The strange man floats away, continuing to swim and continuing to hover ten feet off the ground, mumbling and muttering to himself; you watch for a little while, and then turn and continue on your journey.
Several more days pass; you journey south, and shortly you find the Mere of Dead Men to your right as you travel. It is a strange place, dark and twisted even in the daylight, and frighteningly so at night, at least for some of you. And the contrast is very strange; the Mere comes right to the High Road, but not a foot beyond it; look to your left, and you might be in any green landscape of the Sword Coast. Yet you still hear the chirping and clicking of unfamiliar insects reminding you of the swamp on the other side of the road. The road itself is not enough to explain the stark division; there must be a magical aspect, but its nature escapes you.
Used te threaten folks with this place. Say we'd toss them in the swamp and watch the hags rips the skin off their bones. Never actually seen it though. Looks worse actually. I'll have te update me lies.
The second day of travelling past Meredelain and you are almost getting used to it, though conversation is still muted and you occasionally hear strange noises and whispers coming from the swamp, though it might be your imagination.
You make camp and settle in for the night. Can I please get first, second, third and fourth watches, and a Perception roll from each?
Nah we jest threatened te dump folks here. It's a dangerous sounding place with lots of legend about evil and the undead. Whenever we was up this way, it made sense to talk it up. Put some fear in the locals and help spread our reputation. But I'd never actually seen it since we kept close to the ship and the ports.
(You can ask your mount to keep watch; the spell Find Steed is clear that this is an unusually intelligent animal, although that still does mean 'intelligent compared to other horses'. What exactly would you ask him to do?)
Strix, it's only about an hour before sunrise that you see her, approaching from the mere, crossing the High Road towards your camp. She appears to be a human woman, tall and wearing a long dark green cloak that covers her entirely. Her hood is up but not drawn down to cover her face, and you can see that she is fairly young and has a smile on her face. The woman in green is walking slowly but confidently and with purpose, and does not appear to have noticed you yet.
Strix, it's only about an hour before sunrise that you see her, approaching from the mere, crossing the High Road towards your camp. She appears to be a human woman, tall and wearing a long dark green cloak that covers her entirely. Her hood is up but not drawn down to cover her face, and you can see that she is fairly young and has a smile on her face. The woman in green is walking slowly but confidently and with purpose, and does not appear to have noticed you yet.
A single traveller? Walking alone at night, out of the death-swamp? And she's happy about this situation? Trouble.
Strix wakes Zhudala, gesturing to it to be quiet, pointing towards the woman then back towards Incantis. He then steals closer.
Intent is to get close enough on one side to get a better look, then use Minor Illusion to make a noise on the opposite side of her - random "something in the undergrowth" noise - to see how she reacts.
This post has potentially manipulated dice roll results.
Perception: 21
Zhudala wakes (if she sleeps, otherwise she just becomes aware that something's going on). Incantis, this would probably wake you too.
She doesn't appear to notice Strix sneaking away; she's around sixty feet from the camp when you notice her, and thirty feet by the time you cast your spell. As minor illusion doesn't have a verbal component, your casting goes unnoticed. She hears the rustling in the bushes; looks briefly towards it, but you don't see her expression. She continues to move towards the camp undeterred, and when she gets within twenty feet she calls out; Good evening, sirs. Might I disturb you this fine morning? Strix, you're now somewhat behind her, as she's facing towards the campfire where the others are/were sleeping.
Dekhan, you find the woman's eyes sweep over the others and settle on you, eyeing you up and down. She puts down her hood, and you see a lovely young woman with dark brown hair and a sweet smile. You are very charming, sir, and thank you for the welcome. First of all, I would ask you not to be alarmed; I have a friend who is watching over me; he will remain at a distance, but please don't be alarmed if you catch sight of him. I live alone in this place and, as you might imagine, it's not the safest place in Faerun.
She smiles and walks closer, her eyes move to Varinth and there's a definite flicker of interest, but she looks once again at Dekhan. I am a practitioner of the magical arts, and from time to time, folks pass by with interesting magical items that they might wish to trade. It's a side business for me, but a useful one. She's now standing ten feet in front of the paladin in the centre of the camp, hands folded placidly in front of her, seemingly relaxed. You look like adventurous sorts. Am I wrong to think you might have some interest in trade?
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The strange man floats away, continuing to swim and continuing to hover ten feet off the ground, mumbling and muttering to himself; you watch for a little while, and then turn and continue on your journey.
Several more days pass; you journey south, and shortly you find the Mere of Dead Men to your right as you travel. It is a strange place, dark and twisted even in the daylight, and frighteningly so at night, at least for some of you. And the contrast is very strange; the Mere comes right to the High Road, but not a foot beyond it; look to your left, and you might be in any green landscape of the Sword Coast. Yet you still hear the chirping and clicking of unfamiliar insects reminding you of the swamp on the other side of the road. The road itself is not enough to explain the stark division; there must be a magical aspect, but its nature escapes you.
Used te threaten folks with this place. Say we'd toss them in the swamp and watch the hags rips the skin off their bones. Never actually seen it though. Looks worse actually. I'll have te update me lies.
The second day of travelling past Meredelain and you are almost getting used to it, though conversation is still muted and you occasionally hear strange noises and whispers coming from the swamp, though it might be your imagination.
You make camp and settle in for the night. Can I please get first, second, third and fourth watches, and a Perception roll from each?
First watch (Perception) 8
Second watch perception 6
"Odd, that, his ravings..." Incantis muses. He'll take third watch, along with Zhudala.
Incantis: 21
Zhudala: 17
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
"Scupper, you said you brought people here?"
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
Nah we jest threatened te dump folks here. It's a dangerous sounding place with lots of legend about evil and the undead. Whenever we was up this way, it made sense to talk it up. Put some fear in the locals and help spread our reputation. But I'd never actually seen it since we kept close to the ship and the ports.
...mums the word mind ye.
((Good thing we’re all rolling so well on perception! Can Luskain roll too?))
(You can ask your mount to keep watch; the spell Find Steed is clear that this is an unusually intelligent animal, although that still does mean 'intelligent compared to other horses'. What exactly would you ask him to do?)
(Just to let me know through our psychic bond if he hears anything.)
Fourth watch
Perception : 24
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Strix, it's only about an hour before sunrise that you see her, approaching from the mere, crossing the High Road towards your camp. She appears to be a human woman, tall and wearing a long dark green cloak that covers her entirely. Her hood is up but not drawn down to cover her face, and you can see that she is fairly young and has a smile on her face. The woman in green is walking slowly but confidently and with purpose, and does not appear to have noticed you yet.
Incantis gives a rare chuckle. "I'll wait for the most inopportune moment to mention it."
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
Varinth farts in his sleep. One of those that increases in pitch at the end. As though asking a question.
A single traveller? Walking alone at night, out of the death-swamp? And she's happy about this situation? Trouble.
Strix wakes Zhudala, gesturing to it to be quiet, pointing towards the woman then back towards Incantis. He then steals closer.
Stealth : 8
Intent is to get close enough on one side to get a better look, then use Minor Illusion to make a noise on the opposite side of her - random "something in the undergrowth" noise - to see how she reacts.
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Perception: 21
Zhudala wakes (if she sleeps, otherwise she just becomes aware that something's going on). Incantis, this would probably wake you too.
She doesn't appear to notice Strix sneaking away; she's around sixty feet from the camp when you notice her, and thirty feet by the time you cast your spell. As minor illusion doesn't have a verbal component, your casting goes unnoticed. She hears the rustling in the bushes; looks briefly towards it, but you don't see her expression. She continues to move towards the camp undeterred, and when she gets within twenty feet she calls out; Good evening, sirs. Might I disturb you this fine morning? Strix, you're now somewhat behind her, as she's facing towards the campfire where the others are/were sleeping.
Her words are enough to wake all of you.
WINKLEVOSS! exclaims Varinth as he wakes from a particularly disturbing dream.
Dekhan rouses himself and stands Well met, my lady, it’s no disturbance at all. I am Dekhan, these are my friends. What brings you to our fire?
Dekhan, you find the woman's eyes sweep over the others and settle on you, eyeing you up and down. She puts down her hood, and you see a lovely young woman with dark brown hair and a sweet smile. You are very charming, sir, and thank you for the welcome. First of all, I would ask you not to be alarmed; I have a friend who is watching over me; he will remain at a distance, but please don't be alarmed if you catch sight of him. I live alone in this place and, as you might imagine, it's not the safest place in Faerun.
She smiles and walks closer, her eyes move to Varinth and there's a definite flicker of interest, but she looks once again at Dekhan. I am a practitioner of the magical arts, and from time to time, folks pass by with interesting magical items that they might wish to trade. It's a side business for me, but a useful one. She's now standing ten feet in front of the paladin in the centre of the camp, hands folded placidly in front of her, seemingly relaxed. You look like adventurous sorts. Am I wrong to think you might have some interest in trade?