I dunno. But one of you went to a wizard dressed like someone who worships the God of wizards, so he offered a wizard thing. Also, a shield guardian might be nice to just have. He said he wants it, but you can find it, do the whole adventure, then bring it back, since the offered reward might be moot, anyhow. Or keep it and have him vow revenge for the broken agreement. It's your character. Do what you want.
(sounds like its not gonna help us directly, but....may end up being useful later. Also, nothing stopping us from using this construct to help us first, and based on our numbers, we could use the help anyway, so I agree, bringing it back after would be helpful.....modified by post #100 with different time parameters.)
Outside the guardian dwarf could see no signs of trouble....though she was wondering why they were taking so long.....perhaps she should check on them....
(OOC: I'm not that familiar with spell books, do clerics/ paladins have the ability to use them to cast the spells? Great, otherwise if we can agree on something that would aid the party then)
The huge slightly green-tinted half-orc smiles. "Well Wakanga, it looks like it is not too far off our path, and the spellbook you offer will greatly aid us in our quest. We will see to it on our way out of town, but then we are headed straight to the peaks, so it may be some time before we return." He holds out his huge hand, "is this agreeable to you?"
"It's been fifteen years. How long were you planning to take?" He asks with a hint of concern. But soon, the facade is broken as he cracks a broad smile. "If you come back at all, you are blessed by Ubtao. To come back with the object the book describes, that would be 'tunda la juu'!"
With your shopping doen and the journal in hand, Wakanga sees you out. Other visitors have made their way uo the hill and wait at the entrance for an audience.
<No rush, but if you're done in Port Nyanzaru, you can depart anytime. You don't really need to follow detailed maps here, abstraction is fine. 'Through the jungle', 'along the coast', 'canoe down river'. Whatever you have in mind, that's about the level of detail I'm looking for, but if you want to meticulously hex crawl, be my guest.>
(You have perhaps noticed once before but certainly recognize as you head out of town an odd sensation The broken nosed captains will, his beliefs, his values, indeed his very spirit seems to exude on air of assurance, unwavering conviction, and instilling you with inner strength and conviction and even belief you are on the right path. He seems fiercely loyal to his friends, yet driven in his purpose. You realize he is a person you wouldn’t want to let down, and his reputation may be well earned.)
Aura of protection +3 whenever Sparhawk or a friendly creature within 10 feet of him must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier+3.
(cool!). Tess seems fascinated by everything as the group travels, observing nature and wildlife, but does not talk much. She produces 10 goodberries everyday and distributes 2 of each of them to the group, explaining their use for sustenance and minor healing, showing where she keeps the spares in her pouch.
This post has potentially manipulated dice roll results.
Ca!jil has been examining those who are to be in her care the entire time and admits to herself that though they seem relatively robust a trek directly through the rainforest is going to end badly for everyone....best to start them out in easier terrain and then follow as many ridgelines as possible to their destination. She does not swim well herself so will be little help if they take small craft on the river......she determines the coast route is best to start, they should be able to stick to mostly higher, more open ground when they do need to cut across.....her own preference would be the Deep Forest, but her charges will almost certainly die there in short order...at least that is her assessment.
Survival- 18 ( Staying on the chosen route)
Nature- 19 ( Keeping watch for dangerous flora and fauna)
Stealth- 11 ( Keeping the group from being noticed by predators.)
<I've been thinking about this too hard. Lol. So, I'm very much in favor of "yes, and..." so, I don't care that thus is in conflict with the map as presented (see below). But now I've got rolls to evade interesting things happening, which are, luckily, not great (except for stealth, which is fine). I'm presenting both Canon geography of Chult's northern coast and this new geography for our world. You can decide which you prefer>
Canon
The Mistcliff is a 1,000-foot-high wall of volcanic rock that stretches for 200 miles along Chult’s west coast. There is no beach whatsoever, just immense, jagged rocks and plunging, crashing waves. If that isn’t enough to keep most people away, the cliffs are home to large aarakocra settlements, as well as nests of pteranodons and quetzalcoatluses.
You could cross the mountains to get there, walk around them (200 miles), or go through a mine and hope to end up on the far side. Any of several flying creature encounters or subterranean encounters could occur in the process.
<If this actually matches what's described and I misinterpreted, mea culpa.>
Our world
....she determines the coast route is best to start, they should be able to stick to mostly higher, more open ground when they do need to cut across..
<without a mountainous strip of land jutting 100 miles north into the shining sea, you can just walk to the beach and follow along the mountains, undetected by any aerial aggressors. (Moving with stealth would be a bit slower, so this is taking a few days. With goodberry and provisions, food is secure, but away feom.the river, the salty sea air and crashing waves only serve as reminders of the limited fresh water you carry (although with like 3 clerics, somebody can probably create water).
I dint know how lost you can get following the coast, you either are or you aren't.
So, you'll follow the mountains to the gap and cross the range to head inland where the map is marked.
In either case, you don ave to cross the river to get there, but it's right outside the city, yoi could probably just pay someone to get you across. In fact, there might even be some kind of bridge to facilitate trade - I mean, the river is full of waterfalls and flows out to sea, so getting supplies to the two inland forts would be complicated without one, why not build it near the city?
You travel several days along the shoreline, following a familiar path across the river to the west kf the city, then diverting to the coast and traveling with the water to yiur right. You camp at the foothills and keep a lookout for winged predators and smaller opportunities as yoi camp in a well concealed lean to.
Following on you keep the rising mountains to your left evenas the strip of flat land separating them from the water narrows until the treeline vanishes to nothing. The saltwater rising to this point often enough to make the sand inhospitable to even the hardiest palm. At last, just before it seems the flat ground will completely give way to rising mountains, the mists reveal a break in the range. A mountain pass allowing access inland.
You follow it south into the heart if the jungle, to the place marked on the map, the spot where the wizard's journal was discovered.
Standing next to some rocks and ferns is an 8-foot-tall statue, humanoid in shape with bronze fists, iron joints, an adamantine breastplate, and an iron helm with slits for eyes. The rest of the statue is made of sculpted wood reinforced with bands and rivets of adamantine. Scattered around its feet are offerings of food, feathers, colored stones, and skulls.
<Arcana, investigation and survival checks suggested>
“Alright group, we found the construct, Vorn.” Sparhawk smiles, “excellent navigation!” He starts to look around, “now we need to look for evidence of this amulet, I’m guessing a fight occurred, and perhaps evidence of others searching here. Let search the immediate area, then break into groups and search further.”
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I dunno. But one of you went to a wizard dressed like someone who worships the God of wizards, so he offered a wizard thing. Also, a shield guardian might be nice to just have. He said he wants it, but you can find it, do the whole adventure, then bring it back, since the offered reward might be moot, anyhow. Or keep it and have him vow revenge for the broken agreement. It's your character. Do what you want.
Also spellbooks can be sold for gold or traded to other NPCs. You do know you're looking for the lair of the Witch Queen, (a wizard), right?
(sounds like its not gonna help us directly, but....may end up being useful later. Also, nothing stopping us from using this construct to help us first, and based on our numbers, we could use the help anyway, so I agree, bringing it back after would be helpful.....modified by post #100 with different time parameters.)
Outside the guardian dwarf could see no signs of trouble....though she was wondering why they were taking so long.....perhaps she should check on them....
"It's been fifteen years. How long were you planning to take?" He asks with a hint of concern. But soon, the facade is broken as he cracks a broad smile. "If you come back at all, you are blessed by Ubtao. To come back with the object the book describes, that would be 'tunda la juu'!"
Swahili: 'fruit at the top".
With your shopping doen and the journal in hand, Wakanga sees you out. Other visitors have made their way uo the hill and wait at the entrance for an audience.
<No rush, but if you're done in Port Nyanzaru, you can depart anytime. You don't really need to follow detailed maps here, abstraction is fine. 'Through the jungle', 'along the coast', 'canoe down river'. Whatever you have in mind, that's about the level of detail I'm looking for, but if you want to meticulously hex crawl, be my guest.>
(Ooc whichever way Ca!jil recommends that takes them nearish the location of the journal. Then towards the barrier peaks as quickly as possible. )
(You have perhaps noticed once before but certainly recognize as you head out of town an odd sensation The broken nosed captains will, his beliefs, his values, indeed his very spirit seems to exude on air of assurance, unwavering conviction, and instilling you with inner strength and conviction and even belief you are on the right path. He seems fiercely loyal to his friends, yet driven in his purpose. You realize he is a person you wouldn’t want to let down, and his reputation may be well earned.)
Aura of protection +3 whenever Sparhawk or a friendly creature within 10 feet of him must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier+3.
(cool!). Tess seems fascinated by everything as the group travels, observing nature and wildlife, but does not talk much. She produces 10 goodberries everyday and distributes 2 of each of them to the group, explaining their use for sustenance and minor healing, showing where she keeps the spares in her pouch.
Ca!jil has been examining those who are to be in her care the entire time and admits to herself that though they seem relatively robust a trek directly through the rainforest is going to end badly for everyone....best to start them out in easier terrain and then follow as many ridgelines as possible to their destination. She does not swim well herself so will be little help if they take small craft on the river......she determines the coast route is best to start, they should be able to stick to mostly higher, more open ground when they do need to cut across.....her own preference would be the Deep Forest, but her charges will almost certainly die there in short order...at least that is her assessment.
Survival- 18 ( Staying on the chosen route)
Nature- 19 ( Keeping watch for dangerous flora and fauna)
Stealth- 11 ( Keeping the group from being noticed by predators.)
( FFS....not a single roll above 6.)
(We can has one of us use (help) action so you have advantage)
( With Help- rolls are
Survival- 13
Nature- 13
Stealth- 26 )
<I've been thinking about this too hard. Lol. So, I'm very much in favor of "yes, and..." so, I don't care that thus is in conflict with the map as presented (see below). But now I've got rolls to evade interesting things happening, which are, luckily, not great (except for stealth, which is fine). I'm presenting both Canon geography of Chult's northern coast and this new geography for our world. You can decide which you prefer>
Canon
The Mistcliff is a 1,000-foot-high wall of volcanic rock that stretches for 200 miles along Chult’s west coast. There is no beach whatsoever, just immense, jagged rocks and plunging, crashing waves. If that isn’t enough to keep most people away, the cliffs are home to large aarakocra settlements, as well as nests of pteranodons and quetzalcoatluses.
You could cross the mountains to get there, walk around them (200 miles), or go through a mine and hope to end up on the far side. Any of several flying creature encounters or subterranean encounters could occur in the process.
<If this actually matches what's described and I misinterpreted, mea culpa.>
Our world
....she determines the coast route is best to start, they should be able to stick to mostly higher, more open ground when they do need to cut across..
<without a mountainous strip of land jutting 100 miles north into the shining sea, you can just walk to the beach and follow along the mountains, undetected by any aerial aggressors. (Moving with stealth would be a bit slower, so this is taking a few days. With goodberry and provisions, food is secure, but away feom.the river, the salty sea air and crashing waves only serve as reminders of the limited fresh water you carry (although with like 3 clerics, somebody can probably create water).
I dint know how lost you can get following the coast, you either are or you aren't.
So, you'll follow the mountains to the gap and cross the range to head inland where the map is marked.
In either case, you don ave to cross the river to get there, but it's right outside the city, yoi could probably just pay someone to get you across. In fact, there might even be some kind of bridge to facilitate trade - I mean, the river is full of waterfalls and flows out to sea, so getting supplies to the two inland forts would be complicated without one, why not build it near the city?
So, which geography are we going with?
Unless anyone feels strongly, let’s do our world (2nd one but I like Ca!jil or Gell guiding us.)
( What the boss said)
You travel several days along the shoreline, following a familiar path across the river to the west kf the city, then diverting to the coast and traveling with the water to yiur right. You camp at the foothills and keep a lookout for winged predators and smaller opportunities as yoi camp in a well concealed lean to.
Following on you keep the rising mountains to your left evenas the strip of flat land separating them from the water narrows until the treeline vanishes to nothing. The saltwater rising to this point often enough to make the sand inhospitable to even the hardiest palm. At last, just before it seems the flat ground will completely give way to rising mountains, the mists reveal a break in the range. A mountain pass allowing access inland.
You follow it south into the heart if the jungle, to the place marked on the map, the spot where the wizard's journal was discovered.
...
Standing next to some rocks and ferns is an 8-foot-tall statue, humanoid in shape with bronze fists, iron joints, an adamantine breastplate, and an iron helm with slits for eyes. The rest of the statue is made of sculpted wood reinforced with bands and rivets of adamantine. Scattered around its feet are offerings of food, feathers, colored stones, and skulls.
<Arcana, investigation and survival checks suggested>
What do you do?
“Alright group, we found the construct, Vorn.” Sparhawk smiles, “excellent navigation!” He starts to look around, “now we need to look for evidence of this amulet, I’m guessing a fight occurred, and perhaps evidence of others searching here. Let search the immediate area, then break into groups and search further.”