilt of his sword, Valen was essentially a walking, shaded lantern. He would follow behind those with better eyes than him, keeping them in view, but keeping the light close to the ground as necessary.
(Innate Aasimar ability: Light)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Dahme'dre, blind beyond the light cast by Valen's Shield stays near him. Whenever Erdan is within reach she grants him Guidance as the only member of the party who can see well at this late hour
Extended Signature
"Aesthara will guide us."
Kuori continues to trudge along, straining her eyes to see through the dark. She follows behind Valen, letting his light lead her.
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
You move ahead, Erdan walking with keen eyes open just beyond the far reaches of Valen's light spell. The rest of you move behind Valen, allowing the light he casts to illuminate the road under your feet. The sounds of night play around you, the soft flap of a bat's wings high above and the gentle hum of insects providing a counterpoint to the fall of your footsteps.
The first hour and a half of your journey passes without incident, your steady pace eating up the leagues to your destination one after another. The monotony of it begins to dull the senses, even the danger of the road growing seeming to fade as minute after minute passes without anything of note materializing.
Erdan, you initially look right past it before your eyes snap back. Even to your darkvision, the short tower standing off the road is nearly invisible against the darkness. Two floors of grey stone rise out of the forest on your left, perhaps fifty feet beyond the road's outermost flagstones. For a moment, you believe you spy the faintest light from one of the uppermost windows, but it could be a trick of your eyes.
Dahme'dre admires the bats superior awareness. Their movements, quick and agile. They fly between branches, through narrow passages, seeing beyond the limits of vision. She smiles, seeing a glimpse of the future, as though she too could see farther.
Yet she is unaware of the possible danger. Truly looking into her future could be a very small picture.
Extended Signature
Erdan will stop and head back to the group. Once he gets into the light, he will motion for them to stop. When he gets close, he will whisper,
"Hide the light. There is a short tower ahead to our left. It's about 50 ft from the edge of the road. I can't be certain, but I thought I saw a light on the top floor. We should be cautious for this stretch."