As Ember comes proudly carrying the jar of flour, Thurodim simply shakes his head, seeming worried for her. The witchcraft was already starting to get to the little one's head, now she was about to bake a cake when all they should do was to find Bart the farmer and dabbler in the dark arts.
As soon as everyone is ready to head out, Thurodim leads the way, trying to lead the companions to the river.
Finding the river isn’t especially difficult. Once outside the house, you can see it through the rain some 70-80 yards away north. Walking over there takes just enough time for the four of you to get properly soaked (unless you have something to cover yourself with).
As you reach the river bank, it’s a beautiful little space that someone could enjoy on a less rainy day. There is a steep drop of about 15 feet before reaching the water level. The current seems to be heading east towards town at a moderately fast pace. However, you see that some parts of the river may have gotten out of its bed as there is water flooding over parts of the ground. The water is about shin-high.
This post has potentially manipulated dice roll results.
Not particularly disturbed by the pouring rain himself, the massive blonde bearded warrior gives Ember a troubled look as he steps out into the rain, offering her to ride on his back again while covering herself from the rain best she can. He then sets out out for the river with the others in tow.
As the companions reach the river, the soaking wet Thurodim uses his knowledge of terrain to decide where to look for that cave entrance.
Ember summons the smoky, spectral hand to hover overhead in a fruitless attempt to shield herself and Aggie from the rain. She follows the group along, clutching her jar of flour tightly against her chest, and gladly accepts Big Man's offer of a piggyback ride. When they come close to the river, however, she slides down and keeps her distance, raindrops dripping from her lashes as she watches the water with narrowed eyes.
As the search for the cave begins, Ember and Aggie both try to recall any plants that grow in the vicinity of caves. "Maybe, uuumm... we could look for... mushrooms?" she calls over the deluge. "Those grow in caves, right?"
((Rolled two 3s on a Nature check for a grand total of SIX -_- need to cleanse the roller with sage))
[Sound of Cork Popping] stretches lazily in the gloomy morning light. He spends a full ten minutes preening, brushing his beak along his feathers until they gleam, before going back to his trunk, changing into his leathers, and preparing to depart with the others.
Striding out into the maelstrom, there is only so much that water-proofing oneself can accomplish. He is quickly just as drenched and miserable as the others. His bare feet aren't the best at wading through mud, and he pauses with each step to lift his foot and shake off clinging debris between his scaly toes.
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
Ozyre follows Ember's lead in looking for fungi. "Yeah, mushrooms tend to grow in caves. Well, caves and athletes. Mostly caves. Now, where could they be?" He starts to scan the area for toadstool, portobellos, or any other delectable/dangerous non-plants.
You start looking around the woods near the river for signs of the entrance of the cavern. The trees and foliage provide some shelter from the rain but the ground is drenched and muddy, and you feel your feet sink in the dirt in some part.
As you continue your search, you don’t find any traces of mushrooms yet. However, you do notice a strange phenomenon. There is point where the river seems to "bend" or "flow around" an unseen obstacle, leaving that part of the river bank unflooded. It’s almost as if an invisible force was redirecting the current to protect something.
(Those that want to approach the woods’ edge can roll an investigation check, as well as a dexterity saving throw)
This post has potentially manipulated dice roll results.
"Witchcraft."The massive and currently quite drenched blonde bearded warrior mutters as he watches the unnatural phenomenon ahead. He then warily approaches the woods' edge after helping the little one down on the muddy ground.
Investigation: 19 Dex save: 20 Another roll if Danger sense applies: 21
[Obviously unaware of the results of Thurodim's excellent rolls...]
[Sound of Cork Popping] draws his longsword from its sheath, holding it out in front of him with two hands. He slowly approaches the strange anomaly alongside Thurodim, squinting into the rain and gloom for a hint as to what is causing this strange diversion of the groundwater.
Investigation: 5
DEX: 6
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
"A phenomenon," Ember whispers about the strange bend. "Could that be the fracture?Should I throw a rock at it?" She reaches down to fish around in the mud for a rock.
Ozyre approaches the gap in the river along with the others. "Be careful, everybody. We're dealing with a phenomenon here. Not just an incident, and not a mere occurrence, but a phenomenon. I hope I don't have to spell out what that means, but I will anyways. P, H, E, N, O, M, E, N, O, N.
"That is to say, we shouldn't throw any more than three rocks at it. But we should throw at least one rock at it. For science."
This post has potentially manipulated dice roll results.
Ozyre and [Sound of Cork Popping] start looking for a potential cause to the anomaly. They look on the other side of the river and over to each side of the current. Unfortunately, they don’t seem to find any clues.
Thurodim, and Ember by extension, who’s sitting on top of his shoulders, look over the situation until their gaze turns down under them. Buried in the side of the slope the party is standing on top of, they see an opening, about 10 feet wide and 8 feet tall. What’s peculiar though is that, unlike natural caves that you may have seen in the past, this one looks strangely…unnatural. There are remains of what looks like an archway at the top of the opening and the sides, though deteriorated by time, look to have been carved out into columns.
Before you have the time to notice or do much else, you sense your feet begin to sink into the ground even deeper. Then suddenly, there is a shift, followed by a crack sound as the wet ground begins to fall from under your feet. Thurodim, with Ember on his shoulder, manages to move out of the way, with an almost uncanny reaction time. The little wizard, clings to the giant barbarian hard enough to not fall of of her perch. Ozyre is also able to jump out of the way before falling into the sinkhole. However, [Sound of Cork Popping]’s avian feet get stuck in the muddy dirt and he falls into the hole. His fall is somewhat cushioned by dirt and debris, taking 4 bludgeoning damage.
Down in the hole, once everything returns to a semblance of normality, [Sound of Cork Popping] finds himself in a dark corridor, once side going deeper into darkness, the other, opening into the aforementioned entrance.
"Cork!" Ember shouts as she scrambles to crouch at the edge of the sinkhole. "Cork--Cork, are you okay?" she asks and peers down.
Once she's sure he's alright, the wizard looks back at Ozyre and says, "I think he did it for science." Lips twisting to one side in thought, she, after a beat, launches herself down the hole as well, heading straight for [Sound of Cork Popping]. "For sccieennccee!"
This post has potentially manipulated dice roll results.
The massive blonde bearded warrior reaches out to catch the birdman as the ground opens up under them, then relieved that [Sound of Cork Popping] seems to be alright down below. As the little one follows down, so does Thurodim, trying to make sure he doesn't land on any of the others.
"Well, I suppose this is what we're doing. Who am I to argue?" Ozyre jumps down into the hole, along with the rest of the party. Once down there, he'll try to find a spot that's sheltered enough from the rain for him to take a torch and his tinderbox out of his backpack and get a fire going.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
[Sound of Cork Popping] lies still for a moment, in something like a seated position at the bottom of the hole. He looks down, his beak agape at his knees. They now appear to be the terminal point of his legs. Reaching into the wet mud around him, he finds and pulls free his feet, flexing them before rising unsteadily to his feet. He is still searching through the mud for his longsword as the other's jump down.
He gives a shaky thumbs up to confirm he is [mostly] unharmed.
The he looks down the dark passage, looks at the others, then raises up his longsword again in two hands. When he opens his beak, it is the voice of mighty Thurodim that emerges, with a question: "Ready?"
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
This post has potentially manipulated dice roll results.
The quite wet and massive blonde bearded warrior nods to the sound of his own voice, finding it slightly unsettling to hear himself from the birdman. Thurodim then steps into the dark corridor and lights a torch, holding it out before him as he cautiosly moves deeper into the hidden passage.
"Bright or normal?" Ember whispers of Ozyre and Thurodim's torch flames, offering to make them brighter or dimmer as she hugs the jar of flour tighter. Aggie hops down to sit on the lid, his ears perked towards the darkness beyond. As the torch lights the walls of the corridor, the wizard looks around for any runes or identifying marks that might indicate what these ruins are--or rather, were.
As the party gathers around the torchlight (20 feet of bright and 20 feet of dim) in the dark corridor, they begin their descent further into the darkness and the unknown. The silence surrounding them is only disturbed by the crackling of the torch’s flame and the echo of the party’s footsteps. The air is cold and stagnant, as if this place has been abandoned for quite some time.
Ember, as you walk with the others, you manage to identify something in these ruins. Despite their advance state of disrepair, some walls are ornate with remnants of strange symbols. Whether it is a language or a cypher or something else, you don’t rightfully know. It’s unlike anything you’ve ever seen. The disrepair makes it near impossible to get a better idea of the nature of these symbols.
After a solid minute or two, you see up ahead that the corridor opens up in a larger room with an Ember’s knee-high stone podium in the middle.
This post has potentially manipulated dice roll results.
Entering the larger chamber, the massive blonde bearded warrior stops and sniffs the air for witchery before warily stepping closer to the stone podium, looking around for traces of Bart the dabbler in forbidden magic.
Perception: 17 Survival: 20
Rollback Post to RevisionRollBack
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As Ember comes proudly carrying the jar of flour, Thurodim simply shakes his head, seeming worried for her. The witchcraft was already starting to get to the little one's head, now she was about to bake a cake when all they should do was to find Bart the farmer and dabbler in the dark arts.
As soon as everyone is ready to head out, Thurodim leads the way, trying to lead the companions to the river.
Perception: 3
Survival: 8
Finding the river isn’t especially difficult. Once outside the house, you can see it through the rain some 70-80 yards away north. Walking over there takes just enough time for the four of you to get properly soaked (unless you have something to cover yourself with).
As you reach the river bank, it’s a beautiful little space that someone could enjoy on a less rainy day. There is a steep drop of about 15 feet before reaching the water level. The current seems to be heading east towards town at a moderately fast pace. However, you see that some parts of the river may have gotten out of its bed as there is water flooding over parts of the ground. The water is about shin-high.
Not particularly disturbed by the pouring rain himself, the massive blonde bearded warrior gives Ember a troubled look as he steps out into the rain, offering her to ride on his back again while covering herself from the rain best she can. He then sets out out for the river with the others in tow.
As the companions reach the river, the soaking wet Thurodim uses his knowledge of terrain to decide where to look for that cave entrance.
Perception: 19
Survival: 8
Ember summons the smoky, spectral hand to hover overhead in a fruitless attempt to shield herself and Aggie from the rain. She follows the group along, clutching her jar of flour tightly against her chest, and gladly accepts Big Man's offer of a piggyback ride. When they come close to the river, however, she slides down and keeps her distance, raindrops dripping from her lashes as she watches the water with narrowed eyes.
As the search for the cave begins, Ember and Aggie both try to recall any plants that grow in the vicinity of caves. "Maybe, uuumm... we could look for... mushrooms?" she calls over the deluge. "Those grow in caves, right?"
((Rolled two 3s on a Nature check for a grand total of SIX -_- need to cleanse the roller with sage))
[Sound of Cork Popping] stretches lazily in the gloomy morning light. He spends a full ten minutes preening, brushing his beak along his feathers until they gleam, before going back to his trunk, changing into his leathers, and preparing to depart with the others.
Striding out into the maelstrom, there is only so much that water-proofing oneself can accomplish. He is quickly just as drenched and miserable as the others. His bare feet aren't the best at wading through mud, and he pauses with each step to lift his foot and shake off clinging debris between his scaly toes.
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
Ozyre follows Ember's lead in looking for fungi. "Yeah, mushrooms tend to grow in caves. Well, caves and athletes. Mostly caves. Now, where could they be?" He starts to scan the area for toadstool, portobellos, or any other delectable/dangerous non-plants.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
You start looking around the woods near the river for signs of the entrance of the cavern. The trees and foliage provide some shelter from the rain but the ground is drenched and muddy, and you feel your feet sink in the dirt in some part.
As you continue your search, you don’t find any traces of mushrooms yet. However, you do notice a strange phenomenon. There is point where the river seems to "bend" or "flow around" an unseen obstacle, leaving that part of the river bank unflooded. It’s almost as if an invisible force was redirecting the current to protect something.
(Those that want to approach the woods’ edge can roll an investigation check, as well as a dexterity saving throw)
"Witchcraft." The massive and currently quite drenched blonde bearded warrior mutters as he watches the unnatural phenomenon ahead.
He then warily approaches the woods' edge after helping the little one down on the muddy ground.
Investigation: 19
Dex save: 20 Another roll if Danger sense applies: 21
[Obviously unaware of the results of Thurodim's excellent rolls...]
[Sound of Cork Popping] draws his longsword from its sheath, holding it out in front of him with two hands. He slowly approaches the strange anomaly alongside Thurodim, squinting into the rain and gloom for a hint as to what is causing this strange diversion of the groundwater.
Investigation: 5
DEX: 6
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
"A phenomenon," Ember whispers about the strange bend. "Could that be the fracture? Should I throw a rock at it?" She reaches down to fish around in the mud for a rock.
Investigation: 15
DEX Save: 20
Ozyre approaches the gap in the river along with the others. "Be careful, everybody. We're dealing with a phenomenon here. Not just an incident, and not a mere occurrence, but a phenomenon. I hope I don't have to spell out what that means, but I will anyways. P, H, E, N, O, M, E, N, O, N.
"That is to say, we shouldn't throw any more than three rocks at it. But we should throw at least one rock at it. For science."
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Ozyre and [Sound of Cork Popping] start looking for a potential cause to the anomaly. They look on the other side of the river and over to each side of the current. Unfortunately, they don’t seem to find any clues.
Thurodim, and Ember by extension, who’s sitting on top of his shoulders, look over the situation until their gaze turns down under them. Buried in the side of the slope the party is standing on top of, they see an opening, about 10 feet wide and 8 feet tall. What’s peculiar though is that, unlike natural caves that you may have seen in the past, this one looks strangely…unnatural. There are remains of what looks like an archway at the top of the opening and the sides, though deteriorated by time, look to have been carved out into columns.
Before you have the time to notice or do much else, you sense your feet begin to sink into the ground even deeper. Then suddenly, there is a shift, followed by a crack sound as the wet ground begins to fall from under your feet. Thurodim, with Ember on his shoulder, manages to move out of the way, with an almost uncanny reaction time. The little wizard, clings to the giant barbarian hard enough to not fall of of her perch. Ozyre is also able to jump out of the way before falling into the sinkhole. However, [Sound of Cork Popping]’s avian feet get stuck in the muddy dirt and he falls into the hole. His fall is somewhat cushioned by dirt and debris, taking 4 bludgeoning damage.
Down in the hole, once everything returns to a semblance of normality, [Sound of Cork Popping] finds himself in a dark corridor, once side going deeper into darkness, the other, opening into the aforementioned entrance.
"Cork!" Ember shouts as she scrambles to crouch at the edge of the sinkhole. "Cork--Cork, are you okay?" she asks and peers down.
Once she's sure he's alright, the wizard looks back at Ozyre and says, "I think he did it for science." Lips twisting to one side in thought, she, after a beat, launches herself down the hole as well, heading straight for [Sound of Cork Popping]. "For sccieennccee!"
The massive blonde bearded warrior reaches out to catch the birdman as the ground opens up under them, then relieved that [Sound of Cork Popping] seems to be alright down below. As the little one follows down, so does Thurodim, trying to make sure he doesn't land on any of the others.
Athtletics if needed: 18
"Well, I suppose this is what we're doing. Who am I to argue?" Ozyre jumps down into the hole, along with the rest of the party. Once down there, he'll try to find a spot that's sheltered enough from the rain for him to take a torch and his tinderbox out of his backpack and get a fire going.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
[Sound of Cork Popping] lies still for a moment, in something like a seated position at the bottom of the hole. He looks down, his beak agape at his knees. They now appear to be the terminal point of his legs. Reaching into the wet mud around him, he finds and pulls free his feet, flexing them before rising unsteadily to his feet. He is still searching through the mud for his longsword as the other's jump down.
He gives a shaky thumbs up to confirm he is [mostly] unharmed.
The he looks down the dark passage, looks at the others, then raises up his longsword again in two hands. When he opens his beak, it is the voice of mighty Thurodim that emerges, with a question: "Ready?"
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
The quite wet and massive blonde bearded warrior nods to the sound of his own voice, finding it slightly unsettling to hear himself from the birdman.
Thurodim then steps into the dark corridor and lights a torch, holding it out before him as he cautiosly moves deeper into the hidden passage.
Stealth: 23
Perception: 5
"Bright or normal?" Ember whispers of Ozyre and Thurodim's torch flames, offering to make them brighter or dimmer as she hugs the jar of flour tighter. Aggie hops down to sit on the lid, his ears perked towards the darkness beyond. As the torch lights the walls of the corridor, the wizard looks around for any runes or identifying marks that might indicate what these ruins are--or rather, were.
((Aggie's Perception (using Keen Senses): 11+3 14
Investigation or Perception: 23 or 9
If needed: Stealth with help from Aggie: 11 oop))
As the party gathers around the torchlight (20 feet of bright and 20 feet of dim) in the dark corridor, they begin their descent further into the darkness and the unknown. The silence surrounding them is only disturbed by the crackling of the torch’s flame and the echo of the party’s footsteps. The air is cold and stagnant, as if this place has been abandoned for quite some time.
Ember, as you walk with the others, you manage to identify something in these ruins. Despite their advance state of disrepair, some walls are ornate with remnants of strange symbols. Whether it is a language or a cypher or something else, you don’t rightfully know. It’s unlike anything you’ve ever seen. The disrepair makes it near impossible to get a better idea of the nature of these symbols.
After a solid minute or two, you see up ahead that the corridor opens up in a larger room with an Ember’s knee-high stone podium in the middle.
Entering the larger chamber, the massive blonde bearded warrior stops and sniffs the air for witchery before warily stepping closer to the stone podium, looking around for traces of Bart the dabbler in forbidden magic.
Perception: 17
Survival: 20