Jambiya, the mention of gnolls immediately brings to mind one of Dirk's most gruesome trophies: a wooden plaque with several fur-covered, canine ears secured to it.
Dirk told you his adventuring party once realized a hamlet they were within sight of was on fire. They rushed to the town to see what assistance they could give when they witnessed several townsfolk running from the buildings into the surrounding fields. When questioned, the folk said big, dog-faced creatures were attacking the village. The party continued on, braving the fire and the creatures which they would later learn are called gnolls. Once in town, they met up with some local authorities who were out manned. Dirk's party jumped in and helped save the town. Most of the buildings were burned, but the gnoll's were sent running. They then set out to recover the townsfolk who had been kidnapped by the gnolls. After tracking down the gnolls' hidden lair, the party rescued the townfolk and killed the remaining gnolls. The local authorities offered a reward per gnoll ear, but Dirk kept a few as trophies.
You don't remember him going into detail about the gnolls; his stories usually told more about what he and his friends did during the adventures.
OOC: You specified the history check was for one of Dirk's stories. If you want to roll again for the language, go ahead and do so.
Erric says, "I swear I've heard that story told before! What was the name of Dirk's adventuring group back then?"
The halfling looks around and tries to see if he can find any sign of gnolls or recent activity of any kind. (Perception/investigation: 13)
"Might be a good idea to hide the rowboat in the tall grass, Maldorn," Erric says, volunteering to help. "Maybe you can keep an eye out for tracks?"
He looks to everyone else once they attend to the boat and look around for signs of gnolls or other bipedal creatures. "Cragward? Or more wandering?"
(OOC: one note, and my apologies for not making this more explicit, but when Erric started playing his lute and composed a bit of the shanty about the adventure thus far, he was doing in character a song of rest, which means that anyone listening got an extra 1d6 hp recovery. I'd done it the last short rest and shouldn't have just assumed that people would remember, because it's a new ability. Was trying to roleplay and didn't add a parenthetical note about it. So if DDP's okay with it, everyone should add another 1d6, and I'm happy to make these mentions of Erric's various abilities more explicit all the time, or try to continue to leave them in the narrative more.)
"Indeed, Teric. That tale does sound mighty familiar..." Maldorn agrees even though he is still not fully convinced that dog-people are real.
Maldorn nods to Erric and proceeds to take a few steps back to the rowboat in order to pull it inland a bit more. The goal is to hide it in the tall grass. Once back with the group, Maldorn does as instructed and keeps an eye out for dog-ish tracks:
This post has potentially manipulated dice roll results.
Ebokk extra 1d6 for song of rest: 5 (Thanks for the explicit reminder, Erric!)
Erric and Maldorn pull the rowboat another 40 feet into the tall grass. Due to the grasses ... tallness ... the rowboat is pretty well hidden from ground level until you're about 20 feet away. Looking about, Maldorn, you don't see any dog-ish tracks. Lost of small prints from smaller creatures — foxes, mice and other rodents, birds, reptiles, snakes — all the typical stuff you'd think you'd find, but not anything that would indicate dog people.
Maldorn, as you lead the group westward through the tall grass, you can't help but turn to look north every 10 to 20 feet. The forest is normally where you are most comfortable, yet there's something uneasy about these trees. The darkness seems to start too quickly. You ignore the mingled feelings of curiosity and hesitation, and continue on toward the peak.
In no time at all, the party arrives at the base of the peak (the island is pretty small). The rocky outcrop rises abruptly from the sea, forming a two-tiered promontory with a peak 100 feet high. A 40-foot climb is required to mount the first tier, which rises 30 feet as it slopes upward to the base of the final climb, which is a further 30 feet. It certainly doesn't look like an easy climb, but should be manageable.
Maldorn, you notice some winged creatures circling the top of the peak.
Erric follows behind Maldorn, keeping a very close eye on the foliage and his surroundings for anything moving, or any clues of prior habitation. He's starting to doubt himself a bit on his gnoll knowledge, and beginning to think they're just small people, the size of dogs, who run on four feet. But that's crazy, so maybe gnolls are just the name of this pirate's band.
He moves along, looking for anything interesting, and during any stops or pauses, looking around for stones that would be good for his sling, which he's twirling about like a yo-yo, loaded and ready.
Does Erric notice the creepy trees? His mind will start galloping to spooktown if so, is why I'm asking.
Once we get to the crag, Erric will look up and try to see if the winged creatures are another instance of the party thinking that giant crabs are just normal fauna and not actually carapiced actually-giant death machines.
Maldorn makes sure to mention both the strangeness of the trees and the winged animals flying overhead once he notices each of these developments.
"So, are we climbing? Do we have pitons? I carry plenty of rope for the new trick I learned, so I rather not use my lengths if you are willing to use yours," the ranger says to the group. He then turns to Anafrey and suggests: "Nicerivers, you are probably the best suited here to lead the climb. Set some pitons for us so we can climb easier after you. What do you think?"
"Do we want to climb first? I don't know what pitons are, so I'm no help there. Maybe we should loop around the island first? Look at the creepy trees you mentioned earlier? Then if we find nothing, try the climbing exercise with whatever's flying up there maybe ignoring us?"
"I dont have a proper climber's kit on me...." Anafrey would say as she takes a swig from her flask, looking up the rock face. "I got rope but no hammer or pitons... perhaps we could use some daggers as pitons, but I cannot guarantee they wouldnt be destroyed." She would say as she pulls a dagger from her belt and looks it over.
This post has potentially manipulated dice roll results.
"Here, Sliceshivers. You can use my hammer and ten pitons to aid your and our potential follow-up climb." Maldorn takes the extra time to explain to Erric how pitons work. After handing over his tools, Maldorn will take another look at the winged ones flying above:
"That looks like the kind of dangerous thing I just promised Erric I wasn't going to do any more," Jambiya says. "Maybe I'll stay down here and... guard the rope?"
Rollback Post to RevisionRollBack
she/her Role-playing since that keep on those borderlands.
This post has potentially manipulated dice roll results.
Anafrey would wrap the rope around her body and hold one Piton in her teeth with the rest of them in her pack. "Alright... Give me a minute to secure a line and I will shout down to you once I am up there." The blong haired woman would say as she look back to the group. After finding a good foothold, she would begin ascending the rock face.
This post has potentially manipulated dice roll results.
Erric's kind of amazed at the brazenness of his friends, climbing up a cliff without knowing what the flying things above are. He will inspire Anafrey with a bad limerick he made up on the fly:
"There once was an Anafrey who climbed. She liked ropes and she... rhymed? She started first, In no way rehearsed, She couldn't say no to the... wine?
I don't know just don't fall!"
(For the next ten minutes, you can add 6 to one ability check, attack roll, or saving throw.)
Jambiya, the mention of gnolls immediately brings to mind one of Dirk's most gruesome trophies: a wooden plaque with several fur-covered, canine ears secured to it.
Dirk told you his adventuring party once realized a hamlet they were within sight of was on fire. They rushed to the town to see what assistance they could give when they witnessed several townsfolk running from the buildings into the surrounding fields. When questioned, the folk said big, dog-faced creatures were attacking the village. The party continued on, braving the fire and the creatures which they would later learn are called gnolls. Once in town, they met up with some local authorities who were out manned. Dirk's party jumped in and helped save the town. Most of the buildings were burned, but the gnoll's were sent running. They then set out to recover the townsfolk who had been kidnapped by the gnolls. After tracking down the gnolls' hidden lair, the party rescued the townfolk and killed the remaining gnolls. The local authorities offered a reward per gnoll ear, but Dirk kept a few as trophies.
You don't remember him going into detail about the gnolls; his stories usually told more about what he and his friends did during the adventures.
OOC: You specified the history check was for one of Dirk's stories. If you want to roll again for the language, go ahead and do so.
OOC > Nah, this is good.
Jambiya relates the story to the others. "I dunno if that's... uh, gnollish, though," she shrugs.
she/her
Role-playing since that keep on those borderlands.
Erric says, "I swear I've heard that story told before! What was the name of Dirk's adventuring group back then?"
The halfling looks around and tries to see if he can find any sign of gnolls or recent activity of any kind. (Perception/investigation: 13)
"Might be a good idea to hide the rowboat in the tall grass, Maldorn," Erric says, volunteering to help. "Maybe you can keep an eye out for tracks?"
He looks to everyone else once they attend to the boat and look around for signs of gnolls or other bipedal creatures. "Cragward? Or more wandering?"
(OOC: one note, and my apologies for not making this more explicit, but when Erric started playing his lute and composed a bit of the shanty about the adventure thus far, he was doing in character a song of rest, which means that anyone listening got an extra 1d6 hp recovery. I'd done it the last short rest and shouldn't have just assumed that people would remember, because it's a new ability. Was trying to roleplay and didn't add a parenthetical note about it. So if DDP's okay with it, everyone should add another 1d6, and I'm happy to make these mentions of Erric's various abilities more explicit all the time, or try to continue to leave them in the narrative more.)
"Indeed, Teric. That tale does sound mighty familiar..." Maldorn agrees even though he is still not fully convinced that dog-people are real.
Maldorn nods to Erric and proceeds to take a few steps back to the rowboat in order to pull it inland a bit more. The goal is to hide it in the tall grass. Once back with the group, Maldorn does as instructed and keeps an eye out for dog-ish tracks:
-> Survival: 25
(OOC: Maldorn crits are so rare! I'm tearing up.)
Ebokk extra 1d6 for song of rest: 5 (Thanks for the explicit reminder, Erric!)
Erric and Maldorn pull the rowboat another 40 feet into the tall grass. Due to the grasses ... tallness ... the rowboat is pretty well hidden from ground level until you're about 20 feet away. Looking about, Maldorn, you don't see any dog-ish tracks. Lost of small prints from smaller creatures — foxes, mice and other rodents, birds, reptiles, snakes — all the typical stuff you'd think you'd find, but not anything that would indicate dog people.
Maldorn turns to Erric once more: "What did I tell you? No such thing as dog-people. They would surely have left tracks here if they were real..."
Maldorn then begins leading the group west, towards the crag.
Maldorn, as you lead the group westward through the tall grass, you can't help but turn to look north every 10 to 20 feet. The forest is normally where you are most comfortable, yet there's something uneasy about these trees. The darkness seems to start too quickly. You ignore the mingled feelings of curiosity and hesitation, and continue on toward the peak.
In no time at all, the party arrives at the base of the peak (the island is pretty small). The rocky outcrop rises abruptly from the sea, forming a two-tiered promontory with a peak 100 feet high. A 40-foot climb is required to mount the first tier, which rises 30 feet as it slopes upward to the base of the final climb, which is a further 30 feet. It certainly doesn't look like an easy climb, but should be manageable.
Maldorn, you notice some winged creatures circling the top of the peak.
Erric follows behind Maldorn, keeping a very close eye on the foliage and his surroundings for anything moving, or any clues of prior habitation. He's starting to doubt himself a bit on his gnoll knowledge, and beginning to think they're just small people, the size of dogs, who run on four feet. But that's crazy, so maybe gnolls are just the name of this pirate's band.
He moves along, looking for anything interesting, and during any stops or pauses, looking around for stones that would be good for his sling, which he's twirling about like a yo-yo, loaded and ready.
(Just seeing the last post)
Does Erric notice the creepy trees? His mind will start galloping to spooktown if so, is why I'm asking.
Once we get to the crag, Erric will look up and try to see if the winged creatures are another instance of the party thinking that giant crabs are just normal fauna and not actually carapiced actually-giant death machines.
Maldorn makes sure to mention both the strangeness of the trees and the winged animals flying overhead once he notices each of these developments.
"So, are we climbing? Do we have pitons? I carry plenty of rope for the new trick I learned, so I rather not use my lengths if you are willing to use yours," the ranger says to the group. He then turns to Anafrey and suggests: "Nicerivers, you are probably the best suited here to lead the climb. Set some pitons for us so we can climb easier after you. What do you think?"
"Do we want to climb first? I don't know what pitons are, so I'm no help there. Maybe we should loop around the island first? Look at the creepy trees you mentioned earlier? Then if we find nothing, try the climbing exercise with whatever's flying up there maybe ignoring us?"
Jambiya looks up the face of the crag. "That seems dangerous. Why are we climbing up it?"
she/her
Role-playing since that keep on those borderlands.
"Bird's eye view, friends. We can get a lay of the land from up there... find out where to go next." Maldorn explains.
Jambiya nods along with that logic. "Do we all have to go up? How far do you think it is?" She shades her eyes with her hand, peering at the top.
she/her
Role-playing since that keep on those borderlands.
"I dont have a proper climber's kit on me...." Anafrey would say as she takes a swig from her flask, looking up the rock face. "I got rope but no hammer or pitons... perhaps we could use some daggers as pitons, but I cannot guarantee they wouldnt be destroyed." She would say as she pulls a dagger from her belt and looks it over.
Anafrey, if you are climbing first, roll ... five athletics rolls. You shouldn't need that many, but just in case.
"Here, Sliceshivers. You can use my hammer and ten pitons to aid your and our potential follow-up climb." Maldorn takes the extra time to explain to Erric how pitons work. After handing over his tools, Maldorn will take another look at the winged ones flying above:
-> Nature check: 4
@DDP: How far away are the flying creatures?
OOC > How tall does the crag look again?
"That looks like the kind of dangerous thing I just promised Erric I wasn't going to do any more," Jambiya says. "Maybe I'll stay down here and... guard the rope?"
she/her
Role-playing since that keep on those borderlands.
Anafrey would wrap the rope around her body and hold one Piton in her teeth with the rest of them in her pack. "Alright... Give me a minute to secure a line and I will shout down to you once I am up there." The blong haired woman would say as she look back to the group. After finding a good foothold, she would begin ascending the rock face.
19
10
23
17
8
(ooc: there are a few real bad ones in there..)
Erric's kind of amazed at the brazenness of his friends, climbing up a cliff without knowing what the flying things above are. He will inspire Anafrey with a bad limerick he made up on the fly:
"There once was an Anafrey who climbed.
She liked ropes and she... rhymed?
She started first,
In no way rehearsed,
She couldn't say no to the... wine?
I don't know just don't fall!"
(For the next ten minutes, you can add 6 to one ability check, attack roll, or saving throw.)