Kotog will share his vision with the others, "I don't know about the rest of you, but this vision makes little sense to me. Are we meant to seek out a wolf pack? A orc camp? Or is this simply another effect of the interference with our magics?"
This post has potentially manipulated dice roll results.
"It sounds to me like an orc encampment is our next stop. With the description of wood and a wolf I believe we must move on from this desert seeing as at least the wolf would not thrive in a barren setting such as this," Norak banishes the spirit back to await his summons once more. He moves to the corpse of the flesh gnawer and begins to collect some of it's fur and places it in a clay pot.
OOC: Nature: 22 to determine where the closest area that wolves could be found.
Norak The Orclands is a completely barren desert. There is no place that would accommodate wolves. Though, there may be places that might support creatures very similar to wolves.
Kotog You think about the wolf you saw in your vision, and unlike Norak, you actually know what it looks like. You recognize it as a worg. You immediately remember that there is one clan to the north that has tamed worgs, and they live close to the edge of the desert, near grass.
Kotog shakes his head, his irritation with himself clear, "Not wolves, worgs. How could I miss that? Nevermind, looks like we are headed to visit the northern clan of worg tamers. For now at least. Unless one of you has a better idea?"
'The Worg Riders?' Tanwar asked with a raised eyebrow as the spirit closed some of his wounds. 'Tell me, were they invited to the clans' meeting? Or are they still content sharing fleas with their mutts?'
He scratched his chin. 'Then again, if we manage to wrangle some of their beasts, they could prove useful as mounts. It would certainly hasten our journey.'
'And perhaps they might know something', Radar says as he straightens up, planting the butt of his glaive in the ground. 'We should head out before the hunter returns with friends'
"Agreed, this place holds no purpose for us anymore." Tarth feels the strange fragility subside as the backlash of his earlier spell of protection fades. "And it seems we are again able to fair the stings and sharps as we were before."
If the healing spirit has expired, then so has our susceptibility to piercing damage...Huzzah! Reference:
29 - 2 Once the dark shadows cover Tarth and seep into his skin, a single pulse emanates from the book—one that all of you feel.
You all suddenly feel weak. You feel like a simple rock could make you bleed profusely. Like a single scratch would never heal. Like you would die immediately in a fight. You all have vulnerability to piercing damage for the next minute.
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
((Most of the vulnerability effect was up before the battle started. I had the gnolls set up before I rolled for that effect, so to avoid screwing all of you over, I only made it last one round in combat. If I had it last the entirety of the fight, you would all be dead. After all, Radar went down almost immediately.))
I assume you all want to travel to the Worg Riders, but you'll have to figure out which direction is which first. I'll let you decide if you want to do individual rolls or if you want someone specific to roll for the group.
This post has potentially manipulated dice roll results.
Norak sits on the sand of the burning desert, no seer like Kotog surely but a shaman all the same. He grabs a handful of dust and releases it in the air, a small pot from his bag drips a black aged bloody ichor and mixed in is a healthy dose of Norak's spit. He then closes looks about and reviews in his mind the correct course to head and what path would be easiest.
Norak You know which direction is north, so you can lead the party to the Worg Riders. Their clan is very close to the edge of the desert, bordering grasslands, so that both races may thrive. You can lead them to the orcs’ camp, which was around northwest from your original location, after a trek that lasts about 12 straight hours.
There are only 4 hours left in the day, so you all decide want you want: you can either make camp and take a long rest through the night or you can keep going through the night and suffer one level exhaustion.
((To avoid a large amount of posts on the thread, please discuss in the PMs.))
The party travels for 4 more hours until the sun sets, then makes camp to rest for the night. Everyone has received a long rest. If your class allows you to prepare new spells during long rests, go ahead and do so.
At dawn, the party begins moving again to the Worg Riders’ clan.
((Just to clarify, they aren’t actually called Worg Riders. I’m just using that name to keep it simple, instead of calling them “the clan of orcs that tamed worgs.” Keep that in mind when you do talk to them))
After several hours of traveling, you are unable to find the location of the clan. Though the camp is not in sight, you can see several figures in the distance running in your direction. They look like they have four legs and are a mix of green, brown, and grey. They are moving quickly. What will you do?
"It seems we are about to have hasty company, anyone running liek that means they need help or are in trouble. Why don't one of you go and step up and see what they want, I'm talking about you half one," Norak says as he leans heavily on his staff.
This post has potentially manipulated dice roll results.
Radar would move towards the front of the group. Probably dismount and grab out his glaive, planting the butt into the ground. He would eye the approaching group cautiously, trying to decide if they are running from something or running to something.
As they approach Tarth itches to again sudden the cloak of shadows that affords him extra protection, but holds back knowing the dangers that such spells hold.
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
Kotog will share his vision with the others, "I don't know about the rest of you, but this vision makes little sense to me. Are we meant to seek out a wolf pack? A orc camp? Or is this simply another effect of the interference with our magics?"
"It sounds to me like an orc encampment is our next stop. With the description of wood and a wolf I believe we must move on from this desert seeing as at least the wolf would not thrive in a barren setting such as this," Norak banishes the spirit back to await his summons once more. He moves to the corpse of the flesh gnawer and begins to collect some of it's fur and places it in a clay pot.
OOC: Nature: 22 to determine where the closest area that wolves could be found.
Actually, can I also get a history and nature check from Kotog?
Norak
The Orclands is a completely barren desert. There is no place that would accommodate wolves. Though, there may be places that might support creatures very similar to wolves.
Kotog:
History: 19
Nature: 13
Kotog
You think about the wolf you saw in your vision, and unlike Norak, you actually know what it looks like. You recognize it as a worg. You immediately remember that there is one clan to the north that has tamed worgs, and they live close to the edge of the desert, near grass.
Kotog shakes his head, his irritation with himself clear, "Not wolves, worgs. How could I miss that? Nevermind, looks like we are headed to visit the northern clan of worg tamers. For now at least. Unless one of you has a better idea?"
'The Worg Riders?' Tanwar asked with a raised eyebrow as the spirit closed some of his wounds. 'Tell me, were they invited to the clans' meeting? Or are they still content sharing fleas with their mutts?'
He scratched his chin. 'Then again, if we manage to wrangle some of their beasts, they could prove useful as mounts. It would certainly hasten our journey.'
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
'And perhaps they might know something', Radar says as he straightens up, planting the butt of his glaive in the ground. 'We should head out before the hunter returns with friends'
"Agreed, this place holds no purpose for us anymore." Tarth feels the strange fragility subside as the backlash of his earlier spell of protection fades. "And it seems we are again able to fair the stings and sharps as we were before."
If the healing spirit has expired, then so has our susceptibility to piercing damage...Huzzah! Reference:
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
((Most of the vulnerability effect was up before the battle started. I had the gnolls set up before I rolled for that effect, so to avoid screwing all of you over, I only made it last one round in combat. If I had it last the entirety of the fight, you would all be dead. After all, Radar went down almost immediately.))
I assume you all want to travel to the Worg Riders, but you'll have to figure out which direction is which first. I'll let you decide if you want to do individual rolls or if you want someone specific to roll for the group.
Kotog would offer his advice and knowledge for one of the others to figure out the right direction. (help for whoever wants to roll.)
Norak sits on the sand of the burning desert, no seer like Kotog surely but a shaman all the same. He grabs a handful of dust and releases it in the air, a small pot from his bag drips a black aged bloody ichor and mixed in is a healthy dose of Norak's spit. He then closes looks about and reviews in his mind the correct course to head and what path would be easiest.
Survival: 15
Norak
You know which direction is north, so you can lead the party to the Worg Riders. Their clan is very close to the edge of the desert, bordering grasslands, so that both races may thrive. You can lead them to the orcs’ camp, which was around northwest from your original location, after a trek that lasts about 12 straight hours.
There are only 4 hours left in the day, so you all decide want you want: you can either make camp and take a long rest through the night or you can keep going through the night and suffer one level exhaustion.
((To avoid a large amount of posts on the thread, please discuss in the PMs.))
The party travels for 4 more hours until the sun sets, then makes camp to rest for the night. Everyone has received a long rest. If your class allows you to prepare new spells during long rests, go ahead and do so.
At dawn, the party begins moving again to the Worg Riders’ clan.
((Just to clarify, they aren’t actually called Worg Riders. I’m just using that name to keep it simple, instead of calling them “the clan of orcs that tamed worgs.” Keep that in mind when you do talk to them))
After several hours of traveling, you are unable to find the location of the clan. Though the camp is not in sight, you can see several figures in the distance running in your direction. They look like they have four legs and are a mix of green, brown, and grey. They are moving quickly. What will you do?
"It seems we are about to have hasty company, anyone running liek that means they need help or are in trouble. Why don't one of you go and step up and see what they want, I'm talking about you half one," Norak says as he leans heavily on his staff.
Kotog will stay near the rear of the party, as is his custom, leaning on his staff next to his mule, watching the runners curiously.
Radar would move towards the front of the group. Probably dismount and grab out his glaive, planting the butt into the ground. He would eye the approaching group cautiously, trying to decide if they are running from something or running to something.
Perception - 18
As they approach Tarth itches to again sudden the cloak of shadows that affords him extra protection, but holds back knowing the dangers that such spells hold.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Radar
You can tell that the figures are running toward you and they’re quickly closing the gap between you and them.