"I am glad to hear you do not care for Remmud," Amory says to the goblin. "Even if he helps you find your Black Star, you would end up paying a terrible price."
She turns to Drogomar. "I suppose you are right. We should not take any chances that could jeopardize our mission. Unfortunately, this one would not be the first goblin we kill today, nor the the last, if its warning is to be believed. Zerel, if you don't mind, may I be the one to dispatch the goblin? Doing so would give me strength in a way that is technically unexplainable."
OOC:
Amory wants to use her Dark One's Blessing to get 7 temporary hit points by killing (or knocking out) the goblin
"Er... uh...", the goblin starts, before trailing off, lost in thought. "Remmud would be m-most pleased if I b-b-brought new recruits!" finishes the creature, with a sly grin in Cobalt's direction.
"WAIT! NO! PLEASE! I... I... NO, NO, NO!", exclaims the creature in response to Drogomar'swords. The creature begins rolling around erratically on the snowy terrain, leaving an imprint as they go.
With a quick slice of Amory's blade ((or non-lethal punch... however you wish to dispatch the goblin is fine by me)), the creature lies dead at your feet. Perhaps it shall find piece, now.
As they break camp, Drogomar will go over to the goblin body. Standing over the inert form, he will dip his hand into one of his pouches and bring forth what looks like powder or very fine dust and sprinkles it over the dead body.
Amory, having just killed the goblin in cold blood shudders as a rush of vitality sweeps through her body. To be thus rewarded for murder feels wrong on a cosmic level, but Amory knows she will need every advantage she can get going forward. She wipes clean her dagger and declares (mostly to ease her own conscience), "It would have stabbed us in the back if given the chance."
She looks outside. If the storm has subsided, she agrees with Zerel and gets ready to go.
Leaving the slain goblin basking in the scattered spores, you break camp. As you leave the rocky outcropping behind you, the storms passes, and the mountain comes into view. Its jagged peak reaches for the pale wash of the sky.
You travel several more hours without trouble. The mountain gets closer and closer still, the barren wastes of the snow eventually giving way to pine forest... and finally, just as the sun begins to lower in the sky, you arrive at the mountain's base. Yet, the site of the goblin's activities is nowhere to be found. At the mountain's base is nothing but more thick pine forest, the skinny and stunted trees mere toothpicks next to the giant behemoth of the mountain before you.
However, quite conveniently, a dirt path lies before you. Why this path is cleared amidst the thick snow all around you, it remains to be seen. It appears unused... in that, as far as you can tell, there are no footprints denoting the recent presence of a creature.
And in the distance... is that singing? A faint, melodious hum buzzes through the air, its sound as sweet and alluring as honey. It sounds as if its coming from deeper inside the forest...
((Note: As it is now dusk, you'll be experiencing dim light for the time being. Also! Be sure you track what light sources you're using / have used hour by hour))
(( Drogomar kept his Light 'charged' -- the crystal nestled into the top of his staff glowing [ not as brightly as normal ] <<< it is up to the rest of the party if they felt additional light from a torch would help the situation ))
Drogomar looks about with a confused look on his face. He had expected the typical goblin mess their race tended to leave where ever they had been for any length of time. And singing? More and more Drogo was regretting his choice of travelling by ship.
Zerel, drawing the blade, illuminates the surroundings with the light from his rapier. Visually,Zerel notices nothing besides the vast expanse of the pine forest surrounding him. Save for the direction you've been walking from, it appears to go on forever, surrounding the mountain on all sides.
However, Zerel is able to pinpoint the exact source of the sound - to the north, directly ahead of you... down the dirt path. Perhaps the path will lead to the source of the singing?
"Whoever is singing likely wants to be heard, or at the very least does not mind drawing attention," says Amory. "Unless someone wants to scout ahead, I think we should proceed with caution as a group. We could try to circumvent the singer or stick to the path. I myself would prefer to take my chances with the singer over risking getting lost in the pine forest."
She casts Detect Magic when it is time to move, just in case there is some enchantment in the beautiful music.
Your packs secured to your backs, you journey into the forest. The sound of your footsteps trudging through the snow fades as the terrain turns to dirt. The path takes you straight to the mountain's base, and then winds back and forth in a series of switchbacks. All the while, as you climb further and further in elevation, the sound of the singing gets louder and louder.
Eventually, after perhaps only fifteen minutes of walking, you reach a section of the mountain that's been leveled out - the mountain still climbs further and further, yet here, nearer to the base, a section of the incline is flat. Here, entering from the south, at this leveled out portion of the mountain, you see a cabin - one remarkably similar to Folam's. However, something about it is very different - the cabin is supported entirely by several wooden beams, which lift the cabin into the air. A wooden stairway, found at the cabin's side, extends from the snowy ground to the front door of the cabin. The cabin's roof sags, and ivy covers the entire north wall. On the ground, however, lies a small wooden shed, out of which you hear the singing.
Amory doesn't notice the presence of magic until the group's arrival at the cabin. Once there, however, Amory notices several schools of magic. The entire area reeks of conjuration magic, beams of it radiating from the cabin and the shed. However, a hint of transmutation magic lingers in the air around the shed... perhaps it is related to the source of the singing?
"I sense conjuration and transmutation magics only, so a trap is unlikely," replies Amory, "but please be cautious nonetheless. There is no telling what's inside."
Amory keeps an eye on the house while Drogomar handles the shed door.
As Drogomar and the group move their way west, Drogomar'smage hand crawls over to the shed door, levitates upwards, and tries the knob... but it doesn't open. The door is locked.
The singing continues, but now the sound grows fainter and fainter. The melody stays sweet and alluring.
"I am glad to hear you do not care for Remmud," Amory says to the goblin. "Even if he helps you find your Black Star, you would end up paying a terrible price."
She turns to Drogomar. "I suppose you are right. We should not take any chances that could jeopardize our mission. Unfortunately, this one would not be the first goblin we kill today, nor the the last, if its warning is to be believed. Zerel, if you don't mind, may I be the one to dispatch the goblin? Doing so would give me strength in a way that is technically unexplainable."
OOC:
Amory wants to use her Dark One's Blessing to get 7 temporary hit points by killing (or knocking out) the goblin
"Er... uh...", the goblin starts, before trailing off, lost in thought. "Remmud would be m-most pleased if I b-b-brought new recruits!" finishes the creature, with a sly grin in Cobalt's direction.
"WAIT! NO! PLEASE! I... I... NO, NO, NO!", exclaims the creature in response to Drogomar's words. The creature begins rolling around erratically on the snowy terrain, leaving an imprint as they go.
With a quick slice of Amory's blade ((or non-lethal punch... however you wish to dispatch the goblin is fine by me)), the creature lies dead at your feet. Perhaps it shall find piece, now.
((You gain the 7 temporary hit points, Amory!))
DM - Adrift in the Void Sea
Zerel looks around as Amory ends the goblin's life.
"Well. We've got more information now. Shall we move on?"
As they break camp, Drogomar will go over to the goblin body. Standing over the inert form, he will dip his hand into one of his pouches and bring forth what looks like powder or very fine dust and sprinkles it over the dead body.
(( mushroom spores ! ))
Amory, having just killed the goblin in cold blood shudders as a rush of vitality sweeps through her body. To be thus rewarded for murder feels wrong on a cosmic level, but Amory knows she will need every advantage she can get going forward. She wipes clean her dagger and declares (mostly to ease her own conscience), "It would have stabbed us in the back if given the chance."
She looks outside. If the storm has subsided, she agrees with Zerel and gets ready to go.
Leaving the slain goblin basking in the scattered spores, you break camp. As you leave the rocky outcropping behind you, the storms passes, and the mountain comes into view. Its jagged peak reaches for the pale wash of the sky.
You travel several more hours without trouble. The mountain gets closer and closer still, the barren wastes of the snow eventually giving way to pine forest... and finally, just as the sun begins to lower in the sky, you arrive at the mountain's base. Yet, the site of the goblin's activities is nowhere to be found. At the mountain's base is nothing but more thick pine forest, the skinny and stunted trees mere toothpicks next to the giant behemoth of the mountain before you.
However, quite conveniently, a dirt path lies before you. Why this path is cleared amidst the thick snow all around you, it remains to be seen. It appears unused... in that, as far as you can tell, there are no footprints denoting the recent presence of a creature.
And in the distance... is that singing? A faint, melodious hum buzzes through the air, its sound as sweet and alluring as honey. It sounds as if its coming from deeper inside the forest...
((Note: As it is now dusk, you'll be experiencing dim light for the time being. Also! Be sure you track what light sources you're using / have used hour by hour))
DM - Adrift in the Void Sea
(( Drogomar kept his Light 'charged' -- the crystal nestled into the top of his staff glowing [ not as brightly as normal ] <<< it is up to the rest of the party if they felt additional light from a torch would help the situation ))
Drogomar looks about with a confused look on his face. He had expected the typical goblin mess their race tended to leave where ever they had been for any length of time. And singing? More and more Drogo was regretting his choice of travelling by ship.
Cobalt felt unease upon hearing the singing. He blinked, looking at the other members of the party. "Should we investigate? . . ."
(if the group will investigate, Cobalt will cast Pass without trace on everyone so we have a more stealthy approach)
Zerel's Moon-Touched Rapier's light lets him see around him.
"Hold on."
He looks around.
Perception check: 26
Zerel, drawing the blade, illuminates the surroundings with the light from his rapier. Visually, Zerel notices nothing besides the vast expanse of the pine forest surrounding him. Save for the direction you've been walking from, it appears to go on forever, surrounding the mountain on all sides.
However, Zerel is able to pinpoint the exact source of the sound - to the north, directly ahead of you... down the dirt path. Perhaps the path will lead to the source of the singing?
DM - Adrift in the Void Sea
"Whoever is singing likely wants to be heard, or at the very least does not mind drawing attention," says Amory. "Unless someone wants to scout ahead, I think we should proceed with caution as a group. We could try to circumvent the singer or stick to the path. I myself would prefer to take my chances with the singer over risking getting lost in the pine forest."
She casts Detect Magic when it is time to move, just in case there is some enchantment in the beautiful music.
Zerel points to the north with his rapier.
"The sound's coming from that direction. Should we move towards it or away from it?"
Drogomar tilts his staff northward. "We get no answers going back or any other direction than 'to the mountain'."
Your packs secured to your backs, you journey into the forest. The sound of your footsteps trudging through the snow fades as the terrain turns to dirt. The path takes you straight to the mountain's base, and then winds back and forth in a series of switchbacks. All the while, as you climb further and further in elevation, the sound of the singing gets louder and louder.
Eventually, after perhaps only fifteen minutes of walking, you reach a section of the mountain that's been leveled out - the mountain still climbs further and further, yet here, nearer to the base, a section of the incline is flat. Here, entering from the south, at this leveled out portion of the mountain, you see a cabin - one remarkably similar to Folam's. However, something about it is very different - the cabin is supported entirely by several wooden beams, which lift the cabin into the air. A wooden stairway, found at the cabin's side, extends from the snowy ground to the front door of the cabin. The cabin's roof sags, and ivy covers the entire north wall. On the ground, however, lies a small wooden shed, out of which you hear the singing.
Amory doesn't notice the presence of magic until the group's arrival at the cabin. Once there, however, Amory notices several schools of magic. The entire area reeks of conjuration magic, beams of it radiating from the cabin and the shed. However, a hint of transmutation magic lingers in the air around the shed... perhaps it is related to the source of the singing?
DM - Adrift in the Void Sea
"Amory, anything we should be warned about?" Drogomar asks as he scans over the structures before them.
"Unless someone disagrees, I will move westward to get the best view of the shed door from 27 feet away. I will use Mage Hand to open the door."
The diminutive gnome shakes his head slowly, "Best case, it opens. Worst case, we alerted who or whatever is inside that shed."
(( unless someone objects, Drogomar will move into position and do his voodoo dat he do. ))
*** Once shuffled up into position, a spectral, floating hand appears at the door of the shed and tries to open the door. ***
"I sense conjuration and transmutation magics only, so a trap is unlikely," replies Amory, "but please be cautious nonetheless. There is no telling what's inside."
Amory keeps an eye on the house while Drogomar handles the shed door.
"Nature hides your steps, friend. Do not be alarmed, if there is danger, we can hide from it." Cobalt states to them, following Drogomar
Zerel glances around, wary of a trap as he follows the group.
"I don't like this. What could possibly be alive out here that wouldn't try to kill us?"
As Drogomar and the group move their way west, Drogomar's mage hand crawls over to the shed door, levitates upwards, and tries the knob... but it doesn't open. The door is locked.
The singing continues, but now the sound grows fainter and fainter. The melody stays sweet and alluring.
DM - Adrift in the Void Sea
"Maybe there is a key inside the cabin?" Amory suggests when she sees the door is locked. "Or, do any of you have lock picks? or an axe or crowbar?"