Togar takes a solitary green ball from Drip, holding it up and examining it, sniffing it, then throwing it down the gullet. Smacking noises with his beak, then he ruffles his feathers and seems pleased. “My shift, I can perch up high for a view and take watch, I’d be glad to. Will give me time to process the events of the day…”. Togar does not take part in the drinking of the hooch. He sits off to the side, studying a book in his pack, but every now and again an ear turns and points toward the conversation, you can tell that he’s listening. He does take flight and land atop the tree when it is his time to watch, his head rotating around as if on a swivel, he keeps watch on the ground. When it is his time for sleep, he gets tucked into his bedroll, lying up against the base of the tree, a little high pitched whistle emanating from his airway through the middle of the night, comfy until morning.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
The next morning the group gets moving at a better pace now that there is a second wagon for the band to ride in when needed. The one horse listens to Mother Anachain exclusively and the other follows the first one, so considering they were picked up near wolves, they took to the road pretty well.
This side of the country is pretty flat with a few rolling hills of mainly grasslands now that you all are out past the farms after a few days. The first night of watch with Elmer as a bear, Togar wakes thinking it is Drip instead of Elmer, but other than that confusion the group gets used to each other and how they watch throughout the night. One night, Kulloda trips over a root of a tree and wakes everyone up. But other than that the next week of travel is very uneventful and you all make good time as you head on to Rivermark. Dimia continues to be the one to converse with as Galadher pretty much stays in the caravan, only to share wine around the fire with you all. After the 4th or 5th night he finally works up the courage and drink to lean over to Togar, one eye squinting and asks, "You too good for my wine? Or what's your deal?"
You come to a fork in the road as you get close to Rivermark. There is a larger road heading north and a windier road heading SE. Dimia and Galadher are convinced of the SE path and after much deliberation, you all concede as you haven't been this way and Southeast is the direction you want to. As the group travels along the winding path, you reach a dense forest with the trees looming tall and the air is thick with the scent of pine and damp earth. You continue into the forest, the path is narrow and the sounds of wildlife echo eerily, as if the forest itself is alive with whispers.
As you progress, you notice strange markings on the trees, symbols that seem to shift when you look at them directly. Suddenly the path you're on erupts in thorny vines and the long tendrils wrap themselves along the wheels of the two wagons. The four horses start shaking their head, snorting and stomping the ground in nervous irritation.
Kulloda looks at the vines and branches sucking at the wheels of the wagons and then remembers this happening to the wolves a few days ago.
"Is this you?" Kulloda says, suspecting Drip is mucking about.
The barbarian then looks into the woods for who might be behind this (Perception: 12). Assuming he sees no one, he sweeps his glaive off his back and uses it to cut at the vines.
At the first sign of frisky foliage Anachain looks up to the top of their new caravan and the quickly jerks her head to one side, visually (and telepathically) instructing the invisible Myrth to fly around and take a look around to see what the cause is. As she instructs them to, she does as well. The symbols on the trees could indicate that this is a trap that springs automatically... But there would be no point to setting such a trap if there wasn't someone around to come and see what it caught.
Besides looking around, her first reaction is to pull out a torch and light it - the assumption being that perhaps this trap of vines and trees or whatever may not take a liking to fire...
This side of the country is pretty flat with a few rolling hills of mainly grasslands now that you all are out past the farms after a few days. The first night of watch with Elmer as a bear, Togar wakes thinking it is Drip instead of Elmer, but other than that confusion the group gets used to each other and how they watch throughout the night. One night, Kulloda trips over a root of a tree and wakes everyone up. But other than that the next week of travel is very uneventful and you all make good time as you head on to Rivermark. Dimia continues to be the one to converse with as Galadher pretty much stays in the caravan, only to share wine around the fire with you all. After the 4th or 5th night he finally works up the courage and drink to lean over to Togar, one eye squinting and asks, "You too good for my wine? Or what's your deal?"
Togar sits beside Galadher and hears the comment about why he ignores the wine, his head rotates around as he regards him. “No offense to you, good sir. We Owlin have a finely tuned palate, we don’t just drink any hooch that we come across. I guess I could take a little tiny taste to confirm my suspicions, but I think that it might fall below my… *ahem* .. standards. I only tasted the finest wines in my father’s collection you see, it has left me with .. hmmmrm… discerning tastes.” Togar then turns his head and takes deep breaths, hand going up to his throat for a second, he starts to hack, cough, gag - - and then a large gray glob of something he spits out onto the ground. He turns around and looks back at Galadher like this is a totally normal occurrence, his eyes click closed then open calmly and he tilts his head.
When the vines start grasping the wheels of the wagon, Togar instinctively launches himself into the air, alighting atop a high branch and he starts to look around, looking for any movement and listening for any strange sounds in the woods, mumbling under his breath, “Looks like a wonderful place for an ambush…”
Perception : 4
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Drip blinks, slowly coming to as he lounges atop the second wagon, the sudden halt and Kulloda’s voice stirring him from his half-nap. He sits up, glancing lazily at the grasping vines creeping up around them. “Not me, dude, I swear,” he says with a sleepy wave of his hand, as if dismissing the very idea. “Elmer’s the one fraternizing with dirty land plants. I mean, c’mon, land plants? Trouble makers, through and through.”
He gestures vaguely at the vines, as if the whole situation was clearly not his problem, his expression saying obviously, dude. Then, with a yawn, he stretches out again, seemingly unconcerned with the writhing flora.
Kulloda is able to release one wagon from the vines (which one do you free?) and the others try to figure out what is going on. Well, all but Drip who is obviously unconcerned.
As Togar flies up into the tree, he feels a sudden tiredness hit him, but he shakes it off. But a few moments later, he is quickly put to sleep and falls from the tree, landing on the ground next to Mother Anachain, taking 3 bludgeoning damage.
Mother Anachain and if Elmer is by the trees, please make a perception check.
Drip squints, doing his best to peer through the morning haze, but there’s just too much crusty sleep clinging to his eyes. He rubs at them lazily, muttering, “Can’t see a thing, dude…” Finally, he manages to clear his vision just in time to catch sight of Togar taking a wild tumble from the top of a tree. Drip chuckles, shaking his head.
“Man, that dude CANNOT surf,” he mutters to himself, grinning as he watches Togar’s less-than-graceful landing. Then, with a satisfied sigh, he leans back, clearly entertained by the show.
Kulloda freed the party's wagon (the one we acquired post wolf fight).
He turns from the one wagon to see Togar fall from the sky. He looks confused for a second before dealing with problems he understands and hacks away at the weeds holding the other wagon.
"Voices above us... In the trees," Anachain says in a hushed voice to the others while mentally directing Myrth to fly up into the branches and try to discover who or what is up there... (Myrth has darkvision and Devil's Sight to darkness, nor magical darkness, impede his scouting mission.)
"Show yourselves! What for you attack us so?" she shouts up into the branches. "Talk now, before talk is no longer an option!"
As Mother Anachain yells up to the trees, you all feel a strange sensation wash over you. Most of you, it is fleeting, just enough to make goosebumps rise on the back of your neck and then disappear before you even realize it was there. But Togar and Kulloda... that's only where it starts.
The feeling then runs down your body, along your extremities as your entire body of flesh (yes, all of it under your feathers, Togar) erupt in goosebumps and then you feel it creep under your skin. The feeling then draws back and feels like it is entering your brain as it leaves the rest of your body. As you pay attention to this feeling, you don't seem to know anything else that is going on around you, and when it dissipates, you find yourself feeling very confused.
Togar immediately shrinks up and turns into a fern (Awakened Shrub to be exact) and Kulloda leans over to get on all fours as he turns into a Mastiff.
Drip lets out a wild laugh, clapping his hands as he watches Togar shrink into a fern and Kulloda transform into a mastiff. “Woohoo, awesome, dude! I didn’t know you had it in you!” he hollers with genuine excitement, then takes a few steps back.
“Check out this one!” he says with a grin, giving them a wink before his form ripples, changing into a sleek, black panther. With a powerful bound, he darts up into the trees, weaving through branches as he scans the surroundings, eager to see what’s behind the strange magic stirring up all the mayhem.
Kulloda-Mastiff growls and heads to the tree Anachain pointed out. He looks up into the branches, barks a couple of times, and then uses a suddenly enhanced sense of smell and hearing to get an idea of what's up above
Perception w/ Advantage from being a Mastiff (4, 11 + 3): 14
Anachain stares up into the leaves and branches and tries to make out the creatures the laughter is coming from. If she can make one (or more) out she will place a Hex upon one and then unleash an Eldritch Blast at them... If not she bends down and grabs a handful of mastiff fur and gives it a bit of a shaking, hoping to tell if it is an illusion or a real transformation, and if real then wondering if a little pain could dispell it?
Eldritch Blast Attack (if she sees a target): 9 to hit for 3 force damage and 2 necrotic... (pretty sure a 9 misses though)
You hear a bunch of little squeals as the blast shoots through the leaves of the great tree, missing any creature on it's way through. In retaliation, Mother Anachain feels a spell overcome her - roll a WIS save of 12, if you fail roll a d10.
Four glowing orbs appear and rotate slowly as if juggled, and from above that you hear in a very high pitched voice, "Leave this place! You are not welcome on this hallowed ground!"
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Togar takes a solitary green ball from Drip, holding it up and examining it, sniffing it, then throwing it down the gullet. Smacking noises with his beak, then he ruffles his feathers and seems pleased. “My shift, I can perch up high for a view and take watch, I’d be glad to. Will give me time to process the events of the day…”. Togar does not take part in the drinking of the hooch. He sits off to the side, studying a book in his pack, but every now and again an ear turns and points toward the conversation, you can tell that he’s listening. He does take flight and land atop the tree when it is his time to watch, his head rotating around as if on a swivel, he keeps watch on the ground. When it is his time for sleep, he gets tucked into his bedroll, lying up against the base of the tree, a little high pitched whistle emanating from his airway through the middle of the night, comfy until morning.
A wizard is never late, nor is he early, he arrives precisely when he means to.
The next morning the group gets moving at a better pace now that there is a second wagon for the band to ride in when needed. The one horse listens to Mother Anachain exclusively and the other follows the first one, so considering they were picked up near wolves, they took to the road pretty well.
This side of the country is pretty flat with a few rolling hills of mainly grasslands now that you all are out past the farms after a few days. The first night of watch with Elmer as a bear, Togar wakes thinking it is Drip instead of Elmer, but other than that confusion the group gets used to each other and how they watch throughout the night. One night, Kulloda trips over a root of a tree and wakes everyone up. But other than that the next week of travel is very uneventful and you all make good time as you head on to Rivermark. Dimia continues to be the one to converse with as Galadher pretty much stays in the caravan, only to share wine around the fire with you all. After the 4th or 5th night he finally works up the courage and drink to lean over to Togar, one eye squinting and asks, "You too good for my wine? Or what's your deal?"
You come to a fork in the road as you get close to Rivermark. There is a larger road heading north and a windier road heading SE. Dimia and Galadher are convinced of the SE path and after much deliberation, you all concede as you haven't been this way and Southeast is the direction you want to. As the group travels along the winding path, you reach a dense forest with the trees looming tall and the air is thick with the scent of pine and damp earth. You continue into the forest, the path is narrow and the sounds of wildlife echo eerily, as if the forest itself is alive with whispers.
As you progress, you notice strange markings on the trees, symbols that seem to shift when you look at them directly. Suddenly the path you're on erupts in thorny vines and the long tendrils wrap themselves along the wheels of the two wagons. The four horses start shaking their head, snorting and stomping the ground in nervous irritation.
Kulloda looks at the vines and branches sucking at the wheels of the wagons and then remembers this happening to the wolves a few days ago.
"Is this you?" Kulloda says, suspecting Drip is mucking about.
The barbarian then looks into the woods for who might be behind this (Perception: 12). Assuming he sees no one, he sweeps his glaive off his back and uses it to cut at the vines.
At the first sign of frisky foliage Anachain looks up to the top of their new caravan and the quickly jerks her head to one side, visually (and telepathically) instructing the invisible Myrth to fly around and take a look around to see what the cause is. As she instructs them to, she does as well. The symbols on the trees could indicate that this is a trap that springs automatically... But there would be no point to setting such a trap if there wasn't someone around to come and see what it caught.
Besides looking around, her first reaction is to pull out a torch and light it - the assumption being that perhaps this trap of vines and trees or whatever may not take a liking to fire...
Togar sits beside Galadher and hears the comment about why he ignores the wine, his head rotates around as he regards him. “No offense to you, good sir. We Owlin have a finely tuned palate, we don’t just drink any hooch that we come across. I guess I could take a little tiny taste to confirm my suspicions, but I think that it might fall below my… *ahem* .. standards. I only tasted the finest wines in my father’s collection you see, it has left me with .. hmmmrm… discerning tastes.” Togar then turns his head and takes deep breaths, hand going up to his throat for a second, he starts to hack, cough, gag - - and then a large gray glob of something he spits out onto the ground. He turns around and looks back at Galadher like this is a totally normal occurrence, his eyes click closed then open calmly and he tilts his head.
When the vines start grasping the wheels of the wagon, Togar instinctively launches himself into the air, alighting atop a high branch and he starts to look around, looking for any movement and listening for any strange sounds in the woods, mumbling under his breath, “Looks like a wonderful place for an ambush…”
Perception : 4
A wizard is never late, nor is he early, he arrives precisely when he means to.
Drip blinks, slowly coming to as he lounges atop the second wagon, the sudden halt and Kulloda’s voice stirring him from his half-nap. He sits up, glancing lazily at the grasping vines creeping up around them. “Not me, dude, I swear,” he says with a sleepy wave of his hand, as if dismissing the very idea. “Elmer’s the one fraternizing with dirty land plants. I mean, c’mon, land plants? Trouble makers, through and through.”
He gestures vaguely at the vines, as if the whole situation was clearly not his problem, his expression saying obviously, dude. Then, with a yawn, he stretches out again, seemingly unconcerned with the writhing flora.
Kulloda is able to release one wagon from the vines (which one do you free?) and the others try to figure out what is going on. Well, all but Drip who is obviously unconcerned.
As Togar flies up into the tree, he feels a sudden tiredness hit him, but he shakes it off. But a few moments later, he is quickly put to sleep and falls from the tree, landing on the ground next to Mother Anachain, taking 3 bludgeoning damage.
Mother Anachain and if Elmer is by the trees, please make a perception check.
Drip squints, doing his best to peer through the morning haze, but there’s just too much crusty sleep clinging to his eyes. He rubs at them lazily, muttering, “Can’t see a thing, dude…” Finally, he manages to clear his vision just in time to catch sight of Togar taking a wild tumble from the top of a tree. Drip chuckles, shaking his head.
“Man, that dude CANNOT surf,” he mutters to himself, grinning as he watches Togar’s less-than-graceful landing. Then, with a satisfied sigh, he leans back, clearly entertained by the show.
Kulloda freed the party's wagon (the one we acquired post wolf fight).
He turns from the one wagon to see Togar fall from the sky. He looks confused for a second before dealing with problems he understands and hacks away at the weeds holding the other wagon.
(Free action)
**OOOFF! RAWK!**
Togar lifts his head up, saying “Somebody or something out there put me to sleep! A condition that is not compatible with flying! Arrgggh!”
A wizard is never late, nor is he early, he arrives precisely when he means to.
(Perception 14 for after Togar falls next to her...)
"Oh gosh. Oh gee." Says Elmer as he hurries to Togar's side and immediately Lays on Hands, healing his 3 lost hit points.
He then looks up at the vines and talks to them, says, "Hey guys, come on. We didn't do anything to you. Why don't you just let us go already..."
He gazes around, trying to see what he identify... It's not a whole lot.
ROLL
Perception: 4
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
"Voices above us... In the trees," Anachain says in a hushed voice to the others while mentally directing Myrth to fly up into the branches and try to discover who or what is up there... (Myrth has darkvision and Devil's Sight to darkness, nor magical darkness, impede his scouting mission.)
"Show yourselves! What for you attack us so?" she shouts up into the branches. "Talk now, before talk is no longer an option!"
Kulloda looks from the weeds he's chopping at to the trees Anachain points out. He sizes them up to see if they're climbable.
As Mother Anachain yells up to the trees, you all feel a strange sensation wash over you. Most of you, it is fleeting, just enough to make goosebumps rise on the back of your neck and then disappear before you even realize it was there. But Togar and Kulloda... that's only where it starts.
The feeling then runs down your body, along your extremities as your entire body of flesh (yes, all of it under your feathers, Togar) erupt in goosebumps and then you feel it creep under your skin. The feeling then draws back and feels like it is entering your brain as it leaves the rest of your body. As you pay attention to this feeling, you don't seem to know anything else that is going on around you, and when it dissipates, you find yourself feeling very confused.
Togar immediately shrinks up and turns into a fern (Awakened Shrub to be exact) and Kulloda leans over to get on all fours as he turns into a Mastiff.
Drip lets out a wild laugh, clapping his hands as he watches Togar shrink into a fern and Kulloda transform into a mastiff. “Woohoo, awesome, dude! I didn’t know you had it in you!” he hollers with genuine excitement, then takes a few steps back.
“Check out this one!” he says with a grin, giving them a wink before his form ripples, changing into a sleek, black panther. With a powerful bound, he darts up into the trees, weaving through branches as he scans the surroundings, eager to see what’s behind the strange magic stirring up all the mayhem.
Kulloda-Mastiff growls and heads to the tree Anachain pointed out. He looks up into the branches, barks a couple of times, and then uses a suddenly enhanced sense of smell and hearing to get an idea of what's up above
Perception w/ Advantage from being a Mastiff (
4, 11 + 3): 14Kulloda-Mastiff puts his paws up on the tree and barks loudly several times at whatever little creatures are up there.
Anachain stares up into the leaves and branches and tries to make out the creatures the laughter is coming from. If she can make one (or more) out she will place a Hex upon one and then unleash an Eldritch Blast at them... If not she bends down and grabs a handful of mastiff fur and gives it a bit of a shaking, hoping to tell if it is an illusion or a real transformation, and if real then wondering if a little pain could dispell it?
Eldritch Blast Attack (if she sees a target): 9 to hit for 3 force damage and 2 necrotic... (pretty sure a 9 misses though)
You hear a bunch of little squeals as the blast shoots through the leaves of the great tree, missing any creature on it's way through. In retaliation, Mother Anachain feels a spell overcome her - roll a WIS save of 12, if you fail roll a d10.
Four glowing orbs appear and rotate slowly as if juggled, and from above that you hear in a very high pitched voice, "Leave this place! You are not welcome on this hallowed ground!"