b’Reh straightens slowly, wiping the back of a taloned hand across her brow. She casts a careful glance over the fallen wolves and then around the perimeter of the clearing, ensuring no further threats lurk. With a measured breath, she steels herself, holy symbol pressed close against her chest. Her voice is soft yet carries a quiet authority, she steps toward Sherwin, tilting her head in concern. “Sherwin, you took the brunt of that beast’s fury. Are you able to stand on your own, or do you need the Great Rhythm’s mending?” She inclines her gaze toward Aric and Vira in turn, assessing their injuries with the practiced calm of a cleric who has seen a few wounds. “I’m prepared to offer aid to any who require it,” she says gently.
At Eliza’s remark, b’Reh offers a respectful nod. “We must remain alert, even so close to Aldertree—nature’s threats can arise anywhere or so it seems.” Her words end with a subtle gesture of her talons, an unspoken prayer drifting through the air as she channels the healing warmth of her deity. (b'Reh can heal 2d4+3 and 1d8+3 HP, feel free to make use of it in your posts.)
Rollback Post to RevisionRollBack
I'm away May 11 to 16 and might post sporadically (or not at all)
Sherwin does look like he is struggling to stand. "I thank you for you offer, but I will let you help the others. I will mend myself" and he holds his hands over his wounds, allowing the power of nature to flow through him and mend them (casting cure wounds for 13hp healing)
Vira breathes a sigh of relief as she ends her rage, moving to reclaim her greataxe now that the enemies are dispatched. Her wounds are fairly bad, much as she hates to admit it, so she gratefully accepts B'Reh's offer of healing (+1d8+3 for 4 hp healing; Aric can have the rest of he needs it).
Eliza looks on as the group works to heal themselves and each other. "Indeed they can. Luckily we should be safe once we reach the city in the morning! Now, is there any chance of getting that nest back up to finish tonight's rest?"
b’Reh adjusts the grip on her holy symbol as she finishes tending to Vira’s worst cuts, murmuring a low prayer under her breath. She offers Aric a measured nod to see if he needs a similar blessing, then straightens, feathers ruffling softly in the night air.
“We shall have to settle on the ground,” she says calmly, though her tone carries a note of concern. “Let us not linger here. The presence of these carcasses may draw scavengers or worse. A short walk should bring enough distance that we can rest without unease.”
She glances around the clearing, her brow furrowed in thought. “Eliza, if you could guide your cart, we’ll scout just a little farther into the treeline. Once we’re safely settled, I will keep watch.” She presses her talons together in a purposeful gesture, her quiet voice strengthening. “The Nightfather’s protection goes with us, even if we must lie upon the earth tonight. The Great Rhythm beats on, and we shall not falter.” With that, b’Reh inclines her head, offering any remaining healing to Aric if he needs it. Then she moves to ensure the party’s belongings are secure, ready to guide everyone to a safer campsite nearby. (Survival + Guidance: 23+3)
Rollback Post to RevisionRollBack
I'm away May 11 to 16 and might post sporadically (or not at all)
B'Reh efficiently guides the group to a smaller clearing nearby, neatly enclosed by thick underbrush on two of the four sides and slightly closer to the wide sprawl of Alderheart's branches far above to the north. As everyone settles back down, Eliza fusses over the contents of her cart for a few moments before moving to spread her bedroll near one of the more enclosed sides of the clearing. The remaining three watches pass without event, the small camp blanketed in the sounds of the forest around it.
[[ You all receive the benefits of a long rest. ]]
As the sun rises to the east, you all wake refreshed and ready to take the final steps of your journey towards the great tree city to the north.
[[ Is there anything you all would like to do/say/discuss before approaching Alderheart? ]]
As the first rays of sun filter through the canopy, Vira stretches with a soft grunt and adjusts the straps of her pack, her greataxe resting against one shoulder. She glances toward the north, where the mighty boughs of Alderheart loom in the distance, golden in the morning light. "We're almost there," she says quietly, then turns to the others. "We'll need to be sharp when we go in. This message we carry—it's not just words. It's lives. And getting the Council to listen won’t be easy." She pauses, then adds with a small smile, "But with all of you, I think we can do it."
b’Reh smooths the feathers along her cloak and lets her amber gaze linger on the sunlit boughs of Alderheart. “Wise words, Vira. The city’s council may be vast and proud, yet we do not arrive empty-handed.” She taps the oil-sealed tube tucked at her side. “The magistrate of Winnowing Reach signed this letter of introduction for us. His seal bears weight in Alderheart—enough, I pray, to open at least one guarded door.”
She steps forward so the whole party can see her expression, calm but resolute. “Remember how far we have walked: the Mokk Fields’ mists, Susan’s misguided summoning, the fire spirit’s grief, these wolves on the edge of the Aldertree. Each trial proved our purpose and our unity. Let that be the rhythm that guides our speech when we stand before the council.”
Her talons make a small, ritual circle in the air—an unconscious gesture of blessing. “We shall present the magistrate’s letter first, then speak plainly of Meadowfen’s need. Truth and order will serve us better than any flourish.” A soft click of her beak signals determination. “Come. The Nightfather lights our path; let us finish what we began.”
Rollback Post to RevisionRollBack
I'm away May 11 to 16 and might post sporadically (or not at all)
Sherwin looks a bit curious by the mention of a misguided summoning, however he doesn't press further. He is ready to go and plead the case for Meadowfen "I agree. Truth without exaggeration is needed"
Your party sets off towards the north, keenly aware of your imminent arrival in Alderheart and all that it means for both yourselves and those you travel in service of.
As you walk the boughs of the great tree city seem to grow and stretch, drawing nearer with each step. Now that you're closer to the Evertree, you can see that the canopy extends at least a mile outward from the central trunk, such that the last several minutes of your journey is shaded, as the branches up above block out the sun.
Finally, Eliza sets down her cart before the immense tree trunk, and gestures upward. "Well, this is it! We've finally arrived at Alderheart!" Looking upward, you can see a network of platforms and bridges far above in the canopy. Around the trunk, a mix of humblefolk and birdfolk move about through doorways and up and down staircases. Uniformed perch guard are stationed in several places, where you'd guess the main entrances to the trunk and the canopy stairways are located, but Eliza instead moves toward a group stationed a bit further from the trunk. She exchanges a few words with them, and looking up you can see a large platform begin to descend from far above, lowered by ropes that seem to extend all the way to the canopy. Eliza returns to your group, grabbing the handles of her cart. "This lift will take us all the way to the canopy level where we can enter the city through the Bastion Gate! I'll be headed there to the storefront my sister passed along to me, but if you have business in the trunk or the roots, or if you'd just rather take the internal stairs and branchroads than the lift, then I suppose this is where we'll part."
b’Reh stands at the base of the colossal trunk, head tilted back as though measuring the weight of memories in its towering height. A faint tremor quivers beneath her feathers—too subtle for most to notice—before she folds her wings tight against her cloak and draws a steadying breath.
“The lift will take us directly to the Bastion Gate,” she murmurs, voice softer than usual, as though the sheer size of Alderheart dampens her resolve. “Speed serves Meadowfen best, and I would see our petition placed in the Council’s hands before the day wanes.”
She lowers her gaze to Sherwin, Aric, and Vira in turn, forcing a small, composed nod. “Yet we have walked this road together. If any prefer the inner stairs or wish to pause in the roots, speak now. I will follow where we agree.”
A fleeting glance drifts once more to the canopy platforms. In the glimmer of her eyes is a shadow of something unspoken—worry, perhaps, at old ghosts waiting above—but her posture remains straight and deliberate. “Let our choice be made swiftly,” she adds, talons making a familiar, subtle circle in mid‑air. “The Nightfather’s rhythm will guide my steps, wherever they lead.”
Rollback Post to RevisionRollBack
I'm away May 11 to 16 and might post sporadically (or not at all)
Vira gazes up at the sprawling network of bridges and platforms high above, awe flickering in her eyes. She turns to Eliza with a grateful nod, gripping her greataxe loosely at her side. “Thank you, Eliza. For the company, and for the stories,”she says warmly, before looking to the others. “I agree with b'Reh. No sense tiring ourselves out on the stairs when the real challenge’s waiting up there.”
Sherwin will follow the others. He has no desire to spend longer than necessary before getting the message to the council, but also as the newest member of the group, doesn't want to make the others feel like he is taking over or inserting himself more than his fair share and therefore doesn't speak up about it (even though he is only agreeing with what was said)
The platform lands, and the perch guard motion for Eliza to board with her cart as well as the rest of you.
The ropes go taut and the lift begins to rise as some mechanism far above begins to wind back up, bringing you toward the Bastion Gate far above, another step closer to your goal of reaching the birdfolk council. As you rise, the ground grows further and further away. Other lifts pass you going down toward the ground, some empty and some with other passengers or carts. You also see various birdfolk and humblefolk making their way up staircases, winding in and out of holes in the trunk.
Finally, some 40 minutes later, the lift comes to a stop alongside a wide, flat branchroad in the outskirts of the canopy. Two perch guard soldiers secure the platform with long hooked poles attached to the branch, and direct you all towards the center of the tree, where you can see a large gate framed by root-like supports. A mix of humblefolk and birdfolk species from the wood make their way towards the gate along different branchroads that gradually join together into one wide path, dotted with occasional eluran, capran, or seeta traders and travelers from further south and west of the continent. Eliza moves to join the throng of people moving toward the gate, and the perch guard gesture for you to follow.
b’Reh straightens slowly, wiping the back of a taloned hand across her brow. She casts a careful glance over the fallen wolves and then around the perimeter of the clearing, ensuring no further threats lurk. With a measured breath, she steels herself, holy symbol pressed close against her chest. Her voice is soft yet carries a quiet authority, she steps toward Sherwin, tilting her head in concern. “Sherwin, you took the brunt of that beast’s fury. Are you able to stand on your own, or do you need the Great Rhythm’s mending?” She inclines her gaze toward Aric and Vira in turn, assessing their injuries with the practiced calm of a cleric who has seen a few wounds. “I’m prepared to offer aid to any who require it,” she says gently.
At Eliza’s remark, b’Reh offers a respectful nod. “We must remain alert, even so close to Aldertree—nature’s threats can arise anywhere or so it seems.” Her words end with a subtle gesture of her talons, an unspoken prayer drifting through the air as she channels the healing warmth of her deity. (b'Reh can heal 2d4+3 and 1d8+3 HP, feel free to make use of it in your posts.)
I'm away May 11 to 16 and might post sporadically (or not at all)
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Sherwin does look like he is struggling to stand. "I thank you for you offer, but I will let you help the others. I will mend myself" and he holds his hands over his wounds, allowing the power of nature to flow through him and mend them (casting cure wounds for 13hp healing)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Vira breathes a sigh of relief as she ends her rage, moving to reclaim her greataxe now that the enemies are dispatched. Her wounds are fairly bad, much as she hates to admit it, so she gratefully accepts B'Reh's offer of healing (+1d8+3 for 4 hp healing; Aric can have the rest of he needs it).
Eliza looks on as the group works to heal themselves and each other. "Indeed they can. Luckily we should be safe once we reach the city in the morning! Now, is there any chance of getting that nest back up to finish tonight's rest?"
DM - A Humblewood Adventure
Vira sighs and shakes her head. "No, sorry. The charm will only raise it once a day."
b’Reh adjusts the grip on her holy symbol as she finishes tending to Vira’s worst cuts, murmuring a low prayer under her breath. She offers Aric a measured nod to see if he needs a similar blessing, then straightens, feathers ruffling softly in the night air.
“We shall have to settle on the ground,” she says calmly, though her tone carries a note of concern. “Let us not linger here. The presence of these carcasses may draw scavengers or worse. A short walk should bring enough distance that we can rest without unease.”
She glances around the clearing, her brow furrowed in thought. “Eliza, if you could guide your cart, we’ll scout just a little farther into the treeline. Once we’re safely settled, I will keep watch.” She presses her talons together in a purposeful gesture, her quiet voice strengthening. “The Nightfather’s protection goes with us, even if we must lie upon the earth tonight. The Great Rhythm beats on, and we shall not falter.” With that, b’Reh inclines her head, offering any remaining healing to Aric if he needs it. Then she moves to ensure the party’s belongings are secure, ready to guide everyone to a safer campsite nearby. (Survival + Guidance: 23+3)
I'm away May 11 to 16 and might post sporadically (or not at all)
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Vira nods in agreement to B'reh's plan. She will examine the bodies for anything of use and then follow, keeping a sharp eye out for trouble.
Perception: 21
Sorry i've not been online lately. i broke my right arm and typing is a pain. i hope to be back somewhat mid next week.
D&D since 1984
B'Reh efficiently guides the group to a smaller clearing nearby, neatly enclosed by thick underbrush on two of the four sides and slightly closer to the wide sprawl of Alderheart's branches far above to the north. As everyone settles back down, Eliza fusses over the contents of her cart for a few moments before moving to spread her bedroll near one of the more enclosed sides of the clearing. The remaining three watches pass without event, the small camp blanketed in the sounds of the forest around it.
[[ You all receive the benefits of a long rest. ]]
As the sun rises to the east, you all wake refreshed and ready to take the final steps of your journey towards the great tree city to the north.
[[ Is there anything you all would like to do/say/discuss before approaching Alderheart? ]]
DM - A Humblewood Adventure
As the first rays of sun filter through the canopy, Vira stretches with a soft grunt and adjusts the straps of her pack, her greataxe resting against one shoulder. She glances toward the north, where the mighty boughs of Alderheart loom in the distance, golden in the morning light. "We're almost there," she says quietly, then turns to the others. "We'll need to be sharp when we go in. This message we carry—it's not just words. It's lives. And getting the Council to listen won’t be easy." She pauses, then adds with a small smile, "But with all of you, I think we can do it."
b’Reh smooths the feathers along her cloak and lets her amber gaze linger on the sunlit boughs of Alderheart. “Wise words, Vira. The city’s council may be vast and proud, yet we do not arrive empty-handed.” She taps the oil-sealed tube tucked at her side. “The magistrate of Winnowing Reach signed this letter of introduction for us. His seal bears weight in Alderheart—enough, I pray, to open at least one guarded door.”
She steps forward so the whole party can see her expression, calm but resolute. “Remember how far we have walked: the Mokk Fields’ mists, Susan’s misguided summoning, the fire spirit’s grief, these wolves on the edge of the Aldertree. Each trial proved our purpose and our unity. Let that be the rhythm that guides our speech when we stand before the council.”
Her talons make a small, ritual circle in the air—an unconscious gesture of blessing. “We shall present the magistrate’s letter first, then speak plainly of Meadowfen’s need. Truth and order will serve us better than any flourish.” A soft click of her beak signals determination. “Come. The Nightfather lights our path; let us finish what we began.”
I'm away May 11 to 16 and might post sporadically (or not at all)
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Sherwin looks a bit curious by the mention of a misguided summoning, however he doesn't press further. He is ready to go and plead the case for Meadowfen "I agree. Truth without exaggeration is needed"
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Your party sets off towards the north, keenly aware of your imminent arrival in Alderheart and all that it means for both yourselves and those you travel in service of.
As you walk the boughs of the great tree city seem to grow and stretch, drawing nearer with each step. Now that you're closer to the Evertree, you can see that the canopy extends at least a mile outward from the central trunk, such that the last several minutes of your journey is shaded, as the branches up above block out the sun.
Finally, Eliza sets down her cart before the immense tree trunk, and gestures upward. "Well, this is it! We've finally arrived at Alderheart!" Looking upward, you can see a network of platforms and bridges far above in the canopy. Around the trunk, a mix of humblefolk and birdfolk move about through doorways and up and down staircases. Uniformed perch guard are stationed in several places, where you'd guess the main entrances to the trunk and the canopy stairways are located, but Eliza instead moves toward a group stationed a bit further from the trunk. She exchanges a few words with them, and looking up you can see a large platform begin to descend from far above, lowered by ropes that seem to extend all the way to the canopy. Eliza returns to your group, grabbing the handles of her cart. "This lift will take us all the way to the canopy level where we can enter the city through the Bastion Gate! I'll be headed there to the storefront my sister passed along to me, but if you have business in the trunk or the roots, or if you'd just rather take the internal stairs and branchroads than the lift, then I suppose this is where we'll part."
DM - A Humblewood Adventure
b’Reh stands at the base of the colossal trunk, head tilted back as though measuring the weight of memories in its towering height. A faint tremor quivers beneath her feathers—too subtle for most to notice—before she folds her wings tight against her cloak and draws a steadying breath.
“The lift will take us directly to the Bastion Gate,” she murmurs, voice softer than usual, as though the sheer size of Alderheart dampens her resolve. “Speed serves Meadowfen best, and I would see our petition placed in the Council’s hands before the day wanes.”
She lowers her gaze to Sherwin, Aric, and Vira in turn, forcing a small, composed nod. “Yet we have walked this road together. If any prefer the inner stairs or wish to pause in the roots, speak now. I will follow where we agree.”
A fleeting glance drifts once more to the canopy platforms. In the glimmer of her eyes is a shadow of something unspoken—worry, perhaps, at old ghosts waiting above—but her posture remains straight and deliberate. “Let our choice be made swiftly,” she adds, talons making a familiar, subtle circle in mid‑air. “The Nightfather’s rhythm will guide my steps, wherever they lead.”
I'm away May 11 to 16 and might post sporadically (or not at all)
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Vira gazes up at the sprawling network of bridges and platforms high above, awe flickering in her eyes. She turns to Eliza with a grateful nod, gripping her greataxe loosely at her side. “Thank you, Eliza. For the company, and for the stories,” she says warmly, before looking to the others. “I agree with b'Reh. No sense tiring ourselves out on the stairs when the real challenge’s waiting up there.”
Sherwin will follow the others. He has no desire to spend longer than necessary before getting the message to the council, but also as the newest member of the group, doesn't want to make the others feel like he is taking over or inserting himself more than his fair share and therefore doesn't speak up about it (even though he is only agreeing with what was said)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
The platform lands, and the perch guard motion for Eliza to board with her cart as well as the rest of you.
The ropes go taut and the lift begins to rise as some mechanism far above begins to wind back up, bringing you toward the Bastion Gate far above, another step closer to your goal of reaching the birdfolk council. As you rise, the ground grows further and further away. Other lifts pass you going down toward the ground, some empty and some with other passengers or carts. You also see various birdfolk and humblefolk making their way up staircases, winding in and out of holes in the trunk.
Finally, some 40 minutes later, the lift comes to a stop alongside a wide, flat branchroad in the outskirts of the canopy. Two perch guard soldiers secure the platform with long hooked poles attached to the branch, and direct you all towards the center of the tree, where you can see a large gate framed by root-like supports. A mix of humblefolk and birdfolk species from the wood make their way towards the gate along different branchroads that gradually join together into one wide path, dotted with occasional eluran, capran, or seeta traders and travelers from further south and west of the continent. Eliza moves to join the throng of people moving toward the gate, and the perch guard gesture for you to follow.
DM - A Humblewood Adventure