“If you want comfortable, you can try getting the speaker to let you sleep in her attic. I can't recommend camping outside tight now. There’s a ramshackle storage house too, mostly just lumber; nobody’ll give you trouble if you don’t mind sleeping on the floor.”
If anyone has anything they’d like to do in the night, or any inter-party RP planned, this is a good time. I’ll continue us to the next morning tomorrow if not.
Watches for the night are mercifully boring. The party is able to complete a (somewhat uncomfortable) long rest on the wooden floor of the Ramshackle.
When you see fit to go outside again, you discover several people examining the fortifications, led by the hunter from yesterday and an older halfling woman who is giving a very close inspection. They are not just looking at the fortifications, but the ground around them, which seems to be covered in animal tracks.
Just a glance makes it obvious that something on four legs came by, walked the perimeter of the fortifications, and seemed to prod around at some of the weaker sections.
Nox is going to examine the impacted sections of the fortifications and is going to try to find any tracks or other signs of where the moose came from or where it left to.
Barnabus goes about strengthening any weakened areas and adding more obstructions as needed. He reiterates the plan.
If Nox can't find us a track to follow then the hunters will go out and search which should allude to the town being uunguarded and open to attack. We will be here to stop that. What we need is a way to signal the hunters to return to help block off the escape.
Nox, you examine the tracks very closely you’re certain these were made by a moose, based on their size you follow them about for a bit, and though a light overnight snowfall has obscured them, you are able to determine the path it took away from town. With a 16, you’re confident that you would be able to follow these
Jar, you’re not quite as fast with picking up on the obscured footprints, but with your combined efforts, you see a trail into the woods. The two of you together are sure these could be followed.
Once he is able to make out a steady enough trail, Nox will gesture for the others to join him and Jar to follow the footprints. "We managed nicely enough with a sea monster, I'm sure we can handle a moose just as easily," he laughs.
(I'm hearing majority vote for follow the trail so...)
Confident in the trail they have found, Nox and Jar lead the group into the woods, following the tracks. There is some murmuring amongst the townspeople. Most of the group chooses to let you take the shot and stay back in case of another attack. A small contingent of hunters follows behind the party.
As you follow the trail into the woods, the canopy blocks out what little light still manages to reach through the stormy skies, forcing people to rely on darkvision and torches. As you travel, Barnabus, Morkaleb, and Jar feel an instinctive pull towards other paths, as though something is telling them not to go this way. Nox, with his strong read on the trail, is able to resist that urge and keep his team on point. The hunters following you, however, seem to give into this urge, veering off in other directions almost without meaning to. The urge to veer away from this trail passes after an hour of travel. You see a few small animals about, a white hare barely escaping from a predatory fox at one point. Twice along the path, you swear you see the bushes or trees move unnaturally, but maybe it was just a trick of the mind.
Eventually, the tracks lead to a large, circular indentation in a snowy hillside. Rising from the middle of this circle is a triangular gnomon of beautifully carved crystal that stands twenty feet tall. A ten-foot high berm hugging the circle's eastern edge has evergreens growing around and atop it, sheltering what looks like a sarcophagus buried under snow and enclosed by a half-circle of pale blue crystal pillars. North of the berm is a delicately carved gazebo made of marble, and south of the berm is a row of outward-facing. White marble statues across granite pillars.
You find yourselves in the lower right corner of this map. Six elevated, white marble statues arranged in a line depict slender, robed figures facing northward. The engraving on their faces has been worn away by the wind, but pointed ears make the statues identifiable as elves. Small forest creatures can be heard nearby, but there otherwise appears to be nobody else present.
Morkeleb will ask some of the workers, as he’s working alongside them, where he and his friends could find some shelter and rest this night.
“If you want comfortable, you can try getting the speaker to let you sleep in her attic. I can't recommend camping outside tight now. There’s a ramshackle storage house too, mostly just lumber; nobody’ll give you trouble if you don’t mind sleeping on the floor.”
The ramshackle sounds fine to Morkeleb, he doesn’t need to impose on the Speaker.
Barnabus has no qualms about sleeping in the shed. He gladly stands first watch.
**This Space for Rent**
If anyone has anything they’d like to do in the night, or any inter-party RP planned, this is a good time. I’ll continue us to the next morning tomorrow if not.
Morkeleb will congratulate Barnabus on heroically taking charge in this town at a moment of crisis, and fully expects the plan to yield good fruit.
Just to be clear, the plan is to go out wood chopping tomorrow to lure the moose? And the town is prepped in case it attacks the town instead again?
Watches for the night are mercifully boring. The party is able to complete a (somewhat uncomfortable) long rest on the wooden floor of the Ramshackle.
When you see fit to go outside again, you discover several people examining the fortifications, led by the hunter from yesterday and an older halfling woman who is giving a very close inspection. They are not just looking at the fortifications, but the ground around them, which seems to be covered in animal tracks.
Just a glance makes it obvious that something on four legs came by, walked the perimeter of the fortifications, and seemed to prod around at some of the weaker sections.
Morkeleb looks to Barnabus to make the call on what to do. He stands ready!
Nox is going to examine the impacted sections of the fortifications and is going to try to find any tracks or other signs of where the moose came from or where it left to.
Nox, you can make a Survival check to follow the tracks.
Barnabus goes about strengthening any weakened areas and adding more obstructions as needed. He reiterates the plan.
If Nox can't find us a track to follow then the hunters will go out and search which should allude to the town being uunguarded and open to attack. We will be here to stop that. What we need is a way to signal the hunters to return to help block off the escape.
**This Space for Rent**
Survival check: 16
DM Screen:
Module-Mandated Roll: 6
Nox, you examine the tracks very closely you’re certain these were made by a moose, based on their size you follow them about for a bit, and though a light overnight snowfall has obscured them, you are able to determine the path it took away from town. With a 16, you’re confident that you would be able to follow these
Morkeleb is in favor of tracking the moose and leaving the hunters in town to defend it.
Jar will also join in reviewing the tracks (Survival 14).
D&D since 1984
Jar, you’re not quite as fast with picking up on the obscured footprints, but with your combined efforts, you see a trail into the woods. The two of you together are sure these could be followed.
"We have a trail!" Jar exclaims.
D&D since 1984
Once he is able to make out a steady enough trail, Nox will gesture for the others to join him and Jar to follow the footprints. "We managed nicely enough with a sea monster, I'm sure we can handle a moose just as easily," he laughs.
(I'm hearing majority vote for follow the trail so...)
Confident in the trail they have found, Nox and Jar lead the group into the woods, following the tracks. There is some murmuring amongst the townspeople. Most of the group chooses to let you take the shot and stay back in case of another attack. A small contingent of hunters follows behind the party.
As you follow the trail into the woods, the canopy blocks out what little light still manages to reach through the stormy skies, forcing people to rely on darkvision and torches. As you travel, Barnabus, Morkaleb, and Jar feel an instinctive pull towards other paths, as though something is telling them not to go this way. Nox, with his strong read on the trail, is able to resist that urge and keep his team on point. The hunters following you, however, seem to give into this urge, veering off in other directions almost without meaning to. The urge to veer away from this trail passes after an hour of travel. You see a few small animals about, a white hare barely escaping from a predatory fox at one point. Twice along the path, you swear you see the bushes or trees move unnaturally, but maybe it was just a trick of the mind.
Eventually, the tracks lead to a large, circular indentation in a snowy hillside. Rising from the middle of this circle is a triangular gnomon of beautifully carved crystal that stands twenty feet tall. A ten-foot high berm hugging the circle's eastern edge has evergreens growing around and atop it, sheltering what looks like a sarcophagus buried under snow and enclosed by a half-circle of pale blue crystal pillars. North of the berm is a delicately carved gazebo made of marble, and south of the berm is a row of outward-facing. White marble statues across granite pillars.
You find yourselves in the lower right corner of this map. Six elevated, white marble statues arranged in a line depict slender, robed figures facing northward. The engraving on their faces has been worn away by the wind, but pointed ears make the statues identifiable as elves. Small forest creatures can be heard nearby, but there otherwise appears to be nobody else present.
How will the party proceed?
Do we see the tracks lead off from here?
D&D since 1984