You move along, the cold biting deep, deeper than it should, and leaving you all shivering from the affect. You seem to be able to find your path through the deepening snow, the terrain one you know well after all. After the first hour of travel you all take 5 cold damage, but the snow seems to have lightened up just a bit.
Continuing to move forward, you start noticing the snow depth getting less, and the winds slowing down. After another hour of hiking you start to see small bodies in the shallow snow. Small birds, rodents, foxes, etc. They look to have died from starvation, with many looking to have been chewed on by other animals. You all take another 5 cold damage at the end of the second hour. At that point you also come out of the worst of the blizzard, into an area that seems to be the calm eye of the storm. Looking around you know you are about a mile from the cabin at this point. The trees and plants here look sullen and in dire straights, some already having died, with many on their last legs.
Anything you wish to do or do we continue on to the cabin.
Shivering form the cold Raist says, "I will be happy to get out of this cold once we get to the cabin. Though seeing the creatures lying on the ground dead does have me a bit worried."
At which point I will continue my search around the area for anything out of the ordinary.
Both Gandolph and his body guard (we will name him Fred) always cast the alarm spell as a ritual when they wake in the morning which brings up their arcane ward for 58 HP of protection. This is now down to 48 HP on each of them after the bitter cold.
Gandolph: Arcane Ward 48
Fred: Arcane Ward 48
Gandolph tries to understand what might be the cause of the current strange environment and why things are dying: investigation20
Both Gandolph and his body guard (we will name him Fred) always cast the alarm spell as a ritual when they wake in the morning which brings up their arcane ward for 58 HP of protection. This is now down to 48 HP on each of them after the bitter cold.
Gandolph: Arcane Ward 48
Fred: Arcane Ward 48
Gandolph tries to understand what might be the cause of the current strange environment and why things are dying: investigation20
It appears the animals are starving to death. Something unnatural seems to be affecting the plants. You are guessing the animals are affected by the same unnatural power as well, since there would appear to be a decent amount of food in the area for them.
"Yes, let's get to the cabin as quickly as we can. We don't seem to have much to go on yet except that animals are starving and plants are dying when neither should be happening." Gandolph starts for the cabin on the broom with Vaden. Fred stays close.
Qatyra will focus on the terrain around her. Sensing threats around them.
Primeval AwarenessP pg. 92 As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain{forest, mountain, coast}). This feature doesn’t reveal the creatures’ location or number.
Qatyra will focus on the terrain around her. Sensing threats around them.
Primeval AwarenessP pg. 92 As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain{forest, mountain, coast}). This feature doesn’t reveal the creatures’ location or number.
Gandolph stops and looks at Jown Sno and Qatyra "Are we to stand here and fight what we cannot see? I believe we must make our way to the cabin. It seems to be at the center of this and it was to the cabin we were called". He looks at the others for a brief moment then continues toward the cabin.
Raist will fly up about another 10' to be a total of 20' above the group, attempting to stay in the canopy of trees as much as possible and then will cast Shield on himself and Mirror image (both are at will, so will keep them up as much as I possibly can and none are a concentration spell).
Having Truesight, Raist will keep his head on a swivel to see anything approaching them.
Raist will fly up about another 10' to be a total of 20' above the group, attempting to stay in the canopy of trees as much as possible and then will cast Shield on himself and Mirror image (both are at will, so will keep them up as much as I possibly can and none are a concentration spell).
Having Truesight, Raist will keep his head on a swivel to see anything approaching them.
Perception: 14
(Shield is a reaction casting and has only a duration of one round. It can only be cast when you take damage, not at other times.)
Warily the group continues onward, seeking out their old mentor and companion's cabin...
As you step toward the solitary wooden cabin in a clearing surrounded by trees, an overwhelming silence surrounds you as the remnants of the blizzard abate. There are no birds, no signs of life. The windows hunch, dark and empty, with a small pile offirewood outside, and a modest but chilly-looking privy around the back. Surrounding the cabin on all sides is a line of thick pine trees that obscure any attempt to see past them more than fifteen feet. A set of red-stained footprints lead away from the cabin, apparently made by a humanoid in bare feet fairly recently. The front door is ajar, its creaking the only noise you can hear besides your own breathing. Under a tent to the right you can see a small woodshop set with half-made arrows and tools. The inside of the cabin is bare and drafty, with only the minimum essentials for survival, as is typical of a ranger. A wisp of smoke rises from the ash-filled fireplace, but otherwise the cabin appears untouched.
[ooc: lol, why so it does, so yea never mind, will just attempt to keep Mirror Image up while approaching the cabin. Damn my Keyleth eyes, again. Thanks for pointing it out.]
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You move along, the cold biting deep, deeper than it should, and leaving you all shivering from the affect. You seem to be able to find your path through the deepening snow, the terrain one you know well after all. After the first hour of travel you all take 5 cold damage, but the snow seems to have lightened up just a bit.
Continuing to move forward, you start noticing the snow depth getting less, and the winds slowing down. After another hour of hiking you start to see small bodies in the shallow snow. Small birds, rodents, foxes, etc. They look to have died from starvation, with many looking to have been chewed on by other animals. You all take another 5 cold damage at the end of the second hour. At that point you also come out of the worst of the blizzard, into an area that seems to be the calm eye of the storm. Looking around you know you are about a mile from the cabin at this point. The trees and plants here look sullen and in dire straights, some already having died, with many on their last legs.
Anything you wish to do or do we continue on to the cabin.
Sorumar will pull out his spear and stand ready, "Something is not right here, stand ready." And he'll continue onward carefully.
Shivering form the cold Raist says, "I will be happy to get out of this cold once we get to the cabin. Though seeing the creatures lying on the ground dead does have me a bit worried."
At which point I will continue my search around the area for anything out of the ordinary.
Perception: 22
Both Gandolph and his body guard (we will name him Fred) always cast the alarm spell as a ritual when they wake in the morning which brings up their arcane ward for 58 HP of protection. This is now down to 48 HP on each of them after the bitter cold.
Gandolph: Arcane Ward 48
Fred: Arcane Ward 48
Gandolph tries to understand what might be the cause of the current strange environment and why things are dying: investigation 20
Lot's of stuff ...
Six Coins readies his bow and continues to keep an eye on the surroundings for danger.
Perception: 25 (Reliable Talent makes it 29)
It appears the animals are starving to death. Something unnatural seems to be affecting the plants. You are guessing the animals are affected by the same unnatural power as well, since there would appear to be a decent amount of food in the area for them.
Vaden just hunkers down on the broom, reapplying his boon to stealth on whomever seems to need it most at the time (it lasts for 1 hour each time.)
"Let's just get to the cabin..." He says through chattering teeth.
"Yes, let's get to the cabin as quickly as we can. We don't seem to have much to go on yet except that animals are starving and plants are dying when neither should be happening." Gandolph starts for the cabin on the broom with Vaden. Fred stays close.
Lot's of stuff ...
Qatyra will focus on the terrain around her. Sensing threats around them.
Primeval AwarenessP pg. 92
As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain{forest, mountain, coast}). This feature doesn’t reveal the creatures’ location or number.
You detect 18 aberrations within 6 miles of you.
Jown Sno follows Sorumar's lead and draws his sword. He falls back on his military training to stay alert for enemies.
Gandolph stops and looks at Jown Sno and Qatyra "Are we to stand here and fight what we cannot see? I believe we must make our way to the cabin. It seems to be at the center of this and it was to the cabin we were called". He looks at the others for a brief moment then continues toward the cabin.
Lot's of stuff ...
Gilra refreshes his temp HP (spores and stuff) and continues on.
Qatyra holds up her fist, "We aren't alone" she says in a whisper.
Raist will fly up about another 10' to be a total of 20' above the group, attempting to stay in the canopy of trees as much as possible and then will cast Shield on himself and Mirror image (both are at will, so will keep them up as much as I possibly can and none are a concentration spell).
Having Truesight, Raist will keep his head on a swivel to see anything approaching them.
Perception: 14
Sorumar will continue his advance to the cabin, but stay ready for trouble.
(Shield is a reaction casting and has only a duration of one round. It can only be cast when you take damage, not at other times.)
Warily the group continues onward, seeking out their old mentor and companion's cabin...
As you step toward the solitary wooden cabin in a clearing surrounded by trees, an overwhelming silence surrounds you as the remnants of the blizzard abate. There are no birds, no signs of life. The windows hunch, dark and empty, with a small pile offirewood outside, and a modest but chilly-looking privy around the back. Surrounding the cabin on all sides is a line of thick pine trees that obscure any attempt to see past them more than fifteen feet. A set of red-stained footprints lead away from the cabin, apparently made by a humanoid in bare feet fairly recently. The front door is ajar, its creaking the only noise you can hear besides your own breathing. Under a tent to the right you can see a small woodshop set with half-made arrows and tools. The inside of the cabin is bare and drafty, with only the minimum essentials for survival, as is typical of a ranger. A wisp of smoke rises from the ash-filled fireplace, but otherwise the cabin appears untouched.
Sorumar will move to stand watch while his companions examine the cabin.
Perception: 16
[ooc: lol, why so it does, so yea never mind, will just attempt to keep Mirror Image up while approaching the cabin. Damn my Keyleth eyes, again. Thanks for pointing it out.]