This post has potentially manipulated dice roll results.
Tempest will lighten his load as he packs his backpack, leaving his bedroll, 5 days rations and 6 torches (assuming he didn't use them for the fire) in the small cavern. He'd instruct the others to take one of their two berries to eat so their stomachs should be satisfied for the day then peek around the edge of the cliff to gauge their ascent.
Rawk will shuffle and ruffle her feathers not wanting to wake up but as soon as she opens her eyes she pops up remembering where they are. “Let’s move.” She chirps following Tempest’s example.
Ellis hears Tempest, nodding back as he eats one of his two berries. He waits to see what Tempest and Rawk see ahead, knowing that they should get going soon.
Erro unites himself from the rock and gives it a gentle pat as if to say, “thanks anyway.” “Right then! Another day not dead. Let us see what fate has in store for us this day. Where to now, Rawk? Do you think it was safe for us to go the way of those buildings?”
(I usually post from my phone! If you hold your phone in horizontal view it enables more of the text box controls.)
As you all begin to look around, you see that little has changed. There is no sign of anything or anyone around where you are. However, Tempest would note,on the other side of the cleft, further to the north there is what seems to be a new zombie patrol that has taken up station,for the moment mindlessly standing.
The choice lies before you; go over the ridge now, and try and sneak through more of the town, or press on up this side to see how close to the grove you can get....
Erro would say that he would prefer to just get on with it and try to head straight to the grove. Every night spent so close to this shadow is tempting fate a bit too much!
Rawk contemplates and adds in a methodical series of chirps, "I can fly behind you if you all agree to go slowly and one at a time over short bursts of 50 feet or so... at least until you get to a comfortable spot to rest for a minute. It will be a bit slower but probably safer."
This post has potentially manipulated dice roll results.
Excellent! Good to see the good dice rolls just keep on coming!
You make your way from your makeshift camp, travelling light. The morning sun is week, shrouded in the sky and the ever present sense of wrongness pervades this place ever more strongly.
As you make your way slowly and cautiously up the hill you are struck how barren it is here, only a few very hardy plants clinging on. The withered remains of log-dead trees attest to how this place was once very different. The climb is arduous, and the ground treacherous. Where there are overhangs the shadows seem to almost solidify... or perhaps more pool like some strange liquid. As you climb higher, you all now see the remains of some buildings towards the peak. Once well-built if simple affairs they now look crumbling and derelict. Rawk would know that they are built above the Grove, so heading cautiously in their direction takes you towards your destination.
As you get closer to the buildings, now a few hundred feet away, you don't see anything on the outside, as Rawk reported from last night. You can now make out some ruined windows, and no trace of light burns within.
The two obvious choices at this point are:
1. Rawk would know that the buildings have roots and an entrance down in the grove. It might be possible to get to the Grove that way. If the buildings are empty, it would allow you to come right out in the grove itself.
2. If not, you will have to crest the ridge and work your way down to the path that leads to the Grove... a steep climb, and one where you may be exposed to view if you are unlucky.
As you consider these choices, Erro for a moment thinks he sees a figure appear in one of the windows. Hard to make out at this distance, but looks humanoid. It seems to look out, but in a moment is gone leaving Erro wondering if he was seeing things. It didn't look like a shadow creature, nor carry itself like a zombie. But so hard to tell at this distance....
This post has potentially manipulated dice roll results.
(Apologies, took a vacation to the beach.)
Stealth: 17 Perception: 7
Rawk will do her best to keep up with the group and as they near the crest she'd chirp saying, "The buildings here have a root system that could take us straight to the grove. If the buildings are empty it'd be an easy trip. If they're occupied we'd be hard pressed on all sides quickly. That may be worth the risk with the next part of the cliff but I'll leave that up to you all."
Erro will relate what he saw, or thinks he saw, to the group. “It was if I was seeing someone or something, but seeing nothing at the same time.” He looks at Rawk and asks with an incredulous tone, “You don’t have ghosts here too do you?”
”Perhaps I am just seeing things. Either way, Besheba the Goddess of Misfortune has done her work to us so far these last couple of days. I don’t feel comfortable leaving anything up to luck. Perhaps the direct route will suit us better this time.”
Erro will go with the group and doesn’t feel strong about it since he is just basing his decision off of a gut feeling.
You all make your way slowly to the ridge top. Getting in a position where you can peer over the edge, you see Dom-Sorn laid out before you, It curves around a bay, forming a vague crescent shape. At the edge of your vision you can see a small island in the middle of the bay, and which a crumbled stone tower sits. Some ramshackle piers have been added to it, a ship sits at rest there. The rest of Dom Sorn was clearly once a thriving small city. You can see a now badly worn cobblestone street at the base of the cliff, the main thoroughfare of this place. The remains of hundreds of dry-stone houses dot the hill side leading down to the harbour, many obviously simple homes not dissimilar in design to those you had already seen in Dom-Gar - however there were larger and finer houses, some even with tiled roofs (though they too are crumbling). Many of these finer houses line the thoroughfare, which heads southward towards the peak of the stony hill - and presumably your destination. you see it rises more to your south and away west, where it meets a natural stone wall that blocks the view of where the grove is. Clearly, the grove sets in some sort of depression in the hill top, hidden from sight (picture it like a small extinct volcano, with the grove nestling in the crater at the top).
There is movement in the streets. Humanoids stumble and shuffle around, and you recognise them as zombies going through mindless patrols on the street. You see the occasional flit of deeper movement, as deeper patches of shadows wend through the town. Some seem formless, others a hint of something humanoid, yet more that have that strange sinuous serpentine movement to them. The Shadow hangs darkly over the town, the air almost physically oppressive. Initially the only lights you can see are the faint flickers of torch light on the ship and ruined lighthouse Island. But closer inspection reveals that a house a few hundred feet to your north, further down the road has lights in. The place is quiet, deathly so, though you think you catch the odd sound of distant voices coming from the direction of the lit house.
The steep hill side leads down to what were clearly the backs of once-fine houses. There are rocks and dead trees that could hide you; but you are aware that unless you are very careful you would be very exposed going down the hillside if something would see you. It is clear that their is movement on the road - the zombies, and the occasional flit of other shadows.
If you want to descend, I'll need athletics checks and stealth checks from everybody (Rawk, if you want to hide, you'll have to go down at least part of the way without flying - would potentially expose you - however I will give you advantage on the athletics check as you would be able to stabalise yourself more easily. Tempest - you can of course wildshape, but if you take the spider king it's size would mean you rolled stealth with disadvantage - though would auto pass the athletics check).
Of course, you could forgo the stealth checks if you want - but even a cursory glace at this place would tell you that if things go really wrong, you could find yourselves overwhelmed and outnumbered. The whole city is clearly swarming with these foul creatures.
This post has potentially manipulated dice roll results.
Tempest will look to the others and say, "Let's descend somewhat staggered with Rawk going last. If we're seen Rawk can descend the quickest of us. Follow me and stay within 25 feet."
If no one objects Tempest will cast Pass without Trace then wildshape into a small tarantula (about 4 inches) Spider and descend the cliff using the rocks and foliage to conceal his tiny form.
Stealth: 10 +10
(I think we could have Erro and Ellis on the right and left of Tempest than Rawk behind all within 25 feet and go very slowly.)
Tempest will lighten his load as he packs his backpack, leaving his bedroll, 5 days rations and 6 torches (assuming he didn't use them for the fire) in the small cavern. He'd instruct the others to take one of their two berries to eat so their stomachs should be satisfied for the day then peek around the edge of the cliff to gauge their ascent.
Perception: 7
Rawk will shuffle and ruffle her feathers not wanting to wake up but as soon as she opens her eyes she pops up remembering where they are. “Let’s move.” She chirps following Tempest’s example.
(sorry on phone so can’t roll anything yet.)
Ellis hears Tempest, nodding back as he eats one of his two berries. He waits to see what Tempest and Rawk see ahead, knowing that they should get going soon.
Relentless skill for my temp HP for the day: 11.
Erro unites himself from the rock and gives it a gentle pat as if to say, “thanks anyway.”
“Right then! Another day not dead. Let us see what fate has in store for us this day. Where to now, Rawk? Do you think it was safe for us to go the way of those buildings?”
(I usually post from my phone! If you hold your phone in horizontal view it enables more of the text box controls.)
As you all begin to look around, you see that little has changed. There is no sign of anything or anyone around where you are. However, Tempest would note,on the other side of the cleft, further to the north there is what seems to be a new zombie patrol that has taken up station,for the moment mindlessly standing.
The choice lies before you; go over the ridge now, and try and sneak through more of the town, or press on up this side to see how close to the grove you can get....
Do you like my Boots of Flying?
Erro would say that he would prefer to just get on with it and try to head straight to the grove. Every night spent so close to this shadow is tempting fate a bit too much!
Tempest will agree with Erro. The closer we can get the better.
Rawk contemplates and adds in a methodical series of chirps, "I can fly behind you if you all agree to go slowly and one at a time over short bursts of 50 feet or so... at least until you get to a comfortable spot to rest for a minute. It will be a bit slower but probably safer."
“That would make me feel a little safer (not much, mind you, but anything is welcome!) I’ll go first!”
Excellent, so if you are all stealthing, let's have stealth and perception checks from everybody!
Do you like my Boots of Flying?
Ellis listens to the others, agreeing with Erro about getting closer but wanting to do it as safely as possible.
Stealth: 11
Perception: 20
Stealth: 9
Perception: 15 If disadvantage due to low light: 24
Excellent! Good to see the good dice rolls just keep on coming!
You make your way from your makeshift camp, travelling light. The morning sun is week, shrouded in the sky and the ever present sense of wrongness pervades this place ever more strongly.
As you make your way slowly and cautiously up the hill you are struck how barren it is here, only a few very hardy plants clinging on. The withered remains of log-dead trees attest to how this place was once very different. The climb is arduous, and the ground treacherous. Where there are overhangs the shadows seem to almost solidify... or perhaps more pool like some strange liquid. As you climb higher, you all now see the remains of some buildings towards the peak. Once well-built if simple affairs they now look crumbling and derelict. Rawk would know that they are built above the Grove, so heading cautiously in their direction takes you towards your destination.
Anyone out there roll: 7
If there is, does it see anything: 5
Do you like my Boots of Flying?
As you get closer to the buildings, now a few hundred feet away, you don't see anything on the outside, as Rawk reported from last night. You can now make out some ruined windows, and no trace of light burns within.
The two obvious choices at this point are:
1. Rawk would know that the buildings have roots and an entrance down in the grove. It might be possible to get to the Grove that way. If the buildings are empty, it would allow you to come right out in the grove itself.
2. If not, you will have to crest the ridge and work your way down to the path that leads to the Grove... a steep climb, and one where you may be exposed to view if you are unlucky.
As you consider these choices, Erro for a moment thinks he sees a figure appear in one of the windows. Hard to make out at this distance, but looks humanoid. It seems to look out, but in a moment is gone leaving Erro wondering if he was seeing things. It didn't look like a shadow creature, nor carry itself like a zombie. But so hard to tell at this distance....
Do you like my Boots of Flying?
(Apologies, took a vacation to the beach.)
Stealth: 17 Perception: 7
Rawk will do her best to keep up with the group and as they near the crest she'd chirp saying, "The buildings here have a root system that could take us straight to the grove. If the buildings are empty it'd be an easy trip. If they're occupied we'd be hard pressed on all sides quickly. That may be worth the risk with the next part of the cliff but I'll leave that up to you all."
Erro will relate what he saw, or thinks he saw, to the group. “It was if I was seeing someone or something, but seeing nothing at the same time.” He looks at Rawk and asks with an incredulous tone, “You don’t have ghosts here too do you?”
”Perhaps I am just seeing things. Either way, Besheba the Goddess of Misfortune has done her work to us so far these last couple of days. I don’t feel comfortable leaving anything up to luck. Perhaps the direct route will suit us better this time.”
Erro will go with the group and doesn’t feel strong about it since he is just basing his decision off of a gut feeling.
Tempest listens to the two discuss the options and adds, "I agree with the direct route. I think we're all just ready for this to be behind us."
I guess that is a majority for direct route?
You all make your way slowly to the ridge top. Getting in a position where you can peer over the edge, you see Dom-Sorn laid out before you, It curves around a bay, forming a vague crescent shape. At the edge of your vision you can see a small island in the middle of the bay, and which a crumbled stone tower sits. Some ramshackle piers have been added to it, a ship sits at rest there. The rest of Dom Sorn was clearly once a thriving small city. You can see a now badly worn cobblestone street at the base of the cliff, the main thoroughfare of this place. The remains of hundreds of dry-stone houses dot the hill side leading down to the harbour, many obviously simple homes not dissimilar in design to those you had already seen in Dom-Gar - however there were larger and finer houses, some even with tiled roofs (though they too are crumbling). Many of these finer houses line the thoroughfare, which heads southward towards the peak of the stony hill - and presumably your destination. you see it rises more to your south and away west, where it meets a natural stone wall that blocks the view of where the grove is. Clearly, the grove sets in some sort of depression in the hill top, hidden from sight (picture it like a small extinct volcano, with the grove nestling in the crater at the top).
There is movement in the streets. Humanoids stumble and shuffle around, and you recognise them as zombies going through mindless patrols on the street. You see the occasional flit of deeper movement, as deeper patches of shadows wend through the town. Some seem formless, others a hint of something humanoid, yet more that have that strange sinuous serpentine movement to them. The Shadow hangs darkly over the town, the air almost physically oppressive. Initially the only lights you can see are the faint flickers of torch light on the ship and ruined lighthouse Island. But closer inspection reveals that a house a few hundred feet to your north, further down the road has lights in. The place is quiet, deathly so, though you think you catch the odd sound of distant voices coming from the direction of the lit house.
The steep hill side leads down to what were clearly the backs of once-fine houses. There are rocks and dead trees that could hide you; but you are aware that unless you are very careful you would be very exposed going down the hillside if something would see you. It is clear that their is movement on the road - the zombies, and the occasional flit of other shadows.
If you want to descend, I'll need athletics checks and stealth checks from everybody (Rawk, if you want to hide, you'll have to go down at least part of the way without flying - would potentially expose you - however I will give you advantage on the athletics check as you would be able to stabalise yourself more easily. Tempest - you can of course wildshape, but if you take the spider king it's size would mean you rolled stealth with disadvantage - though would auto pass the athletics check).
Of course, you could forgo the stealth checks if you want - but even a cursory glace at this place would tell you that if things go really wrong, you could find yourselves overwhelmed and outnumbered. The whole city is clearly swarming with these foul creatures.
Do you like my Boots of Flying?
Tempest will look to the others and say, "Let's descend somewhat staggered with Rawk going last. If we're seen Rawk can descend the quickest of us. Follow me and stay within 25 feet."
If no one objects Tempest will cast Pass without Trace then wildshape into a small tarantula (about 4 inches) Spider and descend the cliff using the rocks and foliage to conceal his tiny form.
Stealth: 10 +10
(I think we could have Erro and Ellis on the right and left of Tempest than Rawk behind all within 25 feet and go very slowly.)