Putting his hammer over his shoulder Adrom follows the others. Fighting some goblins sounds more promising that battiling that dragon and he must admit that Moradin was with them on that fight.
The party sets out, following the edge of the Neverwinter Wood once again, this time heading south. After two nights' travel, the party finds themselves on the south side of the Wood.
Skill challenge! You need two successes to enter the Wood at the right place and then find your way to the Castle after entering. Whoever wants to go first, choose a skill to roll against and explain what you're doing that uses that skill.
Karl examines the bark of the trees to determine if the bark on one side (i.e. south side) looks appreciably different from that on the north side (the direction they want to go) - using his limited survival skills. If it does he regularly checks the bark as they make their way through the forest (1st Survival roll = 19 / 2nd Survival roll = 21)
This post has potentially manipulated dice roll results.
(@DDP: Not entirely sure you need checks from everyone or not, though since it sounds like the former, here goes nothing!)
Vondal for his part alternates between speaking with the local fauna and vegetation in regards to the passing of goblinoid figures through the area to keep a bearing on any deviations of northward passing. He also pools together what scraps of knowledge he has on castles and forts in an effort to narrow down where one might've placed last for the most strategic results.
When in doubt, he wasn't above bribing a few birds with treats in hopes of getting even better results.
With Karl checking tree bark and Vondal trying to coax any information he can get out of the small animals who are brave enough to allow the party to get within earshot, the party heads into the Neverwinter Wood in search of Cragmaw Castle. They've traveled about an hour when Karl, who leads, of course, spots a sunny glade ahead. It appears to be in about the right direction, and the dwarf, being curious about the oddity, heads in that direction.
This post has potentially manipulated dice roll results.
Vondal isn't so gullible as to not try to get a better read on his Uncle, prior to follow along after an oddity. Between the old man's warning, near death by dragon, and killer plants (easy though they were to dispatch), the gold dwarf had been rightly more wary in regards to just about everything new now. And if something seemed off, he would try to shake Uncle Karl and ask "Are you alright?"
If not, Zindral(if it hadn't been already) is slipped into hand as he followed at least 15ft behind the elder dwarf, still yet wary about being out even remotely in the open for even a few moments.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Karl, Adrom, Nif, and Vondal (in that order) march toward the sunny spot. Karl breaks through the last two trees into the sunny spot, but doesn't slow. He has just begun to realize his footsteps are no less difficult in the seemingly easier terrain when he slams into something invisible. The others quickly stop as well. Karl is 15 feet into the glade, so Vondal is still just inside the shadow of the regular Wood. Karl puts his hand out and touches what feels to be tree bark, but there's nothing there.
"Something funny going on here lads. This isn't as easy as I thought it was gunna be. There's still trees 'ere but we can't see the blasted things. I don't like one bit and reckon we should 'ead back to da trees we can see!"Karl says before trying to turn around and leave the glade.
Only after did he say, "Some seeing a Lake and some seeing a glade? Perhaps this illusion magic then. Though.. why... hmm..."He trailed off there tugging at the side of his beard, and still compiling anything that tripped further look around. He tried to keep to the edge of the glade, testing the heat of the rays, the quality of the ground just past the shade, and even the confirming the light was even falling in the right direction.
"I think I have idea, but need ten minutes for the ritual. Stay on guard, if you would... not that you need me reminding that."He directed to all with a chuckle at the end, then pulled out his stone and focusing upon it intently while chanting arcane words in dwarvish.
(@DDP: Ritual casting Detect Magic and maintaining concentration for its duration in the event nothing does ping off of it. Though if something does, he will spend action to try and determine its school.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Adrom nods and keeps guard on Vondal while he performs the ritual.
"I would say that better to leave it alone, but I've learned that Moradin sent me to keep you alive, not to put some common sense in your hard skulls... " he smirks.
Karl turns around to leave, but finds Adrom and Nif held up by Vondal, who is scrutinizing the glade, saying, "I think I have idea, but need ten minutes for the ritual. Stay on guard, if you would... not that you need me reminding that."
Before anyone can respond, there is a noise about 25 feet. Make that two noises. Karl turns to look, but Vondal, already facing that direction, sees two hooded individuals side step out of thin air into view — one tall and one short. They both make hand gestures while speaking a language none of the party knows. Thick vines quickly rise from the ground, winding around the party's legs attempting to bind them. At the same time, a small flame appears in the hand of the taller one, and they throw it at (1=Karl, 2=Adrom, 3=Nif, 4=Vondal: 3). (Attack: 8 Damage: 5) Nif watches as the flame lands at his feet and goes out without doing any damage to himself or the climbing vines. The two figures then sidestep back out of view.
Vondal feels a warm breeze from his left side as he is straining against the vines entangling his legs. He doesn't think anything of it until it sudden smells ... like a library. (WIS save DC11: 7) His mind goes blank, a slight smile spreads his dwarven lips. (1 — 8)
OOC: Won't let me edit the above post anymore. I just realized I didn't say from what direction the hooded individuals stepped out. They are 25 feet north (into the glade).
Vondal, on your turn, you will take no action or bonus action and would have used all of your movement to move northwest, but as you are restrained, you stand still and do nothing. I will roll at the beginning of your next turn and let you know what happens in Round 3.
Vondal, you'll do nothing, then Nif! Nif, you can roll a STR save DC12 as your action to try to break free if you want.
As there are obviously invisible trees in the "glade", movement is difficult terrain. Also, every player that can be seen has 1/2 cover (+2 to AC) against any ranged weapon or spell that requires an attack roll. If a player cannot be seen, they have total cover.
You all are still in this north-to-south order: Karl, Adrom, Nif, Vondal, each five feet apart. The strangers are 25 north or Karl, but also slightly to the west and east, but currently out of sight.
Karl mutters next to Nif "not sure I like this young'un?" as he stands their with axe ready watching the strangers warily. The minute they attack him, or anybody else in the party, he closes and swings his axe (Attack: 24 Damage: 11)
Rollback Post to RevisionRollBack
DM - Stopping a god in his tracks
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Nif listens as Vondal gets the directions, making mental notes of the directions.
"What say you uncle? Time to smash some more goblins?" Nif says with a grin to Karl
"Right lets hit the frog and toad" Karl says getting up and leading the party out of the tower down to the road.
DM - Stopping a god in his tracks
Putting his hammer over his shoulder Adrom follows the others. Fighting some goblins sounds more promising that battiling that dragon and he must admit that Moradin was with them on that fight.
PbP Character: A few ;)
The party sets out, following the edge of the Neverwinter Wood once again, this time heading south. After two nights' travel, the party finds themselves on the south side of the Wood.
Skill challenge! You need two successes to enter the Wood at the right place and then find your way to the Castle after entering. Whoever wants to go first, choose a skill to roll against and explain what you're doing that uses that skill.
Karl examines the bark of the trees to determine if the bark on one side (i.e. south side) looks appreciably different from that on the north side (the direction they want to go) - using his limited survival skills. If it does he regularly checks the bark as they make their way through the forest (1st Survival roll = 19 / 2nd Survival roll = 21)
DM - Stopping a god in his tracks
(@DDP: Not entirely sure you need checks from everyone or not, though since it sounds like the former, here goes nothing!)
Vondal for his part alternates between speaking with the local fauna and vegetation in regards to the passing of goblinoid figures through the area to keep a bearing on any deviations of northward passing. He also pools together what scraps of knowledge he has on castles and forts in an effort to narrow down where one might've placed last for the most strategic results.
When in doubt, he wasn't above bribing a few birds with treats in hopes of getting even better results.
Persuasion & History: #1(7), #2(18).
When you realize you're doing too much: Signature.
NIf will constantly scanning the forest, looking for any of the signs that were described by the old druid.
Investigation: 22 too look for the landmarks
History: 22 To remember the signs and landmarks
With Karl checking tree bark and Vondal trying to coax any information he can get out of the small animals who are brave enough to allow the party to get within earshot, the party heads into the Neverwinter Wood in search of Cragmaw Castle. They've traveled about an hour when Karl, who leads, of course, spots a sunny glade ahead. It appears to be in about the right direction, and the dwarf, being curious about the oddity, heads in that direction.
Reactions?
Vondal isn't so gullible as to not try to get a better read on his Uncle, prior to follow along after an oddity. Between the old man's warning, near death by dragon, and killer plants (easy though they were to dispatch), the gold dwarf had been rightly more wary in regards to just about everything new now. And if something seemed off, he would try to shake Uncle Karl and ask "Are you alright?"
Insight: 7.
If not, Zindral(if it hadn't been already) is slipped into hand as he followed at least 15ft behind the elder dwarf, still yet wary about being out even remotely in the open for even a few moments.
When you realize you're doing too much: Signature.
"Thank Moradin some clear country at last" Karl says as he heads towards the glade. "This'll make travel a bit easier!"
DM - Stopping a god in his tracks
"And we can replentish our freash water and, don't get me wrong lads, some of us could use a good bath too..." says Adrom heading towards it too.
PbP Character: A few ;)
OOC: No water.
Karl, Adrom, Nif, and Vondal (in that order) march toward the sunny spot. Karl breaks through the last two trees into the sunny spot, but doesn't slow. He has just begun to realize his footsteps are no less difficult in the seemingly easier terrain when he slams into something invisible. The others quickly stop as well. Karl is 15 feet into the glade, so Vondal is still just inside the shadow of the regular Wood. Karl puts his hand out and touches what feels to be tree bark, but there's nothing there.
Adrom stops and says
“you ok lad? What’s that? By Moradin’s Anvil I thought we were walking on a lake! The shadows of this trees play tricks with me!”
He looks to the trees suspiciously.
(ooc: Sorry don’t know what I read lake )
PbP Character: A few ;)
"Something funny going on here lads. This isn't as easy as I thought it was gunna be. There's still trees 'ere but we can't see the blasted things. I don't like one bit and reckon we should 'ead back to da trees we can see!" Karl says before trying to turn around and leave the glade.
DM - Stopping a god in his tracks
Vondal squints, but would say nothing at first as he sought to re-examine the entirety of the scene.
Giving the Sunlight the Good Squint: 8.
Only after did he say, "Some seeing a Lake and some seeing a glade? Perhaps this illusion magic then. Though.. why... hmm..." He trailed off there tugging at the side of his beard, and still compiling anything that tripped further look around. He tried to keep to the edge of the glade, testing the heat of the rays, the quality of the ground just past the shade, and even the confirming the light was even falling in the right direction.
"I think I have idea, but need ten minutes for the ritual. Stay on guard, if you would... not that you need me reminding that." He directed to all with a chuckle at the end, then pulled out his stone and focusing upon it intently while chanting arcane words in dwarvish.
(@DDP: Ritual casting Detect Magic and maintaining concentration for its duration in the event nothing does ping off of it. Though if something does, he will spend action to try and determine its school.)
When you realize you're doing too much: Signature.
Adrom nods and keeps guard on Vondal while he performs the ritual.
"I would say that better to leave it alone, but I've learned that Moradin sent me to keep you alive, not to put some common sense in your hard skulls... " he smirks.
PbP Character: A few ;)
27 25 11 72
Karl turns around to leave, but finds Adrom and Nif held up by Vondal, who is scrutinizing the glade, saying, "I think I have idea, but need ten minutes for the ritual. Stay on guard, if you would... not that you need me reminding that."
Before anyone can respond, there is a noise about 25 feet. Make that two noises. Karl turns to look, but Vondal, already facing that direction, sees two hooded individuals side step out of thin air into view — one tall and one short. They both make hand gestures while speaking a language none of the party knows. Thick vines quickly rise from the ground, winding around the party's legs attempting to bind them. At the same time, a small flame appears in the hand of the taller one, and they throw it at (1=Karl, 2=Adrom, 3=Nif, 4=Vondal: 3). (Attack: 8 Damage: 5) Nif watches as the flame lands at his feet and goes out without doing any damage to himself or the climbing vines. The two figures then sidestep back out of view.
Karl STR save (DC12): 27
Adrom STR save: 25
Nif STR save: 11
Vondal STR save: 8
Round 2: ???, Vondal (restrained), Nif (restrained), Karl, attackers, Adrom
DM roll: 27
Vondal feels a warm breeze from his left side as he is straining against the vines entangling his legs. He doesn't think anything of it until it sudden smells ... like a library. (WIS save DC11: 7) His mind goes blank, a slight smile spreads his dwarven lips. (1 — 8)
Editing
OOC: Won't let me edit the above post anymore. I just realized I didn't say from what direction the hooded individuals stepped out. They are 25 feet north (into the glade).
Vondal, on your turn, you will take no action or bonus action and would have used all of your movement to move northwest, but as you are restrained, you stand still and do nothing. I will roll at the beginning of your next turn and let you know what happens in Round 3.
Vondal, you'll do nothing, then Nif! Nif, you can roll a STR save DC12 as your action to try to break free if you want.
As there are obviously invisible trees in the "glade", movement is difficult terrain. Also, every player that can be seen has 1/2 cover (+2 to AC) against any ranged weapon or spell that requires an attack roll. If a player cannot be seen, they have total cover.
You all are still in this north-to-south order: Karl, Adrom, Nif, Vondal, each five feet apart. The strangers are 25 north or Karl, but also slightly to the west and east, but currently out of sight.
On his turn, Nif will try to break free
STR: 8
Karl mutters next to Nif "not sure I like this young'un?" as he stands their with axe ready watching the strangers warily. The minute they attack him, or anybody else in the party, he closes and swings his axe (Attack: 24 Damage: 11)
DM - Stopping a god in his tracks