This post has potentially manipulated dice roll results.
Arogna sighs, then grins at Shad. "You're funny. If you're going to follow after, I'll go with you. I'm not about to let you meet up with one of those mephits on your own. Go ahead and do that thing if you want. We can sneak past any of them that we find." Stealth: 8
Seeing like Qinfaren tries to figure out the nature of the mysterious plant, just to be on the safe side, Muharg will use his Divine Sense.
—As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover.—
Shad examines the plant and identifies it as a phoenix flower. A flower this is bright orange and yellow when it blooms, but can only grow after being exposed to intense heat.
Muharg does not sense any celestials, fiends or undead.
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“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Shad describes the phoenix flower to Qinfaren. "I'm afraid if we touch it or try to move it to the ship, it won't survive. Beautiful thing, though," he says. He shivers and pulls his coats snug. "The forge is warm!" he says and, hoping for heat, follows the footsteps they left when leaving the forge previously.
Qinfaren smiles and waves goodbye to the flower and then, like Shad, pulls his coat tighter around his large body and sets off with everyone to Griggle’s forge.
The rest of the walk back to the forge is quiet and peaceful. It gives you a chance to think about all that you have seen and experienced in Fireshear, as well as the incidient that occurred in the middle of the night back on the Icebreaker, the other day.
After a short while, you see the forge with the strange smoke still billowing from inside.
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“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Arogna does the same, with her arms folded, a huff, and a scowl on her face. "Make sure you make the [orcish word meaning a communal latrine, or place where nightsoil is disposed of] apologise."
Qinfaren looks down at the duergar and decides being blunt makes the most sense.
”The people of this town know the destructive mephits came from here. They’re forming an angry mob as we speak. They really shouldn’t let the anger rule them. They’ll regret it later. But I don’t think that’s an option. You should pack up and leave before someone gets hurt. Probably you.”
(OOC Qinfaren is neither a master of persuasion or intimidation but if is giving it a try: Charisma Check: 7 )
Griggle thinks for a brief moment, "Hmm, well I guess it's time to get going then. I thank you for making a return trip hear to warn me. I did not catch your names earlier but I do appreciate your warning. I certainly won't stick around here if that they are that angry. Although I do not yet know where I will go. I don't have a method of transport that will get me out of here in a hurry.
But hey, you are from out of town, how did you get to Fireshear? Is there any chance I could travel with you?"
Qinfaren raises his eyebrows at the rumbling growl from the door. She's not going to like what I say next, he thinks to himself.
"We are traveling on a ship called the Icebreaker. It's leaving soon for ports further up the coast from here. If you promised not to do any dangerous experiments on board, the captain could probably find room for you. You could perhaps offer to use your skills to fix any," Qinfaren waves his hands around at the workings of Griggle's forge "broken metal bits and pieces they have."
He then takes a breath waiting for any anger from outside to boil over into the forge.
Muharg lets out a looong huff and starts mumbling to himself all the dwarven curses that ever existed and the ones still to be invented.
He then takes a long breath places his hand on his chest and uses Lay on Hands on himself to soothe his own distress and says to Arogna “All right then. Let’s take this easy.”
Qinfaren searches the rest of the area but finds nothing else. Just the one plant that has started to sprout from in the ashes of destruction.
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Qinfaren shrugs and then tells the plant (using Speech of Beast and Leaf) "good luck, grow well."
He then gets up and looks at the others.
"I'm not sure what happened, but this might be a sign that things will be okay here."
He adjusts his pack and gets ready to continue to the forge with the others.
Arogna sighs, then grins at Shad. "You're funny. If you're going to follow after, I'll go with you. I'm not about to let you meet up with one of those mephits on your own. Go ahead and do that thing if you want. We can sneak past any of them that we find."
Stealth: 8
"By Lanthander's urine-colored light!" Shad says, "I'll surprise you someday, Qinfaren." He stands over the plant. "Hmm," he says. Nature: 14
Death on the Water and Baldur's Gate Bodyguard
Seeing like Qinfaren tries to figure out the nature of the mysterious plant, just to be on the safe side, Muharg will use his Divine Sense.
—As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover.—
Muharg Sunborn | Dwarf | Paladin | Chilling Adventures in the North
-----
Shad examines the plant and identifies it as a phoenix flower. A flower this is bright orange and yellow when it blooms, but can only grow after being exposed to intense heat.
Muharg does not sense any celestials, fiends or undead.
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Once Qinfaren starts to continue towards the forge, Bjorn will do the same.
Active Characters
Tink - Elf Artificer Nicholas Meloncreek - Human Fighter
Thurkear - Lizardfolk Warlock Bjorn "Whitewalker" Akannathi - Goliath Ranger
Shad describes the phoenix flower to Qinfaren. "I'm afraid if we touch it or try to move it to the ship, it won't survive. Beautiful thing, though," he says. He shivers and pulls his coats snug. "The forge is warm!" he says and, hoping for heat, follows the footsteps they left when leaving the forge previously.
Death on the Water and Baldur's Gate Bodyguard
Qinfaren smiles and waves goodbye to the flower and then, like Shad, pulls his coat tighter around his large body and sets off with everyone to Griggle’s forge.
You all continue on leaving the flower behind.
The rest of the walk back to the forge is quiet and peaceful. It gives you a chance to think about all that you have seen and experienced in Fireshear, as well as the incidient that occurred in the middle of the night back on the Icebreaker, the other day.
After a short while, you see the forge with the strange smoke still billowing from inside.
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Bjorn walks up the forge door and knocks, "Griggle! Open up! It's us. The folk who delivered your package to you before."
Active Characters
Tink - Elf Artificer Nicholas Meloncreek - Human Fighter
Thurkear - Lizardfolk Warlock Bjorn "Whitewalker" Akannathi - Goliath Ranger
Muharg leans on the wall by the door. “You go ahead lads, I’ll wait for you out here.”
Muharg Sunborn | Dwarf | Paladin | Chilling Adventures in the North
-----
Arogna does the same, with her arms folded, a huff, and a scowl on her face. "Make sure you make the [orcish word meaning a communal latrine, or place where nightsoil is disposed of] apologise."
The door swings open, and Griggle stands there looking dirtier than he did before, "Did you forget something?"
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Qinfaren looks down at the duergar and decides being blunt makes the most sense.
”The people of this town know the destructive mephits came from here. They’re forming an angry mob as we speak. They really shouldn’t let the anger rule them. They’ll regret it later. But I don’t think that’s an option. You should pack up and leave before someone gets hurt. Probably you.”
(OOC Qinfaren is neither a master of persuasion or intimidation but if is giving it a try: Charisma Check: 7 )
Griggle thinks for a brief moment, "Hmm, well I guess it's time to get going then. I thank you for making a return trip hear to warn me. I did not catch your names earlier but I do appreciate your warning. I certainly won't stick around here if that they are that angry. Although I do not yet know where I will go. I don't have a method of transport that will get me out of here in a hurry.
But hey, you are from out of town, how did you get to Fireshear? Is there any chance I could travel with you?"
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
"No," rumbles Arogna from outside the door.
Qinfaren raises his eyebrows at the rumbling growl from the door. She's not going to like what I say next, he thinks to himself.
"We are traveling on a ship called the Icebreaker. It's leaving soon for ports further up the coast from here. If you promised not to do any dangerous experiments on board, the captain could probably find room for you. You could perhaps offer to use your skills to fix any," Qinfaren waves his hands around at the workings of Griggle's forge "broken metal bits and pieces they have."
He then takes a breath waiting for any anger from outside to boil over into the forge.
Muharg lets out a looong huff and starts mumbling to himself all the dwarven curses that ever existed and the ones still to be invented.
He then takes a long breath places his hand on his chest and uses Lay on Hands on himself to soothe his own distress and says to Arogna “All right then. Let’s take this easy.”
Muharg Sunborn | Dwarf | Paladin | Chilling Adventures in the North
-----
"Yeah, yeah, ask the captain," Shad says. "He might say 'not a chance,' of course." Shad is leaning in the doorway, toward the forge and it's warmth.
Death on the Water and Baldur's Gate Bodyguard