Trythia examines the shrine carefully from where she stands, seeing if it sparks some memory or shred of knowledge. Then she moves closer and once more extends her Divine Senses, seeking for any sense of either rightness or wrongness.
Yuno steps forward confidently, her twin blades shifting lightly at her sides, eyes narrowing as she tests the pull in her chest. But as she draws closer to the shrine, it becomes clear that the faint tug she feels does not lead her here — it continues to pull her forward, down the trail, unchanging and steady. The shrine itself seems to pay her no special notice, its faint emerald glow remaining constant, just as it would for any other traveler passing through. Yuno would recognize that whatever is calling her — calling all of you — lies further ahead, still a bit less than a day’s travel away.
Cygnan studies the shrine thoughtfully, drawing on his deep well of knowledge. With his History (14) and Religion (15) checks, he recalls that this type of forest shrine is commonly dedicated to Mielikki, the goddess of forests, rangers, and the protection of natural balance. It is considered good fortune for travelers to leave an offering here, often something symbolic of their respect for nature: food, water, a sprig of herbs or flowers, or even coins. In rare instances, a personal token has been known to earn the favor of Mielikki’s servants. Cygnan is confident that leaving such an offering would be appropriate — and may earn a minor blessing, though it has no connection to the pull they all feel.
Trythia takes a moment to study the shrine before stepping closer, her keen mind and disciplined faith searching for deeper meaning. With her History (13) check, she notices faint carvings below the stag’s crown that match ancient protective sigils she’s seen in temple records — marks that once designated “safe ways” through dangerous lands. Her Religion (18) check confirms what Cygnan also knows: this is indeed a shrine to Mielikki, and the faint blessing here is still active, if weak. Activating her Divine Sense, she feels no wrongness or evil here — only a quiet presence of consecration, gentle and pure, like a soft hymn in her soul. This is a place of rest and respect, but it is not what is calling her onward.
The shrine waits, quiet and expectant, its emerald glow steady and unchanging. The pull remains — unbroken, unrelenting — leading you forward along the trail, deeper into the forest.
Mal waits patiently while the others examine the shrine and upon hearing the name, Mielikki, she shrugs as the name does not really call out to her in any profound way. To her its just another name.
She does take a moment to focus on the pull and seeing that it seems to be coming from deeper in the forest she sets out on the trail looking back and waiting for the others to finish and join her.
Trythia leaves a small amount of food on the alter and murmurs a prayer and blessing to Mielikki. "Goddess, please accept this small offering. I am sorry it is not more. I pledge to protect the pure where that can be found within your domain, I will protect it there also."
She moves to stand near Yuno, positioning herself so that she can see her companions, the shrine, and the forest. By her posture, she indicates she is ready to move on.
Yuno is a bit disappointed that the Shrine isn't the next big spot. She's ready to move onward. There is... not really anything she wants to do with the shrine. In fact, she's starting to find the tugging quite annoying. She is a free spirit and she is starting to feel the tugging is taking away from her freedom to explore. It already pulled her away from her desired "Goblin Ruin Investigation"
Cygnan digs into the rough canvas sack he has been carrying, and leaves a piece of crystal in the offering dish. "A symbol of a shattered soul, goddess. I hope to be worthy of your favor"
The shrine remains still and silent as you finish your moments there, offering no further reaction beyond its faint, steady glow. The faint scent of pine and moss hangs in the air. Those who left offerings feel a subtle sense of peace, as though their gestures have been quietly acknowledged — but no words, no visions, no divine presence makes itself known. For those who feel the pull, it remains unchanged, constant and insistent, tugging you deeper into the forest. The shrine was never its source.
With the final gestures made and no reason to linger, you gather again at the trail. Without further delay, you set off together, leaving the shrine behind in the dim light of the afternoon.
The ranger’s trail winds on through the High Forest, the air growing cooler and damper as the shadows lengthen. The towering oaks and pines overhead close in, their branches interlacing into a canopy that filters the waning sunlight into soft golden streaks. The path remains clear, if narrow — roots and rocks forcing you to watch your footing, but no obstacles barring your way.
The hours pass in relative silence, the forest alive with the quiet rustle of leaves, the distant calls of birds settling in for the evening, and the occasional snap of a branch underfoot. The pull never fades, steady and unrelenting, still leading you further ahead. No dangers cross your path, no hostile creatures or sinister presence break the stillness. The trail remains uneventful throughout the rest of the afternoon and into the early evening.
As the last light of day fades and dusk settles over the forest, it becomes clear you will need to stop and make camp for the night before pressing on. The trail itself is too narrow and exposed to offer any proper rest. Somewhere off to the side — perhaps a clearing or a sheltered nook — will need to be found.
Whoever is taking charge of finding a campsite, please roll a Survival check.
Cygnan will assist with locating a suitable campsite with any knowledge of hazards he has obtained, and using light on cast on a stick for a torch to help search in the dusk. (Help action to grant advantage on check)
"I know there are spells that can make travel more comfortable.. I am afraid I do not have those yet". he says as they find a site. He offers to take the first watch, and wake the next person.
As twilight deepens into dusk, you find a small hollow just off the trail — a patch of level ground nestled between the roots of two broad, moss-draped trees. The underbrush here is sparse, and a fallen log makes for a natural bench near a ring of scattered stones, long since used for campfires past. The canopy overhead thins just enough to allow a glimpse of the stars as the first evening lightkindles in the sky.
With some quick work, you clear a space, build a small fire, and settle in for the night. The fire crackles softly, casting flickering shadows on bark and leaf, and the hum of the forest settles into a quiet rhythm — crickets, wind through branches, and the distant call of owls marking the night.
DM Note:
You have an uneventful night. No enemies approach. No disturbances rise from the trail. The pull that guides you remains present but quiet, as if resting alongside you.
You may take this time to roleplay and get to know one another’s characters, if you wish. Share stories, ask questions, or reflect — whether around the fire or in your own space nearby. Once the rest of the group has caught up to this point, I will move everyone forward to morning.
As the group settles in for the night, Trythia moves to one side, where the trees have formed a small bulge in the clearing. Small, but large enough. Taking her glaive, she begins to work the forms, starting with simple warm-up and stretching moves but soon transitioning to more martial attack and defense postures. The workout lasts about 30 minutes, during which time her focus never fades and she always has some part of her attention on the forest and on her companions.
Eventually, she winds down, moving on to cool down moves. Finally, she's done, the glaive at rest, her head bowed. Looking up at the others, she finds herself a place on the log and sits. Taking a long drink of water, she turns to Cygnan. "So, tell me wizard, have you any memories of the time before your...awakening? Myself, I have just some fragments of battle and conflict." She does not say what she was fighting. For all she knows, this Cygnan, the others may be part of the ones she battled, and know it not.
Cygnan has been quiet and contemplative. The Assimar helped with setting up the camp and shares what he has learned of the surrounding region from his studies at the town archives. To Trythia he says "I remember very little. Flashes of memories. A laughing dwarf threatening to destroy all.. I feel he is still a threat,. Haluth must be stopped. I remember also I was a powerful wizard. I had built a city of spires and glyphs.. My staff broke, all was lost.. and I was here.. I do not remember any of this present company.".
Mal helps with setting up camp and then with dinner, not that there is much of it, but she is still grateful there is actually some dinner. She then sits with her back against a log and enjoys staring at the campfire, the flames dancing with each other as she listens to the others stories.
She is entranced with the weapon handling of Trythia and nods her respect at her skill and then pays attention to the conversation between Trythia and Cygnan. After Cygnan's comment she sits straight up and asks Cygnan, "I'm sorry WHO must be stopped?" As she then glances over to where Haluth is sitting with a question on her face. "Do you two know each other from before?"
Yuno positions herself at one side of the campfire, resting her back against a log. She is content to chew on the jerky of her rations and listen in on the conversation going on.
((Removed 4 days worth of rations for the day's meals for herself, Haluth, Mal and Cygnan))
Trythia examines the shrine carefully from where she stands, seeing if it sparks some memory or shred of knowledge. Then she moves closer and once more extends her Divine Senses, seeking for any sense of either rightness or wrongness.
History 13
Religion 18
Tandor the White, Human Life Cleric
Yuno steps forward confidently, her twin blades shifting lightly at her sides, eyes narrowing as she tests the pull in her chest. But as she draws closer to the shrine, it becomes clear that the faint tug she feels does not lead her here — it continues to pull her forward, down the trail, unchanging and steady. The shrine itself seems to pay her no special notice, its faint emerald glow remaining constant, just as it would for any other traveler passing through. Yuno would recognize that whatever is calling her — calling all of you — lies further ahead, still a bit less than a day’s travel away.
Cygnan studies the shrine thoughtfully, drawing on his deep well of knowledge. With his History (14) and Religion (15) checks, he recalls that this type of forest shrine is commonly dedicated to Mielikki, the goddess of forests, rangers, and the protection of natural balance. It is considered good fortune for travelers to leave an offering here, often something symbolic of their respect for nature: food, water, a sprig of herbs or flowers, or even coins. In rare instances, a personal token has been known to earn the favor of Mielikki’s servants. Cygnan is confident that leaving such an offering would be appropriate — and may earn a minor blessing, though it has no connection to the pull they all feel.
Trythia takes a moment to study the shrine before stepping closer, her keen mind and disciplined faith searching for deeper meaning. With her History (13) check, she notices faint carvings below the stag’s crown that match ancient protective sigils she’s seen in temple records — marks that once designated “safe ways” through dangerous lands. Her Religion (18) check confirms what Cygnan also knows: this is indeed a shrine to Mielikki, and the faint blessing here is still active, if weak. Activating her Divine Sense, she feels no wrongness or evil here — only a quiet presence of consecration, gentle and pure, like a soft hymn in her soul. This is a place of rest and respect, but it is not what is calling her onward.
The shrine waits, quiet and expectant, its emerald glow steady and unchanging. The pull remains — unbroken, unrelenting — leading you forward along the trail, deeper into the forest.
Mal waits patiently while the others examine the shrine and upon hearing the name, Mielikki, she shrugs as the name does not really call out to her in any profound way. To her its just another name.
She does take a moment to focus on the pull and seeing that it seems to be coming from deeper in the forest she sets out on the trail looking back and waiting for the others to finish and join her.
Trythia leaves a small amount of food on the alter and murmurs a prayer and blessing to Mielikki. "Goddess, please accept this small offering. I am sorry it is not more. I pledge to protect the pure where that can be found within your domain, I will protect it there also."
She moves to stand near Yuno, positioning herself so that she can see her companions, the shrine, and the forest. By her posture, she indicates she is ready to move on.
Tandor the White, Human Life Cleric
Yuno is a bit disappointed that the Shrine isn't the next big spot. She's ready to move onward. There is... not really anything she wants to do with the shrine. In fact, she's starting to find the tugging quite annoying. She is a free spirit and she is starting to feel the tugging is taking away from her freedom to explore. It already pulled her away from her desired "Goblin Ruin Investigation"
Cygnan digs into the rough canvas sack he has been carrying, and leaves a piece of crystal in the offering dish. "A symbol of a shattered soul, goddess. I hope to be worthy of your favor"
The shrine remains still and silent as you finish your moments there, offering no further reaction beyond its faint, steady glow. The faint scent of pine and moss hangs in the air. Those who left offerings feel a subtle sense of peace, as though their gestures have been quietly acknowledged — but no words, no visions, no divine presence makes itself known. For those who feel the pull, it remains unchanged, constant and insistent, tugging you deeper into the forest. The shrine was never its source.
With the final gestures made and no reason to linger, you gather again at the trail. Without further delay, you set off together, leaving the shrine behind in the dim light of the afternoon.
The ranger’s trail winds on through the High Forest, the air growing cooler and damper as the shadows lengthen. The towering oaks and pines overhead close in, their branches interlacing into a canopy that filters the waning sunlight into soft golden streaks. The path remains clear, if narrow — roots and rocks forcing you to watch your footing, but no obstacles barring your way.
The hours pass in relative silence, the forest alive with the quiet rustle of leaves, the distant calls of birds settling in for the evening, and the occasional snap of a branch underfoot. The pull never fades, steady and unrelenting, still leading you further ahead. No dangers cross your path, no hostile creatures or sinister presence break the stillness. The trail remains uneventful throughout the rest of the afternoon and into the early evening.
As the last light of day fades and dusk settles over the forest, it becomes clear you will need to stop and make camp for the night before pressing on. The trail itself is too narrow and exposed to offer any proper rest. Somewhere off to the side — perhaps a clearing or a sheltered nook — will need to be found.
Whoever is taking charge of finding a campsite, please roll a Survival check.
Cygnan will assist with locating a suitable campsite with any knowledge of hazards he has obtained, and using light on cast on a stick for a torch to help search in the dusk. (Help action to grant advantage on check)
"I know there are spells that can make travel more comfortable.. I am afraid I do not have those yet". he says as they find a site. He offers to take the first watch, and wake the next person.
Trythia volunteers for the second watch.
Tandor the White, Human Life Cleric
As twilight deepens into dusk, you find a small hollow just off the trail — a patch of level ground nestled between the roots of two broad, moss-draped trees. The underbrush here is sparse, and a fallen log makes for a natural bench near a ring of scattered stones, long since used for campfires past. The canopy overhead thins just enough to allow a glimpse of the stars as the first evening lightkindles in the sky.
With some quick work, you clear a space, build a small fire, and settle in for the night. The fire crackles softly, casting flickering shadows on bark and leaf, and the hum of the forest settles into a quiet rhythm — crickets, wind through branches, and the distant call of owls marking the night.
DM Note:
You have an uneventful night. No enemies approach. No disturbances rise from the trail. The pull that guides you remains present but quiet, as if resting alongside you.
You may take this time to roleplay and get to know one another’s characters, if you wish. Share stories, ask questions, or reflect — whether around the fire or in your own space nearby. Once the rest of the group has caught up to this point, I will move everyone forward to morning.
As the group settles in for the night, Trythia moves to one side, where the trees have formed a small bulge in the clearing. Small, but large enough. Taking her glaive, she begins to work the forms, starting with simple warm-up and stretching moves but soon transitioning to more martial attack and defense postures. The workout lasts about 30 minutes, during which time her focus never fades and she always has some part of her attention on the forest and on her companions.
Eventually, she winds down, moving on to cool down moves. Finally, she's done, the glaive at rest, her head bowed. Looking up at the others, she finds herself a place on the log and sits. Taking a long drink of water, she turns to Cygnan. "So, tell me wizard, have you any memories of the time before your...awakening? Myself, I have just some fragments of battle and conflict." She does not say what she was fighting. For all she knows, this Cygnan, the others may be part of the ones she battled, and know it not.
Tandor the White, Human Life Cleric
Cygnan has been quiet and contemplative. The Assimar helped with setting up the camp and shares what he has learned of the surrounding region from his studies at the town archives. To Trythia he says "I remember very little. Flashes of memories. A laughing dwarf threatening to destroy all.. I feel he is still a threat,. Haluth must be stopped. I remember also I was a powerful wizard. I had built a city of spires and glyphs.. My staff broke, all was lost.. and I was here.. I do not remember any of this present company.".
Mal helps with setting up camp and then with dinner, not that there is much of it, but she is still grateful there is actually some dinner. She then sits with her back against a log and enjoys staring at the campfire, the flames dancing with each other as she listens to the others stories.
She is entranced with the weapon handling of Trythia and nods her respect at her skill and then pays attention to the conversation between Trythia and Cygnan. After Cygnan's comment she sits straight up and asks Cygnan, "I'm sorry WHO must be stopped?" As she then glances over to where Haluth is sitting with a question on her face. "Do you two know each other from before?"
Yuno positions herself at one side of the campfire, resting her back against a log. She is content to chew on the jerky of her rations and listen in on the conversation going on.
((Removed 4 days worth of rations for the day's meals for herself, Haluth, Mal and Cygnan))