Carefully searching the fort, Serak starts with the southernmost room, taking care as he steps over the headless soldier. Inside lie three double bunks, each covered in a tattered woollen blanket. At the foot of one of the beds lies a small cloth knapsack, embroidered with the signup of Thundertree. The bard rummages through bags contents, pulling out a small pouch of 12 copper pieces as well as a delicate piece of paper, aged, torn and faded in parts, exquisitely written in the common tongue. Taking a seat briefly on the bed, Serak reads it quietly into himself.
Serak:
...... tree, 1st Eliant 1461
My dear Py,
........ I promise I will be home soon....... must admit .......rumblings in the mountain.......
......stubborn folk of the village refuse to leave and I have a duty to protect....... despite their stupidity......... Argot holed up in his tower.....
.... promise I will be....
Dev...ish
Leaving the room, Serak then checks the northern room. Two more double bunks lie inside, making five in all and lodgings for ten soldiers all together. The beds in this room have been cleared of anything of interest some time ago.
The main room of the fort appears to have been used as a small kitchen and pantry, filled with piles of well rotted sacks and barrels. Any trace of supplies in the area have long been devoured by vermin. At the north end of the room, a flimsy wooden ladder leads to a trapdoor in the ceiling.
OOC: This is the route you've taken around Thundertree so far.
EDIT: Been a while since you guys were the other side of the village but reading back through the thread Serak also scouted out the blacked out building to the SW.
OOC: Yeah they blacked out buildings are enclosed so you won’t have seen the interiors. You can ignore the westernmost blacked building as Serak has cleared it already..... my explanation earlier was a bit vague lol
That should leave the tower to the north and the blackened building directly south of it... if that makes sense? Sorry can’t update the map atm
Beetle looks to his companions, "maybe clear the southern building before the tower?" he says... "might have something in it, plenty zombies around here is seems."
This post has potentially manipulated dice roll results.
Serak: Nodding in agreement, Serak says, "Alright, let's have a look in these last few buildings to the south. Then we'll reassess the Dragon situation. Shall we?"
The bard waits a moment for further discussion before slipping out the backdoor. Staying behind cover and concealed by shadow when possible, Serak cautiously creeps southward.
First he approaches the small ruined building to the south, directly northeast of the unexplored intact structure. He listens outside a moment before peeking inside. If there is no danger, he'll search the ruined building before moving toward the intact structure.
As the party head through the back door in single file, Dayereths voice echoes down the corridor. “If it’s all the same gentlemen, I would like to take a closer look at these soldiers. Something tragic happened here. Maybe the dragon is the least of your worries...” The old monk looks concerned, lost in thought for a moment. “Besides, this woman will hardly let me join in with you should you find anything exciting out there. I could at least be useful by holding this fort should you need to retreat.”
Serak: As he leaves, Serak hands the letter he found to Dayereth, saying, "Perhaps this clue will help you? We'll return soon." With that, Serak exits and begins his route south.
Rollback Post to RevisionRollBack
"Not all those who wander are lost." - J.R.R. Tolkien
Taking the letter, Dayereth nods his thanks to Serak before watching him disappear into the tree line. Outside the trees rustle loudly in the strong wind as the bard sneaks quietly around the square. To the east, the sun climbs higher above the vast expanse of Neverwinter Wood, it’s heat only broken by the odd rogue breeze that breaks through the trees.
Edging around the town square, Serak signals to the others to follow as he makes his way down the south west road. In the falling darkness of last night, the trail had seemed much narrower, enclosed on all sides by overgrowth. Now however the village seems more welcoming with easily twenty feet of open space around the road. With his eyes constantly checking the sky, Serak continues south.
A minute or so later, he arrives at the small ruined shop that he had largely disregarded the night before. Now in the daylight, he spots a weathered old wooden sign, leaning helplessly against the wall, which reads: “Rosalinda‘s”. Taking a moment to check the coast is clear, he cautiously steps through the crumbled doorway.
Inside the floor is covered with the debris of collapsed shelves and furniture. One set of shelves that still stands, sags heavily down the middle where a pile of old books and bottles has settled. Shards of glass and pottery glint in the weeds and rubble as they catch the sunlight. Serak carefully checks around the ruin, flicking through a damp rotting book which falls apart in his hands. A piece of an old vase crunches gently beneath his feet. Giving up hope of finding anything of value, he turns briefly to the shelves still hanging on the wall, at the base of which he finds a small hidden compartment. Inside he finds a small wooden case holding a delicate gold necklace with an emerald pendant. The gold shines brightly in the sunlight as he turns the necklace between his fingers. An engraving on the back of the pendant catches his eye, “Mirna, Don’t forget your roots, Gramps.” Placing the necklace back into its case, Serak stows it into his bag before leaving the building.
Continuing on down the road, Serak finally arrives at the remaining intact structure. A small building no more than 20ft square. Stacked along the front wall lies a small pile of rotted firewood. A wide chimney runs up the northern wall to the roof, which sags slightly in the middle. Beside the front door, a cracked window is smeared with thick black ash.
This post has potentially manipulated dice roll results.
Serak: Absently searching his memory for anyone named Mirna, Serak approaches the intact structure next. Cautiously, he listens a moment before wiping a bit of ash from the window and peeking inside.
Perception: 12
Stealth: 26
Reporting anything he detects to the others, Serak finally falls back into formation, ready to breach the door.
Rollback Post to RevisionRollBack
"Not all those who wander are lost." - J.R.R. Tolkien
Silently pondering to himself as he approaches the cabin, Serak fails to come up with any body by the name of Mirna. Nevertheless, the necklace should still fetch a pretty price when they reach the next town. With a sigh he rolls a sleeve rover his hand and reaches to wipe away the grime from the window. The dust smears terribly against the glass, obscuring most of the room beyond and forcing him to shield his eyes as he carefully glances inside.
Squinting through the grime, the bard glances around the shadowy room. Three badly decayed bodies lie motionless against the southern and western walls, surrounded by a variety of old smiths tools - tongs, bellows, hammers, and a pair of iron anvils. One of the bodies lies sprawled awkwardly at the foot of the backdoor.
Returning to the others a short distance away, Serak relays what he has seen.
Serak: Returning to the party, Serak whispers, "Three zombies inside, maybe more. All laying down. One is blocking the rear door. If we rush in the front, we can push inside and surprise them while they're down."
With an exaggerated bow, Serak waves a hand toward the door and says, "After you, Sir Juice!" He then falls into formation and prepares to breach the door.
"Sounds good to me..." Beetle quietly says and takes up position ready to go through the door. Just before entering he looks to Tyr once again..."Once again Tyr we face undead entities...please guide us and protect us while we bring vengeance to these enemies..."
OOC: Beetle! What happened to your rolls? No surprise round. While the zombies are prone you have Advantage on melee attacks as well as disadvantage on ranged attacks.
Also, I wont be able to draw up an updated round map until tonight, but will resolve attacks when I can. Any issues with starting positions can be changed as well
Waiting nervously beside the others, Brots grips his bow tightly, readying himself for one of the zombies to rise to its feet. When one does so he will move to get line of sight and fire an arrow.
Serak: Still holding his nose, Serak say, "Well done, friends! Shall we have a look around while we decide what to do next?"
Serak does a quick search of the corpses and building as the party discusses their next move.
Perception: 19
OOC: BrownBeard, could we please have a map of the area with what we have and haven't explored?
"Not all those who wander are lost." - J.R.R. Tolkien
Carefully searching the fort, Serak starts with the southernmost room, taking care as he steps over the headless soldier. Inside lie three double bunks, each covered in a tattered woollen blanket. At the foot of one of the beds lies a small cloth knapsack, embroidered with the signup of Thundertree. The bard rummages through bags contents, pulling out a small pouch of 12 copper pieces as well as a delicate piece of paper, aged, torn and faded in parts, exquisitely written in the common tongue. Taking a seat briefly on the bed, Serak reads it quietly into himself.
Serak:
...... tree, 1st Eliant 1461
My dear Py,
........ I promise I will be home soon....... must admit .......rumblings in the mountain.......
......stubborn folk of the village refuse to leave and I have a duty to protect....... despite their stupidity......... Argot holed up in his tower.....
.... promise I will be....
Dev...ish
Leaving the room, Serak then checks the northern room. Two more double bunks lie inside, making five in all and lodgings for ten soldiers all together. The beds in this room have been cleared of anything of interest some time ago.
The main room of the fort appears to have been used as a small kitchen and pantry, filled with piles of well rotted sacks and barrels. Any trace of supplies in the area have long been devoured by vermin. At the north end of the room, a flimsy wooden ladder leads to a trapdoor in the ceiling.
OOC: This is the route you've taken around Thundertree so far.
EDIT: Been a while since you guys were the other side of the village but reading back through the thread Serak also scouted out the blacked out building to the SW.
OOC: so the 2 blackened out buildings at the bottom we haven't gone in yet, and the one just west of us?
OOC: Yeah they blacked out buildings are enclosed so you won’t have seen the interiors. You can ignore the westernmost blacked building as Serak has cleared it already..... my explanation earlier was a bit vague lol
That should leave the tower to the north and the blackened building directly south of it... if that makes sense? Sorry can’t update the map atm
Beetle looks to his companions, "maybe clear the southern building before the tower?" he says... "might have something in it, plenty zombies around here is seems."
Serak: Nodding in agreement, Serak says, "Alright, let's have a look in these last few buildings to the south. Then we'll reassess the Dragon situation. Shall we?"
The bard waits a moment for further discussion before slipping out the backdoor. Staying behind cover and concealed by shadow when possible, Serak cautiously creeps southward.
First he approaches the small ruined building to the south, directly northeast of the unexplored intact structure. He listens outside a moment before peeking inside. If there is no danger, he'll search the ruined building before moving toward the intact structure.
Perception: 21
Stealth: 19
"Not all those who wander are lost." - J.R.R. Tolkien
"Yes, thoroughness is good."
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
As the party head through the back door in single file, Dayereths voice echoes down the corridor. “If it’s all the same gentlemen, I would like to take a closer look at these soldiers. Something tragic happened here. Maybe the dragon is the least of your worries...” The old monk looks concerned, lost in thought for a moment. “Besides, this woman will hardly let me join in with you should you find anything exciting out there. I could at least be useful by holding this fort should you need to retreat.”
Serak: As he leaves, Serak hands the letter he found to Dayereth, saying, "Perhaps this clue will help you? We'll return soon." With that, Serak exits and begins his route south.
"Not all those who wander are lost." - J.R.R. Tolkien
Taking the letter, Dayereth nods his thanks to Serak before watching him disappear into the tree line. Outside the trees rustle loudly in the strong wind as the bard sneaks quietly around the square. To the east, the sun climbs higher above the vast expanse of Neverwinter Wood, it’s heat only broken by the odd rogue breeze that breaks through the trees.
Edging around the town square, Serak signals to the others to follow as he makes his way down the south west road. In the falling darkness of last night, the trail had seemed much narrower, enclosed on all sides by overgrowth. Now however the village seems more welcoming with easily twenty feet of open space around the road. With his eyes constantly checking the sky, Serak continues south.
A minute or so later, he arrives at the small ruined shop that he had largely disregarded the night before. Now in the daylight, he spots a weathered old wooden sign, leaning helplessly against the wall, which reads: “Rosalinda‘s”. Taking a moment to check the coast is clear, he cautiously steps through the crumbled doorway.
Inside the floor is covered with the debris of collapsed shelves and furniture. One set of shelves that still stands, sags heavily down the middle where a pile of old books and bottles has settled. Shards of glass and pottery glint in the weeds and rubble as they catch the sunlight. Serak carefully checks around the ruin, flicking through a damp rotting book which falls apart in his hands. A piece of an old vase crunches gently beneath his feet. Giving up hope of finding anything of value, he turns briefly to the shelves still hanging on the wall, at the base of which he finds a small hidden compartment. Inside he finds a small wooden case holding a delicate gold necklace with an emerald pendant. The gold shines brightly in the sunlight as he turns the necklace between his fingers. An engraving on the back of the pendant catches his eye, “Mirna, Don’t forget your roots, Gramps.” Placing the necklace back into its case, Serak stows it into his bag before leaving the building.
Continuing on down the road, Serak finally arrives at the remaining intact structure. A small building no more than 20ft square. Stacked along the front wall lies a small pile of rotted firewood. A wide chimney runs up the northern wall to the roof, which sags slightly in the middle. Beside the front door, a cracked window is smeared with thick black ash.
OCC: Back... Did anyone check the trap door into the ceiling?
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
OOC: Welcome back Syna! Nobody checked the trapdoor. Jelenneth and Dayereth are still in the fort so will likely check while you’re away.
Beetle stays as close to Serak as possible, ready to react to anything that will arise but still giving the bard room to operate as he does so well
Serak: Absently searching his memory for anyone named Mirna, Serak approaches the intact structure next. Cautiously, he listens a moment before wiping a bit of ash from the window and peeking inside.
Perception: 12
Stealth: 26
Reporting anything he detects to the others, Serak finally falls back into formation, ready to breach the door.
"Not all those who wander are lost." - J.R.R. Tolkien
Serak Intelligence Check: 1
Silently pondering to himself as he approaches the cabin, Serak fails to come up with any body by the name of Mirna. Nevertheless, the necklace should still fetch a pretty price when they reach the next town. With a sigh he rolls a sleeve rover his hand and reaches to wipe away the grime from the window. The dust smears terribly against the glass, obscuring most of the room beyond and forcing him to shield his eyes as he carefully glances inside.
Squinting through the grime, the bard glances around the shadowy room. Three badly decayed bodies lie motionless against the southern and western walls, surrounded by a variety of old smiths tools - tongs, bellows, hammers, and a pair of iron anvils. One of the bodies lies sprawled awkwardly at the foot of the backdoor.
Returning to the others a short distance away, Serak relays what he has seen.
Serak: Returning to the party, Serak whispers, "Three zombies inside, maybe more. All laying down. One is blocking the rear door. If we rush in the front, we can push inside and surprise them while they're down."
With an exaggerated bow, Serak waves a hand toward the door and says, "After you, Sir Juice!" He then falls into formation and prepares to breach the door.
"Not all those who wander are lost." - J.R.R. Tolkien
"Sounds good to me..." Beetle quietly says and takes up position ready to go through the door. Just before entering he looks to Tyr once again..."Once again Tyr we face undead entities...please guide us and protect us while we bring vengeance to these enemies..."
Stealth Checks:
Arkhan: 8
Beetle: 10
Brots: 17
Serak: 27
Syna: 5
Zyltris: 1
Initiative Rolls:
Arkhan: 19
Beetle:4
Brots:20
Serak:23
Syna:22
Zyltris: 7
Zombies: 15
Brots 20 v 15 Syna v 12 Jelenneth
ROUND 1
OOC: Beetle! What happened to your rolls? No surprise round. While the zombies are prone you have Advantage on melee attacks as well as disadvantage on ranged attacks.
Also, I wont be able to draw up an updated round map until tonight, but will resolve attacks when I can. Any issues with starting positions can be changed as well
Waiting nervously beside the others, Brots grips his bow tightly, readying himself for one of the zombies to rise to its feet. When one does so he will move to get line of sight and fire an arrow.
Syna, ready for a little action, will lay aside his staff and draw his scimitar and short sword. Syna moves in to engage Z3.
Scimitar: Attack: 18 Damage: 6
Short Sword: Attack: 16 Damage: 2
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG