if it is my turn, i will attempt to attack the fleeing creature with my sacred flame because i am hesitant to progress forward after seeing this winged beast
Alesandair, You move forward slightly, but realize the creature has moved from the place where it became irradiated by your sacred flame. However, you barely manage to catch a glimpse, almost on instinct, of a puddle of blood building and a large furred foot, but it is definitely a full 40 feet from you, at the edge of your light hiding behind a tree. As you begin to call down your divine light, the creature attempts to dive away, having been burned by you before and recognizing the change in atmosphere. [Dex ST: 21]
As you light up the place, the split moment of light is not enough to find what you now understand to be a Harpy.
[Opportunity for some world building at this point I guess :) ...]
As everyone considers the dangers of the moonlit night even as you are mid-combat, there is a momentary reflection, a flashback in your mind. Those not sent by the Raven Queen, begin thinking to when you signed up for this job escorting the Merchant to The Writ Spires. For some of you, it was a destiny of sorts, the series of coincidences that led you to the Merchant couldn't have been chance: The timing was too well aligned with your own desires, goals, and needs to move beyond where you had been. For a few of you, it was a convenient money-making adventure or a way to gain a change of venue from the same old rural life.
However you got to that medium-sized central village of Phaerweehl, it became your new beginning. The moment in time that marks your chronicle. You were each directed, individually or as a pair, to the Merchant, a leading elder of the community who owns a good-sized tract of farm land, a local grocery, and a modest vineyard that has been in his dwarven line for multiple centuries. As you consider the small-statured man, you remember that his actual name was too hard to keep track of for many in the village, and he was introduced to you as simply The Merchant of Phaerweehl--his shop, farm, and vineyard all bearing the symbol of a small hammer with a grapevine growing up the handle with a few grapes dangling from the head. As you envision the horses, ponies, and carts clopping through the mud on the street in front of his shop, you consider the role this caravan plays in the larger economy of the southern province, very much reliant on it's agricultural production. For nearly a century, the village of Phaerweehl had been a central hub for at least a half dozen smaller farming communities of the area, and the Merchant's local grocery--often maintained by his wife and children--was known to you as a place where leaders of the surrounding communities would gather. This is where he was known to barter with smaller farms or community tradesman, agreeing to carry their goods safely to the lucrative markets in both the upper and lower levels of the Writ Spires metropolis where you all are now heading. Morn, even as you trudge through the still damp forest with it's matted leaves, you look down to note the mark on the crate you carry. It matches that of a patch you saw on the dress of a middle-aged woman leaving the Merchant's shop with a fresh purse of coins and 5 children in tow, one still on her hip, sucking on a worn cloth rag doll.
Each of you now come out of your reflection, remembering what led you to the Merchant's grocery, to this job, and to this moment on the West Road heading North to that great city of The Writ Spires.
Agozur will place his hand on Lil's shoulder "We owe it to the merchant to complete this job and we mustn't mess with destiny's plan." turning towards the merchant "How would you have us handle this?"
Seems like wraeven and morn are heading back to camp. Shouldn't take too long. Would we know that combat is still happening. Earlier comment about wraeven was that he's helping too!
Agozur, the Merchant encourages the party to decide on a wise but expeditious plan to get the stolen goods back. He plans to stay at the camp protecting the larger remainder of goods as well as the children. He acknowledges Mobya's desire to stay with the children as well. He points to the light in the woods from Alexandair's shield and suggests that they might need backup.
Wraeven, as you and Morn finish your current round carrying the creat, you all are about 45 ft from the wagons, and you did see the two bright flashes of light, and you can still see the light from one of your companions dimly through the trees.
On his turn, Silv'ar realizes he has thrown both his daggers away, he will go to Alesandair and attempts to take Al's out of it's sheath, "I promise I won't throw this one." Then the halfling will hold action to move with Alesandair, trying to stay close and flank Al's right.
[Based on PM, Alessis will be offline for about a week.] Morn will sprint forward with the case, being pulled forward by Wraeven's exceptional speed. Wraeven and Morn make it back to camp, and the Merchant nods with satisfaction as you place "Lahtee Chalohm's guhts" back in the wagon. Once back at camp, Morn agrees to stay with the Merchant, the Triple Tinies, and whoever else wants to guard the camp.
[Scruffykid is also offline this week, honeymooning, I think?] Lil will stay in the camp also, so he can protect the Merchant, since he was hired as a personal bodyguard primarily.
We are at the top of the round, There is a moment as you all get settled that Alesandair and Silv'ar sense some movement in the darkened forest beyond the shield's illumination. The rest of the party can see the two through the shadowy forest standing side-by-side, weapons drawn, about 100ft to the east of camp.
This post has potentially manipulated dice roll results.
Wraeven might tell those in camp that he is going to assist those in the woods, and as he is speeding towards those in the woods he will call out that "It is I, Wraeven, your companion here to offer assistance. Do not shoot me!" He is also going to go just slow enough to avoid getting surprised like he did last time.
Alesandair will happily allow Silvy to take the dagger and will also offer my mace as a back up weapon. Smirking ever so slightly and says, "Ya know, just in case you do throw it."
As Wraeven moves forward after dropping the crate on the back of the wagon (next to the Shadar-Kai remains now that I think of it.), the first 40 ft or so of the run is lit well by the torch that Lil carries, further, as the servant of the Raven Queen runs through the the space that Lil and Agozur returned through with senses on high alert, there is only about 20 feet of no light in the middle between the torches. Wraeven speeds through the partially segments of forest quickly, slowing briefly through the center darkness as he deftly dodges around large trees and ducks under low hanging bushes. With a bit of careful footing on the soft ground, he still manages to travel to within 20 feet of the other two.
Lil, makes an off-color joke about jumping jack flash playfully, nodding toward Wraeven as he zooms away [using this bit of humor as a way to give bardic inspiration to Wraeven]. Then he gets his equipment and arms himself moving nearer the Merchant. " 'Member this one Aggie?" Lil asks, as he casts unseen servant, hands his torch to the things and tells it to march in circles around the camp at a 50 foot perimeter, "Drives the Rothé crazy back home..." He shares with Ayra, hoping to impress her.
Ayra at first doesn't know what to think of this Lil's very simple humour. At seeing his joy over such crude antics, however, she finds herself smiling and can't help but let out a giggle.
Occ: it’s my turn but I just want to make sure I understood that right now the Merchant, Morn, Lil, Ayra, and Mobya are at the campsite next to the wagons and the other 4 are in active pursuit of the foes, is that correct?
Mobya, you are still up, and you see Agozur start to move to follow Wraeven.
[Once Mobya acts/moves/speaks the following occurs...] As you move forward, Agozur, you manage to follow the path marked by Wraeven ahead of you, so despite your tall frame, you trudge through the darker portion of forest, following Wraeven's shadow cutout against the light from Alesandair. Though without any darkvision, you struggle to dodge a few low-hanging tree branches and knee-high bushes as you push forward toward you team. Though at one point, the floating torch flies by providing a brief glimpse of the forest around you well enough to dodge a large branch that could've done some serious damage if you had hit it at full speed.
You do manage to keep fairly firm footing though, relying on your warrior strength to kick through the smaller plants. You manage to make it to the edge of Alesandair's light about 40 ft back from the cleric and the rogue in front of you.
if it is my turn, i will attempt to attack the fleeing creature with my sacred flame because i am hesitant to progress forward after seeing this winged beast
damage= 7
Alesandair, You move forward slightly, but realize the creature has moved from the place where it became irradiated by your sacred flame. However, you barely manage to catch a glimpse, almost on instinct, of a puddle of blood building and a large furred foot, but it is definitely a full 40 feet from you, at the edge of your light hiding behind a tree. As you begin to call down your divine light, the creature attempts to dive away, having been burned by you before and recognizing the change in atmosphere. [Dex ST: 21]
As you light up the place, the split moment of light is not enough to find what you now understand to be a Harpy.
Silv'ar is up.
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Silv'ar or Agozur or Lil?
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[Opportunity for some world building at this point I guess :) ...]
As everyone considers the dangers of the moonlit night even as you are mid-combat, there is a momentary reflection, a flashback in your mind. Those not sent by the Raven Queen, begin thinking to when you signed up for this job escorting the Merchant to The Writ Spires. For some of you, it was a destiny of sorts, the series of coincidences that led you to the Merchant couldn't have been chance: The timing was too well aligned with your own desires, goals, and needs to move beyond where you had been. For a few of you, it was a convenient money-making adventure or a way to gain a change of venue from the same old rural life.
However you got to that medium-sized central village of Phaerweehl, it became your new beginning. The moment in time that marks your chronicle. You were each directed, individually or as a pair, to the Merchant, a leading elder of the community who owns a good-sized tract of farm land, a local grocery, and a modest vineyard that has been in his dwarven line for multiple centuries. As you consider the small-statured man, you remember that his actual name was too hard to keep track of for many in the village, and he was introduced to you as simply The Merchant of Phaerweehl--his shop, farm, and vineyard all bearing the symbol of a small hammer with a grapevine growing up the handle with a few grapes dangling from the head. As you envision the horses, ponies, and carts clopping through the mud on the street in front of his shop, you consider the role this caravan plays in the larger economy of the southern province, very much reliant on it's agricultural production. For nearly a century, the village of Phaerweehl had been a central hub for at least a half dozen smaller farming communities of the area, and the Merchant's local grocery--often maintained by his wife and children--was known to you as a place where leaders of the surrounding communities would gather. This is where he was known to barter with smaller farms or community tradesman, agreeing to carry their goods safely to the lucrative markets in both the upper and lower levels of the Writ Spires metropolis where you all are now heading. Morn, even as you trudge through the still damp forest with it's matted leaves, you look down to note the mark on the crate you carry. It matches that of a patch you saw on the dress of a middle-aged woman leaving the Merchant's shop with a fresh purse of coins and 5 children in tow, one still on her hip, sucking on a worn cloth rag doll.
Each of you now come out of your reflection, remembering what led you to the Merchant's grocery, to this job, and to this moment on the West Road heading North to that great city of The Writ Spires.
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I believe Wraeven is helping to carry that crate! :)
haha, yes, but he is not from Phaerweehl. What is Wraeven contemplating?
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Agozur will place his hand on Lil's shoulder "We owe it to the merchant to complete this job and we mustn't mess with destiny's plan." turning towards the merchant "How would you have us handle this?"
Seems like wraeven and morn are heading back to camp. Shouldn't take too long. Would we know that combat is still happening. Earlier comment about wraeven was that he's helping too!
Agozur, the Merchant encourages the party to decide on a wise but expeditious plan to get the stolen goods back. He plans to stay at the camp protecting the larger remainder of goods as well as the children. He acknowledges Mobya's desire to stay with the children as well. He points to the light in the woods from Alexandair's shield and suggests that they might need backup.
Wraeven, as you and Morn finish your current round carrying the creat, you all are about 45 ft from the wagons, and you did see the two bright flashes of light, and you can still see the light from one of your companions dimly through the trees.
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On his turn, Silv'ar realizes he has thrown both his daggers away, he will go to Alesandair and attempts to take Al's out of it's sheath, "I promise I won't throw this one." Then the halfling will hold action to move with Alesandair, trying to stay close and flank Al's right.
[Based on PM, Alessis will be offline for about a week.] Morn will sprint forward with the case, being pulled forward by Wraeven's exceptional speed. Wraeven and Morn make it back to camp, and the Merchant nods with satisfaction as you place "Lahtee Chalohm's guhts" back in the wagon. Once back at camp, Morn agrees to stay with the Merchant, the Triple Tinies, and whoever else wants to guard the camp.
[Scruffykid is also offline this week, honeymooning, I think?] Lil will stay in the camp also, so he can protect the Merchant, since he was hired as a personal bodyguard primarily.
We are at the top of the round, There is a moment as you all get settled that Alesandair and Silv'ar sense some movement in the darkened forest beyond the shield's illumination. The rest of the party can see the two through the shadowy forest standing side-by-side, weapons drawn, about 100ft to the east of camp.
[This should get us all caught up.]
Wraeven, you are the next to act.
https://sites.google.com/cgc.edu/adventure-game/other-art - updated map
Unknown Creature 1 (who Morn & Wraeven had been chasing) - 22
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Wraeven will use his exceptional speed to go towards the 100 ft East of camp spot and assist them.
Do you say anything to anyone before you go?
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Wraeven might tell those in camp that he is going to assist those in the woods, and as he is speeding towards those in the woods he will call out that "It is I, Wraeven, your companion here to offer assistance. Do not shoot me!" He is also going to go just slow enough to avoid getting surprised like he did last time.
Perception: 16
Alesandair will happily allow Silvy to take the dagger and will also offer my mace as a back up weapon. Smirking ever so slightly and says, "Ya know, just in case you do throw it."
As Wraeven moves forward after dropping the crate on the back of the wagon (next to the Shadar-Kai remains now that I think of it.), the first 40 ft or so of the run is lit well by the torch that Lil carries, further, as the servant of the Raven Queen runs through the the space that Lil and Agozur returned through with senses on high alert, there is only about 20 feet of no light in the middle between the torches. Wraeven speeds through the partially segments of forest quickly, slowing briefly through the center darkness as he deftly dodges around large trees and ducks under low hanging bushes. With a bit of careful footing on the soft ground, he still manages to travel to within 20 feet of the other two.
Lil, makes an off-color joke about jumping jack flash playfully, nodding toward Wraeven as he zooms away [using this bit of humor as a way to give bardic inspiration to Wraeven]. Then he gets his equipment and arms himself moving nearer the Merchant. " 'Member this one Aggie?" Lil asks, as he casts unseen servant, hands his torch to the things and tells it to march in circles around the camp at a 50 foot perimeter, "Drives the Rothé crazy back home..." He shares with Ayra, hoping to impress her.
Mobya you are up.
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Ayra at first doesn't know what to think of this Lil's very simple humour. At seeing his joy over such crude antics, however, she finds herself smiling and can't help but let out a giggle.
Occ: it’s my turn but I just want to make sure I understood that right now the Merchant, Morn, Lil, Ayra, and Mobya are at the campsite next to the wagons and the other 4 are in active pursuit of the foes, is that correct?
Agozur is still at the campsite as well.
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Agozur will begrudgingly make his was into the forest with the rest of the group, staying as close to one of the people with the torches as he can.
Mobya, you are still up, and you see Agozur start to move to follow Wraeven.
[Once Mobya acts/moves/speaks the following occurs...] As you move forward, Agozur, you manage to follow the path marked by Wraeven ahead of you, so despite your tall frame, you trudge through the darker portion of forest, following Wraeven's shadow cutout against the light from Alesandair. Though without any darkvision, you struggle to dodge a few low-hanging tree branches and knee-high bushes as you push forward toward you team. Though at one point, the floating torch flies by providing a brief glimpse of the forest around you well enough to dodge a large branch that could've done some serious damage if you had hit it at full speed.
You do manage to keep fairly firm footing though, relying on your warrior strength to kick through the smaller plants. You manage to make it to the edge of Alesandair's light about 40 ft back from the cleric and the rogue in front of you.
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