More audibly, as he mounts his nag, “The fight was very taxing of my abilities. I will not be able to contribute at the level I just displayed without rest. For that reason, I suggest caution.” And he rides off, at a reasonable pace, after the pretty man.
For those keeping score at home, Hoid used all of his special abilities that fight except one superiority die. With current hit points, that makes him effectively level 1.5-ish.
Chin up, Hoid! I am also spent, but Craddock should be just as worn as us. Even in a tired state, you will have this coward pissing in his bed for the week if he isn't dead from your blade.
This is the opportunity to ensure that no other innocents suffer this terror. Let's push on with haste!
Chadwick charges off into the night in pursuit of the puissant Craddock. The rest of you mount up and bid a hasty farewell to Olar and the boys. Olar urges you onwards, "The Treefather will guide you. Listen for his aid."
Craddock is clearly not interested in hiding his tracks. He is traveling at high speed through muddy ground leaving deep tracks that are easily followed. Chadwick's Hunter's Mark serves to confirm what you are seeing with your eyes. Your guess is that he had about a 15 minute head start and is traveling faster than you on the back of a worg compared to your aged horses and ponies. The path remains true until the time that Chadwick's spell expires. He no longer has the confidence of magical tracking as well now.
The trail continues on ahead through a narrow ravine. You are climbing in the mountains range now and you feel the air becoming cooler. The muddy ground gives way to more rocky ground. The length of the worg's strides has decreased at this point as well. Chadwick continues to track your quarry. Survival checks = 16, 17, 15, 19, 15, 12, 13, 4. Over the next two hours the trail continues. You have passed through the narrow ravine into another and a third, steadily climbing. After this time the trail goes cold. There is a small vale with three different directions to travel. The ground is rocky and dense. Tracks have become more and more difficult to follow up to this point. You search about and find not evidence of tracks out of the vale. It is a small bowl shaped confluence of the narrow ravine you came into it through and three others heading out at the compass points. The whole area is encompassed in about a 50 yard radius. There are small trees and shrub like plants growing sparsely in the rocky soil. The night remains dark with Sêlune in New phase. It is clear that Craddock and the worg are not here.
If The Coward took one of the other ravines out, we have a 1/3 chance of guessing the correct one. And he likely gained ground on us because of our broke-assed horses.
Do we press on blindly, turn back, or take a short rest before deciding? Perhaps after a short rest we can investigate each path a reasonable distance to hope we find the trail again.
Chadwick charges off into the night in pursuit of the puissant Craddock.
I think the word you're looking for is piss-ant :p
How about those who don't have anything to gain from a rest start investigating down one of the paths? I healedmyself while riding so ready to continue exploring while the horses and other recover.
Chadwick will use divine sense before heading out. If he doesn't pick up anything he'll do a short prayer and ask Tyr for guidance. Assuming no divine inspiration he'll say out loud. Tree Father, you guided us once in our attempts to rid your land of evil. While we struck a mighty blow, one of their leaders has alluded us. If you could help aid us in finding the true path of the one who is responsible for pillaging in your lands our party and the inhabitants of this area would be grateful.
If still nothing he'll go left (west?) Who's joining him?
Chadwick walks back into the camp from the first path.
"It appears that the Tree Father was kind enough to send me voices from further down the path. They sounded angry and heated, but couldn't make out exactly what they were saying. Can't be sure it was CradDick, but the signs certainly point towards that path."
He then walks over to his horse and begins preparing to head out.
The narrow path leads west out of the vale you are currently in. There are trees ahead and a gravelly ground cover. The night remains dark. Sunrise is a few short hours away. The sky is clear and dark, with the new moon. The Tears of Selûne glitter brightly in the dark sky but offer little illumination.
Erbert pulls the driftglobe out of his pack, letting it drift free in the air as he say “Illumio!” and light springs forth, guiding their way. The globe hovers in air, following behind them. “That should help…” he mutters.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Kragen has the same response and cringes when he sees the globe uncovered.
drawing close to Erbert and resting his hand on his shoulder. “Master Erbert, do we think that wise given the cover of darkness? I fear we may alert our quarry and limit our ability to deliver Tyr’s justice to the Coward.”
I thought Craddock could see in the darkness, even the magical darkness of the ritual and the spell he cast— perhaps the gift of the invocation Devil's sight granted by his lord Azzariol. He may well see and hear us before we see him.
Devil’s Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Otherwise, can Chadwick's human eyes follow the tracks without some light source?
Recall the way the drift globe worked in our prior encounter. It was bright AF. I assume Craddick has dark vision at the least, but the drift globe is like turning on the bat signal.
“Fine, fine, fine! I was wanting to shed light on the footprints so that we could actually track the bastard instead of just wandering around in circles in the dark. I can see in the dark, I know that not all of you can, but I was having difficulty seeing the prints, giving me disadvantage at seeing them.. so fine, if you want to bumble around so be it.” Erbert puts away his driftglobe, returning them to darkness.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
To post a comment, please login or register a new account.
Hoid, under his breath, “**** it.”
More audibly, as he mounts his nag, “The fight was very taxing of my abilities. I will not be able to contribute at the level I just displayed without rest. For that reason, I suggest caution.” And he rides off, at a reasonable pace, after the pretty man.
For those keeping score at home, Hoid used all of his special abilities that fight except one superiority die. With current hit points, that makes him effectively level 1.5-ish.
Trying to inspire the dwarven warrior
Chin up, Hoid! I am also spent, but Craddock should be just as worn as us. Even in a tired state, you will have this coward pissing in his bed for the week if he isn't dead from your blade.
This is the opportunity to ensure that no other innocents suffer this terror. Let's push on with haste!
Chadwick charges off into the night in pursuit of the puissant Craddock. The rest of you mount up and bid a hasty farewell to Olar and the boys. Olar urges you onwards, "The Treefather will guide you. Listen for his aid."
Craddock is clearly not interested in hiding his tracks. He is traveling at high speed through muddy ground leaving deep tracks that are easily followed. Chadwick's Hunter's Mark serves to confirm what you are seeing with your eyes. Your guess is that he had about a 15 minute head start and is traveling faster than you on the back of a worg compared to your aged horses and ponies. The path remains true until the time that Chadwick's spell expires. He no longer has the confidence of magical tracking as well now.
The trail continues on ahead through a narrow ravine. You are climbing in the mountains range now and you feel the air becoming cooler. The muddy ground gives way to more rocky ground. The length of the worg's strides has decreased at this point as well. Chadwick continues to track your quarry. Survival checks = 16, 17, 15, 19, 15, 12, 13, 4. Over the next two hours the trail continues. You have passed through the narrow ravine into another and a third, steadily climbing. After this time the trail goes cold. There is a small vale with three different directions to travel. The ground is rocky and dense. Tracks have become more and more difficult to follow up to this point. You search about and find not evidence of tracks out of the vale. It is a small bowl shaped confluence of the narrow ravine you came into it through and three others heading out at the compass points. The whole area is encompassed in about a 50 yard radius. There are small trees and shrub like plants growing sparsely in the rocky soil. The night remains dark with Sêlune in New phase. It is clear that Craddock and the worg are not here.
If The Coward took one of the other ravines out, we have a 1/3 chance of guessing the correct one. And he likely gained ground on us because of our broke-assed horses.
Do we press on blindly, turn back, or take a short rest before deciding? Perhaps after a short rest we can investigate each path a reasonable distance to hope we find the trail again.
I vote for short rest and investigation. We will eventually track the coward down and end him. He can only run for so long.
I think the word you're looking for is piss-ant :p
How about those who don't have anything to gain from a rest start investigating down one of the paths? I healed myself while riding so ready to continue exploring while the horses and other recover.
Chadwick will use divine sense before heading out. If he doesn't pick up anything he'll do a short prayer and ask Tyr for guidance. Assuming no divine inspiration he'll say out loud. Tree Father, you guided us once in our attempts to rid your land of evil. While we struck a mighty blow, one of their leaders has alluded us. If you could help aid us in finding the true path of the one who is responsible for pillaging in your lands our party and the inhabitants of this area would be grateful.
If still nothing he'll go left (west?)
Who's joining him?
The group starts to settle in for a mid-hot pursuit rest. Chadwick spends his time searching for tracks.
Chadwick walks back into the camp from the first path.
"It appears that the Tree Father was kind enough to send me voices from further down the path. They sounded angry and heated, but couldn't make out exactly what they were saying. Can't be sure it was CradDick, but the signs certainly point towards that path."
He then walks over to his horse and begins preparing to head out.
How long have we been there?
You heard this relatively quickly. Only 10-15 minutes.
Let's ride!
Hoid makes some cranky old person comments about not getting enough rest and heads toward his horse.
The narrow path leads west out of the vale you are currently in. There are trees ahead and a gravelly ground cover. The night remains dark. Sunrise is a few short hours away. The sky is clear and dark, with the new moon. The Tears of Selûne glitter brightly in the dark sky but offer little illumination.
Chadwick will stop every 15 minutes or so and signal for silence and try and pick up any more voices.
Erbert pulls the driftglobe out of his pack, letting it drift free in the air as he say “Illumio!” and light springs forth, guiding their way. The globe hovers in air, following behind them. “That should help…” he mutters.
A wizard is never late, nor is he early, he arrives precisely when he means to.
And alert Craddick of our presence, you fool of a Took!
As soon as Hoid sees Erbert get out the driftglobe he hisses, “Put that thing away! Do you want to announce our arrival to The Coward?”
Kragen has the same response and cringes when he sees the globe uncovered.
drawing close to Erbert and resting his hand on his shoulder. “Master Erbert, do we think that wise given the cover of darkness? I fear we may alert our quarry and limit our ability to deliver Tyr’s justice to the Coward.”
I thought Craddock could see in the darkness, even the magical darkness of the ritual and the spell he cast— perhaps the gift of the invocation Devil's sight granted by his lord Azzariol. He may well see and hear us before we see him.
Devil’s Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Otherwise, can Chadwick's human eyes follow the tracks without some light source?
It is a dark, moonless night with a clear sky. Starlight is enough to see a short distance.
Recall the way the drift globe worked in our prior encounter. It was bright AF. I assume Craddick has dark vision at the least, but the drift globe is like turning on the bat signal.
“Fine, fine, fine! I was wanting to shed light on the footprints so that we could actually track the bastard instead of just wandering around in circles in the dark. I can see in the dark, I know that not all of you can, but I was having difficulty seeing the prints, giving me disadvantage at seeing them.. so fine, if you want to bumble around so be it.” Erbert puts away his driftglobe, returning them to darkness.
A wizard is never late, nor is he early, he arrives precisely when he means to.