Everyone who has spoken to you about Brightwood Forest, Tabaxi and others, have told you that it's dangerous. Monsters are everywhere and there's some sort of guardian that moved into the forest near the Crystal Tree. The religion that used to worship the tree was all wiped out. No one knows what guards the tree, just that it's dangerous.
For Rad:
Other than what you heard when asking for a ride, you don't know much beyond the fact that there are likely trees or logs in the area.
"There just so happens to be an ancient Wyrm who lives beneath the Crystal Tree. He's lived there for centuries and collects adventures who dare trespass in his domain. He even keep them their after they die binding their souls and collecting their bones. This will be a great challenge, but I think we should be able to handle it."
Twig shares what she rememberers “This is what I know of the forest: it's dangerous. Monsters are everywhere and there's some sort of guardian that moved into the forest near the Crystal Tree. The religion that used to worship the tree was all wiped out. No one knows what guards the tree, just that it's dangerous.” She adds “At least, that’s what I’ve learned. Perhaps Rad has more knowledge of this than I do”
“in the morning we will need to buy more crossbow bolts for Cor. I used several of them and have yet to replace them. I’m sorry I didn’t mention that to you before, Rad, I had forgotten. Also, what were you hoping to buy, Garth?”
"Hmm, if that wyrm has been collecting the bones of adventurers, we're definitely going to need more gear. In addition to making sure we have enough bolts, we should try to find some healing salves, potions, or some alternative to Rad's magic. As it stands, we'll be in deep trouble if he falls during battle." Garth patted the bag of coins he carried once more.
"If there's enough coin in here, we might as well see if we can afford to buy some better equipment too, but priority should be bolts and healing potions for each of us to carry. I think we should head upstairs to a room before we examine the contents of the coin bag more closely, it seems unwise to do that down here with how crowded it is."
The party nods and climbs the stairs to Twig's room to inspect the contents of the bag that they received from Arbane. Upon opening the bag, they find that it contains exactly 100gp.
(OOC: Potion of Healing cost 50gp. They heal 2d4+2 hp and can only be used once.)
"Do any of you know the cost of healing potions? Magic items aren't typically cheap. Also, are we just gonna head straight there or are we gonna try and learn to fight together before we try to fight some huge wyrm. Last time we fought together, most of us got really hurt." Cor says as he causes little sparks to fly out his fingers as his sits there using his Prestidigitation.
“Hmm...healing potions are probably out then. Let’s stay the night here, swing by the market in the morning, we can see if there’s anything useful or anything that catches our eye... and then be on our way as soon as possible. Agreed?”
The group leaves Twig's room and gets rooms of their own (I'm guessing. Let me know if you sleep somewhere else). In the morning, you all meet in the common room downstairs and head out of the city. If you purchase any supplies before leaving, those are picked up on the way out and you leave through the Western gate of Farrin.
A piece of Mirror, Steel catches Twig's eye at a stall on their way out and she immediately stops to purchase it. She doesn't even haggle, she just grabs it and tosses the money at the merchant.
(Let me know if you purchase anything on the way out, and I'll adjust your character sheet, just trying to move things along)
You begin your trek down to Brightwood Forest.
(This will take about 10 days to reach the edge of the forest. I'm assuming you set camp each night. Do you set a watch? Also, do you want to roleplay some get-to-know-you stuff as a party, since you're all relative strangers? Or do you want to infodump what you told your companions over several days of travel? Or just skip ahead and not worry about it? We'll get a vote on the get-to-know-you roleplay before continuing.)
(OOC: Since it seems like people don't really want to do any introductory type stuff, we'll just continue.)
The travel has been monotonous and boring. Grasslands, some more grasslands, oh look a hill, grasslands, another hill. After five days of this, your water is completely gone. You still have food rations, but those are mostly dried meat, fruits, and nuts. Not much in the way of water. You haven't seen a stream or creek anywhere, either.
On day six, you come across a grove of trees, almost like an oasis in the middle of the grassland. There are at least a couple dozen trees in the area, but they open up into a clearing. As you get closer to the cluster of trees, you see a circle of stones about 60 feet in front of you that look to have been deliberately placed there. Beyond the circle of stones, there is a small pond, about twenty paces across (~60 feet across). The water looks to be crystal clear, at least from where you stand. You don't notice anyone in the area or any sign of a campsite or fire.
This post has potentially manipulated dice roll results.
Twig was very very thirsty, but, like a cat, cautious regardless.
Going around the circle of stones, she creeps towards the water as stealthily as she can, ever award of all she can see, hear, smell or otherwise sense.
As soon as Twig gets within ten feet of the circle of stones, she hears a harsh female voice speak to her from the trees to her left. She can't understand the language, but it sounds somewhat similar to the Elvish language she knows
Twig calls out to Cor, "I'm okay. I heard a voice." After that, she calls out to the voice, speaking Elvish, "I'm sorry," and moves to her right around the circle of stones toward the water.
As Twig moves again, what sounds like the same harsh, female voice but from the trees to her right, this time, speaks again. This time, in Elvish. "Be gone, trespassers!"
This post has potentially manipulated dice roll results.
Twig turns to her party and put her paws up, palms facing them, indicating that they should stay put. She then turns back towards the direction she was heading moments before, and gets on one knee, head bowed.
In evish: “Great one, I apologize. We have no intention to trespass. We are mere mortals and need water to continue our journey. Please, permit us access to this pond, for but a few moments, and we shall be on our way.”
Twig stops to think.
History: 15
For Twig:
Everyone who has spoken to you about Brightwood Forest, Tabaxi and others, have told you that it's dangerous. Monsters are everywhere and there's some sort of guardian that moved into the forest near the Crystal Tree. The religion that used to worship the tree was all wiped out. No one knows what guards the tree, just that it's dangerous.
For Rad:
Other than what you heard when asking for a ride, you don't know much beyond the fact that there are likely trees or logs in the area.
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
"There just so happens to be an ancient Wyrm who lives beneath the Crystal Tree. He's lived there for centuries and collects adventures who dare trespass in his domain. He even keep them their after they die binding their souls and collecting their bones. This will be a great challenge, but I think we should be able to handle it."
Twig shares what she rememberers “This is what I know of the forest: it's dangerous. Monsters are everywhere and there's some sort of guardian that moved into the forest near the Crystal Tree. The religion that used to worship the tree was all wiped out. No one knows what guards the tree, just that it's dangerous.” She adds “At least, that’s what I’ve learned. Perhaps Rad has more knowledge of this than I do”
“in the morning we will need to buy more crossbow bolts for Cor. I used several of them and have yet to replace them. I’m sorry I didn’t mention that to you before, Rad, I had forgotten. Also, what were you hoping to buy, Garth?”
"Hmm, if that wyrm has been collecting the bones of adventurers, we're definitely going to need more gear. In addition to making sure we have enough bolts, we should try to find some healing salves, potions, or some alternative to Rad's magic. As it stands, we'll be in deep trouble if he falls during battle." Garth patted the bag of coins he carried once more.
"If there's enough coin in here, we might as well see if we can afford to buy some better equipment too, but priority should be bolts and healing potions for each of us to carry. I think we should head upstairs to a room before we examine the contents of the coin bag more closely, it seems unwise to do that down here with how crowded it is."
The party nods and climbs the stairs to Twig's room to inspect the contents of the bag that they received from Arbane. Upon opening the bag, they find that it contains exactly 100gp.
(OOC: Potion of Healing cost 50gp. They heal 2d4+2 hp and can only be used once.)
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
"Do any of you know the cost of healing potions? Magic items aren't typically cheap. Also, are we just gonna head straight there or are we gonna try and learn to fight together before we try to fight some huge wyrm. Last time we fought together, most of us got really hurt." Cor says as he causes little sparks to fly out his fingers as his sits there using his Prestidigitation.
(I'm just gonna say that Rad tells you all that he saw them for 50gp at an alchemist's shop when he was looking for supplies. To move us along)
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
“Hmm...healing potions are probably out then. Let’s stay the night here, swing by the market in the morning, we can see if there’s anything useful or anything that catches our eye... and then be on our way as soon as possible. Agreed?”
"Good plan. I don't need any bolts though. Unless 18 aren't enough. I think we're good personally."
“Excellent. Straight towards Brightwood in the morning.” Twig stands and opens the door to show her companions out of her room.
The group leaves Twig's room and gets rooms of their own (I'm guessing. Let me know if you sleep somewhere else). In the morning, you all meet in the common room downstairs and head out of the city. If you purchase any supplies before leaving, those are picked up on the way out and you leave through the Western gate of Farrin.
A piece of Mirror, Steel catches Twig's eye at a stall on their way out and she immediately stops to purchase it. She doesn't even haggle, she just grabs it and tosses the money at the merchant.
(Let me know if you purchase anything on the way out, and I'll adjust your character sheet, just trying to move things along)
You begin your trek down to Brightwood Forest.
(This will take about 10 days to reach the edge of the forest. I'm assuming you set camp each night. Do you set a watch? Also, do you want to roleplay some get-to-know-you stuff as a party, since you're all relative strangers? Or do you want to infodump what you told your companions over several days of travel? Or just skip ahead and not worry about it? We'll get a vote on the get-to-know-you roleplay before continuing.)
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
(OOC: Since it seems like people don't really want to do any introductory type stuff, we'll just continue.)
The travel has been monotonous and boring. Grasslands, some more grasslands, oh look a hill, grasslands, another hill. After five days of this, your water is completely gone. You still have food rations, but those are mostly dried meat, fruits, and nuts. Not much in the way of water. You haven't seen a stream or creek anywhere, either.
On day six, you come across a grove of trees, almost like an oasis in the middle of the grassland. There are at least a couple dozen trees in the area, but they open up into a clearing. As you get closer to the cluster of trees, you see a circle of stones about 60 feet in front of you that look to have been deliberately placed there. Beyond the circle of stones, there is a small pond, about twenty paces across (~60 feet across). The water looks to be crystal clear, at least from where you stand. You don't notice anyone in the area or any sign of a campsite or fire.
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
Twig was very very thirsty, but, like a cat, cautious regardless.
Going around the circle of stones, she creeps towards the water as stealthily as she can, ever award of all she can see, hear, smell or otherwise sense.
Stealth: 13
Perception: 5
For Twig:
As soon as Twig gets within ten feet of the circle of stones, she hears a harsh female voice speak to her from the trees to her left. She can't understand the language, but it sounds somewhat similar to the Elvish language she knows
.
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
"Is everything alright Twig?" Cor shouts out to the Tabaxi
For a visual
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
Twig calls out to Cor, "I'm okay. I heard a voice." After that, she calls out to the voice, speaking Elvish, "I'm sorry," and moves to her right around the circle of stones toward the water.
For Twig:
As Twig moves again, what sounds like the same harsh, female voice but from the trees to her right, this time, speaks again. This time, in Elvish. "Be gone, trespassers!"
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
Twig turns to her party and put her paws up, palms facing them, indicating that they should stay put. She then turns back towards the direction she was heading moments before, and gets on one knee, head bowed.
In evish: “Great one, I apologize. We have no intention to trespass. We are mere mortals and need water to continue our journey. Please, permit us access to this pond, for but a few moments, and we shall be on our way.”
Persuasion: 16