Balasar is looking for anything that will provide more information about the creators of this place.
Balasar and Skoth come upon what appears to be the ruins of an old campsite and way station. Very little remains except what they deem to be a firepit based on the old ashes beneath the undergrowth, and the rotted remains of a cart. They turn up a few old horseshoes, but no remains of any horse, so far as they can tell. Further digging turns up a scattering of old clothes and tools, thoroughly rusted and rotted away, and buried in a shallow pit an ironbound chest containing 600 GP and what appears to be a bolt of saffron cloth, mysteriously untouched by time.
Finally, the chest contains the tattered remnants of what may have been a travel journal, with only a small scrap still legible:
Torm's started hearing things. Wouldn't worry me too much normally, as the man's usually drunk enough to hear whatever he wants. Only thing is he's heard the same noise a few times in a row, and every time, we've lost one of the hirelings on the trail. He says it's like a high pitched hum, a bit like a tuning fork a far ways off and spinning on a string. No idea what it means, or how Torm knows exactly what that sounds like.
Our wizard can't detect anything arcane in the area. Maybe it's some sorta sense Torm has. Heard about psionics a while back, maybe he just "knows" when folk get lost. Hope he figures out how to use it if that's the case. Hirelings are getting damned expensive, and the remaining ones are starting to get spooked. Good news is, the ones we've lost so far are all... stupid. Pretty good chance it was their own damn fault. We keep telling people, stay on the path, and keep together. If you do that, you'll be fine. Don't get off the path. Especially in the Garden.
Balasar will take the journal fragment to Elaric to see what his thoughts are.
Given that Elves have darkvision out to 60 feet, can Elaric see anything in the well through the webs? If yes, what? If not, he calls out "Is anyone there?" first in Common, then repeating the question in the following languages and order: Elvish, Draconic, Undercoommon, and Deep Speech. He will stop at any language which garners a reply.
Normally Elaric's keen vision would be able to penetrate ordinary dark, but the shadows in this fey place defeat him strangely. Furthermore, the webs lie so thickly across the hole that he can barely make out the well beneath. He does see that the darkness is agitated somehow, as though disturbed by waves, or gusts of wind.
In response to his call, a voice replies in Common, a slight, whispering voice, barely audible, high and childish. It says "Come play! Come play!"
Many other voices, much the same as the first, take up the cry, "Come play! Come play!"
Skoth has reached level four and has gained 9 hit points.
Charisma save: 0
Skoth, as you exit the cave with the pool (where you first encountered the elemental beast), you suddenly realize that Balasar is the only one of your companions still present. Also, there is no sign of the "forest" Elaric mentioned, only the ruins of some old camp.
[Skoth has no memory of the events of last session. He still retains his XP.]
Wendell jogs over to his companions, "The trees... *huff* punch you. Don't go near the trees."
He stops, looking around at the camp as he gathers his breath, "This must be the outpost Elaric's journal mentioned. Remarkably well preserved, given its proximity to the forest... and five hundred years. Have we looked around yet? Anything interesting?"
Wendell jogs over to his companions, "The trees... *huff* punch you. Don't go near the trees."
He stops, looking around at the camp as he gathers his breath, "This must be the outpost Elaric's journal mentioned. Remarkably well preserved, given its proximity to the forest... and five hundred years. Have we looked around yet? Anything interesting?"
Elaric rejoins his companions at the camp and examines the writtings found by Balasar. He pauses when he notices that Skoth appears out of sorts but shrugs and returns to his examination (unless Skoth speaks to him first).
Balasar is looking for anything that will provide more information about the creators of this place.
Balasar and Skoth come upon what appears to be the ruins of an old campsite and way station. Very little remains except what they deem to be a firepit based on the old ashes beneath the undergrowth, and the rotted remains of a cart. They turn up a few old horseshoes, but no remains of any horse, so far as they can tell. Further digging turns up a scattering of old clothes and tools, thoroughly rusted and rotted away, and buried in a shallow pit an ironbound chest containing 600 GP and what appears to be a bolt of saffron cloth, mysteriously untouched by time.
Finally, the chest contains the tattered remnants of what may have been a travel journal, with only a small scrap still legible:
Torm's started hearing things. Wouldn't worry me too much normally, as the man's usually drunk enough to hear whatever he wants. Only thing is he's heard the same noise a few times in a row, and every time, we've lost one of the hirelings on the trail. He says it's like a high pitched hum, a bit like a tuning fork a far ways off and spinning on a string. No idea what it means, or how Torm knows exactly what that sounds like.
Our wizard can't detect anything arcane in the area. Maybe it's some sorta sense Torm has. Heard about psionics a while back, maybe he just "knows" when folk get lost. Hope he figures out how to use it if that's the case. Hirelings are getting damned expensive, and the remaining ones are starting to get spooked. Good news is, the ones we've lost so far are all... stupid. Pretty good chance it was their own damn fault. We keep telling people, stay on the path, and keep together. If you do that, you'll be fine. Don't get off the path. Especially in the Garden.
Balasar will take the journal fragment to Elaric to see what his thoughts are.
Looking around to ensure the disparate scouting groups have all reunited, Elaric reads aloud from the journal, "We keep telling people, stay on the path, and keep together. If you do that, you'll be fine. Don't get off the path. Especially in the Garden."
Pausing to ensure he has everyone's attention, Elaric closes the journal and states in flat tone, "I propose we follow the path for a time and stick together. I'd very much like to know what was worth mortal danger that groups of people went traipsing through such a dangerous and difficult to reach forest. That said, I would not insist that any of you risk life and limb to satisfy my curiosity. Will you all accompany me or shall we head back to the surface?"
Balasar is looking for anything that will provide more information about the creators of this place.
Balasar and Skoth come upon what appears to be the ruins of an old campsite and way station. Very little remains except what they deem to be a firepit based on the old ashes beneath the undergrowth, and the rotted remains of a cart. They turn up a few old horseshoes, but no remains of any horse, so far as they can tell. Further digging turns up a scattering of old clothes and tools, thoroughly rusted and rotted away, and buried in a shallow pit an ironbound chest containing 600 GP and what appears to be a bolt of saffron cloth, mysteriously untouched by time.
Finally, the chest contains the tattered remnants of what may have been a travel journal, with only a small scrap still legible:
Torm's started hearing things. Wouldn't worry me too much normally, as the man's usually drunk enough to hear whatever he wants. Only thing is he's heard the same noise a few times in a row, and every time, we've lost one of the hirelings on the trail. He says it's like a high pitched hum, a bit like a tuning fork a far ways off and spinning on a string. No idea what it means, or how Torm knows exactly what that sounds like.
Our wizard can't detect anything arcane in the area. Maybe it's some sorta sense Torm has. Heard about psionics a while back, maybe he just "knows" when folk get lost. Hope he figures out how to use it if that's the case. Hirelings are getting damned expensive, and the remaining ones are starting to get spooked. Good news is, the ones we've lost so far are all... stupid. Pretty good chance it was their own damn fault. We keep telling people, stay on the path, and keep together. If you do that, you'll be fine. Don't get off the path. Especially in the Garden.
Balasar will take the journal fragment to Elaric to see what his thoughts are.
Looking around to ensure the disparate scouting groups have all reunited, Elaric reads aloud from the journal, "We keep telling people, stay on the path, and keep together. If you do that, you'll be fine. Don't get off the path. Especially in the Garden."
Pausing to ensure he has everyone's attention, Elaric closes the journal and states in flat tone, "I propose we follow the path for a time and stick together. I'd very much like to know what was worth mortal danger that groups of people went traipsing through such a dangerous and difficult to reach forest. That said, I would not insist that any of you risk life and limb to satisfy my curiosity. Will you all accompany me or shall we head back to the surface?"
My curiosity is also piqued. I will accompany you.
Wendell looks back to the forest, "I'm not confident that if we continue on the Ettercap will still be restrained, or alive, when we return. I'd advocate for a return to the surface for now. That other journal you mentioned indicated that after the first outpost, which I'm guessing is where we are, we wouldn't come across another camp for a week. I worry not only for the time commitment, but for our food and water supplies. Once we get things situated on the surface though, I have no issue with coming back down. I can Lock the entrance behind us, so we can be more confident that nothing and no one will follow us to Pyrringham."
Wendell looks back to the forest, "I'm not confident that if we continue on the Ettercap will still be restrained, or alive, when we return. I'd advocate for a return to the surface for now. That other journal you mentioned indicated that after the first outpost, which I'm guessing is where we are, we wouldn't come across another camp for a week. I worry not only for the time commitment, but for our food and water supplies. Once we get things situated on the surface though, I have no issue with coming back down. I can Lock the entrance behind us, so we can be more confident that nothing and no one will follow us to Pyrringham."
I am also amenable to a return to the surface. If I remember correctly, there is also a door further up in the ruins that you locked and that we have not explored.
Wendell looks back to the forest, "I'm not confident that if we continue on the Ettercap will still be restrained, or alive, when we return. I'd advocate for a return to the surface for now. That other journal you mentioned indicated that after the first outpost, which I'm guessing is where we are, we wouldn't come across another camp for a week. I worry not only for the time commitment, but for our food and water supplies. Once we get things situated on the surface though, I have no issue with coming back down. I can Lock the entrance behind us, so we can be more confident that nothing and no one will follow us to Pyrringham."
I am also amenable to a return to the surface. If I remember correctly, there is also a door further up in the ruins that you locked and that we have not explored.
Wendell winces, "I'd forgotten about that. Yes, whatever's in there should probably be dealt with in the near future."
Wendell looks back to the forest, "I'm not confident that if we continue on the Ettercap will still be restrained, or alive, when we return. I'd advocate for a return to the surface for now. That other journal you mentioned indicated that after the first outpost, which I'm guessing is where we are, we wouldn't come across another camp for a week. I worry not only for the time commitment, but for our food and water supplies. Once we get things situated on the surface though, I have no issue with coming back down. I can Lock the entrance behind us, so we can be more confident that nothing and no one will follow us to Pyrringham."
I am also amenable to a return to the surface. If I remember correctly, there is also a door further up in the ruins that you locked and that we have not explored.
Wendell winces, "I'd forgotten about that. Yes, whatever's in there should probably be dealt with in the near future."
With a grimace, Elaric nods. "In all the excitenent, I'd nearly forgotten about that door." Glancing about his weary companions, he adds, "Let us first return to the ruins. Before proceeding to the surface, I can speak with the mercenaries about that door. On one hand, clearing the site of threats was part of their initial contract. On the other hand, that door was in a different section of ruins from the main dig and so might not be considered to be under their purview. Even if they can't or won't help, perhaps they can at least give us an idea of what may lay beyond. It was fairly fresh blood near the door, afterall. It's not unreasonable to suppose they shed it while attempting to seal something within."
Wendell looks back to the forest, "I'm not confident that if we continue on the Ettercap will still be restrained, or alive, when we return. I'd advocate for a return to the surface for now. That other journal you mentioned indicated that after the first outpost, which I'm guessing is where we are, we wouldn't come across another camp for a week. I worry not only for the time commitment, but for our food and water supplies. Once we get things situated on the surface though, I have no issue with coming back down. I can Lock the entrance behind us, so we can be more confident that nothing and no one will follow us to Pyrringham."
I am also amenable to a return to the surface. If I remember correctly, there is also a door further up in the ruins that you locked and that we have not explored.
Wendell winces, "I'd forgotten about that. Yes, whatever's in there should probably be dealt with in the near future."
With a grimace, Elaric nods. "In all the excitenent, I'd nearly forgotten about that door." Glancing about his weary companions, he adds, "Let us first return to the ruins. Before proceeding to the surface, I can speak with the mercenaries about that door. On one hand, clearing the site of threats was part of their initial contract. On the other hand, that door was in a different section of ruins from the main dig and so might not be considered to be under their purview. Even if they can't or won't help, perhaps they can at least give us an idea of what may lay beyond. It was fairly fresh blood near the door, afterall. It's not unreasonable to suppose they shed it while attempting to seal something within."
Balasar nods an assent. If we are to deal with whatever is behind that door, I'd prefer to do so after a good meal and a night's rest back in town.
Wendell looks back to the forest, "I'm not confident that if we continue on the Ettercap will still be restrained, or alive, when we return. I'd advocate for a return to the surface for now. That other journal you mentioned indicated that after the first outpost, which I'm guessing is where we are, we wouldn't come across another camp for a week. I worry not only for the time commitment, but for our food and water supplies. Once we get things situated on the surface though, I have no issue with coming back down. I can Lock the entrance behind us, so we can be more confident that nothing and no one will follow us to Pyrringham."
I am also amenable to a return to the surface. If I remember correctly, there is also a door further up in the ruins that you locked and that we have not explored.
Wendell winces, "I'd forgotten about that. Yes, whatever's in there should probably be dealt with in the near future."
With a grimace, Elaric nods. "In all the excitenent, I'd nearly forgotten about that door." Glancing about his weary companions, he adds, "Let us first return to the ruins. Before proceeding to the surface, I can speak with the mercenaries about that door. On one hand, clearing the site of threats was part of their initial contract. On the other hand, that door was in a different section of ruins from the main dig and so might not be considered to be under their purview. Even if they can't or won't help, perhaps they can at least give us an idea of what may lay beyond. It was fairly fresh blood near the door, afterall. It's not unreasonable to suppose they shed it while attempting to seal something within."
Balasar nods an assent. If we are to deal with whatever is behind that door, I'd prefer to do so after a good meal and a night's rest back in town.
[OOG: in response to Andy's FB post, I'd suggest Skoth make the Animal Handling check (he has the most ranks) with the party assissting to provide advantage]
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Balasar will take the journal fragment to Elaric to see what his thoughts are.
OOC: "We all float down here!"
Charisma Saving Throw: 10
[You're all within a few hundred feet of each other, you aren't out of contact, no issues in meeting up or conversing.]
Skoth has reached level four and has gained 9 hit points.
Charisma save: 11
Skoth, as you exit the cave with the pool (where you first encountered the elemental beast), you suddenly realize that Balasar is the only one of your companions still present. Also, there is no sign of the "forest" Elaric mentioned, only the ruins of some old camp.
[Skoth has no memory of the events of last session. He still retains his XP.]
[Any character may now act, or declare they are returning to the surface.]
Wendell jogs over to his companions, "The trees... *huff* punch you. Don't go near the trees."
He stops, looking around at the camp as he gathers his breath, "This must be the outpost Elaric's journal mentioned. Remarkably well preserved, given its proximity to the forest... and five hundred years. Have we looked around yet? Anything interesting?"
Elaric rejoins his companions at the camp and examines the writtings found by Balasar. He pauses when he notices that Skoth appears out of sorts but shrugs and returns to his examination (unless Skoth speaks to him first).
Gong accompanies Elaric back to the camp and waits silently.
Looking around to ensure the disparate scouting groups have all reunited, Elaric reads aloud from the journal, "We keep telling people, stay on the path, and keep together. If you do that, you'll be fine. Don't get off the path. Especially in the Garden."
Pausing to ensure he has everyone's attention, Elaric closes the journal and states in flat tone, "I propose we follow the path for a time and stick together. I'd very much like to know what was worth mortal danger that groups of people went traipsing through such a dangerous and difficult to reach forest. That said, I would not insist that any of you risk life and limb to satisfy my curiosity. Will you all accompany me or shall we head back to the surface?"
My curiosity is also piqued. I will accompany you.
Gong: "I can continue. Lead on"
Wendell looks back to the forest, "I'm not confident that if we continue on the Ettercap will still be restrained, or alive, when we return. I'd advocate for a return to the surface for now. That other journal you mentioned indicated that after the first outpost, which I'm guessing is where we are, we wouldn't come across another camp for a week. I worry not only for the time commitment, but for our food and water supplies. Once we get things situated on the surface though, I have no issue with coming back down. I can Lock the entrance behind us, so we can be more confident that nothing and no one will follow us to Pyrringham."
I am also amenable to a return to the surface. If I remember correctly, there is also a door further up in the ruins that you locked and that we have not explored.
Wendell winces, "I'd forgotten about that. Yes, whatever's in there should probably be dealt with in the near future."
With a grimace, Elaric nods. "In all the excitenent, I'd nearly forgotten about that door." Glancing about his weary companions, he adds, "Let us first return to the ruins. Before proceeding to the surface, I can speak with the mercenaries about that door. On one hand, clearing the site of threats was part of their initial contract. On the other hand, that door was in a different section of ruins from the main dig and so might not be considered to be under their purview. Even if they can't or won't help, perhaps they can at least give us an idea of what may lay beyond. It was fairly fresh blood near the door, afterall. It's not unreasonable to suppose they shed it while attempting to seal something within."
Balasar nods an assent. If we are to deal with whatever is behind that door, I'd prefer to do so after a good meal and a night's rest back in town.
Gong: "Mm. Very well."
[OOG: in response to Andy's FB post, I'd suggest Skoth make the Animal Handling check (he has the most ranks) with the party assissting to provide advantage]