(doing fine personally, thanks, just a little distracted this wk with family stuff for American Thanksgiving*. Don't need rolls from everyone unless you want to do something individually, but as Erolith has said he'll take point and you've been trying to move stealthily and alertly I'll need PER and Stealth for the group from him. I think you can dispense with the Nature roll unless you want to look for something specific ... when you've seen one reed you've seen 'em all LOL)
*since Canadian Thanksgiving is in October, a lot of us on the northern US border have gotten in the habit of just automatically specifying which even in other contexts
Straining his ears, Erolith is able to hear not only the lizards' approach, but occasional faint splashes and the gurgle of mud as if something were approaching from the south on the landward side. It's hard to tell, since everyone seems to be a little weary and are making more rustling and crackling with their footsteps in spite of your best efforts to be stealthy; but it seems like the sounds are coming from somewhere south of the clearing you've just left, and are heading towards the river on a course that should bring them to its banks somewhere in its near vicinity. There don't seem to be any sounds at all coming from the clearing you are headed towards. At this point you think you're about halfway there, and one more spurt(OOC: e.g. one more PER and Stealth roll) should put you on the edge of the clearing just before you would become apparent to anything that might be there.
The ground seems a little moister than it was in the first part of the path, though it is far from boggy. It is much easier to move quietly as dry crackling reeds become less frequent and stretches of soft grasses more common. Thus, you are able to make your way to the edge of the inland clearing without alerting anything.
You are just at the top curve of a C- shaped bend in the path, at the last point you feel certain you are completely hidden from all points within the clearing you are approaching. You are about forty feet from where the path enters the clearing, and peering ahead around the curve Erolith can see that this goes back about a hundred or 150 feet from that point. He has a roughly cone-shaped view all the way to the back of the clearing, but it widens out beyond his sight on either side. About halfway back into the clearing, he sees the northwest corner of a rough wooden stockade or corral made of spruce logs as a protection against damp and rot. There are equally rough wooden gates midway in the western side; but no creatures are visible there or in any other part of the clearing that Erolith can see. From the other side of the clearing, to the left, he can hear water trickling.
“The clearing is empty from my vantage point. There is fencing up implying that something is meant to be corralled. I wonder if it has anything to do with those giant lizards.”
”No sound can be heard other than dripping water. I’ll move around the outskirts of the clearing to get a better look. Keep an eye on my back for me.”
”No offense meant,” as Erolith winks towards the Black Rose.
"Why do I feel like I'm walking into a trap?" Tarton whispers mostly to himself before looking behind him. Seeing nothing unusual, he turns around and follows Erolith.
-------------------------------------------- Perception check: 8 - I assume he doesn't see anything with such a low roll.
Glancing behind him, Tarton indeed sees naught but the waving reeds.
As you carefully make your way into the clearing, sticking close to the perimeter of the reeds, the first thing you see is three smaller wooden pens behind the stockade to your right. Each of these holds two giant lizards, each muzzled with a simple harness of leather straps and tethered by one hind leg to the log posts which form the corners of the pen. In each pen the lizards are tethered cattycorner across from each other, to the northwestern and the southeastern post. The south wind that concealed your scent from the wild lizards is still mostly carrying it straight north rather than east of you where the lizards are, but the nearest one must have caught some hint of a strange scent on a swirl of breeze. It is stirring about irritably and trying to turn in your general direction, though it doesn't seem to have pinpointed you yet. (all please make another PER roll, DC 16) On the other side, to your left, you can now see what is causing the sound of water. There is a small pond or large pool there, and a little stream of water escapes it and trickles away southwest through the tall grasses and reeds to join the Athynnvyr River somewhere between here and the first clearing you passed through. A spring gurgles out of a small tumulus of half-rotted stone which rises out of a spit of land and feeds the pool, and a bundle of brushwood is laid across the streamlet for a bridge -- you're not sure why, since it would be just as easy to wade it or go around the head of the pool. You don't think the stream is more than a few inches deep. The long grasses and reeds come down to its banks as it leaves the clearing, arching over to create a small tunnel-like opening in the green (perhaps four feet high, perhaps five) whose twists and windings prevent you seeing down it much farther than that. At least, though, you hear nothing from that direction but flowing water.
As Erolith listens over the sound of stirring grasses and tinkling stream, he thinks he hears the faint noises he detected before. They seem now to be slightly less wet-sounding; and putting that together with the direction they are coming from, he'd guess that whatever made the sounds is just entering the clearing you recently left -- perhaps towards its middle or even southern end, but he can't be sure as to that.
Tarton says quietly, "Well, isn't that interesting. We came all this way and the campsite's already occupied, probably by those we were trying to avoid." He then tries to hide behind Erolith.
Stealth: 20
------------------------------------------------ So glad I got in on this campaign, having blast with all of you.
Erolith shares quietly to the group, “Someone or something has a herd of giant lizards corralled in pens to the right. Not sure if they would be friend or for but perhaps we should steer clear for the time being. I’d like to head left towards the opposite end of the clearing and check out a sound I keep detecting. Can someone keep watch towards the lizard pens?”
With a nod of understanding, The Black Rose readied himself to follow Gwrgi
While waiting for someone to lead the next part of the journey, Tarton hides a pebble in the pack of each person.
Slight of Hand in log: 13
-----------------------------------
Hope you are doing well, OisinMacCameron. If you want individual rolls per person, I can add those.
(doing fine personally, thanks, just a little distracted this wk with family stuff for American Thanksgiving*. Don't need rolls from everyone unless you want to do something individually, but as Erolith has said he'll take point and you've been trying to move stealthily and alertly I'll need PER and Stealth for the group from him. I think you can dispense with the Nature roll unless you want to look for something specific ... when you've seen one reed you've seen 'em all LOL)
*since Canadian Thanksgiving is in October, a lot of us on the northern US border have gotten in the habit of just automatically specifying which even in other contexts
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
PER = 21
Stealth = 8
Happy belated Turkey Day!
Straining his ears, Erolith is able to hear not only the lizards' approach, but occasional faint splashes and the gurgle of mud as if something were approaching from the south on the landward side. It's hard to tell, since everyone seems to be a little weary and are making more rustling and crackling with their footsteps in spite of your best efforts to be stealthy; but it seems like the sounds are coming from somewhere south of the clearing you've just left, and are heading towards the river on a course that should bring them to its banks somewhere in its near vicinity. There don't seem to be any sounds at all coming from the clearing you are headed towards. At this point you think you're about halfway there, and one more spurt(OOC: e.g. one more PER and Stealth roll) should put you on the edge of the clearing just before you would become apparent to anything that might be there.
=======
(and the same to you all!)
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
“Stay alert, lads. There is apparently something or someone else out there,” Erolith whispers to the party.”
Perception = 13
Stealth = 26
"Good. Perhaps the evening will be more enjoyable than I anticipated."
Tarton draws a dagger from beneath his cloak preparing for the worst but doesn't say a word.
The Black Rose takes out his quarterstaff and whispers, "You may come to regret saying that later."
The ground seems a little moister than it was in the first part of the path, though it is far from boggy. It is much easier to move quietly as dry crackling reeds become less frequent and stretches of soft grasses more common. Thus, you are able to make your way to the edge of the inland clearing without alerting anything.
You are just at the top curve of a C- shaped bend in the path, at the last point you feel certain you are completely hidden from all points within the clearing you are approaching. You are about forty feet from where the path enters the clearing, and peering ahead around the curve Erolith can see that this goes back about a hundred or 150 feet from that point. He has a roughly cone-shaped view all the way to the back of the clearing, but it widens out beyond his sight on either side. About halfway back into the clearing, he sees the northwest corner of a rough wooden stockade or corral made of spruce logs as a protection against damp and rot. There are equally rough wooden gates midway in the western side; but no creatures are visible there or in any other part of the clearing that Erolith can see. From the other side of the clearing, to the left, he can hear water trickling.
=========
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
"What do you see?" Tarton asks Erolith while trying to look around him as they slow for a moment.
“The clearing is empty from my vantage point. There is fencing up implying that something is meant to be corralled. I wonder if it has anything to do with those giant lizards.”
”No sound can be heard other than dripping water. I’ll move around the outskirts of the clearing to get a better look. Keep an eye on my back for me.”
”No offense meant,” as Erolith winks towards the Black Rose.
_____
Perception = 15
Stealth = 11
"Why do I feel like I'm walking into a trap?" Tarton whispers mostly to himself before looking behind him. Seeing nothing unusual, he turns around and follows Erolith.
--------------------------------------------
Perception check: 8 - I assume he doesn't see anything with such a low roll.
Glancing behind him, Tarton indeed sees naught but the waving reeds.
As you carefully make your way into the clearing, sticking close to the perimeter of the reeds, the first thing you see is three smaller wooden pens behind the stockade to your right. Each of these holds two giant lizards, each muzzled with a simple harness of leather straps and tethered by one hind leg to the log posts which form the corners of the pen. In each pen the lizards are tethered cattycorner across from each other, to the northwestern and the southeastern post. The south wind that concealed your scent from the wild lizards is still mostly carrying it straight north rather than east of you where the lizards are, but the nearest one must have caught some hint of a strange scent on a swirl of breeze. It is stirring about irritably and trying to turn in your general direction, though it doesn't seem to have pinpointed you yet. (all please make another PER roll, DC 16) On the other side, to your left, you can now see what is causing the sound of water. There is a small pond or large pool there, and a little stream of water escapes it and trickles away southwest through the tall grasses and reeds to join the Athynnvyr River somewhere between here and the first clearing you passed through. A spring gurgles out of a small tumulus of half-rotted stone which rises out of a spit of land and feeds the pool, and a bundle of brushwood is laid across the streamlet for a bridge -- you're not sure why, since it would be just as easy to wade it or go around the head of the pool. You don't think the stream is more than a few inches deep. The long grasses and reeds come down to its banks as it leaves the clearing, arching over to create a small tunnel-like opening in the green (perhaps four feet high, perhaps five) whose twists and windings prevent you seeing down it much farther than that. At least, though, you hear nothing from that direction but flowing water.
As Erolith listens over the sound of stirring grasses and tinkling stream, he thinks he hears the faint noises he detected before. They seem now to be slightly less wet-sounding; and putting that together with the direction they are coming from, he'd guess that whatever made the sounds is just entering the clearing you recently left -- perhaps towards its middle or even southern end, but he can't be sure as to that.
=============
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
Artifex just found a pretty pebble, and is fully focused on it sitting in Their palm as It moves with the group.
------------------------------------------------------------------------------------------------
Per: 3
This is so fitting cause I'm stoned rn. I'll read it tomorrow but just wanted to say playing with you guys is already awesome
"None taken," The Black Rose responded With a smile as he focused his senses on the environment.
———————-
Perception check: 17
I'm also having a lot of fun playing with you all! :D
Tarton says quietly, "Well, isn't that interesting. We came all this way and the campsite's already occupied, probably by those we were trying to avoid." He then tries to hide behind Erolith.
Stealth: 20
------------------------------------------------
So glad I got in on this campaign, having blast with all of you.
Erolith shares quietly to the group, “Someone or something has a herd of giant lizards corralled in pens to the right. Not sure if they would be friend or for but perhaps we should steer clear for the time being. I’d like to head left towards the opposite end of the clearing and check out a sound I keep detecting. Can someone keep watch towards the lizard pens?”
Perception = 10
Stealth = 20
Is this game still accepting players?
(sure is! I'm also working on the final touches for the recruitment thread for an intertwined storyline in the same world. Stay tuned!)
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