The night passes without incident as you rest. No wild game passes by for Marav to shoot at, and otherwise Ink's dome is a very warm and comfortable alternative to the leaky, ruined tower of a couple days ago.
From here, judging by the nearby signpost, Calling Horns is 70 miles, a three-day journey. This is the inn at the crossroad of Jundar's Pass, which you'll have to take to get to Rip's home village on the Dessarin River. All things being equal, you can arrange to arrive at Rip's home
Noanar's Hold (your delivery destination) is another 20 or so miles past Calling Horns, and is a 6-and-a-half days' journey south of Everlund.
// From here, we can fast-forward a bit if you guys are comfortable with that. I'll assume that you're occasionally using the giant's adamantine rod to locate other giants' adamantine rods, and also that you're using the Tiny Hut ritual spell to provide a safe shelter for yourselves when possible (Calling Horns is the next inn that you know of, if you want to stop and resupply or sleep in a bed). If all this is kosher, I'll need to know two things:
A) What's the watch schedule? (I'll need at least 3 people for first, second, and third watches, and a fourth is okay too but not completely necessary)
B) When is Quill sleeping? She'll need a rest just like everyone else. //
// While travelling, Ink dismisses Quill during the midday hours (eight hours total) so that she can rest safely in the "pocket dimension" without issue. So she'll be active basically late afternoon through mid-morning, hunting for herself during the afternoon and aiding the party with sentry duties at night. I don't know if I'll switch her back to a daytime schedule - likely not so that she can live as she's meant to... LOL. //
Ink mulls it over and says, "I'd prefer getting to sleep during the first shift, if you don't mind. I only need about 5 hours --- 4 to rest and 1 to prepare my spells. I can take watch throughout the rest of the night and early morning after that. Quill will be around to help the entire night through."
//Marav will take first watch. When game is just starting to move nocturnally. Hoping to get enough small foul to keep the party and the dogs fed without having to dig too far into the rations.//
// By the way, Quill will be within the hut during future castings of it so that she can enter it and warn others should she see something dangerous or otherwise strange. That puts us at 8 creatures in the hut - so it should still be okay. //
The rolling Evermoors, shrouded in mist, are a constant presence far to the north as you continue on the gravel road that meanders east and north-east, cutting a straight path relative to the winding Dessarin River. You pass a number of small farmsteads and travelers on foot & horseback, none of whom seem have any new information about the giant threat.
On the third day, just after lunchtime, Ink activates the adamantine "divining rod" to learn that another such adamantine rod is near—2 miles away, and approaching at a steady pace from the north.
The area currently around you is rocky, with many grassy hillocks, and is sparsely populated with a few scraggly trees. Marav is able to find many areas with tall grass to get a good vantage point.
Still talking to Rip and Flint, Ink continues, "I do not think I will have enough time to cast the tiny hut to obscure the ring. Flint, help me roll the ring out of the cart - then we'll follow the two brave ones to see if the situation is within our grasp. I'd hate doing so, but we may have to cut and run - and I'd rather save Boris than the ring."
Then whispering, "Quill - I'm sorry to wake you, but we have some giant hunting to do," and Ink brings Quill back from her pocket dimension.
// As an addendum to post 5255, I'll cast levitate on the ring so we can move it more easily if it's determined that Flint and I cannot get it out of the cart on our own. //
//Marav is moving at full speed.. love being a ranger... Gonna try and give them as much time as possible. Not planning to kl attack. I want to sneak around them and throw a stone or shoot an arrow to make them stop and look. Just don't want them looking at me. //
Still talking to Rip and Flint, Ink continues, "I do not think I will have enough time to cast the tiny hut to obscure the ring. Flint, help me roll the ring out of the cart - then we'll follow the two brave ones to see if the situation is within our grasp. I'd hate doing so, but we may have to cut and run - and I'd rather save Boris than the ring."
Then whispering, "Quill - I'm sorry to wake you, but we have some giant hunting to do," and Ink brings Quill back from her pocket dimension.
// Sorry if I wasn't clear—you don't have enough time to cast it as a ritual. Judging on how fast the other rod is approaching, you should have enough time to cast it as a normal spell. If you want to. But either way, getting Boris out of there is probably a very smart idea :) //
//Marav is moving at full speed.. love being a ranger... Gonna try and give them as much time as possible. Not planning to kl attack. I want to sneak around them and throw a stone or shoot an arrow to make them stop and look. Just don't want them looking at me. //
// Awesome, so then you can try meet the rod up to 1 mile away. Once we figure out what everyone else is doing, I'll call for a check. //
Marav goes out, makes sure Boris is settled and tied, then goes back in and sets up his watch from inside.
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
The night passes without incident as you rest. No wild game passes by for Marav to shoot at, and otherwise Ink's dome is a very warm and comfortable alternative to the leaky, ruined tower of a couple days ago.
From here, judging by the nearby signpost, Calling Horns is 70 miles, a three-day journey. This is the inn at the crossroad of Jundar's Pass, which you'll have to take to get to Rip's home village on the Dessarin River. All things being equal, you can arrange to arrive at Rip's home
Noanar's Hold (your delivery destination) is another 20 or so miles past Calling Horns, and is a 6-and-a-half days' journey south of Everlund.
// From here, we can fast-forward a bit if you guys are comfortable with that. I'll assume that you're occasionally using the giant's adamantine rod to locate other giants' adamantine rods, and also that you're using the Tiny Hut ritual spell to provide a safe shelter for yourselves when possible (Calling Horns is the next inn that you know of, if you want to stop and resupply or sleep in a bed). If all this is kosher, I'll need to know two things:
A) What's the watch schedule? (I'll need at least 3 people for first, second, and third watches, and a fourth is okay too but not completely necessary)
B) When is Quill sleeping? She'll need a rest just like everyone else. //
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
// While travelling, Ink dismisses Quill during the midday hours (eight hours total) so that she can rest safely in the "pocket dimension" without issue. So she'll be active basically late afternoon through mid-morning, hunting for herself during the afternoon and aiding the party with sentry duties at night. I don't know if I'll switch her back to a daytime schedule - likely not so that she can live as she's meant to... LOL. //
Ink mulls it over and says, "I'd prefer getting to sleep during the first shift, if you don't mind. I only need about 5 hours --- 4 to rest and 1 to prepare my spells. I can take watch throughout the rest of the night and early morning after that. Quill will be around to help the entire night through."
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
//Marav will take first watch. When game is just starting to move nocturnally. Hoping to get enough small foul to keep the party and the dogs fed without having to dig too far into the rations.//
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
// By the way, Quill will be within the hut during future castings of it so that she can enter it and warn others should she see something dangerous or otherwise strange. That puts us at 8 creatures in the hut - so it should still be okay. //
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Flint on second watch then. Flint has no need to resupply or stop at an Inn. Fast forward all you want.
//Angel will take whatever watch and he doesn’t need to resupply//
// So, assuming three watches split between 8 hours, so 2.66 hours each?
1 - Marav, Quill
2 - Flint, Quill
3 - Ink, Quill
If Angel and Rip want in on one of those, feel free...
//
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
// Screen-wipe! //
The rolling Evermoors, shrouded in mist, are a constant presence far to the north as you continue on the gravel road that meanders east and north-east, cutting a straight path relative to the winding Dessarin River. You pass a number of small farmsteads and travelers on foot & horseback, none of whom seem have any new information about the giant threat.
On the third day, just after lunchtime, Ink activates the adamantine "divining rod" to learn that another such adamantine rod is near—2 miles away, and approaching at a steady pace from the north.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Marav turns to the dogs, casting speak with animals. "Protect our horse friend, I will draw them off."
He turns to Boris, "Keep calm Boris, let us protect you and I will find you a friend at the next stop."
"I'll try and distract them, if I can buy you a minute, put Boris and the dogs inside a hut."
Marav goes stealth, pulling out his bow and blending back into the forest and heads toward where Ink indicates.
Stealth: 24
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
The area currently around you is rocky, with many grassy hillocks, and is sparsely populated with a few scraggly trees. Marav is able to find many areas with tall grass to get a good vantage point.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Ink whispers to the others, "Did Marav just go off by himself to distract some fire giants??"
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
“I’ll follow him.”
Angel takes off with Marav
Stealth: 22
Ink turning to Flint and Rip, whispers, "I feel like he's usually a lot quieter than that..."
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Still talking to Rip and Flint, Ink continues, "I do not think I will have enough time to cast the tiny hut to obscure the ring. Flint, help me roll the ring out of the cart - then we'll follow the two brave ones to see if the situation is within our grasp. I'd hate doing so, but we may have to cut and run - and I'd rather save Boris than the ring."
Then whispering, "Quill - I'm sorry to wake you, but we have some giant hunting to do," and Ink brings Quill back from her pocket dimension.
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
// While Angel and Marav have gone off (please specify how far afield you're going, both of you), what are the rest of you doing? //
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
// As an addendum to post 5255, I'll cast levitate on the ring so we can move it more easily if it's determined that Flint and I cannot get it out of the cart on our own. //
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
//Marav is moving at full speed.. love being a ranger... Gonna try and give them as much time as possible. Not planning to kl attack. I want to sneak around them and throw a stone or shoot an arrow to make them stop and look. Just don't want them looking at me. //
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM