"We're so close" says Prentiss, thinking of the new friends that had not made it this far. Then he reflects on the formidable allies picked up, and the mission at hand. Retrieve the necklace from Thundertree, then save a man he has never met. There can be few more noble endeavours, he tells himself.
He sets off, taking the lead if necessary, reciting under his breath a poem about pride and folly.
Brencharis sees that all of the skeletons had Greatswords, two of which being of excellent condition, the remaining while usable would bring little in the form of gold at a Smith's only usable as metal to melt. They all also had javelins but the wooden shafts rotten from having lain long in the soil, the tips may be salvagable and workable into new ones though by the right craftsman. Looking around however also results in her being in close proximity from where they rose and she spots a glint in the grass.
Amongst tangled grasses and brush you find the remains of several pouches where the bodies had lain. These have long decayed into bits, but small stacks of coin remain in each of their places. As you search, you discover a total of 68 cp, 14 sp, 15 ep, 11 gp and 3 pp total worth 33 gold, 5 silver and 8 copper. (Each share = 5 gp, 9 sp, 3 cp - > Please add to your sheet in any denominations that you wish due to the variety of coinage.)
As Brencharis investigates the Greatswords she finds that one is much light than the other and of much higher quality. While the first will definitely bring full price due to craftsmanship, the second must definitely be magical as she can heft it without much trouble.
Continuing your voyage north then slightly east ...
Gradually, the trail becomes an old, overgrown lane winding between dilapidated buildings choked in vines and brush. Ahead of you, in the middle of the settlement, rises a steep hill, upon which stands a stone tower with a partially collapsed roof and an adjoining cottage. A dirt road hugs the base of the hill and wends its way between old stone houses, many of which are roofless ruins with interiors open to the weather. Other buildings appear more or less intact. The whole place is eerily silent.
A wooden sign is nailed to a post nearby. It reads: “DANGER! Plant monsters AND zombies! Turn back now!”
What do you do?
If anyone wishes to take additional actions a the battle site please note and I will Retcon as much as possible. Please note scale at top left of map. Blacked out areas are places you cannot see, if left open walls are crumbled enough to see within. CalPol, Brencharis and Kallen are presently injured.
Reading the sign "Well that seems pleasant. First skeletons and now zombies. We had that thing with the necromancy a bit ago. Are we developing a theme here?"
Velshir stands alert at the front of the group. “Zombies I think we understand by now, but plant monsters? I hope some of you have more of that fire you seem able to conjure up; it may be useful here.”
"What a welcoming party we got here! I believe our beloved big bad sure have a thing of the dead... Not sure if you guys have a big bad. " kallen replied to her companion with her sarcastic tone.
"Let us be cautious around here, I have some limited resources and I've just recently used my divine powers to ward off the hands!"
For order I have Velshir, Joshua, Prentiss, Kallen (?) so far
@Joshua for Ready action you'd need to nearly cast which requires concentration which can be broken should you be attacked for instance . I'm going to just assume you're alert for now but I will allow should you be willing to risk that consequence. This would provide you with the ability to take an immediate action without initiative against an attacker that does not surprise you. You would not be able to take any other action that required your concentration or have any other unexpected event occur, a Constitution save is rolled to see if your concentration is broken. If it is, the spell slot is lost.
I know this is a little slow moving, just want to make sure we're all present and that no-one wanted to do anything back at the bodies.
Cal Pol has been staring out into the sunset for quite some time, silently brooding.
snapping out of it he switches his focus back to the team and with a smile that could charm a blind beholder, he goes around the group, letting them all know how marvellous they are.
inspiring leader
You can spend 10 minutes inspiring your companions. Choose up to 6 allies (including yourself) that can see or hear and can understand you within 30 ft. Each creature gains 5 temp HP once per short rest.
CalPol's inspirational words seem to bolster your confidence and after the long battle you feel like you can take on more than you had before.
As you all move into town ignoring the warning you see to the immediate south in the shadow of an old tree, a crumbled stone cottage with no roof. Weeds tangle and twist over everything. The ruined stone walls average 5 to 8 feet tall around the side of the building that you are able to see and the roof is gone. Debris litters the inside. (Debris and brush would be considered Difficult Terrain.) The trees in the area are 30 to 40 feet tall. Bushes on the map are large and overgrown.
The building ahead to the east appears intact but is a rundown, ramshackle stone cottage. It is difficult to see from here but there are possible doors on its north and south side spotted only because they are swollen. There is also a 2 foot wide window, covered by badly cracked wooden shutters on the side of the building facing you marked by the X as hard to see. Your party enters at the X.
Please everyone roll an initiative (Just so its ready for next battle) and a perception check.
@CalPol and Brencharis - where would you like to be in March order? Squares on this map are 10' so you may travel in two's should you wish.
@Joshua do you wish to still use [action]Ready[/ready] action or just be alert?
@Everyone assuming the coins are collected is anything else taken? I've added the Temp HP to each for CalPol's words of inspiration.
For order I have Velshir, Joshua, Prentiss, Kallen (?) so far
@Joshua for Ready action you'd need to nearly cast which requires concentration which can be broken should you be attacked for instance . I'm going to just assume you're alert for now but I will allow should you be willing to risk that consequence. This would provide you with the ability to take an immediate action without initiative against an attacker that does not surprise you. You would not be able to take any other action that required your concentration or have any other unexpected event occur, a Constitution save is rolled to see if your concentration is broken. If it is, the spell slot is lost.
I know this is a little slow moving, just want to make sure we're all present and that no-one wanted to do anything back at the bodies.
(Fire bolt is just a cantrip so no worries there def a ready action) As Joshua moves along bits of small flame begin to form in his hand.
This post has potentially manipulated dice roll results.
Kallen would like to check out the building at X to see if there something of interest, thanking Cal Poe for the lovely's boost of confidences because she really needs it. (12hp lolz) Flipping her lucky coin to give herself a bit of luck. (Guidance)
Kallen approaches the northern building to look at the cracked shutters. As she gets closer, she notes that one of the cracks is an intentional slit in the shutter, possibly for the use as an Arrow slit. Does she continue?
Velshir would have snagged the sword and asked if anyone was interested in it, seems like a fine sword. If no one is interested then he would probably drop the sword back on the ground.
Velshir would have snagged the sword and asked if anyone was interested in it, seems like a fine sword. If no one is interested then he would probably drop the sword back on the ground.
Velshir sees two fine Greatswords lying in the grass after the battle. As he moves to lift each he notes that one is significantly lighter and easier to hand than the other and there is no explanation that he can think of except that it must be magical. The other is likely worth its full value due to craftsmanship alone, even well-used.
This post has potentially manipulated dice roll results.
Prentiss will suggest that Cal takes the lighter greatsword, taking it from Velshir if Cal seems nonplussed. If the paladin does not have a use for it then it could be worth something in trade later.
With that matter sorted, the young sorcerer joins Kallen checking out the shack, creeping around the outside trying to be quiet while inspecting it for openings to see (but not go) inside, evidence of danger or previous struggles, etc.
Initiative (when needed) 5
Stealth 19
Investigation 18
Rollback Post to RevisionRollBack
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"We're so close" says Prentiss, thinking of the new friends that had not made it this far. Then he reflects on the formidable allies picked up, and the mission at hand. Retrieve the necklace from Thundertree, then save a man he has never met. There can be few more noble endeavours, he tells himself.
He sets off, taking the lead if necessary, reciting under his breath a poem about pride and folly.
Brencharis sees that all of the skeletons had Greatswords, two of which being of excellent condition, the remaining while usable would bring little in the form of gold at a Smith's only usable as metal to melt. They all also had javelins but the wooden shafts rotten from having lain long in the soil, the tips may be salvagable and workable into new ones though by the right craftsman. Looking around however also results in her being in close proximity from where they rose and she spots a glint in the grass.
Amongst tangled grasses and brush you find the remains of several pouches where the bodies had lain. These have long decayed into bits, but small stacks of coin remain in each of their places. As you search, you discover a total of 68 cp, 14 sp, 15 ep, 11 gp and 3 pp total worth 33 gold, 5 silver and 8 copper. (Each share = 5 gp, 9 sp, 3 cp - > Please add to your sheet in any denominations that you wish due to the variety of coinage.)
As Brencharis investigates the Greatswords she finds that one is much light than the other and of much higher quality. While the first will definitely bring full price due to craftsmanship, the second must definitely be magical as she can heft it without much trouble.
Continuing your voyage north then slightly east ...
Gradually, the trail becomes an old, overgrown lane winding between dilapidated buildings choked in vines and brush. Ahead of you, in the middle of the settlement, rises a steep hill, upon which stands a stone tower with a partially collapsed roof and an adjoining cottage. A dirt road hugs the base of the hill and wends its way between old stone houses, many of which are roofless ruins with interiors open to the weather. Other buildings appear more or less intact. The whole place is eerily silent.
A wooden sign is nailed to a post nearby. It reads: “DANGER! Plant monsters AND zombies! Turn back now!”
What do you do?
If anyone wishes to take additional actions a the battle site please note and I will Retcon as much as possible. Please note scale at top left of map. Blacked out areas are places you cannot see, if left open walls are crumbled enough to see within. CalPol, Brencharis and Kallen are presently injured.
Reading the sign "Well that seems pleasant. First skeletons and now zombies. We had that thing with the necromancy a bit ago. Are we developing a theme here?"
Velshir stands alert at the front of the group. “Zombies I think we understand by now, but plant monsters? I hope some of you have more of that fire you seem able to conjure up; it may be useful here.”
"What a welcoming party we got here! I believe our beloved big bad sure have a thing of the dead... Not sure if you guys have a big bad. " kallen replied to her companion with her sarcastic tone.
"Let us be cautious around here, I have some limited resources and I've just recently used my divine powers to ward off the hands!"
Please let me know of marching order as you proceed.
Velshir first, slowly and alertly
Kallen will be at the back with the spell caster
Joshua will be behind Velshir, keeping ready to hurl a Fire Bolt at the first plant that tries to eat them.
Prentiss will go third. "My own strength is rather faded, although I am happy for us to explore a little further for the sake of speed"
(Prentiss expends three sorcery points to regain a 2nd level spell slot)
For order I have Velshir, Joshua, Prentiss, Kallen (?) so far
@Joshua for Ready action you'd need to nearly cast which requires concentration which can be broken should you be attacked for instance . I'm going to just assume you're alert for now but I will allow should you be willing to risk that consequence. This would provide you with the ability to take an immediate action without initiative against an attacker that does not surprise you. You would not be able to take any other action that required your concentration or have any other unexpected event occur, a Constitution save is rolled to see if your concentration is broken. If it is, the spell slot is lost.
I know this is a little slow moving, just want to make sure we're all present and that no-one wanted to do anything back at the bodies.
Cal Pol has been staring out into the sunset for quite some time, silently brooding.
snapping out of it he switches his focus back to the team and with a smile that could charm a blind beholder, he goes around the group, letting them all know how marvellous they are.
inspiring leader
You can spend 10 minutes inspiring your companions. Choose up to 6 allies (including yourself) that can see or hear and can understand you within 30 ft. Each creature gains 5 temp HP once per short rest.
CalPol's inspirational words seem to bolster your confidence and after the long battle you feel like you can take on more than you had before.
As you all move into town ignoring the warning you see to the immediate south in the shadow of an old tree, a crumbled stone cottage with no roof. Weeds tangle and twist over everything. The ruined stone walls average 5 to 8 feet tall around the side of the building that you are able to see and the roof is gone. Debris litters the inside. (Debris and brush would be considered Difficult Terrain.) The trees in the area are 30 to 40 feet tall. Bushes on the map are large and overgrown.
The building ahead to the east appears intact but is a rundown, ramshackle stone cottage. It is difficult to see from here but there are possible doors on its north and south side spotted only because they are swollen. There is also a 2 foot wide window, covered by badly cracked wooden shutters on the side of the building facing you marked by the X as hard to see. Your party enters at the X.
Please everyone roll an initiative (Just so its ready for next battle) and a perception check.
@CalPol and Brencharis - where would you like to be in March order? Squares on this map are 10' so you may travel in two's should you wish.
@Joshua do you wish to still use [action]Ready[/ready] action or just be alert?
@Everyone assuming the coins are collected is anything else taken? I've added the Temp HP to each for CalPol's words of inspiration.
(Fire bolt is just a cantrip so no worries there def a ready action) As Joshua moves along bits of small flame begin to form in his hand.
Initiative: 6 Perception: 14
Kallen would like to check out the building at X to see if there something of interest, thanking Cal Poe for the lovely's boost of confidences because she really needs it.
(12hp lolz)Flipping her lucky coin to give herself a bit of luck. (Guidance)
Initiative: 8Perception: 20 Guidances: 1
Kallen approaches the northern building to look at the cracked shutters. As she gets closer, she notes that one of the cracks is an intentional slit in the shutter, possibly for the use as an Arrow slit. Does she continue?
Velshir would have snagged the sword and asked if anyone was interested in it, seems like a fine sword. If no one is interested then he would probably drop the sword back on the ground.
Initiative 13
Velshir sees two fine Greatswords lying in the grass after the battle. As he moves to lift each he notes that one is significantly lighter and easier to hand than the other and there is no explanation that he can think of except that it must be magical. The other is likely worth its full value due to craftsmanship alone, even well-used.
Prentiss will suggest that Cal takes the lighter greatsword, taking it from Velshir if Cal seems nonplussed. If the paladin does not have a use for it then it could be worth something in trade later.
With that matter sorted, the young sorcerer joins Kallen checking out the shack, creeping around the outside trying to be quiet while inspecting it for openings to see (but not go) inside, evidence of danger or previous struggles, etc.
Initiative (when needed) 5
Stealth 19
Investigation 18