(Maya) The kobold gives an unearthly shriek before falling to the ground dead. Three kobolds that are nearby clutch their throats, and fall to the ground withering in agony. After a few moments they lie still.
(Toonary) Your charge sends the first kobold flying off the path into the undergrowth. The second one is blown apart by your Guiding Bolt.
(Argus) The kobold is dispatched with little effort on your part.
(Argus) Your search turns up 19 cps scattered among the bodies.
(Campaign Business) At this point everyone has earned 25 days of Downtime. Remember, on Faerun a month is divided into 3 tenday weeks. Once you finish with the cult and return to Saltmarsh, we'll handle Downtime projects.
After searching the bodies, and cleaning the gore off your weapons, you set off down the Path, keenly aware that its magic no longer protects you. You travel for about 3 miles before you notice that the trees are beginning to thin. Something can be seen ahead in a break in the trees. Cautiously, you move forward to get a better look.
You discover a large clearing. In the middle of the clearing is a symmetrical hill about 120' high. On top is a wooden palisade around 10'-15' high. Behind the palisade is a wooden tower at least 20' higher than the palisade. Two figures can be spotted moving around in the tower. Two columns of smoke waft skyward from behind the walls. No entrance is visible from where you stand.
As you observe the structure, the sound of a horses winey draws your attention. A horse and rider emerge from the woods to the east (The Party is to the south.) As the rider hurriedly approaches he waves an arm and shouts, "Open the gate, I have urgent news for the High Master!" With that a huge gate opens up and the rider passes into the palisade, shortly after the gate is closed.
For a few minutes all is quiet then, shouting can be heard , and soon the gate is reopened and eight riders wearing chainmail shirts and armed with short bows and maces ride out. They spilt into pairs with one heading north. another two head east, and west. The last pair heads south in your direction.
Maya would tap Toonary on the arm when she sees the two riders head in their direction, "We should fall back with the others to make plan. We've just got more company." She'd kind of tug on his arm to head back to the others. Preferably as quickly and inconspicuously as possible.
(I don't think we wondered too far anyway? Do we recognize their gear or any markings or symbols on them?)
(Maya) Toonary could have helped but, you obviously didn't need his help.
As the two riders approach the woods you can see that they are wearing black tabards, emblazoned with three red inverted triangles arranged into a long triangle.
Characters proficient in Religion make a check (DC 16)
(Maya) The kobold gives an unearthly shriek before falling to the ground dead. Three kobolds that are nearby clutch their throats, and fall to the ground withering in agony. After a few moments they lie still.
(Toonary) Your charge sends the first kobold flying off the path into the undergrowth. The second one is blown apart by your Guiding Bolt.
(Argus) The kobold is dispatched with little effort on your part.
10 Kobolds=41XP per character.
Argus goes around and carefully searches the bodies for any clues to whom they work for, where there from, etc....
(Argus) Your search turns up 19 cps scattered among the bodies.
(Campaign Business) At this point everyone has earned 25 days of Downtime. Remember, on Faerun a month is divided into 3 tenday weeks. Once you finish with the cult and return to Saltmarsh, we'll handle Downtime projects.
After searching the bodies, and cleaning the gore off your weapons, you set off down the Path, keenly aware that its magic no longer protects you. You travel for about 3 miles before you notice that the trees are beginning to thin. Something can be seen ahead in a break in the trees. Cautiously, you move forward to get a better look.
You discover a large clearing. In the middle of the clearing is a symmetrical hill about 120' high. On top is a wooden palisade around 10'-15' high. Behind the palisade is a wooden tower at least 20' higher than the palisade. Two figures can be spotted moving around in the tower. Two columns of smoke waft skyward from behind the walls. No entrance is visible from where you stand.
Toonary will keep an eye open looking for things that he may have learned about, while being raised in the temple, about cults.
Religion check 9
Investigation check 18
(Not sure which one or both you would want)
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Maya would follow close to Toonary to assist him with his investigation.
Religion: 10
Investigation: 7
just an unstable unicorn.
"Stay back behind the treeline. We don't know who these feckers are and we don't want 'em seeing us approaching."
Gridolpho scans the terrain ahead of the party to see if there's enough cover to approach the compound with stealth.
Investigation: 9
DCI: 3319125026
Bertrand will stay back as they look over the strange structure, keeping a close watch on the two figu s that they can see from their position.
Argus will stand by Bertrand and watch as well
(Toonary) Nothing you observe at the place seems religious. (Perception Check DC 15. With advantage from Maya.)
(Gridolpho) The ground to objective is an archer's dream.
"Well, feck."
(OOC: Is there an entrance visible from our current position?)
DCI: 3319125026
As you observe the structure, the sound of a horses winey draws your attention. A horse and rider emerge from the woods to the east (The Party is to the south.) As the rider hurriedly approaches he waves an arm and shouts, "Open the gate, I have urgent news for the High Master!" With that a huge gate opens up and the rider passes into the palisade, shortly after the gate is closed.
For a few minutes all is quiet then, shouting can be heard , and soon the gate is reopened and eight riders wearing chainmail shirts and armed with short bows and maces ride out. They spilt into pairs with one heading north. another two head east, and west. The last pair heads south in your direction.
Maya would tap Toonary on the arm when she sees the two riders head in their direction, "We should fall back with the others to make plan. We've just got more company." She'd kind of tug on his arm to head back to the others. Preferably as quickly and inconspicuously as possible.
(I don't think we wondered too far anyway? Do we recognize their gear or any markings or symbols on them?)
just an unstable unicorn.
Toonary would start to put his bacon back into his pocket.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
(Maya) Roll Perception (DC 15)
(ooc does Toonary give advantage?)
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Maya Perception roll: 6
If with Toonary advantage: 23
just an unstable unicorn.
(Maya) Toonary could have helped but, you obviously didn't need his help.
As the two riders approach the woods you can see that they are wearing black tabards, emblazoned with three red inverted triangles arranged into a long triangle.
Characters proficient in Religion make a check (DC 16)
Bertrand will watch what the others are going to do, holding his staff tightly. He was ready for a fight if needed.
Maya Religion: 19
just an unstable unicorn.