This post has potentially manipulated dice roll results.
Incantis' eyes flash a resolute royal purple as he speaks up, a firmness in his normally quiet voice. "I have a suggestion of my own."And indeed he does, as the bardlock reaches up to the crystal shard on his necklace, stroking it before performing the somatic gesture for suggestion. "Why don't you and your friend wander an hour north and sort your items. And leave that key behind."
Zhuala turns invisible and flies upwards.
Incantis initiative: 5
Zhudala initiative: 22
Rollback Post to RevisionRollBack
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
This post has potentially manipulated dice roll results.
Woman's WIS save: 12
Incantis, she tosses the key to you. Here, you look after this for the moment. She turns and begins to walk out of the camp. Your Suggestion spell has taken hold.
If you want to use this to make a surprise attack against her, then please continue to roll initiative. If you're happy for her to walk away following Incantis' instruction and spell, then there's no need. What would you like to do?
And to think he used to communicate witout speaking? Evidently you've hiding a silver tongue all along. Let's pack up and be well on our way afore she comes te her senses.
She's walking out of the camp, following Incantis' suggestion. If anyone wants to interrupt her or make an attack, you can roll for it now, as she will be 'surprised' during the first round of combat.
The woman is walking out of camp; perhaps 30 feet now from where she conversed with you. She's closer now to Strix, about ten feet from where he is hiding. You don't see anyone else right now.
She makes no aggressive act, she merely walks away. When she reaches the other side of the High Road, she enters the mere and becomes difficult to see; you see her figure in the darkness, and another, very large, dark shape next to her. But you don't hear anything, as both shapes move away.
Though your rest was disturbed, you are able to settle down again, as Strix keeps his watch. When the sun rises you are already packing up your camp, and you set off for the next leg of your journey. At some point in the journey, Incantis is able to identify the key the woman threw at him as a mystery key.
Two days later, you come to the southern tip of the mere, and hills and grassland stretch before you as the High Road winds down the coast towards Waterdeep. Within sight of the murky swamp, but set atop a small hill, you see a grey stone fort with two towers, a few hundred feet to the west of the road. It's clearly a popular place, as you see a muddy path made by many feet and cart wheels leading there.
You can make a History check to see if you know what this is. Would you like to investigate, or continue south towards Waterdeep?
Dekhan, this is Thornhold, a popular place for caravans and other travellers to stop in their travels along the High Road. Operated by a clan of dwarves, it would probably be a safe place to get a good night's rest, if you're missing sleeping in a bed.
I daresay there may be a little mead to be had in this here crossroads. Varinth states wide eyed to the group, his best begging puppy dog face in full force.
That’s Thornhold, a place of rest and recuperation run by dwarves. I wouldn’t mind washing the dust of the road from my throat either, Vaz, dwarves are generally good drinking companions. Perhaps they might know something of the mysterious lady and her hiking friend in the mere as well. I say we stop in.
Incantis watches the woman go, feeling emboldened that his magical social skill did the job and got the group out of danger. The mystery key he pockets for now, telepathing to Scupper, "Let me know if you feel you need this at any point."
"I wouldn't mind stopping in for stories and rumors; I've no problem with our sleeping arrangements but I always like watching you all drink."
Rollback Post to RevisionRollBack
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Incantis notices Strix's less than enthusiastic response to the group's plans and contacts his mind. "You and I could keep camping out under the stars just outside the town? I'll want to stop in but I've no need of sheets nor walls. We could do a flute duet."
Rollback Post to RevisionRollBack
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
You turn off the road, and head towards the keep. It's been a long journey, many days, and though you've been in no hurry, still the travelling has taken its toll. For some of you at least, the prospect of a chair in a tavern common room, a mug of ale and a real bed is too much to pass up.
The keep is old stone, grim and forbidding, but time has weathered it and given it almost a welcoming feel of solid reassurance, the walls promising safety from the dangers of Meredelain and the world beyond. A single guard leans against the gate, bored but relaxed; he waves you through without a word, seemingly content that you are just travellers on the High Road, and after all only a fool would walk that road unarmed - he gives Dekhan's sword a look, but doesn't seem troubled by it. His eyes linger more on Soodi - he's surprised, but you get the sense that he has seen such a creature before.
Inside the keep's walls, you see a half dozen carts parked in a fairly neat row over to one side, and a stable where animals are being cared for. A lone stable hand nods to you and grins towards the camel travelling with you; she runs over excitedly. That's a camel, isn't it. Master Torripet says there was a whole caravan came through here a few years ago, but I was too little to remember. The girl looks around twelve years old, and she promises to take good care of Soodi.
The sun is setting, and the shadows are long in the cool air of the spring evening. You see a blacksmith's forge in one corner of the yard; a dwarf is working, seemingly tidying up rather than working the forge itself, but he gives you a nod to suggest that he's open for business, if needed. Your other main option is the door into the keep with a large sign hanging from the stone wall - The Thorn and the Rose, indicating that a tavern lies beyond. As you look on, the door opens and a halfling woman walks out, followed by two children - she nods to you all but passes you by, headed into the stables.
She sees Dekhan don his shield, and her eyes narrow. There may still be ways to avoid combat if you wish, but for now everyone please roll initiative.
Incantis' eyes flash a resolute royal purple as he speaks up, a firmness in his normally quiet voice. "I have a suggestion of my own." And indeed he does, as the bardlock reaches up to the crystal shard on his necklace, stroking it before performing the somatic gesture for suggestion. "Why don't you and your friend wander an hour north and sort your items. And leave that key behind."
Zhuala turns invisible and flies upwards.
Incantis initiative: 5
Zhudala initiative: 22
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Woman's WIS save: 12
Incantis, she tosses the key to you. Here, you look after this for the moment. She turns and begins to walk out of the camp. Your Suggestion spell has taken hold.
If you want to use this to make a surprise attack against her, then please continue to roll initiative. If you're happy for her to walk away following Incantis' instruction and spell, then there's no need. What would you like to do?
And to think he used to communicate witout speaking? Evidently you've hiding a silver tongue all along. Let's pack up and be well on our way afore she comes te her senses.
(Also...BARDlock?)
Strix init : 14
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Still need an initiative roll from Dekhan.
She's walking out of the camp, following Incantis' suggestion. If anyone wants to interrupt her or make an attack, you can roll for it now, as she will be 'surprised' during the first round of combat.
((Sorry! I had rolled an initiative and persuasion on my “we don’t want to kill you” post but it seems to have disappeared...))
initiative 12
18 18
The woman is walking out of camp; perhaps 30 feet now from where she conversed with you. She's closer now to Strix, about ten feet from where he is hiding. You don't see anyone else right now.
Zhudala is up.
Scupper has an action readied to fire if she does anything aggressive...or her friend steps in.
She makes no aggressive act, she merely walks away. When she reaches the other side of the High Road, she enters the mere and becomes difficult to see; you see her figure in the darkness, and another, very large, dark shape next to her. But you don't hear anything, as both shapes move away.
Though your rest was disturbed, you are able to settle down again, as Strix keeps his watch. When the sun rises you are already packing up your camp, and you set off for the next leg of your journey. At some point in the journey, Incantis is able to identify the key the woman threw at him as a mystery key.
Two days later, you come to the southern tip of the mere, and hills and grassland stretch before you as the High Road winds down the coast towards Waterdeep. Within sight of the murky swamp, but set atop a small hill, you see a grey stone fort with two towers, a few hundred feet to the west of the road. It's clearly a popular place, as you see a muddy path made by many feet and cart wheels leading there.
You can make a History check to see if you know what this is. Would you like to investigate, or continue south towards Waterdeep?
history 2
Dekhan, this is Thornhold, a popular place for caravans and other travellers to stop in their travels along the High Road. Operated by a clan of dwarves, it would probably be a safe place to get a good night's rest, if you're missing sleeping in a bed.
I daresay there may be a little mead to be had in this here crossroads. Varinth states wide eyed to the group, his best begging puppy dog face in full force.
That’s Thornhold, a place of rest and recuperation run by dwarves. I wouldn’t mind washing the dust of the road from my throat either, Vaz, dwarves are generally good drinking companions. Perhaps they might know something of the mysterious lady and her hiking friend in the mere as well. I say we stop in.
Incantis watches the woman go, feeling emboldened that his magical social skill did the job and got the group out of danger. The mystery key he pockets for now, telepathing to Scupper, "Let me know if you feel you need this at any point."
"I wouldn't mind stopping in for stories and rumors; I've no problem with our sleeping arrangements but I always like watching you all drink."
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Strix harrumphs quietly to himself. Socialising. Humbug!
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Oh! Dwarven hospitality! That sounds a delight. But Vaz is right. Could use a drop o' the creature meself.
Incantis notices Strix's less than enthusiastic response to the group's plans and contacts his mind. "You and I could keep camping out under the stars just outside the town? I'll want to stop in but I've no need of sheets nor walls. We could do a flute duet."
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Dekhan takes in the surroundings, smiling back to the people he encounters. I’m for the tavern, boys! What do we say?