"Least trouble? To the Morka?" Old Grey frowns. He scratches his head and ponders the question. "The whole continent's trouble right now; the wilderness's trouble is just more simple. I live right under their land. Mostly forests - it's a crazy place, really. The forests beguile any who enter and lead them back where they started. It takes a real Morka to find the place - unless you've an extreme eye for winding through the woods. I guess you can wander through and eventually find it through a path leading northward from the Zavas, but if you go straight north through the woods you should find it. Eventually."
Hush scratches his head at this statement. "Maybe that's why we woke up in that clearing. The forests did something to us in our search for something within... maybe."
(OOC: So I believe Holden and also Luxaene were both previous residents of the Morka tribe. What sort of advantage might that have if any in finding it?)
Holden would mention this, again hesitantly and with a hint of anger. It does not seem to be something he remembers fondly
Luxaenehas received any offerings of shelter and sustenance with manners and grace, this is extended to not being a fussy guest.
Luxaene cannot help but have small smile at the pride of her people's defence against those who wish to encroach. She also speaks up of being from the Morka and her eyes are slightly raised at Holden to speak up at this but doesn't seem to response to to his hint of anger...
Lazarus also packs his meager belongings and gathers up Tibbles in his arms. As he waits for Old Grey to respond to Luxaene and Holden, he whispers in his cat's ear.
"It's just you and me, Tibbles, in this big scary forest. What could I ever do without you?"
Tibbles just yawns and licks his paw without a hint of concern.
Rollback Post to RevisionRollBack
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral-Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries;Bernard Lionsbane- Solo Curse of Strahd
(OOC - hey guys, sorry for the sporadic posting. Been trying to organise a move and everything so been super busy. Moving today so may be out for a couple of days. Just in case you're waiting on me for anything.)
Hush looks quizzically at Lazarus as he cuddles his cat and chuckles to himself. "North, straight is all well and good, however do you have anything to ensure we keep that bearing? I've known a few people in the past that swayed just off course and ended up in very bad places. I dare say that there's not a lot of relying on the sun to help us, especially as some parts of this forest are likely to be pretty thick and covered."
(OOC: So I believe Holden and also Luxaene were both previous residents of the Morka tribe. What sort of advantage might that have if any in finding it?)
(Members of the Morka Tribe have Advantage on checks / saves to avoid being lost in the Morka woods. I'll get to that shortly.)
Old Gray chuckles and claps Hush on the shoulders. "My advice? Find a Morka or something to guide you. I said go north and you'll find it eventuallyThe forests are strange. Deadly, well - I've survived there for a little. I lived. It's doable, but it'll throw you for a loop for sure. Be wary of the mists. If the forest or Morka want you there, or if you're determined enough, you'll be guided there eventually. How? I don't know. Nor do I really have the will left in me to care about the strangeness of the world."
After Old Gray fishes out another few homebaked goods and refuses to let you leave without them, the party extracts themselves from Old Gray's cramped hut and into the fresh morning air. The woods rustle with a slight wind - autumn is near, as shown by the multicolored leaves of the trees along the border of the Morka and Pakora. While not necessarily cold, the air certainly has some chill to it. The party pushes northwards through the forest.
The Morka Woods are a strange and fantastical place. Lush foliage and dense woods of fantastical and magical varieties make up the sprawling forest in the Northeast of the Wilderness. Legends of travelers lost and wandering through the mist arise on the rare occasion an uninvited guest returns from what some consider to be a madhouse of magical mystery. Those of you versed in the arcane hear rumors of connections - or even portals - to the Feywild nestled deep within the thick woods. The only thing for certain is the burbling streams and rustling leaves hold many wonders - and many worries.
The relative normalcy of the Pakora woods slowly gives away to stranger and stranger plant life. The trees here seem to be abnormally gnarled and twisting - some resembling archways at times and others gnarled to form bridges which cross streams and lakes of water underneath. Twisting ferns - each of which seems to be a different shape than the next - populate the underbrush. The woods is strangely silent aside from the sound of the streams beneath and the chirping of birds throughout.
Travel is uneventful - until those of you with a passive Perception above a 12 notice something. Reflecting off a moisture-glistening tree around 30' in the distance is a faintly bobbing light which promptly winks out upon further notice. What do you do?
I'll treat it as a history check, Holden. With that check, Holden would know that sometimes spirits of wanderers who offended the woods or enter the Morka with malicious intensions lose themselves within the woods. When their bodies are unable to continue fighting for escape through injury or starvation, their souls sometimes remain trapped in the mystical forests, seeking escape - and often times they are violent, driven mad by their endless torment.
While Ralnor isn't able to spot anything, Hush notices the reflections of light off more mossy nooks that indicate the source of light somehow materialized behind the party. Now visible is a vaguely compressed ball of light that roughly forms a humanoid, blurred shape. As soon as Hush lays his gaze on the figure, it immediately winks out.
Hush telepathically reaches out to each of the party, "It blinked behind us, but then blinked out again when I caught sight of it. Looks like a spirit or ghost of a person."
Luxaene holds steady; usually on the other end of this protection she now had insight to the feelings those adventurers who looked to traverse this without knowing the powerful forces that took hold on their thin threads of fate.
Luxaene's eyes meets Ralnor, "I am Morka, yes. And I also saw the light. This a place of mystery made to befuddle and lead astray; do not be so naïve to believe those that inhabit are either to be of help or to hinder. Stay close to one another."
She tries to discern in the lights are to be a reliable points of direction.
"Then should ignore light, yes?" he says. "And keep moving?"
Still not trusting that the light might not be something actively looking to harm the group, Ralnor slips into the foliage along their path, hoping to gain advantage on anything trying to sneak up on them.
If the vegetation isn't thick enough, he uses Mask of the Wild (You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena) to blend into what cover there is (Stealth: 19 )
This post has potentially manipulated dice roll results.
Luxaene, while you cannot discern the nature of this specific spirit, you know certain sights in the woods are seen by Morka diviners as signs for travelers to follow. What they are, though? You can't quite tell.
As the spirit disappears, quiet hangs in the air. Even the birds have ceased their chirping. Suddenly, a wispy, spectral figure appears near...3 - since the Lost Spirit made its perception check, it will attack the one who attempted to hide. A clawed hand made from ethereal energy rakes towards Ralnor!
The Lost Spirit materializes and extends a hand towards Ralnor! It unleashes a low, curling breath as it attempts to suck the life force from the Elf who tried to hide. Rend Spirit Attack 1: 20 Damage: 12 Necrotic damage. Upon a hit, make a DC 12 Constitution Saving Throw or have disadvantage on attack rolls until the Lost Spirit's next turn. Rend Spirit Attack 2: 16 Damage: 9 Necrotic damage. Upon a hit, make a DC 12 Constitution Saving Throw or have disadvantage on attack rolls until the Lost Spirit's next turn.
This post has potentially manipulated dice roll results.
Lazarus has so far kept quiet , enthralled by the fantastical woods. However, upon seeing the lost spirits, he begins to shake in glee.
"This...this is a crude form of necromancy!" he whispers.
"The Morka must know something about the glorious art. I have to find out what!"
He steps forward and chants a foul-sounding, ancient poem from a faraway land. The cumbersome words create a chill in the air, yet somehow the last line is recognizable.
This post has potentially manipulated dice roll results.
Hush shrugs and runs in, not knowing what else to do with the spirit, jumping up and giving a spinning kick followed by a swift fist as he tries to hurt the undead creature.
This post has potentially manipulated dice roll results.
(Apologies on the lack of a map - I’m currently on mobile and I am trying to get a post up to move things along.)
Lost Spirit Wisdom Saving Throw: 3 - the Spirit’s spectral jaw lulls open at the strange sound. It unleashes a shriek in pain - that, although limited in its effect, certainly has one. Both of Hush’s attacks connect with the ephemeral being’s elusive, flitting figure. While his fists find purchase, the Spirit’s spectral figure seems to resist the impact of the blows more than a solid object would. Even worse, as Hush’s fists connect with the figure, some of the corrupted, sorrowful energy leeches onto him. For hitting it with attacks in melee, you have disadvantage on saving throws until the end of your next turn.
The Spirit shrieks and replies by throwing two more bloodcurdling attacks with each hand - one targeting Hush and the other targeting the still-nearby Ralnor. Rend Spirit Attack 1: (Hush) 10 Damage: 6 Necrotic damage. Upon a hit, make a DC 12 Constitution Saving Throw or have disadvantage on attack rolls until the Lost Spirit's next turn. Rend Spirit Attack 2 (Ralnor): 19 Damage: 8 Necrotic damage. Upon a hit, make a DC 12 Constitution Saving Throw or have disadvantage on attack rolls until the Lost Spirit's next turn.
Hush awakes from a night of rest, holding his head. "Well, let's not do that again." He looks around, "So where to now?"
Welcome back, Razor!
"Least trouble? To the Morka?" Old Grey frowns. He scratches his head and ponders the question. "The whole continent's trouble right now; the wilderness's trouble is just more simple. I live right under their land. Mostly forests - it's a crazy place, really. The forests beguile any who enter and lead them back where they started. It takes a real Morka to find the place - unless you've an extreme eye for winding through the woods. I guess you can wander through and eventually find it through a path leading northward from the Zavas, but if you go straight north through the woods you should find it. Eventually."
Hush scratches his head at this statement. "Maybe that's why we woke up in that clearing. The forests did something to us in our search for something within... maybe."
Ralnor looks from Old Gray to the others.
"Perhaps knowing of the forests tricks will help," Ralnor says. "I vote north, straight."
Ralnor gathers his few belongings and slips his pack and bow over his shoulder. Then he approaches Old Gray and gives him a stiff quick bow.
"We should now go."
(OOC: So I believe Holden and also Luxaene were both previous residents of the Morka tribe. What sort of advantage might that have if any in finding it?)
Holden would mention this, again hesitantly and with a hint of anger. It does not seem to be something he remembers fondly
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
Luxaene has received any offerings of shelter and sustenance with manners and grace, this is extended to not being a fussy guest.
Luxaene cannot help but have small smile at the pride of her people's defence against those who wish to encroach. She also speaks up of being from the Morka and her eyes are slightly raised at Holden to speak up at this but doesn't seem to response to to his hint of anger...
Lazarus also packs his meager belongings and gathers up Tibbles in his arms. As he waits for Old Grey to respond to Luxaene and Holden, he whispers in his cat's ear.
"It's just you and me, Tibbles, in this big scary forest. What could I ever do without you?"
Tibbles just yawns and licks his paw without a hint of concern.
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
(OOC - hey guys, sorry for the sporadic posting. Been trying to organise a move and everything so been super busy. Moving today so may be out for a couple of days. Just in case you're waiting on me for anything.)
Hush looks quizzically at Lazarus as he cuddles his cat and chuckles to himself. "North, straight is all well and good, however do you have anything to ensure we keep that bearing? I've known a few people in the past that swayed just off course and ended up in very bad places. I dare say that there's not a lot of relying on the sun to help us, especially as some parts of this forest are likely to be pretty thick and covered."
(Members of the Morka Tribe have Advantage on checks / saves to avoid being lost in the Morka woods. I'll get to that shortly.)
Old Gray chuckles and claps Hush on the shoulders. "My advice? Find a Morka or something to guide you. I said go north and you'll find it eventuallyThe forests are strange. Deadly, well - I've survived there for a little. I lived. It's doable, but it'll throw you for a loop for sure. Be wary of the mists. If the forest or Morka want you there, or if you're determined enough, you'll be guided there eventually. How? I don't know. Nor do I really have the will left in me to care about the strangeness of the world."
After Old Gray fishes out another few homebaked goods and refuses to let you leave without them, the party extracts themselves from Old Gray's cramped hut and into the fresh morning air. The woods rustle with a slight wind - autumn is near, as shown by the multicolored leaves of the trees along the border of the Morka and Pakora. While not necessarily cold, the air certainly has some chill to it. The party pushes northwards through the forest.
The Morka Woods are a strange and fantastical place. Lush foliage and dense woods of fantastical and magical varieties make up the sprawling forest in the Northeast of the Wilderness. Legends of travelers lost and wandering through the mist arise on the rare occasion an uninvited guest returns from what some consider to be a madhouse of magical mystery. Those of you versed in the arcane hear rumors of connections - or even portals - to the Feywild nestled deep within the thick woods. The only thing for certain is the burbling streams and rustling leaves hold many wonders - and many worries.
The relative normalcy of the Pakora woods slowly gives away to stranger and stranger plant life. The trees here seem to be abnormally gnarled and twisting - some resembling archways at times and others gnarled to form bridges which cross streams and lakes of water underneath. Twisting ferns - each of which seems to be a different shape than the next - populate the underbrush. The woods is strangely silent aside from the sound of the streams beneath and the chirping of birds throughout.
Travel is uneventful - until those of you with a passive Perception above a 12 notice something. Reflecting off a moisture-glistening tree around 30' in the distance is a faintly bobbing light which promptly winks out upon further notice. What do you do?
Ralnor watches the bobbing light for a moment then turns to the others.
His eyes swing between Holden and Luxaene.
"You are from Morka, yes?" Ralnor says more as a statement than a questions. "Did you see that light? Is it guide or trick?"
He turns back to look where the light was, scanning to see if it might have been attached to someone or something that may now be watching them.
Perception: 24
Hush stays quiet but looks about for any other bobbing lights (Perception: 25).
(OOC: Would Holden have any idea what this is? Let me know if/any check I might need to make...)
Here’s just a straight d20 roll just in case and to help speed stuff up: 18
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
I'll treat it as a history check, Holden. With that check, Holden would know that sometimes spirits of wanderers who offended the woods or enter the Morka with malicious intensions lose themselves within the woods. When their bodies are unable to continue fighting for escape through injury or starvation, their souls sometimes remain trapped in the mystical forests, seeking escape - and often times they are violent, driven mad by their endless torment.
While Ralnor isn't able to spot anything, Hush notices the reflections of light off more mossy nooks that indicate the source of light somehow materialized behind the party. Now visible is a vaguely compressed ball of light that roughly forms a humanoid, blurred shape. As soon as Hush lays his gaze on the figure, it immediately winks out.
Hush telepathically reaches out to each of the party, "It blinked behind us, but then blinked out again when I caught sight of it. Looks like a spirit or ghost of a person."
Luxaene holds steady; usually on the other end of this protection she now had insight to the feelings those adventurers who looked to traverse this without knowing the powerful forces that took hold on their thin threads of fate.
Luxaene's eyes meets Ralnor, "I am Morka, yes. And I also saw the light. This a place of mystery made to befuddle and lead astray; do not be so naïve to believe those that inhabit are either to be of help or to hinder. Stay close to one another."
She tries to discern in the lights are to be a reliable points of direction.
Arcana(?): 10
Ralnor looks around and nods.
"Then should ignore light, yes?" he says. "And keep moving?"
Still not trusting that the light might not be something actively looking to harm the group, Ralnor slips into the foliage along their path, hoping to gain advantage on anything trying to sneak up on them.
If the vegetation isn't thick enough, he uses Mask of the Wild (You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena) to blend into what cover there is (Stealth: 19 )
Luxaene, while you cannot discern the nature of this specific spirit, you know certain sights in the woods are seen by Morka diviners as signs for travelers to follow. What they are, though? You can't quite tell.
As the spirit disappears, quiet hangs in the air. Even the birds have ceased their chirping. Suddenly, a wispy, spectral figure appears near...3 - since the Lost Spirit made its perception check, it will attack the one who attempted to hide. A clawed hand made from ethereal energy rakes towards Ralnor!
Lost Spirit Perception: 8
Lost Spirit Initiative: 10
Holden Initiative: 4
Hush Initiative: 24
Lazarus Initiative: 14
Luxaene Initiative: 16
Ralnor Initiative: 7
The Lost Spirit materializes and extends a hand towards Ralnor! It unleashes a low, curling breath as it attempts to suck the life force from the Elf who tried to hide.
Rend Spirit Attack 1: 20 Damage: 12 Necrotic damage. Upon a hit, make a DC 12 Constitution Saving Throw or have disadvantage on attack rolls until the Lost Spirit's next turn.
Rend Spirit Attack 2: 16 Damage: 9 Necrotic damage. Upon a hit, make a DC 12 Constitution Saving Throw or have disadvantage on attack rolls until the Lost Spirit's next turn.
Initiative Order:
Lazarus - 20
Hush - 18
Lost Spirit - 15
Ralnor - 15
Luxaene - 12
Holden - 11
Lazarus has so far kept quiet , enthralled by the fantastical woods. However, upon seeing the lost spirits, he begins to shake in glee.
"This...this is a crude form of necromancy!" he whispers.
"The Morka must know something about the glorious art. I have to find out what!"
He steps forward and chants a foul-sounding, ancient poem from a faraway land. The cumbersome words create a chill in the air, yet somehow the last line is recognizable.
"And death shall not have dominion..."
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Hush shrugs and runs in, not knowing what else to do with the spirit, jumping up and giving a spinning kick followed by a swift fist as he tries to hurt the undead creature.
Attack: 21 Damage: 5
Bonus Action Attack: 19 Damage: 8
(Apologies on the lack of a map - I’m currently on mobile and I am trying to get a post up to move things along.)
Lost Spirit Wisdom Saving Throw: 3 - the Spirit’s spectral jaw lulls open at the strange sound. It unleashes a shriek in pain - that, although limited in its effect, certainly has one.
Both of Hush’s attacks connect with the ephemeral being’s elusive, flitting figure. While his fists find purchase, the Spirit’s spectral figure seems to resist the impact of the blows more than a solid object would. Even worse, as Hush’s fists connect with the figure, some of the corrupted, sorrowful energy leeches onto him. For hitting it with attacks in melee, you have disadvantage on saving throws until the end of your next turn.
The Spirit shrieks and replies by throwing two more bloodcurdling attacks with each hand - one targeting Hush and the other targeting the still-nearby Ralnor.
Rend Spirit Attack 1: (Hush) 10 Damage: 6 Necrotic damage. Upon a hit, make a DC 12 Constitution Saving Throw or have disadvantage on attack rolls until the Lost Spirit's next turn.
Rend Spirit Attack 2 (Ralnor): 19 Damage: 8 Necrotic damage. Upon a hit, make a DC 12 Constitution Saving Throw or have disadvantage on attack rolls until the Lost Spirit's next turn.
Initiative Order:
Lazarus - 20
Hush - 18
Lost Spirit (10/18) -15
Ralnor - 15
Luxaene - 12
Holden - 11