While Catherine and Lucas have a back and forth on whether to charge outside and Arlo beginning to search for another exit, you climb the stairs to investigate missing guard. The second you get to the top of the stairs you look down where they were, and you notice a few droplets of blood with a smear in the direction of the room nearest you (Looking at the map on discord, you would be at the top of the right stairs and the blood smear leads to the top right door). You also see smear of slightly bloody fingerprints on the dark wood door frame. Unless the room has another exit, he's probably in there.
Catherine, there is no response to your call for Helio or Nox.
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Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
This post has potentially manipulated dice roll results.
Slowly opening the door and looking in through the crack yields no visual of the archer. From what you gather, this room must be some sort of study, although it is dusty and smells like it hasn't been continuously occupied in ages. Pushing it open a little more you get to the point where you see a flipped table, and the archer standing right behind it poised to shoot.
(He is going to fire at you, but you have +5 to your AC, because you are predominantly behind a door and it will be reflected in the roll.)
Attack: 15 damage: 6 piercing
The arrow flies in your direction, but embeds itself into the door.
Catherine and Lucas, you hear a new THUNK sound coming from upstairs. Looking up and notice Sieghart slamming the door shut.
"Nothing..." Catherine mutters in disappointment. "We must hope they made an escape."
Looking up at the sudden thunk, Catherine sees Sieghart slamming a door. Presumably whatever was behind it posed a threat. Making a snap decision based on that, she turns to the door that Arlo and Happy have gone through.
"Come!" she yells up to Sieghart, following Arlo and Happy into the enchantment room.
You all run into the entertainment room to find Alro and Happy opening an ornately decorated door to the outside of mansion. With the door now open the smell of summer rain wafts into the room. The rain has picked up a bit, but it's not a torential down pour.
Outside the mansion is a stone patio with old weather worn wooden porch furniture. It exits out onto the grounds with islands of trees, exptic flowers, and various shaped bushes. Out in the hall the booms are becoming more frequent along with the sound of the door beginning to crack.
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Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Currently the rain is coming down enough that you cannot see the end, but you recall that the property ends with an iron fence, about 200 yards out. You can run in a fairly straight line without much deviation.
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Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Running after Catherine, Sieghart looks behind from time to time to both make sure they are no pursuers and hopefully spot Helios and Nox running after them.
You all take off onto the grounds. After around the halfway point of your run, Sieghart looks back and sees 3 figures ambling out of the door. The figures are looking around, presumably for you all, but don't seem to pick up on anything, thanks to the rain. What you don't see is any sign of Helio or Nox.
The property ends at a similarly sized iron gate, 6ft tall. Taking another look back you've lost sight of your pursuers, allowing some time to be taken to help one another over the gate without issue.
Are you all more concerned about following Orbid through the woods, or finding shelter to hunker down and rest?
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Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Sounds good. Would anyone in particular, who has proficiency in survival, like to helm finding a shelter? Whoever makes the roll will get advantage because I assume others will aid them.
This post has potentially manipulated dice roll results.
Catherine has proficiency, so:
19
Once the party seems clear of any pursuers, Catherine goes about constructing a rudimentary shelter, knowing that they need time to rest and lick their wounds. She goes about her work in silence, clearly upset at what she feels was a thorough defeat for them. Orbid had been right there, she'd even managed to strike him, if only she'd had the strength to stay on her feet....
Arlo puts a hand on Catherine’s shoulder. “Outlasting the enemy is a victory. If he outlasts us, he wins. Stay alive is the first rule of combat.” He looks at her wounds. “Let me know when you have a minute to sit, I’ll do my best to sew those up.”
With Happy and Sieghart's assistance, Catherine, you are able to find a secluded place for everyone to lie low. Your temporary sanctuary comes in the form of a partially hallowed out tree. The void within won't fit everyone, but peeling a large potion of the tree bark off, and finding two tall branches, you all collectively manage to fashion a crude overhang.
After shelter is established, Sieghart begins walking around the immediate vicinity looking for anything to eat. You manage to find some delicious edible mushrooms that are typically rare back in the empire, along with a handful of blueberries.
Lucas sits under the shelter and scans the area. The canopy blocks out most of the rain, and what does make it down are the large drops that collect on the leaves above. The rhythmic pats of the droplets helps you enter a trans like focus. Tapping into your connection with your deity, you attempt to sense any malevolent presence within sight of the camp. You are comforted with the knowledge that there are no undead present, or anything of that nature.
Though the suns position in not visible, you all surmise it is late afternoon. You all ran out the eastern side of Vil'malish, and into the woods. There is currently no sign of pursuers. Other than the droning rain high above and a brief debate of who can claim victory in the exchange, quiet comes to camp. It is muggy, a low thin fog hangs within the forest, and everything is wet, but not water logged where it would prevent a fire should that be a consideration.
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Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
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Sieghart:
While Catherine and Lucas have a back and forth on whether to charge outside and Arlo beginning to search for another exit, you climb the stairs to investigate missing guard. The second you get to the top of the stairs you look down where they were, and you notice a few droplets of blood with a smear in the direction of the room nearest you (Looking at the map on discord, you would be at the top of the right stairs and the blood smear leads to the top right door). You also see smear of slightly bloody fingerprints on the dark wood door frame. Unless the room has another exit, he's probably in there.
Catherine, there is no response to your call for Helio or Nox.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Happy runs after Arlo.
Sieghart will head to the top right door and open it while also making an effort to be as subtle as possible.
Stealth: 13
Slowly opening the door and looking in through the crack yields no visual of the archer. From what you gather, this room must be some sort of study, although it is dusty and smells like it hasn't been continuously occupied in ages. Pushing it open a little more you get to the point where you see a flipped table, and the archer standing right behind it poised to shoot.
(He is going to fire at you, but you have +5 to your AC, because you are predominantly behind a door and it will be reflected in the roll.)
Attack: 15 damage: 6 piercing
The arrow flies in your direction, but embeds itself into the door.
Catherine and Lucas, you hear a new THUNK sound coming from upstairs. Looking up and notice Sieghart slamming the door shut.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
"Nothing..." Catherine mutters in disappointment. "We must hope they made an escape."
Looking up at the sudden thunk, Catherine sees Sieghart slamming a door. Presumably whatever was behind it posed a threat. Making a snap decision based on that, she turns to the door that Arlo and Happy have gone through.
"Come!" she yells up to Sieghart, following Arlo and Happy into the enchantment room.
"Don’t need to tell me twice!"
Sieghart runs to the door where the rest of the party seems to be heading.
You all run into the entertainment room to find Alro and Happy opening an ornately decorated door to the outside of mansion. With the door now open the smell of summer rain wafts into the room. The rain has picked up a bit, but it's not a torential down pour.
Outside the mansion is a stone patio with old weather worn wooden porch furniture. It exits out onto the grounds with islands of trees, exptic flowers, and various shaped bushes. Out in the hall the booms are becoming more frequent along with the sound of the door beginning to crack.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
"Let's go. Back to the forest, quick as we can," Catherine says, running out into the grounds in search of the fastest route away from the town.
(How extensive are the grounds? Is there any kind of fence or wall that would block us?)
Currently the rain is coming down enough that you cannot see the end, but you recall that the property ends with an iron fence, about 200 yards out. You can run in a fairly straight line without much deviation.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Running after Catherine, Sieghart looks behind from time to time to both make sure they are no pursuers and hopefully spot Helios and Nox running after them.
Arlo will lead the way out, and break for the woods.
Paladin - warforged - orange
You all take off onto the grounds. After around the halfway point of your run, Sieghart looks back and sees 3 figures ambling out of the door. The figures are looking around, presumably for you all, but don't seem to pick up on anything, thanks to the rain. What you don't see is any sign of Helio or Nox.
The property ends at a similarly sized iron gate, 6ft tall. Taking another look back you've lost sight of your pursuers, allowing some time to be taken to help one another over the gate without issue.
Are you all more concerned about following Orbid through the woods, or finding shelter to hunker down and rest?
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Shelter. We can start looking for him after the team is patched up
Paladin - warforged - orange
Sounds good. Would anyone in particular, who has proficiency in survival, like to helm finding a shelter? Whoever makes the roll will get advantage because I assume others will aid them.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Catherine has proficiency, so:
19
Once the party seems clear of any pursuers, Catherine goes about constructing a rudimentary shelter, knowing that they need time to rest and lick their wounds. She goes about her work in silence, clearly upset at what she feels was a thorough defeat for them. Orbid had been right there, she'd even managed to strike him, if only she'd had the strength to stay on her feet....
Arlo puts a hand on Catherine’s shoulder. “Outlasting the enemy is a victory. If he outlasts us, he wins. Stay alive is the first rule of combat.” He looks at her wounds. “Let me know when you have a minute to sit, I’ll do my best to sew those up.”
Paladin - warforged - orange
Still somewhat worried about the two missing members, Sieghart tries to reorient his focus by looking around for food to forage.
Survival: 17 (Not sure where we are exactly. If we’re back in the forest, add +2 to that result.
Happy will help Catherine with the shelter. Looking at her knowing how she feels, but not able to find the right words.
Lucas scans the surroundings and casts "Divine Sense" to see if there are any zombies lingering in the edge of the woods.
With Happy and Sieghart's assistance, Catherine, you are able to find a secluded place for everyone to lie low. Your temporary sanctuary comes in the form of a partially hallowed out tree. The void within won't fit everyone, but peeling a large potion of the tree bark off, and finding two tall branches, you all collectively manage to fashion a crude overhang.
After shelter is established, Sieghart begins walking around the immediate vicinity looking for anything to eat. You manage to find some delicious edible mushrooms that are typically rare back in the empire, along with a handful of blueberries.
Lucas sits under the shelter and scans the area. The canopy blocks out most of the rain, and what does make it down are the large drops that collect on the leaves above. The rhythmic pats of the droplets helps you enter a trans like focus. Tapping into your connection with your deity, you attempt to sense any malevolent presence within sight of the camp. You are comforted with the knowledge that there are no undead present, or anything of that nature.
Though the suns position in not visible, you all surmise it is late afternoon. You all ran out the eastern side of Vil'malish, and into the woods. There is currently no sign of pursuers. Other than the droning rain high above and a brief debate of who can claim victory in the exchange, quiet comes to camp. It is muggy, a low thin fog hangs within the forest, and everything is wet, but not water logged where it would prevent a fire should that be a consideration.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount