After the guard says what he said he begins thrashing around and not really paying attention to no one in particular. So as far as you can tell, Happy, your words either didn't register with him, or he is more concerned about breaking free than listening to what you all are currently saying.
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Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Sieghart looks at the guard and feels pity for him. He thought at first that Orbid had somehow taken hold of his mind. But there seemed to be more to it.
From a distance, Sieghart inspected the guard for any indication of what was wrong with him. Sieghart focused his senses on the magical energies around him to see if he could get a read on the man.
Although not strong, you do see faint dual auras. The more pronounced one is of the enchantment school (which deals heavily in manipulating or harming the mind in one way or the other), while the underlying one is necromancy.
(I'm not sure how you all feel about my use of hidden text, but I don't always assume a character shares some or all information they find)
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Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Once he's done observing the guard, Sieghart pulls back, with the same look of pity in his face. He turns to his companion.
''This is bad. It's faint but I can feel it. I think Orbid used some dark magic to turn this man into his puppet. I had hoped we could save him by defeating this madman. But I don't think there's is much to save here.''
The camp you made was not far off from where you last saw Orbid, maybe 120 ft. Roughly finding the area of his escape, you remember him running in a straight line towards the mountain.
If you all would like to try finding his tracks, then I'll need a survival check, whether it be from Arlo or if he wants to call someone over for the task. Sieghart's proficiency bonus will be double since you all are in his favored terrain, forest.
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Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Catherine raises her axe above the prisoner's neck, looking to her companions for a final confirmation before sealing the wretch's fate. Assuming that none object, she will aim to behead him with a single stroke before joining Arlo.
Catherine brings her axe down on the struggling man's head.
Attack: 21
(If Sieghart would like to roll a survival check, Catherine will assist him if possible, since she is proficient--once the undead ranger is dispatched, of course)
This post has potentially manipulated dice roll results.
Sieghart looks away while Catherine mercy-kills the guard. While he knows that it must be done, he still feels like it's wrong. He gathers his thoughts for a moment before following the others and looking around for a trail to pick up.
You position your great axe high above your head waiting for the perfect moment to bring it down, ending the possessed men's suffering. As he thrashes his body hard to his side you know this is the right moment. You cleanly sever the man's head as you heft your axe down. He lies montionless before you, finally free him from whatever hold Orbid has on him. With the morbid deed finished, you meet up with the rest of your companions and begin assisting Sieghart with his tracking.
An orange light permeates the forest with the waning hours of the day. Just enough light is present for you and Sieghart to spot a set of tracks that you're certain was left by Orbid. His trail heads directly east to the mountains. After a half hour or so of careful tdedravel along his path you find yourself appraoching a clearing. The sound of crashing water upon rocks fills the air. Looking through the brush line you see a pool of water fed by a high waterfall. To the right of the waterfall you all see an ascending flight of switchback steps carved out of the mountain itself, ending on a platform that preceds a cave opening where the water flows from. His tracks lead directly to the stairs.
The water is cool and clear. Looking up at the cave entrance you figure it is at least 90ft., and you also notice that some of spray from the cascade of water has dampened some of the lower steps meaning it could get slippery at some points. As you all make your way over to the stairs you see that everyone will have to make the climb in a single file.
As everyone begins filing up the stairs, you all realize that caution must be taken. The steps are uncomfortably small in all dimensions. Anyone who is afraid of heights will more than likely feel a bit uncomfortable the higher you ascend. Or you'll find out you are afraid of heights if it had never came up in your past.
The first switch back comes at 20ft above the ground. The steps are slick with a combination of water and algae. Everyone must make a dexterity check to successfully traverse the difficult terrain.
If anyone can think of a clever use of tools then I'll allow it at advantage if it helps just one person, or all. I'll also accept a different applicable skill check in place of a dex check (i.e. climb check to avoid the slick spot if you are proficient)
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Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
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After the guard says what he said he begins thrashing around and not really paying attention to no one in particular. So as far as you can tell, Happy, your words either didn't register with him, or he is more concerned about breaking free than listening to what you all are currently saying.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Sieghart looks at the guard and feels pity for him. He thought at first that Orbid had somehow taken hold of his mind. But there seemed to be more to it.
From a distance, Sieghart inspected the guard for any indication of what was wrong with him. Sieghart focused his senses on the magical energies around him to see if he could get a read on the man.
(Casting Detect magic)
Sieghart:
Although not strong, you do see faint dual auras. The more pronounced one is of the enchantment school (which deals heavily in manipulating or harming the mind in one way or the other), while the underlying one is necromancy.
(I'm not sure how you all feel about my use of hidden text, but I don't always assume a character shares some or all information they find)
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Once he's done observing the guard, Sieghart pulls back, with the same look of pity in his face. He turns to his companion.
''This is bad. It's faint but I can feel it. I think Orbid used some dark magic to turn this man into his puppet. I had hoped we could save him by defeating this madman. But I don't think there's is much to save here.''
“Leave him or put him out of his misery then.” Arlo grabs his pack, and starts towards the place they last saw Orbid
Paladin - warforged - orange
The camp you made was not far off from where you last saw Orbid, maybe 120 ft. Roughly finding the area of his escape, you remember him running in a straight line towards the mountain.
If you all would like to try finding his tracks, then I'll need a survival check, whether it be from Arlo or if he wants to call someone over for the task. Sieghart's proficiency bonus will be double since you all are in his favored terrain, forest.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Catherine raises her axe above the prisoner's neck, looking to her companions for a final confirmation before sealing the wretch's fate. Assuming that none object, she will aim to behead him with a single stroke before joining Arlo.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Happy nods at Catherine and says: "Fine for me, put him out of his misery."
He then packs his stuff, puts his leather armor he was wearing the day before in his pack and then runs after Arlo.
While walking he casts Mage Armor on himself.
Catherine brings her axe down on the struggling man's head.
Attack: 21
(If Sieghart would like to roll a survival check, Catherine will assist him if possible, since she is proficient--once the undead ranger is dispatched, of course)
Sieghart looks away while Catherine mercy-kills the guard. While he knows that it must be done, he still feels like it's wrong. He gathers his thoughts for a moment before following the others and looking around for a trail to pick up.
Survival check: 17
(If advantage because Catherine is helping: 7)
You position your great axe high above your head waiting for the perfect moment to bring it down, ending the possessed men's suffering. As he thrashes his body hard to his side you know this is the right moment. You cleanly sever the man's head as you heft your axe down. He lies montionless before you, finally free him from whatever hold Orbid has on him. With the morbid deed finished, you meet up with the rest of your companions and begin assisting Sieghart with his tracking.
An orange light permeates the forest with the waning hours of the day. Just enough light is present for you and Sieghart to spot a set of tracks that you're certain was left by Orbid. His trail heads directly east to the mountains. After a half hour or so of careful tdedravel along his path you find yourself appraoching a clearing. The sound of crashing water upon rocks fills the air. Looking through the brush line you see a pool of water fed by a high waterfall. To the right of the waterfall you all see an ascending flight of switchback steps carved out of the mountain itself, ending on a platform that preceds a cave opening where the water flows from. His tracks lead directly to the stairs.
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
Sieghart walks to the pool of water to refill his waterskin. He turns to the rest of the party.
"We’re getting closer. Come, let’s head up those stairs."
The water is cool and clear. Looking up at the cave entrance you figure it is at least 90ft., and you also notice that some of spray from the cascade of water has dampened some of the lower steps meaning it could get slippery at some points. As you all make your way over to the stairs you see that everyone will have to make the climb in a single file.
What will be the marching order?
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount
(Did we complete a long rest between now and the scuffle with Orbid? I'm not sure if our time in the shelter counts)
Arlo will lead the way
Paladin - warforged - orange
Catherine takes up the second position behind Arlo, if no one objects.
(HP roll from leveling up: 12)
Happy goes third.
Sieghart will take the rear.
As everyone begins filing up the stairs, you all realize that caution must be taken. The steps are uncomfortably small in all dimensions. Anyone who is afraid of heights will more than likely feel a bit uncomfortable the higher you ascend. Or you'll find out you are afraid of heights if it had never came up in your past.
The first switch back comes at 20ft above the ground. The steps are slick with a combination of water and algae. Everyone must make a dexterity check to successfully traverse the difficult terrain.
If anyone can think of a clever use of tools then I'll allow it at advantage if it helps just one person, or all. I'll also accept a different applicable skill check in place of a dex check (i.e. climb check to avoid the slick spot if you are proficient)
Dungeon Master - Lost Land of Ror'nav
Ulfgar Rumnaheim | Dwarven Fighter - Heroes of Wildemount