Sam will reach out and attempt to pull a branch from a nearby tree. If he's able to, he'll head to the back of the cart and try to use the branch as an oar of sorts - pushing the mud behind them to try and get the cart moving.
Sam, you notice that the car is floating in deep, still, green water. There is a single glowing point, 15 feet beneath the carts wheels that is lighting up in a cone. Fish swim in the waters between the cart and the point.
The speaker focuses on Frostbite's suggestion of movement, and begins to channel a spell that does push the cart forward, but something stirs from beneath.
Torke readys an attack for whatever is pushing at the bottom of the cart hard enough to draw the runic shield to a single point.
In the moment the spell pushed everything forward, the point from the bottom moved away from the cart.
At the same time Sam tried to grab onto a branch nearby! (Sam roll Athletics)
A thin viney twig that was sticking out slides through Sam's fingers as the cart is pushed forwards. He slides off the branch and his faces nearly hits the water before he rights himself back onto the cart.
The cart is now moving again, with the magical point moving back to all around you for a moment, shredding all the fish inside it creating a bloody soup underneath you.
As if a plug being pulled from a full tub for a moment then replaced, a deep lurch is felt 200 feet away and extremely deep beneath the waves.
The cart continues to move, and the shield is only lightly buzzing as you move through the blood.
Torke continues his readied action, now facing his body towards the deep lurch, keeping his eyes set and keen on attacking any dangerous creatures that come within distance to move up to and attack with his continued stealth. He does not sweat, continuing to manage himself.
Torke steadies his breath again, becoming still and focusing only on the sound of the lurching and his pact blade, waiting intently for any entity to appear.
Arophanis silently stares at the water, something is coming.
A large tentacle makes a lunge for the back of the cart, and Torke leans back to slice off a chunk of it. It recoils in shock, and draws back before you see an eye swimming beneath the water stare at you.
Torke sees the chunk of the tentacle hit the ground and picks it up. Its similar to a large squid or octopus. It is a mold looking green with a yellow strip running down the bottom, where hooked barbs lie beneath several suction cups. There is venom in this, it is not edible. (Torke, Choose whether or not to keep this, make a note in your inventory if you do, someone else can grab it if you don't.)
The speaker continues to mutter his spell and the cart moves out of the larger swamp into a narrower path leading towards the end of the dense trees. Through the thinning woods, you can see the afternoon sun is strong over a river valley of green hills and lush vegetation.
Torke wraps the poisonous chunk of a tentacle in a leather-pouch, obviously unfazed by the poison from his blood's inheritage. Torke turns to face the Speaker, wiping some of the leftover of the tentacle off of the blade into the swamp itself, "Mind I ask how many a reason do you have to pass by this certain area of the forest? If this Mr. Wilcox is as wealthy as he shows, then it must not be that of a need to clear a distinct path that all of us can come by without relative harm, yes?" Torke's eyes specifically move towards the forest gnome alchemist in quite distuingishing eye movements, "If it is for the wildlife, or a specific material here, I have the time to listen." Torke directs these questions to the Speaker during intervals in which he seems to be relaxed or focused enough not to go off-track.
At the sight of the tentacle Prosinet let out a small shout "EEEK, what is that, is it going to come back, are there more, this is insane, I just want my shop, today is the worst day ever." Followed by a large sigh and he tries to pull himself farther into his cloak.
Rollback Post to RevisionRollBack
Trumann Bloth | Loxodon Grave Cleric | War of the Green
Prosinet Fizzlepurtet | Gnome Wizard | The Wilcox Experiment
The speaker looks about, with the clearing in sight, and notices that the wheels are touching ground again rolling the right direction.
He addresses you all, "There are things that happen in this swamp that would benefit all of you. That is the nature of this primal land of ancient and rare resources."
Arophanis, Torke, and, Prosinet, during that time, the speaker spoke to you about the specific thing you encountered in the deep water. Its a very large and very ancient mutation that is harvested for its natural defenses. Unfortunately its also very dangerous, and while redirecting the magic of the shield to movement, it was actually able to break through enough that Torke could cut a piece off.
He speaks to you three specifically, because you all have backgrounds in some kind of natural toxins, alchemical mixture. The venom inside it stuns, but has many purposes. You must utilize this within three days, or it loses potency. (Roll Nature\Survival\Medicine) (Day Counter: 1 of 3)
After a moments pause, he address the rest of the group and elaborates further. The hooks can also be utilized for barbed arrows (which are more likely to apply effects) and the skin is resistant to toxins. (enough leather to make gloves).
The speaker returns to facing forward and starts to ramble on about Wilcox's history as an ore refiner again, and the cart rolls out of the swamp.The river flows at the edge of eyesight far across green plains. It runs back through the country but is clearly filled with large rocks.
Moving far away from the forest, you rode towards the river keeping the trees to your left. After explaining that the swamps are the only way to enter these plains, the Speaker filled the air with tales of old myths and legends.
About an hour later. the cart rolled passed several people fishing. They throw harpoons into the water and have thick ropes attached to them. Powerfully built, they say nothing and don't look in the carts direction. For awhile, the sky was open and blue and more people with harpoons stood atop more rocks in the water.
Eventually the river ended, what little of it remained went back towards the forest, and there was only plains. Rolling hills of green and sky continued for hours. The cart passed the bones of a settlement towards the right, but it was clearly empty, having moved some time previously.
The sun drew lower, as the plains went on and on. The speaker eventually losing his voice for a bit, and indulging in the same tea kept on the boat, stored safely with the masterpieces. For some time, the group drew on in silence.
Finally, after a full morning of swamp and and entire day of open sky, on the left stood the forest and on the right stood an enormous hedge fence. The cart rolled to its guarded gates in the evening sun, and passed them by sundown.
This post has potentially manipulated dice roll results.
Torke Aldrehas
Torke spends the moment before they arrive to the hedge in examining the poison to possibly give his longsword some of the properties of the poison itself via twirling some hooks around the blade as that metal will be easier to tip with.
Afterwards, Torke is in some obvious interest of the area they passed by, listening somewhat to the Speaker's myths and legends while trying to look at it in a greater perspective. Seeing that it is now sundown, Torke looks over to the rest of the group to see if any are still awake.
Torke cannot determine how to draw out the toxin, or how to apply it to his weapon.
Torke does successfully separate the tentacle piece into three parts: the toxin secreting yellow muscle, a thick toxin resistant outer greenish skin, and several hooks from inside the suckers on the muscle. Each appears to need further refinement in order to be useful.
(For the crafting on each item, if you want to utilize it, roll a D20 if you have no proficiency. If you do, see below.)
(Muscle-If proficient with alchemist's tools, add bonus, and INT to D20, to make weapon toxin or medicine)
(Skin-If proficient with leather worker's tools, add bonus, and DEX to D20, to make gloves or boots)
(Hooks-If proficient with blacksmith's tools, add bonus, and STR to D20, to make barbed arrows or spear.)
Seeing as though the forest gnome alchemist is better at the job of examining toxins, Torke talks to Prosinet in his regular voice. "It is up to you to decide, but if you wish to keep living, aid me in making a toxin I may apply to my weapon if required. I know that you are experienced at this form of work and I will hold the muscle for you as I am immune to the poison's effects." Torke will provide any help to Prosinet if they accept his offer, but will try to begin on crafting gloves out of the leather itself, using some of the knowledge the longsword can provide as well as his own off-time practiced use of the leatherworks.
[tool]Leatherworker's tools[/tool]: roll value- 21
Torke shifts his attention to the half-elf Arophanis, smirking to a short-degree and speaks. "I thought of you to be quiet from the others, but it looks as though you are currently involving yourself more than anyone other than myself." Torke points out how the rest in the cart have seemingly lost the ability to speak, engaging in small talk with the Speaker of their mental states if there is any effect of such that can be contracted by forest inhabitants or flora.
FrostBite sits in his seat watching the activity around the newly aquired tentacle. With no knowledge in the arts that are required in crafting the required items the rest of them are looking for he turns back to the scenery and keeps watch silently.
Just after the river disappeared from view, but before the fence...
Torke picked up the green skin, and split it down the middle. Running a thick thread and needle through 75% of the outside, he pulled it tight over each hand one at a time, and tied it off. With plenty of time to dry, they became well fitting leather gloves, that appear to be immune to poison, and possibly more.
Arophanis looks at the hooks and focuses for a moment. He turns and grabs a piece of wood off the cart and the speaker looks back annoyed. Arophanis moves on, and carves the stick into an arrow shaft, picks up the hook and looks at it. There's something there, but nothing he can use.
The speaker turns to Torke and says that yes, there are all kinds of flora \ fauna, however, everyone can speak and there's nothing keeping anyone from talking or acting.
Frostbite gazes into the rolling hills behind the carts, the jungle has a slight glow in the setting sunlight.
Passed the guard fence, a well manicured yard hundreds of feet long lead up to a building, with a much smaller gate, and an enormous mansion behind it. The carts roll up to the building and everyone dismounts. A barn doors swing out and inside, a single gnome wearing goggles, and a thick white linen cloth robe with similar gloves and boots on, walks over.
He wiggles his fingers and mutters under his breath, and the masterpieces slowly unload into the building. The carts, empty, begin to roll backwards into the plains.
Both the Speaker and the Gnome looked annoyed. They have a disagreement, but eventually secure the doors with everyone inside. Its a big empty room, the doors are locked well, and the walls seem resilient. You all notice that the gnome was not in a pleasant mood, even before the carts left. He continues to refuse to really speak to anyone, and looks about with various brow furrows. What you can tell is that there's a deep sense of paranoia about the setting of the sun. You also notice that It doesn't appear to bother the Speaker.
The Speaker leads you to the last door, that opens behind the much smaller gate outside. You all step out, and the Gnome locks the door behind you. You look left and the mansion's front doors a good walk away. You notice that the the sun has gone down now, and the land is immediately dark. The moon is rising but is in such a state and position that there's no light in the sky at the moment. The stars too are obscured in the same manner and a fog has already rolled in between the carts leaving, and stepping out of this door.
You remember the gnome's words to the Speaker: "Why didn't you make camp with the guards?...You were in a rush?...Hope its worth it."
You approach this huge building, nearly a castle, but not quite as large. Dark greens and blacks over old glass, the wood is rotting, but somehow still holding its shape. About halfway up the walk, the wind blows fog in closer and you lose sight of the gate house. As you get closer, you can see that two windows outline the large doors of the mansion. They have ornate handles, and are large enough to double a human. Lights come on, but the glass is so old, and they are so dim, that it barely shines through.
The Speaker stops, and starts to walk back to the Gatehouse in fog, "I need to check on something with the Gatekeeper, I'll be right back." he walks a few feet into the fog before realizing something. "How rude of me, I apologize." He walks back over and opens the door and holds the door open. The fog pulls in like a vacuum, and the candles flicker. The room inside is obscure from this distance, you'll have to walk in to see what's inside.
Rollback Post to RevisionRollBack
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Sam will reach out and attempt to pull a branch from a nearby tree. If he's able to, he'll head to the back of the cart and try to use the branch as an oar of sorts - pushing the mud behind them to try and get the cart moving.
DM - Above & Below
Arophanis looks up and sees that its still dim.
Sam, you notice that the car is floating in deep, still, green water. There is a single glowing point, 15 feet beneath the carts wheels that is lighting up in a cone. Fish swim in the waters between the cart and the point.
The speaker focuses on Frostbite's suggestion of movement, and begins to channel a spell that does push the cart forward, but something stirs from beneath.
Torke readys an attack for whatever is pushing at the bottom of the cart hard enough to draw the runic shield to a single point.
In the moment the spell pushed everything forward, the point from the bottom moved away from the cart.
At the same time Sam tried to grab onto a branch nearby! (Sam roll Athletics)
Athletics: 19
DM - Above & Below
A thin viney twig that was sticking out slides through Sam's fingers as the cart is pushed forwards. He slides off the branch and his faces nearly hits the water before he rights himself back onto the cart.
The cart is now moving again, with the magical point moving back to all around you for a moment, shredding all the fish inside it creating a bloody soup underneath you.
As if a plug being pulled from a full tub for a moment then replaced, a deep lurch is felt 200 feet away and extremely deep beneath the waves.
The cart continues to move, and the shield is only lightly buzzing as you move through the blood.
The end is in sight.
Torke Aldrehas
Torke continues his readied action, now facing his body towards the deep lurch, keeping his eyes set and keen on attacking any dangerous creatures that come within distance to move up to and attack with his continued stealth. He does not sweat, continuing to manage himself.
survival: Roll value— 20
Torke steadies his breath again, becoming still and focusing only on the sound of the lurching and his pact blade, waiting intently for any entity to appear.
stealth— role value: 22
Arophanis is remaining silent, keeping alert, and adding quarterstaff to his mental shopping list...
Stealth 24
Perception 8
Arophanis silently stares at the water, something is coming.
A large tentacle makes a lunge for the back of the cart, and Torke leans back to slice off a chunk of it. It recoils in shock, and draws back before you see an eye swimming beneath the water stare at you.
Torke sees the chunk of the tentacle hit the ground and picks it up. Its similar to a large squid or octopus. It is a mold looking green with a yellow strip running down the bottom, where hooked barbs lie beneath several suction cups. There is venom in this, it is not edible. (Torke, Choose whether or not to keep this, make a note in your inventory if you do, someone else can grab it if you don't.)
The speaker continues to mutter his spell and the cart moves out of the larger swamp into a narrower path leading towards the end of the dense trees. Through the thinning woods, you can see the afternoon sun is strong over a river valley of green hills and lush vegetation.
poisonous, yes? i stay away from that stuff...I leave that stuff to the experts
Says Arophanis to Torke, quietly
Torke Aldrehas
Torke wraps the poisonous chunk of a tentacle in a leather-pouch, obviously unfazed by the poison from his blood's inheritage. Torke turns to face the Speaker, wiping some of the leftover of the tentacle off of the blade into the swamp itself, "Mind I ask how many a reason do you have to pass by this certain area of the forest? If this Mr. Wilcox is as wealthy as he shows, then it must not be that of a need to clear a distinct path that all of us can come by without relative harm, yes?" Torke's eyes specifically move towards the forest gnome alchemist in quite distuingishing eye movements, "If it is for the wildlife, or a specific material here, I have the time to listen." Torke directs these questions to the Speaker during intervals in which he seems to be relaxed or focused enough not to go off-track.
At the sight of the tentacle Prosinet let out a small shout "EEEK, what is that, is it going to come back, are there more, this is insane, I just want my shop, today is the worst day ever." Followed by a large sigh and he tries to pull himself farther into his cloak.
Trumann Bloth | Loxodon Grave Cleric | War of the Green
Prosinet Fizzlepurtet | Gnome Wizard | The Wilcox Experiment
Prosinet - look on the bright side -> All these interesting new sights we are seeing, and best of all not a zombie in sight :)
The speaker looks about, with the clearing in sight, and notices that the wheels are touching ground again rolling the right direction.
He addresses you all, "There are things that happen in this swamp that would benefit all of you. That is the nature of this primal land of ancient and rare resources."
Arophanis, Torke, and, Prosinet, during that time, the speaker spoke to you about the specific thing you encountered in the deep water. Its a very large and very ancient mutation that is harvested for its natural defenses. Unfortunately its also very dangerous, and while redirecting the magic of the shield to movement, it was actually able to break through enough that Torke could cut a piece off.
He speaks to you three specifically, because you all have backgrounds in some kind of natural toxins, alchemical mixture. The venom inside it stuns, but has many purposes. You must utilize this within three days, or it loses potency. (Roll Nature\Survival\Medicine) (Day Counter: 1 of 3)
After a moments pause, he address the rest of the group and elaborates further. The hooks can also be utilized for barbed arrows (which are more likely to apply effects) and the skin is resistant to toxins. (enough leather to make gloves).
The speaker returns to facing forward and starts to ramble on about Wilcox's history as an ore refiner again, and the cart rolls out of the swamp.The river flows at the edge of eyesight far across green plains. It runs back through the country but is clearly filled with large rocks.
Moving far away from the forest, you rode towards the river keeping the trees to your left. After explaining that the swamps are the only way to enter these plains, the Speaker filled the air with tales of old myths and legends.
About an hour later. the cart rolled passed several people fishing. They throw harpoons into the water and have thick ropes attached to them. Powerfully built, they say nothing and don't look in the carts direction. For awhile, the sky was open and blue and more people with harpoons stood atop more rocks in the water.
Eventually the river ended, what little of it remained went back towards the forest, and there was only plains. Rolling hills of green and sky continued for hours. The cart passed the bones of a settlement towards the right, but it was clearly empty, having moved some time previously.
The sun drew lower, as the plains went on and on. The speaker eventually losing his voice for a bit, and indulging in the same tea kept on the boat, stored safely with the masterpieces. For some time, the group drew on in silence.
Finally, after a full morning of swamp and and entire day of open sky, on the left stood the forest and on the right stood an enormous hedge fence. The cart rolled to its guarded gates in the evening sun, and passed them by sundown.
Torke Aldrehas
Torke spends the moment before they arrive to the hedge in examining the poison to possibly give his longsword some of the properties of the poison itself via twirling some hooks around the blade as that metal will be easier to tip with.
Afterwards, Torke is in some obvious interest of the area they passed by, listening somewhat to the Speaker's myths and legends while trying to look at it in a greater perspective. Seeing that it is now sundown, Torke looks over to the rest of the group to see if any are still awake.
Check for the poison— nature - 16
Torke cannot determine how to draw out the toxin, or how to apply it to his weapon.
Torke does successfully separate the tentacle piece into three parts: the toxin secreting yellow muscle, a thick toxin resistant outer greenish skin, and several hooks from inside the suckers on the muscle. Each appears to need further refinement in order to be useful.
(For the crafting on each item, if you want to utilize it, roll a D20 if you have no proficiency. If you do, see below.)
(Muscle-If proficient with alchemist's tools, add bonus, and INT to D20, to make weapon toxin or medicine)
(Skin-If proficient with leather worker's tools, add bonus, and DEX to D20, to make gloves or boots)
(Hooks-If proficient with blacksmith's tools, add bonus, and STR to D20, to make barbed arrows or spear.)
Torke Aldrehas
Seeing as though the forest gnome alchemist is better at the job of examining toxins, Torke talks to Prosinet in his regular voice. "It is up to you to decide, but if you wish to keep living, aid me in making a toxin I may apply to my weapon if required. I know that you are experienced at this form of work and I will hold the muscle for you as I am immune to the poison's effects." Torke will provide any help to Prosinet if they accept his offer, but will try to begin on crafting gloves out of the leather itself, using some of the knowledge the longsword can provide as well as his own off-time practiced use of the leatherworks.
[tool]Leatherworker's tools[/tool]: roll value- 21
I'll have a go at making hooked spears first, and then arrows. :)
Arophanis is willing to try just about anything :)
craft spears without proficieny 5
craft arrows without proficiency 14
Torke Aldrehas
Torke shifts his attention to the half-elf Arophanis, smirking to a short-degree and speaks. "I thought of you to be quiet from the others, but it looks as though you are currently involving yourself more than anyone other than myself." Torke points out how the rest in the cart have seemingly lost the ability to speak, engaging in small talk with the Speaker of their mental states if there is any effect of such that can be contracted by forest inhabitants or flora.
FrostBite | Dragonborn Barbarian
___________________________________________________________________________________________
FrostBite sits in his seat watching the activity around the newly aquired tentacle. With no knowledge in the arts that are required in crafting the required items the rest of them are looking for he turns back to the scenery and keeps watch silently.
Perception 11
Just after the river disappeared from view, but before the fence...
Torke picked up the green skin, and split it down the middle. Running a thick thread and needle through 75% of the outside, he pulled it tight over each hand one at a time, and tied it off. With plenty of time to dry, they became well fitting leather gloves, that appear to be immune to poison, and possibly more.
Arophanis looks at the hooks and focuses for a moment. He turns and grabs a piece of wood off the cart and the speaker looks back annoyed. Arophanis moves on, and carves the stick into an arrow shaft, picks up the hook and looks at it. There's something there, but nothing he can use.
The speaker turns to Torke and says that yes, there are all kinds of flora \ fauna, however, everyone can speak and there's nothing keeping anyone from talking or acting.
Frostbite gazes into the rolling hills behind the carts, the jungle has a slight glow in the setting sunlight.
Passed the guard fence, a well manicured yard hundreds of feet long lead up to a building, with a much smaller gate, and an enormous mansion behind it. The carts roll up to the building and everyone dismounts. A barn doors swing out and inside, a single gnome wearing goggles, and a thick white linen cloth robe with similar gloves and boots on, walks over.
He wiggles his fingers and mutters under his breath, and the masterpieces slowly unload into the building. The carts, empty, begin to roll backwards into the plains.
Both the Speaker and the Gnome looked annoyed. They have a disagreement, but eventually secure the doors with everyone inside. Its a big empty room, the doors are locked well, and the walls seem resilient. You all notice that the gnome was not in a pleasant mood, even before the carts left. He continues to refuse to really speak to anyone, and looks about with various brow furrows. What you can tell is that there's a deep sense of paranoia about the setting of the sun. You also notice that It doesn't appear to bother the Speaker.
The Speaker leads you to the last door, that opens behind the much smaller gate outside. You all step out, and the Gnome locks the door behind you. You look left and the mansion's front doors a good walk away. You notice that the the sun has gone down now, and the land is immediately dark. The moon is rising but is in such a state and position that there's no light in the sky at the moment. The stars too are obscured in the same manner and a fog has already rolled in between the carts leaving, and stepping out of this door.
You remember the gnome's words to the Speaker: "Why didn't you make camp with the guards?...You were in a rush?...Hope its worth it."
You approach this huge building, nearly a castle, but not quite as large. Dark greens and blacks over old glass, the wood is rotting, but somehow still holding its shape. About halfway up the walk, the wind blows fog in closer and you lose sight of the gate house. As you get closer, you can see that two windows outline the large doors of the mansion. They have ornate handles, and are large enough to double a human. Lights come on, but the glass is so old, and they are so dim, that it barely shines through.
The Speaker stops, and starts to walk back to the Gatehouse in fog, "I need to check on something with the Gatekeeper, I'll be right back." he walks a few feet into the fog before realizing something. "How rude of me, I apologize." He walks back over and opens the door and holds the door open. The fog pulls in like a vacuum, and the candles flicker. The room inside is obscure from this distance, you'll have to walk in to see what's inside.