It is pretty safe to assume, from what you know of local culture, that if a fight breaks out, the 6 guards will engage and the merchants with the wares will flee the opposite direction for the fighting.
The bandits are being overt with their presence, like they own this road.
The bandit captain spits on the ground after running out of fingers to count the armed men and heads back towards the camp.
The caravan is now passing the bandits position, but you could still engage if you want to.
Scouts, could you each give me another perception roll?
This post has potentially manipulated dice roll results.
Over a few days on the road that skirts the edge of the desert, while traveling with the merchant caravan, Vor and Osso spot several potential hostile groups. Luckily none of them engage with the group, likely because the group is so large.
As you part ways with the caravan, you stare across the endless expanse of desert stretching from horizon to horizon ahead of you. The trade caravan traveling from the port city of Shelzar provided the extra security of more swords and more pairs of eyes to keep a lookout; now, you watch as they head away from you to the east, skirting the edge of the desert and heading to the free city of Lokil, avoiding the hefty tariffs and bribe needing to be paid to travel upriver. Your path lies more to the north and west, you goad your beasts into motion, crossing the still cool sands as the sun rises.
In consulting all the maps you could find, the location of the lost stronghold would seem to be closer to the Mounds of Man mountains: the desert ahead of you is not merely sand and dunes: there are rocky outcrops, plateaus, and even a few scattered mountains here and there. There is no sign of water as far as can be seen, but you’ve brought plenty with you — at least for a while.
"Best keep our eyes open for more of those bandits then." Lia says as she wipes sweat from her face with a cloth. "Without the extra swords we will probably look like a tempting target for them."
"Indeed," Hallanann says in response to Lia. "Here, hopefully this will help us a little bit," and he proceeds to cast Gust so that it acts as a cooling breeze at our backs.
As you trek across the desert sands, you see in the distance a wavering of what looks like water. Those with with experience recognize this as a mirage, while those that are not familiar with such things insist they see water and trees. As you get closer, while still heading in the direction of the fort, you see that there are indeed trees in that direction! You find that there is an oasis here with the remains of an old campsite. It's more than charcoal and clear and level area from where the last inhabitants slept. There are tattered pieces of cloth, finely crafted wood that may have been part of a tent, or perhaps a tool. Upon closer inspection you find that there is a shinny piece of metal which seem to be mostly buried in the sand. It seems that it may be some kind of jewelry.
It's getting near the end of the day now. It has been very dry and hot during your journey.
It's hard to say if the water is potable. The camels make there way up and drink their fill, which is quite a sight. A thirsty camel can drink 50 gallons of water in one sitting. With your herd of camels all drinking at the same time, the water level noticeably drops revealing a muddy bank, in which reveals a metal mug which looks to have been lost long ago.
(Can you give me a survival roll to see if you can determine if the water is safe to drink?)
"We could boil it and filter it if need be,"Chikra adds. "And refill any empty barrels."She's going to look around to see if she can tell if others have been through here recently, check to see how protected the area is, or vulnerable to an ambush.
Vor will also look at the finely carved piece of wood to see if he can discern anything about it, the same with the jewelry, providing it doesn't turn into a mimic or something equally pleasant.
Investigation 8
Arcana 22
History 7
"Weal, judgin' boy th' camels enthus'm fer th' water, Oi'd says tis potable, thou' Oi moight su'gest wes buril if first. Dinna loik 'ot water tha' mooch, but eithe tha' ''r bein' meby pizzened."
Lia finds that the water is potable, but has a rather high mineral content. If care is taken not to muddy the water, and take it from the surface of a deep location it actually tastes good. It has a little bit of a fizz to it.
Vor finds that the shiny metal is indeed jewelry. However it seems to have been broken by being pulled on. There are some hairs that have been caught between some of the links and in the jewel clasps. The gem stones are in good shape, and it would probably be worth something. It looks like it was torn from somebody, and then discarded.
Chikra finds that others have been here recently, but it looks like when they left, many of them didn't take all their belongings. There isn't anything else of particular value, but there are several functional items. There is even a set of pans hanging from a tree to dry, and a bed roll laid out, although it has since been trampled by animals. Speaking of animals, it does seem that there is a lot of evidence of animals, although currently you seem to be the only ones here.
The best protection that you can see is a mound of boulders that would block entry from one side. It would be possible, but a little difficult, to climb to the top for a better view of the surroundings. (Give me an athletics roll if you want to climb to the top)
This post has potentially manipulated dice roll results.
"Ois be thinkin'," Vor says soberly, "Thet theres bein' an attack upon trav'lers 'ere. Plenty o' sign suggists such 'as happened." He will look closely at the hairs to see if they are recognizable in any way before pocketing the broken piece for later perusal.
Investigation 11
Rollback Post to RevisionRollBack
Panic is a mechanism that strengthens the gene pool.
Vor will also look at the finely carved piece of wood to see if he can discern anything about it, the same with the jewelry, providing it doesn't turn into a mimic or something equally pleasant.
The carved wood appears to have once been a threshold for the door of a tent. It is rather ornately carved, and chips of brightly colored paint can be seen on it where it hasn't weathered away. There are some strange scratch markers on it. Rather deep, and evenly separated by an inch or more.
There doesn't appear to be anything of magical nature of either of the jewelry or the carved wood.
Rollback Post to RevisionRollBack
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OoC: Osso is happy to ride ahead as a scout. If unnecessary he will ride at the front as a forward guard.
Vor will move back towards the caravan and holler, “Bes two ‘ands o’ boyos o’er thatta way,” pointing to where the bandits are.
OCC Are they attempting to conceal or mask their presence in any way?
Panic is a mechanism that strengthens the gene pool.
It is pretty safe to assume, from what you know of local culture, that if a fight breaks out, the 6 guards will engage and the merchants with the wares will flee the opposite direction for the fighting.
The bandits are being overt with their presence, like they own this road.
The bandit captain spits on the ground after running out of fingers to count the armed men and heads back towards the camp.
The caravan is now passing the bandits position, but you could still engage if you want to.
Scouts, could you each give me another perception roll?
Osso
Perception 17
20
Vor watches the surrounds carefully.
Panic is a mechanism that strengthens the gene pool.
Over a few days on the road that skirts the edge of the desert, while traveling with the merchant caravan, Vor and Osso spot several potential hostile groups. Luckily none of them engage with the group, likely because the group is so large.
A phase spider
5 vultures
a lamia
another lamia
6 vultures
As you part ways with the caravan, you stare across the endless expanse of desert stretching from horizon to horizon ahead of you. The trade caravan traveling from the port city of Shelzar provided the extra security of more swords and more pairs of eyes to keep a lookout; now, you watch as they head away from you to the east, skirting the edge of the desert and heading to the free city of Lokil, avoiding the hefty tariffs and bribe needing to be paid to travel upriver. Your path lies more to the north and west, you goad your beasts into motion, crossing the still cool sands as the sun rises.
In consulting all the maps you could find, the location of the lost stronghold would seem to be closer to the Mounds of Man mountains: the desert ahead of you is not merely sand and dunes: there are rocky outcrops, plateaus, and even a few scattered mountains here and there. There is no sign of water as far as can be seen, but you’ve brought plenty with you — at least for a while.
"Best keep our eyes open for more of those bandits then." Lia says as she wipes sweat from her face with a cloth. "Without the extra swords we will probably look like a tempting target for them."
"Indeed," Hallanann says in response to Lia. "Here, hopefully this will help us a little bit," and he proceeds to cast Gust so that it acts as a cooling breeze at our backs.
Wiley Gambit Gaming
A Sometimes-DM
Speedwell | Harengone | Fey Wanderer Ranger | The Wild Beyond the Witchlight
As you trek across the desert sands, you see in the distance a wavering of what looks like water. Those with with experience recognize this as a mirage, while those that are not familiar with such things insist they see water and trees. As you get closer, while still heading in the direction of the fort, you see that there are indeed trees in that direction! You find that there is an oasis here with the remains of an old campsite. It's more than charcoal and clear and level area from where the last inhabitants slept. There are tattered pieces of cloth, finely crafted wood that may have been part of a tent, or perhaps a tool. Upon closer inspection you find that there is a shinny piece of metal which seem to be mostly buried in the sand. It seems that it may be some kind of jewelry.
It's getting near the end of the day now. It has been very dry and hot during your journey.
"Shall we setup camp here, then?" Hallanann suggests. "I wonder if the water is clean enough to replenish what we've used so far..."
Wiley Gambit Gaming
A Sometimes-DM
Speedwell | Harengone | Fey Wanderer Ranger | The Wild Beyond the Witchlight
Does the water strike Hallanann as clean?
Wiley Gambit Gaming
A Sometimes-DM
Speedwell | Harengone | Fey Wanderer Ranger | The Wild Beyond the Witchlight
It's hard to say if the water is potable. The camels make there way up and drink their fill, which is quite a sight. A thirsty camel can drink 50 gallons of water in one sitting. With your herd of camels all drinking at the same time, the water level noticeably drops revealing a muddy bank, in which reveals a metal mug which looks to have been lost long ago.
(Can you give me a survival roll to see if you can determine if the water is safe to drink?)
Survival: 3
lol... Well, Hallanann doesn't know anything.
Wiley Gambit Gaming
A Sometimes-DM
Speedwell | Harengone | Fey Wanderer Ranger | The Wild Beyond the Witchlight
8 Perception
Oophs, that was supposed to be Survival
Vor will check the shiney bit of metal that might be jewelry. Then he will examine the water.
“Weal, Oi nae bes sure o’ th’, water is it?”
Panic is a mechanism that strengthens the gene pool.
Lia looks over the water as well... Survival: 19
"We could boil it and filter it if need be," Chikra adds. "And refill any empty barrels." She's going to look around to see if she can tell if others have been through here recently, check to see how protected the area is, or vulnerable to an ambush.
Investigation: 9
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Vor will also look at the finely carved piece of wood to see if he can discern anything about it, the same with the jewelry, providing it doesn't turn into a mimic or something equally pleasant.
Investigation 8
Arcana 22
History 7
"Weal, judgin' boy th' camels enthus'm fer th' water, Oi'd says tis potable, thou' Oi moight su'gest wes buril if first. Dinna loik 'ot water tha' mooch, but eithe tha' ''r bein' meby pizzened."
Panic is a mechanism that strengthens the gene pool.
Lia finds that the water is potable, but has a rather high mineral content. If care is taken not to muddy the water, and take it from the surface of a deep location it actually tastes good. It has a little bit of a fizz to it.
Vor finds that the shiny metal is indeed jewelry. However it seems to have been broken by being pulled on. There are some hairs that have been caught between some of the links and in the jewel clasps. The gem stones are in good shape, and it would probably be worth something. It looks like it was torn from somebody, and then discarded.
Chikra finds that others have been here recently, but it looks like when they left, many of them didn't take all their belongings. There isn't anything else of particular value, but there are several functional items. There is even a set of pans hanging from a tree to dry, and a bed roll laid out, although it has since been trampled by animals. Speaking of animals, it does seem that there is a lot of evidence of animals, although currently you seem to be the only ones here.
The best protection that you can see is a mound of boulders that would block entry from one side. It would be possible, but a little difficult, to climb to the top for a better view of the surroundings. (Give me an athletics roll if you want to climb to the top)
"Ois be thinkin'," Vor says soberly, "Thet theres bein' an attack upon trav'lers 'ere. Plenty o' sign suggists such 'as happened." He will look closely at the hairs to see if they are recognizable in any way before pocketing the broken piece for later perusal.
Investigation 11
Panic is a mechanism that strengthens the gene pool.
The carved wood appears to have once been a threshold for the door of a tent. It is rather ornately carved, and chips of brightly colored paint can be seen on it where it hasn't weathered away. There are some strange scratch markers on it. Rather deep, and evenly separated by an inch or more.
There doesn't appear to be anything of magical nature of either of the jewelry or the carved wood.