This post has potentially manipulated dice roll results.
Thakdrith
Thakdrith takes a moment to ponder... Taking the roped javelin they all used to cross the river, Thakdrith aims for the base of the creature's chain where it meets the stone:
Stonecunning 11 helps him know how best to chip away at this type of stone, letting fly his roped javelin 23 Hopefully hitting the stone in just the right spot to break away where the chain is attached to it.
Thakdrith throws the javelin into the rock, chipping off a large part. The siren tugs on her chain, and is released. She looks towards you, and seems to smile, before swimming quickly downriver and away.
The rest of the day passes uneventfully. By night, you have found a good spot to make camp, at a piece of flat ground at the top of a hill. The jungle surrounds the clearing, and is heavy with undergrowth.
Quetzalcoatl begins to pile dry wood for a fire. When she has a fire going she heads into the jungle in search of fresh water. Survival: 8
If she is able to locate a source of clean water, she begins brewing an herbal concoction in a pot over the fire. "Jubu tea, anyone?" She offers, pouring herself a cup.
(Rolls a 3 on her Survival check... Don't drink it! It's poisoned! :P)
Thakdrith wordlessly toasts you back with his flask of dwarven specialty nightcap, seeing as libations are in order. Warm embrace of slumber eagerly easing up to him.
"Oh shite... that reminds me, who is taking first watch?"
Thakdrith clumsily shuffles through his bag, looking for anything that could keep him up if the responsibility falls on him.
It is nearing the end of Quetzalcoatl's shift at watch. A pair of dark red eyes stair directly at Quetzalcoatl, and then turn to look at the rest of the party. Whatever beast was out there is gone within a few moments of its arrival. The rest of the night passes uneventfully and is quiet. It is now in the early hours of daylight.
Quetzalcoatl relates the events of the previous night to her companions in the morning as she brews a second pot of jubu tea. "It is possible that we are being watched. We must stay on our guard." She says, keeping her voice low.
"Best make ourselves scarce, and perhaps do what we can to cover our tracks."
Thakdrith wants to proceed carefully, and maybe even create some false tracks to throw off any would-be pursuers.
"Perhaps we could also set a trap for whatever is out there, non-lethal, just in case it's simply curios and has no ill-intent? A pitfall trap of some sort?"
"I could cast light to blind the beast for some time. Enough time for us to escape, should the traps fail. Not that I believe they will, but it's always good to have a back up plan."
If you guys are doing a trap, Thakdrith, roll a survival check. If you're continuing on in your journey, and wish to cover your tracks, have one person roll a stealth check.
This post has potentially manipulated dice roll results.
Thakdrith
"Any beast of note would be hunting us by scent as well..." Thakdrith ponders to himself aloud, absentmindedly. He has confidence our druid is either masking our scent, or fabricating false positives, given her expertise.
"Hopefully mixing our tracks can buy enough time to get the jump on whatever is following us..."
Thakdrith creates a nonlethal pitfall trap to capture and study. Survival 17.
((While doing so, Thakdrith remembers they are supposed to be taking notes. Resolving to make note of their peculiar encounter at the siren's river predicament, and question our druid about what exactly, in detail, compelled her to jump into the river in the first place, rather than piss-off to sleep early as he did the night prior.))
"For the finishing touch..." Thakdrith removes his boots and instructs the others to do the same, placing gentle footfalls by hand on the delicate soil to imitate a path our party took.
"Foolproof."
"The plan is to wait downwind in the thick underbrush, and then defend against any exit from the pit, encircling whatever falls within swiftly, and pacifying non-lethally if possible. Any objections?"
Thakdrith, Quetzalcoatl, and Maromin hide in the thick underbrush and await their pursuers. Not too long afterwards, three goblins stumble down the path, following the fake footsteps. Each goblin has tribal war paint, and carries a spear. They move along, searching the ground for footsteps, and continue. The leader walks ahead directly over the pit trap and motions for the others to follow. The pit trap seems to be broken, as the lead goblin hasn't fallen in, but just as the other two arrive, their combined weight triggers the trap, and they fall into the soil beneath them.
There are now three goblins stuck in the 15 foot hole, with no means of escape.
This post has potentially manipulated dice roll results.
Thakdrith
Thakdrith winks to Quetz, then emerging from the underbrush, not quite peering over the edge of the hole, i address the hunting party in Goblin after most of their panic and confusion must have subsided...
"Oi! Filth! Why are you following us?" Intimidation: 4
The goblins look up at Thakdrith when he speaks. "He calls for us!" one goblin says. "We must serve him now! The king calls for us and we must answer! He will save us from civilization, and restore nature!"
Thakdrith
Thakdrith takes a moment to ponder... Taking the roped javelin they all used to cross the river, Thakdrith aims for the base of the creature's chain where it meets the stone:
Stonecunning 11 helps him know how best to chip away at this type of stone, letting fly his roped javelin 23 Hopefully hitting the stone in just the right spot to break away where the chain is attached to it.
Thakdrith throws the javelin into the rock, chipping off a large part. The siren tugs on her chain, and is released. She looks towards you, and seems to smile, before swimming quickly downriver and away.
The rest of the day passes uneventfully. By night, you have found a good spot to make camp, at a piece of flat ground at the top of a hill. The jungle surrounds the clearing, and is heavy with undergrowth.
Player: Caer Blain Campaign
DM: Stormhaven
DM: Temple of the Lizard King
Quetsalcoatl
Quetzalcoatl begins to pile dry wood for a fire. When she has a fire going she heads into the jungle in search of fresh water. Survival: 8
If she is able to locate a source of clean water, she begins brewing an herbal concoction in a pot over the fire. "Jubu tea, anyone?" She offers, pouring herself a cup.
(Rolls a 3 on her Survival check... Don't drink it! It's poisoned! :P)
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Thakdrith
Thakdrith wordlessly toasts you back with his flask of dwarven specialty nightcap, seeing as libations are in order. Warm embrace of slumber eagerly easing up to him.
"Oh shite... that reminds me, who is taking first watch?"
Thakdrith clumsily shuffles through his bag, looking for anything that could keep him up if the responsibility falls on him.
Quetzalcoatl
"I'll take first watch." Quetzalcoatl offers. The jubu tea has warmed her body and heightened her senses.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Maromin
"Thank you, Quetzalcoatl. I'm sure we'll sleep soundly tonight under your watch."
((It's been two days, let's move it along))
It is nearing the end of Quetzalcoatl's shift at watch. A pair of dark red eyes stair directly at Quetzalcoatl, and then turn to look at the rest of the party. Whatever beast was out there is gone within a few moments of its arrival. The rest of the night passes uneventfully and is quiet. It is now in the early hours of daylight.
Player: Caer Blain Campaign
DM: Stormhaven
DM: Temple of the Lizard King
Quetzalcoatl relates the events of the previous night to her companions in the morning as she brews a second pot of jubu tea. "It is possible that we are being watched. We must stay on our guard." She says, keeping her voice low.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Thakdrith
"Best make ourselves scarce, and perhaps do what we can to cover our tracks."
Thakdrith wants to proceed carefully, and maybe even create some false tracks to throw off any would-be pursuers.
"Perhaps we could also set a trap for whatever is out there, non-lethal, just in case it's simply curios and has no ill-intent? A pitfall trap of some sort?"
Maromin
"I could cast light to blind the beast for some time. Enough time for us to escape, should the traps fail. Not that I believe they will, but it's always good to have a back up plan."
What's the plan?
If you guys are doing a trap, Thakdrith, roll a survival check. If you're continuing on in your journey, and wish to cover your tracks, have one person roll a stealth check.
Player: Caer Blain Campaign
DM: Stormhaven
DM: Temple of the Lizard King
(We might as well try both.)
Stealth to cover our tracks: 21
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Thakdrith
"Any beast of note would be hunting us by scent as well..." Thakdrith ponders to himself aloud, absentmindedly. He has confidence our druid is either masking our scent, or fabricating false positives, given her expertise.
"Hopefully mixing our tracks can buy enough time to get the jump on whatever is following us..."
Thakdrith creates a nonlethal pitfall trap to capture and study. Survival 17.
((While doing so, Thakdrith remembers they are supposed to be taking notes. Resolving to make note of their peculiar encounter at the siren's river predicament, and question our druid about what exactly, in detail, compelled her to jump into the river in the first place, rather than piss-off to sleep early as he did the night prior.))
"For the finishing touch..." Thakdrith removes his boots and instructs the others to do the same, placing gentle footfalls by hand on the delicate soil to imitate a path our party took.
"Foolproof."
"The plan is to wait downwind in the thick underbrush, and then defend against any exit from the pit, encircling whatever falls within swiftly, and pacifying non-lethally if possible. Any objections?"
Quetzalcoatl smiles. "No objections." She says. "The hunter has become the hunted."
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Thakdrith, Quetzalcoatl, and Maromin hide in the thick underbrush and await their pursuers. Not too long afterwards, three goblins stumble down the path, following the fake footsteps. Each goblin has tribal war paint, and carries a spear. They move along, searching the ground for footsteps, and continue. The leader walks ahead directly over the pit trap and motions for the others to follow. The pit trap seems to be broken, as the lead goblin hasn't fallen in, but just as the other two arrive, their combined weight triggers the trap, and they fall into the soil beneath them.
There are now three goblins stuck in the 15 foot hole, with no means of escape.
Player: Caer Blain Campaign
DM: Stormhaven
DM: Temple of the Lizard King
Quetzalcoatl claps Thakdrith on the back. "A fine trap, my friend."
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Thakdrith
Thakdrith winks to Quetz, then emerging from the underbrush, not quite peering over the edge of the hole, i address the hunting party in Goblin after most of their panic and confusion must have subsided...
"Oi! Filth! Why are you following us?" Intimidation: 4
Thakdrith
Over his shoulder, "These are subterranean creatures, I bet your light could stun them, if need be, Maromin..."
((Thakdrith translates their response, for those who don't speak Goblin.))
The goblins look up at Thakdrith when he speaks. "He calls for us!" one goblin says. "We must serve him now! The king calls for us and we must answer! He will save us from civilization, and restore nature!"
Player: Caer Blain Campaign
DM: Stormhaven
DM: Temple of the Lizard King
Quetzacoatl approaches. "What do you mean by restore nature?" She demands. "And who is this king?"
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash