It was fairly late in the evening when you arrived to Old Owl Well. You can travel some in the hills, but it'll be late quickly. Do you camp or press on?
You are able to settle in for camp about few hours from the Well. Beyond what you think is their roaming distance but no too late in the night. Assuming a direct route across the hills to save time instead of the several day travel time going around - you are in the hills when you camp, some brush but mostly rocky hills. Watch order please and anything special you are doing?
This post has potentially manipulated dice roll results.
Prentiss suggests whoever is on watch finding a slightly elevated position in order to get good visibility. He tries to draw on his Survival skills to find a safe, defendable position for the group to camp down 17
At an opportune moment, he asks Joshua "Any idea what it is the necromancer saw in you that makes you best suited to talk to our banshee? I'm ashamed to admit that I was glad not to be chosen for the task, but I will be on hand to help in an instant if anything goes wrong"
Since unknown terrain is tricky to decide in. Here's a map of terrain that you may have decided to stop in. No plans - just something to work with.
Prentiss is able to find a dry area with plenty of firewood, some local berries and light game in the area. There's even a shallow stream not too far away where he spots several local fish swim by. (consider south part of map where stream is - not dry)
Taking a few moments to consider Prentiss' words "I'm not sure, Ive never had any encounters with banshee so I'm no expert. Necromancy and the undead were not big areas of study at the academy. Did you recognize him at all?"
"Well he seemed to be dressed like a wizard of Thay, specialising in necromancy" says Prentiss in response to both colleagues. "I'm suspicious of anyone who meddles with such powers, that's the realm of the gods in my view"
You examine the box and note that this box may have once held a ring as there is a circular residue of Conjuration magic as if something lay inside it for an extremely long time. There is interesting artwork on the outside of the box that looks very old. Designs of magnificent cities on floating islands in the sky that resemble upside down mountains. You also recall an ornate comb that was presented to you to give to the Banshee to ask another question. It occurs now that the Banshee would only answer one however.
You have 10 minutes of this spell should you wish to use it for anything else. Nothing comes to mind - but its an option. (let me know if you do either here or privately)
”I need only meditate a few hours, and have no need of the sleep you other folk crave each night.”
for the necromancer
“We need to know more about this fellow before we cooperate further with him. We can get the information he desires but then we can decide whether and when to share it.”
@ Joshua - Settling in for your watch, you sit listening to the crackling fire, flames twisting and dancing in the night, you hear a soft buzzing that seems to be gradually increasing. Looking into the direction of the buzzing you realize that the sound is coming from a group of 6 horrid flying creatures that look like a cross between a large bat and an oversized mosquito. Their legs end in sharp pincers, and their long, needle-like proboscis are slashing at the air seeking a target. They are presently less than 40' away closing fast. (you estimate that you have just enough time to get the others awakened before they attack.)
(I took some liberties with the placement of the party - please note any adjustments when you post if you'd have placed yourself elsewhere. )
Rolling initiative -> Stirge 3 19 , Stirge 4 17 , Stirge 6 15 , Stirge 2 14 , Joshua 11 , Stirge 5 8 , Prentiss 7 , Stirge 1 6 (so far - using Initiative rolls to decide how quickly everyone awakens, but the statement seems alarming enough to get you all up within the round to make an attack)
"If we are ready I say we head straight there." Joshua tucks the box away in his pack and begins to head in that direction.
It was fairly late in the evening when you arrived to Old Owl Well. You can travel some in the hills, but it'll be late quickly. Do you camp or press on?
(Def want to camp a good ways from the well, not sure I trust those zombies when he goes to sleep.)
You are able to settle in for camp about few hours from the Well. Beyond what you think is their roaming distance but no too late in the night. Assuming a direct route across the hills to save time instead of the several day travel time going around - you are in the hills when you camp, some brush but mostly rocky hills. Watch order please and anything special you are doing?
Prentiss suggests whoever is on watch finding a slightly elevated position in order to get good visibility. He tries to draw on his Survival skills to find a safe, defendable position for the group to camp down 17
At an opportune moment, he asks Joshua "Any idea what it is the necromancer saw in you that makes you best suited to talk to our banshee? I'm ashamed to admit that I was glad not to be chosen for the task, but I will be on hand to help in an instant if anything goes wrong"
Since unknown terrain is tricky to decide in. Here's a map of terrain that you may have decided to stop in. No plans - just something to work with.
Prentiss is able to find a dry area with plenty of firewood, some local berries and light game in the area. There's even a shallow stream not too far away where he spots several local fish swim by. (consider south part of map where stream is - not dry)
Taking a few moments to consider Prentiss' words "I'm not sure, Ive never had any encounters with banshee so I'm no expert. Necromancy and the undead were not big areas of study at the academy. Did you recognize him at all?"
"Not a clue - I'm still half convinced those things aren't actually fully under his control. Sort of, lulled, maybe, but not controlled."
"Well he seemed to be dressed like a wizard of Thay, specialising in necromancy" says Prentiss in response to both colleagues. "I'm suspicious of anyone who meddles with such powers, that's the realm of the gods in my view"
(As far as camping goes, Prentiss is happy to take first watch and has no special plans or prep)
Joshua can take second shift. He will also spend some time examining the box and will cast Detect Magic while doing it.
Investigation: 4
@Joshua
You examine the box and note that this box may have once held a ring as there is a circular residue of Conjuration magic as if something lay inside it for an extremely long time. There is interesting artwork on the outside of the box that looks very old. Designs of magnificent cities on floating islands in the sky that resemble upside down mountains. You also recall an ornate comb that was presented to you to give to the Banshee to ask another question. It occurs now that the Banshee would only answer one however.
You have 10 minutes of this spell should you wish to use it for anything else. Nothing comes to mind - but its an option. (let me know if you do either here or privately)
Please Roll your Wild Surge d20
Velshir can take last watch.
”I need only meditate a few hours, and have no need of the sleep you other folk crave each night.”
for the necromancer
“We need to know more about this fellow before we cooperate further with him. We can get the information he desires but then we can decide whether and when to share it.”
Sheyla or Loren - are you taking a watch or doing anything else for camp? Just checking in.
Wildsurge: 4
The evening is peaceful until second watch when :
@ Joshua - Settling in for your watch, you sit listening to the crackling fire, flames twisting and dancing in the night, you hear a soft buzzing that seems to be gradually increasing. Looking into the direction of the buzzing you realize that the sound is coming from a group of 6 horrid flying creatures that look like a cross between a large bat and an oversized mosquito. Their legs end in sharp pincers, and their long, needle-like proboscis are slashing at the air seeking a target. They are presently less than 40' away closing fast. (you estimate that you have just enough time to get the others awakened before they attack.)
(I took some liberties with the placement of the party - please note any adjustments when you post if you'd have placed yourself elsewhere. )
Roll initiative - Stirge 1 6 ; Stirge 2 14 ; Stirge 3 19 ; Stirge 4 17 ; Stirge 5 8 ; Stirge 6 15
Prentiss initiative: 7
(Will add actions when awoken)
"Wake up everyone!! We may have been better off with the zombies!!" Joshua will yell before taking up an offensive stance.
Initiative: 8
Rolling initiative -> Stirge 3 19 , Stirge 4 17 , Stirge 6 15 , Stirge 2 14 , Joshua 11 , Stirge 5 8 , Prentiss 7 , Stirge 1 6 (so far - using Initiative rolls to decide how quickly everyone awakens, but the statement seems alarming enough to get you all up within the round to make an attack)
Sheyla groggily gets up. "Huh, What? What's going on?"
Initiative 12