Alistair basks in the aftermath of the hippogriffs' defeat. A cruel satisfaction twists his features, a subtle change that sends shivers down the spines of his companions. The harvest of the feathers is a macabre affair he watches with a disturbing reverence that speaks volumes about his transformation. He cradles the snow-white plumes, their lightness a stark contrast to the darkness that now clings to him like a shroud.
Later, as the dying embers of the campfire cast flickering shadows on his face, Alistair strums his lute. The melody that emerges is unlike anything he has ever composed before. It is a dark, haunting song, filled with a yearning so deep it borders on desperation. It is a song for Fierna, a twisted ode of gratitude for the dark blessings that have granted him power and a twisted sense of control.
Alistair reluctantly agrees to prioritize finding Evren, Billy's spellcaster friend. The thought of another potentially vying for the book's secrets sends a jolt of jealousy through him. Evren. The name tastes like ash in his mouth. Is he a rival, or a potential pawn? Alistair can't shake the feeling that Evren's arrival will complicate matters, perhaps even threaten his newfound power. He strums a discordant chord, the music mirroring the turmoil within him.
After a couple of minutes of Alistair playing the dark and haunting tune, Krog turns to the Bard and with a firm and direct tone says, "That is enough for now."
The party continues to make their way through the rugged terrain. After a full day's travel and, thanks to Billy's memory and a fair share of Tymora's Luck, they find themselves back at the camp where Billy and Everan first found the Baron's men.
The temporary campsite isn't much. Really just a cleared area and a circle of stones filled with ashes to show where the campfire had been.
The most notable feature is the bodies.
The Baron's men didn't take the time to bury the soldiers Billy and Everan slew before they were overwhelmed (OOC @Kaos, a swordsman and a crossbowman. Only the Sergeant remains with Everan), though they have been tightly and reverently wrapped in their tabards as if they were burial shrouds.
Even with the battle and your long day's march, there's still at least two to three hours daylight ahead of you...though the exertion has begun to take it's toll.
(OOC: You are welcome to camp here, continue on with Constitution checks to avoid exhaustion, or pursue whatever other options you desire)
“Well, I’ll be. Good job Billy getting us here. I was convinced that bolder in the path was put there deliberately to set us on to the wrong path but you kept us aiming correctly. Can’t say I’m pleased with the smell but it’s nice to have a fire pit already made. Folks up to stay the night here and get an early start in the morning? I could use a good sleep and a chance to pray to Moradin. We could attempt this afternoon to identify tracks so we know which direction to take but sneaking around in the dark seems like a bad idea.” survival 9+2=11
Zeke walks over to Brocke and reaches up, way up, to pat him in the shoulder. “I know you were upset about how we handled the previous guy. Please show us how to do it correctly this time.” His second Survival roll for tracks 11+2=13
Zeke, Krog, and Billy search the area together, eventually picking up the trail. It's very faint, but it should be enough to get you started in the right direction.
Taking turns with Krog's shovel, you're eventually able to dig deep enough into the rocky soil to give the Baron's men a proper burial (and avoid attracting a Carrion Crawler to your camp. Gain 45 XP each for safely bypassing the encounter)
The night passes uneventfully and, after a LONG REST, you are able to continue on your way.
(Need survival check, DC13, from someone to successfully follow the trail and perception checks from everyone else to keep watch for any threats.)
This post has potentially manipulated dice roll results.
Alistair stands apart, a solitary figure cloaked in shadow, as the others bury the remains of the fallen enemies. The rhythmic thud of the shovel hitting the earth echoes in the eerie silence, a stark reminder of the violence that fell them. He should feel remorse, a pang of regret for the lives they had lost. But all he feels is a dull ache, a hollowness that both disturbs and excites him.
A faint whisper, like a cold wind slithering through the trees, brushes against his mind just before he awakens. It speaks of power, of dominion, and the fulfillment of dark desires. Alistair clenches his teeth, the sensation both terrifying and strangely alluring. Is it Fierna, her dark whispers urging him onward? He jolts awake, the unsettling dream clinging to him like a shroud. He shakes his head, trying to clear the unsettling thoughts. As he opens his eyes, a flicker of something dark dances within them, a chilling reflection of the path he now walks. A part of him yearns for the warmth of the campfire, the camaraderie of his companions, the life he had known before. But another, darker part, craves more – more power, more control, and perhaps a taste of the dark magic he has only just begun to explore.
With a sigh that sounds more like a growl, Alistair shoulders his lute and falls into step behind his companions. His usual marching position feels foreign somehow, a relic of a past life that seems to fade further with each passing moment. The journey continues, but Alistair knows his true destination lays deeper, in the uncharted territories of darkness and his own corrupted desires.
Krog finds that the bodies have been stripped of their military weapons, but each of the soldiers has a dagger and the equivalent of an Explorer's Pack. Both wear armor made of hardened leather but, between the damage done in battle and the lingering stench of decay, they aren't likely to be of value to anyone but the most desperate of peasant militia.
With Zeke's Help, Krog has no trouble following the path (17 from Bill's roll +3 from Krog's Survival = 20 on the check). Brockes & Billy keep a watchful eye out but it's Alistair, with an almost supernatural awareness, that spots the danger first...
Alistair feels a tremor run through the earth, a low vibration that sends a shiver down his spine. It is subtle at first, almost imperceptible, but it grows steadily in intensity. Unlike the tremors caused by a large beast, this vibration feels deeper, as if something immense is burrowing far beneath the surface. He freezes, his hand instinctively gripping the hilt of his dagger. A tense silence falls over the group, broken only by the rhythmic chirping of unseen insects. Did the the others feel it too, or is this a portent reserved for me alone? Alistair glances around, searching for any sign of recognition in their eyes. But their faces are blank, their attention focused on the path ahead. Am I imagining things? Doubt gnaws at him, but the unsettling sensation persists. The ground continues to vibrate, a low, rhythmic thrum that seems to pulse with a malevolent energy. Alistair can't shake the feeling that they are being watched, that something unseen lurks beneath the earth, aware of their presence and toying with them. A cold dread fills him. Is it a creature, drawn by the violence we have unleashed, or something far more sinister?"Something is not right... I think there's something massive burrowing beneath the very ground we stand on."
Zeke seems excited about this news. “Oh, things that burrow…. Those occasionally run into dwarf cities and occasionally dwarfs run into them. There are only so many animals that can move that much dirt and rock!” Strangely excited….
It's possible that you're dealing with Krithiks or an Earth Elemental but, given the terrain, Zeke quickly determines that you are most likely dealing with an Ankheg or a Bulette.
(Bill, place Zeke anywhere within the red circle. Kaos, place Billy anywhere within one movement of the red circle. Everyone else may either place their character within the circle and take an action or place their character up to their movement distance away from the circle. Everyone please roll initiative.)
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Alistair basks in the aftermath of the hippogriffs' defeat. A cruel satisfaction twists his features, a subtle change that sends shivers down the spines of his companions. The harvest of the feathers is a macabre affair he watches with a disturbing reverence that speaks volumes about his transformation. He cradles the snow-white plumes, their lightness a stark contrast to the darkness that now clings to him like a shroud.
Later, as the dying embers of the campfire cast flickering shadows on his face, Alistair strums his lute. The melody that emerges is unlike anything he has ever composed before. It is a dark, haunting song, filled with a yearning so deep it borders on desperation. It is a song for Fierna, a twisted ode of gratitude for the dark blessings that have granted him power and a twisted sense of control.
Alistair reluctantly agrees to prioritize finding Evren, Billy's spellcaster friend. The thought of another potentially vying for the book's secrets sends a jolt of jealousy through him. Evren. The name tastes like ash in his mouth. Is he a rival, or a potential pawn? Alistair can't shake the feeling that Evren's arrival will complicate matters, perhaps even threaten his newfound power. He strums a discordant chord, the music mirroring the turmoil within him.
After a couple of minutes of Alistair playing the dark and haunting tune, Krog turns to the Bard and with a firm and direct tone says, "That is enough for now."
The party continues to make their way through the rugged terrain. After a full day's travel and, thanks to Billy's memory and a fair share of Tymora's Luck, they find themselves back at the camp where Billy and Everan first found the Baron's men.
The temporary campsite isn't much. Really just a cleared area and a circle of stones filled with ashes to show where the campfire had been.
The most notable feature is the bodies.
The Baron's men didn't take the time to bury the soldiers Billy and Everan slew before they were overwhelmed (OOC @Kaos, a swordsman and a crossbowman. Only the Sergeant remains with Everan), though they have been tightly and reverently wrapped in their tabards as if they were burial shrouds.
Even with the battle and your long day's march, there's still at least two to three hours daylight ahead of you...though the exertion has begun to take it's toll.
(OOC: You are welcome to camp here, continue on with Constitution checks to avoid exhaustion, or pursue whatever other options you desire)
"Can we tell which way they went?" Billy will aid someone that is good at survival
“Well, I’ll be. Good job Billy getting us here. I was convinced that bolder in the path was put there deliberately to set us on to the wrong path but you kept us aiming correctly. Can’t say I’m pleased with the smell but it’s nice to have a fire pit already made. Folks up to stay the night here and get an early start in the morning? I could use a good sleep and a chance to pray to Moradin. We could attempt this afternoon to identify tracks so we know which direction to take but sneaking around in the dark seems like a bad idea.”
survival 9+2=11
"That sounds good let me help you with looking for tracks." Give him advantage if he didn't already have it.
"Sounds good Zeke. I think we should take care of the dead, look around, and then make camp," Krog says.
Survival with Advantage 9
“Agreed. No matter what alliance these soldiers had they died a warriors death and demand at least that respect.” Brockes replies.
Zeke walks over to Brocke and reaches up, way up, to pat him in the shoulder. “I know you were upset about how we handled the previous guy. Please show us how to do it correctly this time.”
His second Survival roll for tracks 11+2=13
Zeke, Krog, and Billy search the area together, eventually picking up the trail. It's very faint, but it should be enough to get you started in the right direction.
Taking turns with Krog's shovel, you're eventually able to dig deep enough into the rocky soil to give the Baron's men a proper burial (and avoid attracting a Carrion Crawler to your camp. Gain 45 XP each for safely bypassing the encounter)
The night passes uneventfully and, after a LONG REST, you are able to continue on your way.
(Need survival check, DC13, from someone to successfully follow the trail and perception checks from everyone else to keep watch for any threats.)
Krog will check the bodies for anything of use or value before placing them in the graves.
Once the bodies are covered, he will offer upper a silent prayer for the dead soldiers.
He then prepares a fire for a meal. Afterward, he sleeps well with an undisturbed night.
The following morning, he assists the party along the trail. Survival 15
Billy
Has a fitful sleep but final drift off but wakes early and start to break camp so we can get an early start.
Perception = 14
Zeke starts the day with prayers to Moradin and is happy to head out in search of this sixth person.
Survival 17+2=19
Perception 11+2=13
Alistair stands apart, a solitary figure cloaked in shadow, as the others bury the remains of the fallen enemies. The rhythmic thud of the shovel hitting the earth echoes in the eerie silence, a stark reminder of the violence that fell them. He should feel remorse, a pang of regret for the lives they had lost. But all he feels is a dull ache, a hollowness that both disturbs and excites him.
A faint whisper, like a cold wind slithering through the trees, brushes against his mind just before he awakens. It speaks of power, of dominion, and the fulfillment of dark desires. Alistair clenches his teeth, the sensation both terrifying and strangely alluring. Is it Fierna, her dark whispers urging him onward? He jolts awake, the unsettling dream clinging to him like a shroud. He shakes his head, trying to clear the unsettling thoughts. As he opens his eyes, a flicker of something dark dances within them, a chilling reflection of the path he now walks. A part of him yearns for the warmth of the campfire, the camaraderie of his companions, the life he had known before. But another, darker part, craves more – more power, more control, and perhaps a taste of the dark magic he has only just begun to explore.
With a sigh that sounds more like a growl, Alistair shoulders his lute and falls into step behind his companions. His usual marching position feels foreign somehow, a relic of a past life that seems to fade further with each passing moment. The journey continues, but Alistair knows his true destination lays deeper, in the uncharted territories of darkness and his own corrupted desires.
Perception 14
Brockes goes through his routine and sharpens his edge weapons, oils the handles, and readies for adventure.
Perception: 13
Krog finds that the bodies have been stripped of their military weapons, but each of the soldiers has a dagger and the equivalent of an Explorer's Pack. Both wear armor made of hardened leather but, between the damage done in battle and the lingering stench of decay, they aren't likely to be of value to anyone but the most desperate of peasant militia.
With Zeke's Help, Krog has no trouble following the path (17 from Bill's roll +3 from Krog's Survival = 20 on the check). Brockes & Billy keep a watchful eye out but it's Alistair, with an almost supernatural awareness, that spots the danger first...
Alistair feels a tremor run through the earth, a low vibration that sends a shiver down his spine. It is subtle at first, almost imperceptible, but it grows steadily in intensity. Unlike the tremors caused by a large beast, this vibration feels deeper, as if something immense is burrowing far beneath the surface. He freezes, his hand instinctively gripping the hilt of his dagger. A tense silence falls over the group, broken only by the rhythmic chirping of unseen insects. Did the the others feel it too, or is this a portent reserved for me alone? Alistair glances around, searching for any sign of recognition in their eyes. But their faces are blank, their attention focused on the path ahead. Am I imagining things? Doubt gnaws at him, but the unsettling sensation persists. The ground continues to vibrate, a low, rhythmic thrum that seems to pulse with a malevolent energy. Alistair can't shake the feeling that they are being watched, that something unseen lurks beneath the earth, aware of their presence and toying with them. A cold dread fills him. Is it a creature, drawn by the violence we have unleashed, or something far more sinister? "Something is not right... I think there's something massive burrowing beneath the very ground we stand on."
Billy
Hearing that he looks for higher ground preferably rocks or boulders. (First rule get out of the way.)
Perception = 4
Zeke seems excited about this news. “Oh, things that burrow…. Those occasionally run into dwarf cities and occasionally dwarfs run into them. There are only so many animals that can move that much dirt and rock!” Strangely excited….
Nature 17-1=16
It's possible that you're dealing with Krithiks or an Earth Elemental but, given the terrain, Zeke quickly determines that you are most likely dealing with an Ankheg or a Bulette.
(Bill, place Zeke anywhere within the red circle. Kaos, place Billy anywhere within one movement of the red circle. Everyone else may either place their character within the circle and take an action or place their character up to their movement distance away from the circle. Everyone please roll initiative.)