Before going for sleep Dolgrim experiments with various plants a trees he finds in the orchard. From their leaves and some honey and or mead, he makes several pastes, that he packs into small packages. When he is happy with his creations. He goes to sleeep.
In the morning, Dolgrim packs his equipment and some of the packages he made last night. Seeing it is raining outside, he puts on a cloak and puts its cape over his head and leaves the hut, and carefully walks to the job board, trying to not get too wet from the rain.
(Dolgrim doesn't know it yet, but he's going to succeed if he tries to heal anyone. You can count the Cure Wounds spell as learnt.)
When you reach the post, you see that the small piece of wood you might consider as a roof built on it manages to do its job and the front of the board, along with the notices on it, are all dry. Dolgrim knows what he's doing and covers himself well. Barthrum is unaware of how rain works but he'll find really soon if the rain doesn't stop, that he's entirely wet. His thick cloak is currently soaking the water so he doesn't feel it yet, but as the time passes he might notice it's getting heavier and heavier.
You look at the notices and see four of them, conveying the information that Barthrum shared with you the other day, but with more details.
“A clan of reclusive rock gnomes resides in a small network of caves in the mountains to the southeast. The gnomes of Gnomengarde are known for their magical inventions, and they might have something with which to defeat the dragon. Get whatever you can from them. If you bring back something useful and don’t want to keep it for yourselves, Townmaster Harbin Wester will pay you 50 gp for it.”
“Orcs have attacked Butterskull Ranch, five miles east of Conyberry along the Triboar Trail! Travel there with haste, assess the damage, and help any way you can. Ranch owner Alfonse “Big Al” Kalazorn is a retired sheriff who can reward you for your efforts. If he’s dead, return to Townmaster Harbin Wester with proof of Kalazorn’s demise to receive a reward of 100 gp.”
“Deep in Neverwinter Wood, along the river that flows west toward Neverwinter, is a logging camp. Every two months, Phandalin delivers fresh supplies to the camp, which is run by the half-brother of Phandalin’s townmaster, Harbin Wester. Barthen, the local provisioner, has prepared a new delivery. He needs someone to bear the supplies safely to the camp. Return to Harbin Wester with a notice of delivery signed by his half-brother, Tibor Wester, to claim your reward of 100 gp.”
“The Mountain’s Toe Gold Mine lies fifteen miles northeast of Phandalin. The new overseer, Don-Jon Raskin, just made the trip from Neverwinter to Phandalin and needs to be escorted to the mine. There’s no telling what dangers lie between here and there. Once you deliver Raskin safe and sound, return to Townmaster Harbin Wester to collect a reward of 100 gp.”
(wait, someone said there was another quest in the same way as one of these four.. I thought it was the "escort the overseer"? Anyways, if there is a chance to do two while heading in the same direction then my vote goes there. If not then I'd like to do something that can be done in a single day)
((You mean post #425? it should be close to the second quest - the Big Al. But the journey there is a few days, and we have no idea about the treasure. All we have are some rumors))
Ok friends, let's meet the gnomes. We are quite close to the mountain range so the journey shouldn't take too long. Says Dolgrim and starts to slowly walk towards the southern end of town.
((Sorry guys, it seemed like by the time the Tauril's Sun would turn to red giant, we would still be standing by the job board))
The rain keeps pouring as you walk to the southern end of Phandalin. You continue on your way south but it's hard to tell exactly what direction is south when you can't see the sun through the clouds. Besides, neither of you really knows where Gnomengarde is. Even Dolgrim's familiarity with grasslands doesn't help as most of your travel is done on hills and then mountains. You do see a sign pointing towards a trail that says "Gnomengarde, 10 miles" at some point, so you're sure it has a trail leading to it, but the trail splits off a few times and none of them is marked.
Do you do anything on the way? If you don't get lost, you'll get there just before noon.
Also, everyone must make an Intelligence (Survival) check. Dolgrim can choose to use his Wisdom instead of Intelligence. You only need one to succeed to avoid getting lost.
Barthrum is trying to shift around in his soggy clothes and is observing how the others are dealing with the rain. He also tries to catch a lot of rain with his tongue.
The rain is still streaming down his beard as he walks, the long wait at the notice board really not improving his mood at all. There are hardly any bits of ice left from the cold snap, the rain had melted it pretty thoroughly. Still he found the odd bit and with a sort of strange persistence each bit he found he would examine carefully before then throwing it away really hard. One or two of them exploded in a quite satisfying way when they hit a rock or tree.
Dolgrim walks first. Being used to living above, he doesn't seem to bothered by the rain. At first he seems confident while leading the others, but when the group reaches the mountains, his mood shifts rapidly and Dolgrim becomes much more nervous. His mood improves a bit when the party finds the sign showing them the correct way.
A few junctions have signs pointing towards Gnomengarde while some of them don't. With a few intelligent guesses and a good eye for detail, you end up by a stream with a sign that says: "Gnomengarde: Follow the Stream". You follow the stream uphill to the base of the mountain, where waterfall erosion has carved out a natural concavity. The roaring waterfall creates a cloud of mist as it plunges into a shallow pool of water, within which rise two small islands covered with two-foot-tall red, green, and purple mushrooms. Several cave openings overlook the pool from rocky ledges twenty to thirty feet above. The mountain blocks any sunlight from reaching this place.
Barthrum yells but no answer comes. The sound of the waterfall is so deafening that even Dolgrim and Thenmer, standing right next to him can barely hear him. Barthrum too realises that when he hears his own voice doesn't compare to the competition. The chances anyone around heard you, given they are not right next to you and you didn't notice, but a quick look around doesn't reveal any hidden little men - little even for your dwarven standards.
(Sorry for the delay guys. I'll be a bit busier from now on so responses will be slightly slower than before. Should still be capable of posting at least once a day though.)
You stand northwest of the pool, the stream to your east and the waterfall in the southern edge of the pool. The cave opens towards the north to where you're standing. On this side of the pool/stream, there are two ledges with smaller cave openings behind them and another three on the eastern side of the pool/stream. The two southern ones are connected via a rope bridge and can only be accessed through the water. You can get to the other three without entering the water, although the eastern one - the middle of the three on the opposite side of the pool - has only a small part of it reaching solid ground. On both sides, the northern ledge isn't close to water. All five are located above sheer rocky slopes, however, so you'll have to climb to get to them. Only the northeastern one seems to have a tiny trail - a small one but you can walk on it - leading up to it from ground level. You could reach that one without needing to climb, but it will require you to cross the stream. Luckily, the stream isn't too powerful and you're all wet from the rain anyway. As you look behind you, you suddenly see that the rain - which poured all morning - had finally stopped.
Nice, the rain is finally over. Right when we are supposed to go under ground again. Dolgrim puts away his cloak and cape and tries to get rid of the water caught by it. When he looks around, he sees the ledges, the bridge and finally the trail leading to one of the ledges. When he sees the trail, hi points at it with his arm and calls his companions. It seems there's a road of some sort o'er there. Lets see if someone's home, what do you think?
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Before going for sleep Dolgrim experiments with various plants a trees he finds in the orchard. From their leaves and some honey and or mead, he makes several pastes, that he packs into small packages. When he is happy with his creations. He goes to sleeep.
In the morning, Dolgrim packs his equipment and some of the packages he made last night. Seeing it is raining outside, he puts on a cloak and puts its cape over his head and leaves the hut, and carefully walks to the job board, trying to not get too wet from the rain.
(Dolgrim doesn't know it yet, but he's going to succeed if he tries to heal anyone. You can count the Cure Wounds spell as learnt.)
When you reach the post, you see that the small piece of wood you might consider as a roof built on it manages to do its job and the front of the board, along with the notices on it, are all dry. Dolgrim knows what he's doing and covers himself well. Barthrum is unaware of how rain works but he'll find really soon if the rain doesn't stop, that he's entirely wet. His thick cloak is currently soaking the water so he doesn't feel it yet, but as the time passes he might notice it's getting heavier and heavier.
You look at the notices and see four of them, conveying the information that Barthrum shared with you the other day, but with more details.
Varielky
Looks at the notices a while
”So are we still agreed that we should go to find the gnomes?”
Rain dripping off his beard
(wait, someone said there was another quest in the same way as one of these four.. I thought it was the "escort the overseer"? Anyways, if there is a chance to do two while heading in the same direction then my vote goes there. If not then I'd like to do something that can be done in a single day)
((You mean post #425? it should be close to the second quest - the Big Al. But the journey there is a few days, and we have no idea about the treasure. All we have are some rumors))
Ok friends, let's meet the gnomes. We are quite close to the mountain range so the journey shouldn't take too long. Says Dolgrim and starts to slowly walk towards the southern end of town.
((Sorry guys, it seemed like by the time the Tauril's Sun would turn to red giant, we would still be standing by the job board))
Barthrum is following for sure
Heads off. Muttering something about how he said to do that and nobody listened
"Grumble, grumble, grumble"
The rain keeps pouring as you walk to the southern end of Phandalin. You continue on your way south but it's hard to tell exactly what direction is south when you can't see the sun through the clouds. Besides, neither of you really knows where Gnomengarde is. Even Dolgrim's familiarity with grasslands doesn't help as most of your travel is done on hills and then mountains. You do see a sign pointing towards a trail that says "Gnomengarde, 10 miles" at some point, so you're sure it has a trail leading to it, but the trail splits off a few times and none of them is marked.
Do you do anything on the way? If you don't get lost, you'll get there just before noon.
Also, everyone must make an Intelligence (Survival) check. Dolgrim can choose to use his Wisdom instead of Intelligence. You only need one to succeed to avoid getting lost.
Varielky
Survival(INT) check for Barthrum: 15.
Barthrum is trying to shift around in his soggy clothes and is observing how the others are dealing with the rain. He also tries to catch a lot of rain with his tongue.
Survival (Int) check for Thenmer 15
The rain is still streaming down his beard as he walks, the long wait at the notice board really not improving his mood at all. There are hardly any bits of ice left from the cold snap, the rain had melted it pretty thoroughly. Still he found the odd bit and with a sort of strange persistence each bit he found he would examine carefully before then throwing it away really hard. One or two of them exploded in a quite satisfying way when they hit a rock or tree.
Survival (Wis): 20
Dolgrim walks first. Being used to living above, he doesn't seem to bothered by the rain. At first he seems confident while leading the others, but when the group reaches the mountains, his mood shifts rapidly and Dolgrim becomes much more nervous. His mood improves a bit when the party finds the sign showing them the correct way.
A few junctions have signs pointing towards Gnomengarde while some of them don't. With a few intelligent guesses and a good eye for detail, you end up by a stream with a sign that says: "Gnomengarde: Follow the Stream". You follow the stream uphill to the base of the mountain, where waterfall erosion has carved out a natural concavity. The roaring waterfall creates a cloud of mist as it plunges into a shallow pool of water, within which rise two small islands covered with two-foot-tall red, green, and purple mushrooms. Several cave openings overlook the pool from rocky ledges twenty to thirty feet above. The mountain blocks any sunlight from reaching this place.
Varielky
Barthrum says, "I guess we're here?"
He looks around and then just yells out, "H E L L O O O o o o!"
Barthrum yells but no answer comes. The sound of the waterfall is so deafening that even Dolgrim and Thenmer, standing right next to him can barely hear him. Barthrum too realises that when he hears his own voice doesn't compare to the competition. The chances anyone around heard you, given they are not right next to you and you didn't notice, but a quick look around doesn't reveal any hidden little men - little even for your dwarven standards.
Varielky
Thenmer watches the water constantly plunging into the pool with a strange fascination, watching the overwhelming force of it and the constant noise.
He brings himself back to reality.
"We are just going to have to go and look. I say the nearest caves would be the place to start"
Starts stomping off towards the nearest cave mouth.
Barthrum follows along, eager to be indoors.
Dolgrim follows too, but grumbles something about "yet another caves and tunnels."
(Sorry for the delay guys. I'll be a bit busier from now on so responses will be slightly slower than before. Should still be capable of posting at least once a day though.)
You stand northwest of the pool, the stream to your east and the waterfall in the southern edge of the pool. The cave opens towards the north to where you're standing. On this side of the pool/stream, there are two ledges with smaller cave openings behind them and another three on the eastern side of the pool/stream. The two southern ones are connected via a rope bridge and can only be accessed through the water. You can get to the other three without entering the water, although the eastern one - the middle of the three on the opposite side of the pool - has only a small part of it reaching solid ground. On both sides, the northern ledge isn't close to water. All five are located above sheer rocky slopes, however, so you'll have to climb to get to them. Only the northeastern one seems to have a tiny trail - a small one but you can walk on it - leading up to it from ground level. You could reach that one without needing to climb, but it will require you to cross the stream. Luckily, the stream isn't too powerful and you're all wet from the rain anyway. As you look behind you, you suddenly see that the rain - which poured all morning - had finally stopped.
Varielky
Nice, the rain is finally over. Right when we are supposed to go under ground again. Dolgrim puts away his cloak and cape and tries to get rid of the water caught by it. When he looks around, he sees the ledges, the bridge and finally the trail leading to one of the ledges. When he sees the trail, hi points at it with his arm and calls his companions. It seems there's a road of some sort o'er there. Lets see if someone's home, what do you think?