Only Jasper and Kellen manage to be stealthy as Pyre and Mavlech both trample over dead trees and shrubs they are finding the thickening underbrush difficult to travel through. It takes a few minutes as they move deeper into the forest the rising sound of water disturbing the odd silence around them. Following the drag marks still suddenly a blue mote of light appears, then another, and another as the drag marks seem to disappear into the mouth of a freshly disturbed earthen barrow. The earthen tomb overgrown with the encroaching forest the whispers get slight louder as the forest opens up to a small clearing! The spot the party is faced with now looks like an ancient graveyard. The party begins to notice other barrows. A reminder of passed civilizations thorn asunder by the Wildwood around them! As the blue motes of light move closer the whispers suddenly grow louder into a near deafening pitch!
OOC: I need everyone to roll a WIZ saving throw now DC13. If fail the subject becomes frightened.
Tharn Redeye - Half-orc Fighter - Heroes of Wildemount Kellen Belladar- Human Cleric - Troubles in the Wildwood: Blackthorn Brin Rainblade - Human Barbarian - The Great Orca Dungeon
Mavlech is the only one able to proceed further the rest of the party is terrified and can move no closer. The lights then begin to move aggressively towards the party but giving you all a chance to flee, what does the party do?
OOC: Nature checks for PCs to know the motes but for player knowledge it's Will-o'-Wisp!
This post has potentially manipulated dice roll results.
Kellen remains frozen in place.
Nature: 6
Perception: 6
(OOC: Rolled with disadvantage due to being frightened)
Rollback Post to RevisionRollBack
Tharn Redeye - Half-orc Fighter - Heroes of Wildemount Kellen Belladar- Human Cleric - Troubles in the Wildwood: Blackthorn Brin Rainblade - Human Barbarian - The Great Orca Dungeon
"Uh, guys? These little lights seem a little more aggressive than your average floating light. I feel I may have heard a story about things like this. But uh how do you fight a mote of light? I know I usually put on a brave face but right now I gotta confess I'm feeling real scared. Maybe we could just go around? Does anybody still see the tracks we were following? Anybody see the kid? Guys?" Pyre says wide-eyed and trembling.
This post has potentially manipulated dice roll results.
Nature: 22
Perception: 7
Malvech watches the light approach and raises his spear before setting it to the side as he instead begins to ready his hands to cast some of the spells he knows.
Kellen and Jasper knows what the motes are as well as the damage they can do.
Mavlech then notices there are hundreds of the motes now disappearing and reappearing but remain in a particular area of the graveyard as if there's a clear line they can not or will not pass but he's not entirely sure. He does know none of his party members can move forward towards the motes that are also not crossing a point about 30ft ahead as Mavlech looks down an sees scattered stone buried just poking out of the ground, a barrier line does exists.
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Seeing that none of the others are moving forward, Malvech will step back with them, keeping his hands at the ready so that he can blast off a cantrip if the strange things come closer.
"These are Will-O-Wisps I think. I've heard of them before. Tiny undead creatures that feed off our fears and can steal life force. For some reason they aren't moving closer though." Jasper shudders with a look of fear still on his face.
Terrified, Pyre responds to Jasper, "Will-O-Wisps? No Jasper. Those are just things in children's stories. To keep little ones from going into the forest. They're not real."
"No, Pyre. He's right. It's an undead thing." Still terrified, Kellen grasps his holy symbol for strength.
Rollback Post to RevisionRollBack
Tharn Redeye - Half-orc Fighter - Heroes of Wildemount Kellen Belladar- Human Cleric - Troubles in the Wildwood: Blackthorn Brin Rainblade - Human Barbarian - The Great Orca Dungeon
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Malvech nods, gripping his spear tighter as his face darkens. He hangs back towards the rear of the grouo as they start to move again.
Stealth: 10
Still distracted, Pyre is not as stealthy as she had hoped to be.
Only Jasper and Kellen manage to be stealthy as Pyre and Mavlech both trample over dead trees and shrubs they are finding the thickening underbrush difficult to travel through. It takes a few minutes as they move deeper into the forest the rising sound of water disturbing the odd silence around them. Following the drag marks still suddenly a blue mote of light appears, then another, and another as the drag marks seem to disappear into the mouth of a freshly disturbed earthen barrow. The earthen tomb overgrown with the encroaching forest the whispers get slight louder as the forest opens up to a small clearing! The spot the party is faced with now looks like an ancient graveyard. The party begins to notice other barrows. A reminder of passed civilizations thorn asunder by the Wildwood around them! As the blue motes of light move closer the whispers suddenly grow louder into a near deafening pitch!
OOC: I need everyone to roll a WIZ saving throw now DC13. If fail the subject becomes frightened.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Wisdom saving throw: 10 (OOC: as a halfling, I have advantage against being frightened)
Jasper looks around at the barrows and eerie blue lights. He's usually pretty calm, but he looks genuinely scared.
Wisdom Save: 21
Malvech shakes off the unease he feels and readies his spear, gripping it tightly in one hand.
Pyre looks around fascinated. She's never spent much time deep in the woods. Never knew things like graveyards could be found in a place like this.
Wis Sav: 2
Gnomish adv vs. magic Wis Sav: 6
(OOC: these "dice" suck)
The fascination turns to fear. What is this place? What is lurking here? Are they going to die? Are they strong enough?
Kellen WIS save: 11
Kellen looks at the barrows with a deep sense of fear as the voice of Ariadne grows louder in his head.
Tharn Redeye - Half-orc Fighter - Heroes of Wildemount
Kellen Belladar - Human Cleric - Troubles in the Wildwood: Blackthorn
Brin Rainblade - Human Barbarian - The Great Orca Dungeon
Mavlech is the only one able to proceed further the rest of the party is terrified and can move no closer. The lights then begin to move aggressively towards the party but giving you all a chance to flee, what does the party do?
OOC: Nature checks for PCs to know the motes but for player knowledge it's Will-o'-Wisp!
Perception checks too, please.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Pyre's checks:
Nature: 4
Perception: 1
Kellen remains frozen in place.
Nature: 6
Perception: 6
(OOC: Rolled with disadvantage due to being frightened)
Tharn Redeye - Half-orc Fighter - Heroes of Wildemount
Kellen Belladar - Human Cleric - Troubles in the Wildwood: Blackthorn
Brin Rainblade - Human Barbarian - The Great Orca Dungeon
(OOC: oops. Dang it. Forgot that. So once again for disadvantage)
Nature: 13
Perception: 14 (passive=10)
"Uh, guys? These little lights seem a little more aggressive than your average floating light. I feel I may have heard a story about things like this. But uh how do you fight a mote of light? I know I usually put on a brave face but right now I gotta confess I'm feeling real scared. Maybe we could just go around? Does anybody still see the tracks we were following? Anybody see the kid? Guys?" Pyre says wide-eyed and trembling.
Jasper is too scared to move. You see sweat on his brow.
Nature: 18
Perception: 8
Nature: 22
Perception: 7
Malvech watches the light approach and raises his spear before setting it to the side as he instead begins to ready his hands to cast some of the spells he knows.
Kellen and Jasper knows what the motes are as well as the damage they can do.
Mavlech then notices there are hundreds of the motes now disappearing and reappearing but remain in a particular area of the graveyard as if there's a clear line they can not or will not pass but he's not entirely sure. He does know none of his party members can move forward towards the motes that are also not crossing a point about 30ft ahead as Mavlech looks down an sees scattered stone buried just poking out of the ground, a barrier line does exists.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Seeing that none of the others are moving forward, Malvech will step back with them, keeping his hands at the ready so that he can blast off a cantrip if the strange things come closer.
"These are Will-O-Wisps I think. I've heard of them before. Tiny undead creatures that feed off our fears and can steal life force. For some reason they aren't moving closer though." Jasper shudders with a look of fear still on his face.
Terrified, Pyre responds to Jasper, "Will-O-Wisps? No Jasper. Those are just things in children's stories. To keep little ones from going into the forest. They're not real."
"No, Pyre. He's right. It's an undead thing." Still terrified, Kellen grasps his holy symbol for strength.
Tharn Redeye - Half-orc Fighter - Heroes of Wildemount
Kellen Belladar - Human Cleric - Troubles in the Wildwood: Blackthorn
Brin Rainblade - Human Barbarian - The Great Orca Dungeon