This post has potentially manipulated dice roll results.
Stealth Scores: Lyria- 3 Hordkhen- 10 Delirious- 14 Potato- 4 Place'- Hanging back Kod- Hanging back
Perception: Delirious- 16 Potato- 18
Rearguard Stealth: 16
Perception: 11
Results:
Delirious and Potato notice at about the same time a subtle movement from among the rocky cliffs about 10-15' up. Focusing on the movement, it seems a cultist was hidden there, and is staring right at your approaching group. He noticed you, and you noticed him notice you, and now he notices you noticing him noticing you. He calls out, "Hey! What are you still doing back there? The main force is already at camp!"
This post has potentially manipulated dice roll results.
Deception 20"We just rounded up stragglers that were quite a way back, trying to account for everyone rearward-- We lost more than we'd like and we're trying to get a headcount."
Perception 22 Tar tries to scan for tents or a number of heads in the rearguard.
You see the one cultist who stood up to address you and another on the other side. "I don't think you were rounding up stragglers... I think you are the stragglers. Quit ****in' off and get back to camp!"
So... you walk through. No one seems to suspect you aren't cultists. They do watch you as you move through the thin path between the out cropping of rocks. Once you are in the tiny gorge you see several more cultists that were hiding behind rocks. You count 11 cultists total, but their uniforms are more, well, uniform. This group seems to be either higher ranking or more coordinated than the cultists you faced in Greenest. There is one, you assume the leader of this group, whose robes are adorned with more decorative motifs than the rest. He stands up as you're almost out of the pinched pathway and calls out, "Hey, wait a second!"
What are you doing?
Rollback Post to RevisionRollBack
-We are all just one failed saving throw away from someone else's fantasy...
Tar tries to press the ruse, slowing pace to address, but persisting- intimidation 18"What?! This last town was mess- Do you really want to be the reason headcounts aren't reported back?."
The cultist glares at you for a moment. "I outrank you, initiate. Maybe when you get some rank you can talk to me like that. You've got balls, though, I'll give you that much. I was just going to tell you to report the "all-clear" for us, since you're headed that way. Hurry up, they'll come check on us if they don't get the report, then you'll have to answer to Mondath, or worse."
Rollback Post to RevisionRollBack
-We are all just one failed saving throw away from someone else's fantasy...
Tar nods back in appreciation, "Absolutely- will do! C'mon." he barks to the rest of the party, still selling the character, and ups pace through the encampment.
Delirious starts to mumble in Elvish. (read only if you can understand Elvish)
"I could probably kill everyone, I bet nobody would even care. I totally could, maybe. Nevermind, not today. Even though I probably totally maybe could I bet.
It doesn't take you much longer to see the site of the cultist's base camp ahead. Following the obvious trail, you come to a horseshow shaped plateau, nestled inside is the camp. The lower portion of the plateau rises gently from the surrounding land, but it quickly steepens and ascends to a height of 150 feet above the landscape. Boulders form jumbled heaps at the bases of the cliffs. The level shelves and top of the plateau are covered in long grass, and brush and scrubby trees grow in patches.
General Features
Boulders. The boulders are difficult terrain and provide three-quarters cover.
Brush. The brush around the site grows to a height of 4 to 6 feet. It is tough and dense, making it difficult terrain and providing three-quarters cover to targets sheltering among it.
Caves. The steep sides of the plateau are dotted with shallow caves. Boulders or brush conveniently conceals many of the cave mouths. Characters who need to take a long rest can easily find a secure cave in which to hide.
Guard Towers. The cultists have built two guard towers at the camp, one at the entrance to the hollow and one atop the plateau. These towers are 20 feet high and made from rough timbers lashed together with rope. They are large enough for a few lookouts.
Slopes. The sides of the plateau rise sharply, while the floor of the hollow slopes up gradually toward the east. A long ladder is lashed to the cliff so guards can reach the upper guard tower. The cliffs have handholds and footholds for climbing, so no die roll is needed under normal circumstances.
Tents. The raiders live in circular huts made from closely spaced wooden or bone poles covered in hide, mud, and sod. Huts vary in diameter from 10 feet to 25 feet, and in height from 5 feet to 10 feet. (Symbols on the map represent clusters of tents.) Those in the mouth of the hollow (level 1 on the map) are crudely built and decorated with animal skulls. These are occupied by kobolds. Cultists occupy the huts on level 2, which are sturdier, cleaner, and decorated with painted designs representing dragons. The large tent at area 2 is set apart from the others by an open space.
As you watch, the air about the camp is that of celebration. After a successful raid, it seems the entire camp is in "off duty" mode. Barely anyone is wearing their cult robes, except those with apparent rank and some guards posted here and there. Even the guards on duty aren't really paying much attention, probably more wishing they were joining in the celebration. The place seems chaotic and loud. You can't see too far in since it slopes up, but at least the front half of the camp is partying. You can't see from outside where any loot or prisoners might be kept.
You keep your distance from the camp for a time. After about an hour, still before dusk, you notice a group of 6 armored guards carrying polearms exit the camp at a very fast pace and in formation toward the direction of the rearguard. It suddenly dawns on you that the rearguard asked you to report back to the camp, and the small detachment might be going to check up on them for not reporting in.
Roll stealth, and/or describe what you're doing/how you're hiding.
This post has potentially manipulated dice roll results.
Hordkhen lies still in the tall grass, worried about fooling the sheer number of enemies that are massed in this gulch- Whether this is as good as any place to die, but that the clan needs their sons alive more than the honor of a good death. It weighs on him heavily... he see's Lyria's concern, too, over trying to stay unnoticed. He gestures his eyes toward his claws, pinching some of the mail links together, and tapping one with a claw tip.
This post has potentially manipulated dice roll results.
Stealth for Place': 19 That's a lot of oof.
You attempt to hide in the tall grass from the detachment of cultists en route to the rearguard, but most of you don't even get down low enough for them to not notice you passively. In fact, one of you tries to play dead and makes a lot of noise doing so. "Hey, what are you doing out there?" The group stops and turns your direction, awaiting a reply.
Add a persuasion, deception, or intimidation roll to your post, depending on what you're trying to do.
This post has potentially manipulated dice roll results.
I stand up to attention. We're sorry! It's not what it looks like... M-maybe it does. We promise if you let us go we'll get back to our post and you'll never catch us slacking off again! , Persuasion. 18
Rollback Post to RevisionRollBack
Rainbow....... Mooo....
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Stealth Scores:
Lyria- 3
Hordkhen- 10
Delirious- 14
Potato- 4
Place'- Hanging back
Kod- Hanging back
Perception:
Delirious- 16
Potato- 18
Rearguard Stealth:
16
Perception: 11
Results:
Delirious and Potato notice at about the same time a subtle movement from among the rocky cliffs about 10-15' up. Focusing on the movement, it seems a cultist was hidden there, and is staring right at your approaching group. He noticed you, and you noticed him notice you, and now he notices you noticing him noticing you. He calls out, "Hey! What are you still doing back there? The main force is already at camp!"
What's the plan?
-We are all just one failed saving throw away from someone else's fantasy...
...................
Rainbow....... Mooo....
Deception 20 "We just rounded up stragglers that were quite a way back, trying to account for everyone rearward-- We lost more than we'd like and we're trying to get a headcount."
Perception 22 Tar tries to scan for tents or a number of heads in the rearguard.
Insight: 12
You see the one cultist who stood up to address you and another on the other side. "I don't think you were rounding up stragglers... I think you are the stragglers. Quit ****in' off and get back to camp!"
-We are all just one failed saving throw away from someone else's fantasy...
So... you walk through. No one seems to suspect you aren't cultists. They do watch you as you move through the thin path between the out cropping of rocks. Once you are in the tiny gorge you see several more cultists that were hiding behind rocks. You count 11 cultists total, but their uniforms are more, well, uniform. This group seems to be either higher ranking or more coordinated than the cultists you faced in Greenest. There is one, you assume the leader of this group, whose robes are adorned with more decorative motifs than the rest. He stands up as you're almost out of the pinched pathway and calls out, "Hey, wait a second!"
What are you doing?
-We are all just one failed saving throw away from someone else's fantasy...
I keep walking as if he couldn't possibly be talking to me, or us.
Rainbow....... Mooo....
Tar tries to press the ruse, slowing pace to address, but persisting- intimidation 18 "What?! This last town was mess- Do you really want to be the reason headcounts aren't reported back?."
The cultist glares at you for a moment. "I outrank you, initiate. Maybe when you get some rank you can talk to me like that. You've got balls, though, I'll give you that much. I was just going to tell you to report the "all-clear" for us, since you're headed that way. Hurry up, they'll come check on us if they don't get the report, then you'll have to answer to Mondath, or worse."
-We are all just one failed saving throw away from someone else's fantasy...
Tar nods back in appreciation, "Absolutely- will do! C'mon." he barks to the rest of the party, still selling the character, and ups pace through the encampment.
Delirious starts to mumble in Elvish. (read only if you can understand Elvish)
"I could probably kill everyone, I bet nobody would even care. I totally could, maybe. Nevermind, not today. Even though I probably totally maybe could I bet.
It doesn't take you much longer to see the site of the cultist's base camp ahead. Following the obvious trail, you come to a horseshow shaped plateau, nestled inside is the camp. The lower portion of the plateau rises gently from the surrounding land, but it quickly steepens and ascends to a height of 150 feet above the landscape. Boulders form jumbled heaps at the bases of the cliffs. The level shelves and top of the plateau are covered in long grass, and brush and scrubby trees grow in patches.
General Features
Boulders. The boulders are difficult terrain and provide three-quarters cover.
Brush. The brush around the site grows to a height of 4 to 6 feet. It is tough and dense, making it difficult terrain and providing three-quarters cover to targets sheltering among it.
Caves. The steep sides of the plateau are dotted with shallow caves. Boulders or brush conveniently conceals many of the cave mouths. Characters who need to take a long rest can easily find a secure cave in which to hide.
Guard Towers. The cultists have built two guard towers at the camp, one at the entrance to the hollow and one atop the plateau. These towers are 20 feet high and made from rough timbers lashed together with rope. They are large enough for a few lookouts.
Slopes. The sides of the plateau rise sharply, while the floor of the hollow slopes up gradually toward the east. A long ladder is lashed to the cliff so guards can reach the upper guard tower. The cliffs have handholds and footholds for climbing, so no die roll is needed under normal circumstances.
Tents. The raiders live in circular huts made from closely spaced wooden or bone poles covered in hide, mud, and sod. Huts vary in diameter from 10 feet to 25 feet, and in height from 5 feet to 10 feet. (Symbols on the map represent clusters of tents.) Those in the mouth of the hollow (level 1 on the map) are crudely built and decorated with animal skulls. These are occupied by kobolds. Cultists occupy the huts on level 2, which are sturdier, cleaner, and decorated with painted designs representing dragons. The large tent at area 2 is set apart from the others by an open space.
As you watch, the air about the camp is that of celebration. After a successful raid, it seems the entire camp is in "off duty" mode. Barely anyone is wearing their cult robes, except those with apparent rank and some guards posted here and there. Even the guards on duty aren't really paying much attention, probably more wishing they were joining in the celebration. The place seems chaotic and loud. You can't see too far in since it slopes up, but at least the front half of the camp is partying. You can't see from outside where any loot or prisoners might be kept.
How are you approaching the camp?
-We are all just one failed saving throw away from someone else's fantasy...
You keep your distance from the camp for a time. After about an hour, still before dusk, you notice a group of 6 armored guards carrying polearms exit the camp at a very fast pace and in formation toward the direction of the rearguard. It suddenly dawns on you that the rearguard asked you to report back to the camp, and the small detachment might be going to check up on them for not reporting in.
Roll stealth, and/or describe what you're doing/how you're hiding.
-We are all just one failed saving throw away from someone else's fantasy...
6 Playing dead. (My character sheet says disadvantage? I didn't see that before, glad it's there.)
Rainbow....... Mooo....
Hordkhen lies still in the tall grass, worried about fooling the sheer number of enemies that are massed in this gulch- Whether this is as good as any place to die, but that the clan needs their sons alive more than the honor of a good death. It weighs on him heavily... he see's Lyria's concern, too, over trying to stay unnoticed. He gestures his eyes toward his claws, pinching some of the mail links together, and tapping one with a claw tip.
He persists lying still. 7
Yes, it's based on your armor. All Heavy armor and some Medium armor grants disadvantage on Stealth checks.
-We are all just one failed saving throw away from someone else's fantasy...
Stealth. 7
Stealth: 14
Stealth 21
Stealth for Place': 19 That's a lot of oof.
You attempt to hide in the tall grass from the detachment of cultists en route to the rearguard, but most of you don't even get down low enough for them to not notice you passively. In fact, one of you tries to play dead and makes a lot of noise doing so. "Hey, what are you doing out there?" The group stops and turns your direction, awaiting a reply.
Add a persuasion, deception, or intimidation roll to your post, depending on what you're trying to do.
-We are all just one failed saving throw away from someone else's fantasy...
I stand up to attention. We're sorry! It's not what it looks like... M-maybe it does. We promise if you let us go we'll get back to our post and you'll never catch us slacking off again! , Persuasion. 18
Rainbow....... Mooo....