The path will hold fairly steady ahead. It is a typical mountain trail, but the horses can easily handle it. If nobody objects, we'll skip ahead 6 or so hours, when you stop for the night.
When the party stops for the night Vor will go around the camp, about 20-30 meters out, and set up small piles of debris (sticks, stones, any dry [ha ha] leaves he finds) in likely avenues of approach in such a way that anything passing alng them toward camp would disturb the piles. When he gets back into camp he'll set up another pile and have everyone gather round and listen to what one sounds like when it colapses. "If ye hear that on watch, trouble bes coming in our direction, so wakes us up, quiet like. I suggest two on watch at a time; less chance o' fallin' asleep accidental like." He looks around at everyone, "I'll takes the midnight watch, who bes with me?"
Rollback Post to RevisionRollBack
Panic is a mechanism that strengthens the gene pool.
"I shall take watch with you, Vor. I require less rest than many..." Tom looks around the makeshift camp,"... besides, I might have a barrel of ale we may want to sample as we keep watch. Warm us up, so to speak."
Though the rain soaks him through, Tom is keen to keep spirits up.
As the camp is being set Ash will help as much as he can. But he is not afraid.
He will stand guard at the last hours of the night because he knows these are the ones when he would strike and goes into reverie early to be sure to be up.
Duradin stays awake for a little while, but seeing that the night watches are accounted for, will relax as he stares into the enchanted fire. He hums in a moderately trained hoher bass, an old, rather repetitive tune with an infinite number of possible verses drawn from eons of dwarf history. He does not provide lyrics this night, content to hum and let his tired bones relax after a day's travel.
Ava offers to join Ash for the last watch. She sits down and begins whispering to herself a bit before she curls up on her bedroll and very quickly falls asleep.
The night passes quietly. As the sun peeks over the horizon, the party is ready to begin journeying again. The sky is clear today, and it is a tad warmer.
This post has potentially manipulated dice roll results.
Duradin sniffs at the air, stifles a sneeze, and returns to his position at the front of the troupe. Today, as they leave the nearer borders of the dwarfhold, he keeps his eyes raised, squinting occasionally against the light to try and detect any signs of incoming danger throughout the day.
Vor, looking more like a sack of potatoes like someone riding, grumps about being born with feet for a reason, will keep a weather eye out as well.
”Does any among us ken aught ‘bout dragons, other ‘n what the bards sing? I jest ‘eard they has a thing fer virgins ‘n treasure. They’s s’post t’ be hard t’ kill, breath flames ‘n fly,” he shrugs his shoulders. “But, I ain’t never seen one.”
Tom attempts to recollect what he might know about dragons,"I've heard they're intelligent - sometimes they can be reasoned with, but they're notorious for trickery."
Nature: 0(natural 1)
"Some say they stand hundreds of feet tall and have teeth as big as houses!" Tom says eagerly. Anyone listening can tell he has absolutely no clue about dragons. "Do you think we should have silvered weapons, might that not lay them low?"
This post has potentially manipulated dice roll results.
((Going to roll Nature as well: 19 Also Owl familiar will be flying overhead to give advantage on Perception to spot any trouble: 12 ))
Morisul kept his eyes and ears open, hoping to spot any ambushes before they rode into them, but kept a part of his attention on the conversation. "Dragons are indeed quite intelligent though if we meet one lets hope it's one of the good ones. I'd rather not tangle with them if I can avoid, as they're very powerful."
Dragons are wonderous and mighty creatures. Their babies are the size of a dwarf or larger, and those who have reached the age of eight hundred are among the largest creatures known to exist. They live for thousands of years. There are 10 recognized varieties of true dragon, 5 of which are the good metallics: Gold, Silver, Bronze, Copper, and Brass. The other 5 are the evil chromatic breeds: Red, Black, Blue, Green, and White. All dragons, with the notable exception of the Whites, are as smart as a human commoner from birth, and only grow smarter with age. Every dragon is capable of exhaling destructive elemental force, which differs according to the type. In addition, Metallics have a secondary breath weapon that induces nonlethal effects. Dragons are all extremely fond of treasure, though the specifics vary by type. They are also very proud creatures.
The type of dragon you would be most familiar with is the green dragon. They are cunning and charismatic creatures, masters of manipulation. Their lairs are most often in forests and jungles. They love to corrupt goodly creatures with their insidious whispers. In combat, they exhale a cone of toxic gas. Their hordes consist primarily of emeralds and wood carvings.
Morisul:
Dragons are wonderous and mighty creatures. Their babies are the size of a dwarf or larger, and those who have reached the age of eight hundred are among the largest creatures known to exist. They live for thousands of years. There are 10 recognized varieties of true dragon, 5 of which are the good metallics: Gold, Silver, Bronze, Copper, and Brass. The other 5 are the evil chromatic breeds: Red, Black, Blue, Green, and White. Every dragon is capable of exhaling destructive elemental force, which differs according to the type.
Their body parts all have various magical uses. The most famous is dragon scales, which can be crafted into a mighty suit of armor.
After pausing to collect his thoughts, Morisul continued on the subject of dragons. "My knowledge of these creatures is not great, but I know they are are wonderous and mighty creatures. They are quite large, even as hatchlings, being about the size of a dwarf, and they grow from there. They are also quite long-lived, even more so than my people. There are different varieties of dragons, as well, with so called 'metallic' dragons who are generally good and 'chromatic' who are usually evil. They are all magical creatures, and are able to breathe destructive elemental force, which differs according to the type. Their bodies are so suffused with magic, parts of them are used for various magical purposes such as spell components. Their hide and scales make for good armor, though as you can imagine much harder to get than plain old steel."
Following on from Morisul: "Dragons are proud creatures, and intelligent, with few exceptions being as smart as a human commoner (and grow more intelligent as they age). They all value treasure of different types. I am more familiar with Green Dragons, they are insidious manipulators. Do not trust one, or allow to be drawn into it's confidence! They love to manipulate other beings for their enjoyment. They are deadly as well, exhaling a cone of toxic gas when they feel in danger, or in battle."
Rollback Post to RevisionRollBack
Odo Proudfoot - Lvl 10 Halfling Monk - Princes of the Apocalypse (Campaign Finished)
Duradin hums a little softer as information on the dragons is shared around the camp. He seems thoughtful.
"No telling what kind or kinds we might come across on our journey - with luck, none at all. It's said the dwarven heroes of old slew dragons by hunting them in their lairs as they slept on immense piles of treasure - stolen from less worthy dwarves in the first place, of course - but I haven't heard of any such heroics in the last age, or longer. Best to hope we just don't catch sight of any."
The path will hold fairly steady ahead. It is a typical mountain trail, but the horses can easily handle it. If nobody objects, we'll skip ahead 6 or so hours, when you stop for the night.
When the party stops for the night Vor will go around the camp, about 20-30 meters out, and set up small piles of debris (sticks, stones, any dry [ha ha] leaves he finds) in likely avenues of approach in such a way that anything passing alng them toward camp would disturb the piles. When he gets back into camp he'll set up another pile and have everyone gather round and listen to what one sounds like when it colapses. "If ye hear that on watch, trouble bes coming in our direction, so wakes us up, quiet like. I suggest two on watch at a time; less chance o' fallin' asleep accidental like." He looks around at everyone, "I'll takes the midnight watch, who bes with me?"
Panic is a mechanism that strengthens the gene pool.
"I shall take watch with you, Vor. I require less rest than many..." Tom looks around the makeshift camp, "... besides, I might have a barrel of ale we may want to sample as we keep watch. Warm us up, so to speak."
Though the rain soaks him through, Tom is keen to keep spirits up.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Tegid uses his Druidcraft to get a fire going for the group.
"Taking turns to keep watch seems like a wise precaution when out these days. I'll stand watch with you, Vor, isn't it?"
Odo Proudfoot - Lvl 10 Halfling Monk - Princes of the Apocalypse (Campaign Finished)
Orryn Pebblefoot - Lvl 5 Rock Gnome Wizard (Deceased) - Waterdeep: Dragon Heist (Deceased)
Anerin Ap Tewdr - Lvl 5 Human (Variant) Bard (College of Valor) - Waterdeep: Dragon Heist
As the camp is being set Ash will help as much as he can. But he is not afraid.
He will stand guard at the last hours of the night because he knows these are the ones when he would strike and goes into reverie early to be sure to be up.
He is very business-like in that matter.
Duradin stays awake for a little while, but seeing that the night watches are accounted for, will relax as he stares into the enchanted fire. He hums in a moderately trained hoher bass, an old, rather repetitive tune with an infinite number of possible verses drawn from eons of dwarf history. He does not provide lyrics this night, content to hum and let his tired bones relax after a day's travel.
Ava offers to join Ash for the last watch. She sits down and begins whispering to herself a bit before she curls up on her bedroll and very quickly falls asleep.
The night passes quietly. As the sun peeks over the horizon, the party is ready to begin journeying again. The sky is clear today, and it is a tad warmer.
Duradin sniffs at the air, stifles a sneeze, and returns to his position at the front of the troupe. Today, as they leave the nearer borders of the dwarfhold, he keeps his eyes raised, squinting occasionally against the light to try and detect any signs of incoming danger throughout the day.
perception: 20
Ash stays alert as he walks near the others. Hands never straying far from his swords.
"So what can we expect around here? I m not very familiar with this kind of environment," he asks.
Vor, looking more like a sack of potatoes like someone riding, grumps about being born with feet for a reason, will keep a weather eye out as well.
”Does any among us ken aught ‘bout dragons, other ‘n what the bards sing? I jest ‘eard they has a thing fer virgins ‘n treasure. They’s s’post t’ be hard t’ kill, breath flames ‘n fly,” he shrugs his shoulders. “But, I ain’t never seen one.”
Panic is a mechanism that strengthens the gene pool.
Tom attempts to recollect what he might know about dragons, "I've heard they're intelligent - sometimes they can be reasoned with, but they're notorious for trickery."
Nature: 0 (natural 1)
"Some say they stand hundreds of feet tall and have teeth as big as houses!" Tom says eagerly. Anyone listening can tell he has absolutely no clue about dragons. "Do you think we should have silvered weapons, might that not lay them low?"
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Ava laughs at Tom and shrugs, "Never met a dragon, rather hoped never to meet one. I hear they are very powerful but some of them aren't so bad."
((Going to roll Nature as well: 19 Also Owl familiar will be flying overhead to give advantage on Perception to spot any trouble: 12 ))
Morisul kept his eyes and ears open, hoping to spot any ambushes before they rode into them, but kept a part of his attention on the conversation. "Dragons are indeed quite intelligent though if we meet one lets hope it's one of the good ones. I'd rather not tangle with them if I can avoid, as they're very powerful."
Nature check 25 (nat20), perception check 8. Tegid also takes stock of their surroundings and trying to be aware of anything around.
Odo Proudfoot - Lvl 10 Halfling Monk - Princes of the Apocalypse (Campaign Finished)
Orryn Pebblefoot - Lvl 5 Rock Gnome Wizard (Deceased) - Waterdeep: Dragon Heist (Deceased)
Anerin Ap Tewdr - Lvl 5 Human (Variant) Bard (College of Valor) - Waterdeep: Dragon Heist
Tegid:
Dragons are wonderous and mighty creatures. Their babies are the size of a dwarf or larger, and those who have reached the age of eight hundred are among the largest creatures known to exist. They live for thousands of years. There are 10 recognized varieties of true dragon, 5 of which are the good metallics: Gold, Silver, Bronze, Copper, and Brass. The other 5 are the evil chromatic breeds: Red, Black, Blue, Green, and White. All dragons, with the notable exception of the Whites, are as smart as a human commoner from birth, and only grow smarter with age. Every dragon is capable of exhaling destructive elemental force, which differs according to the type. In addition, Metallics have a secondary breath weapon that induces nonlethal effects. Dragons are all extremely fond of treasure, though the specifics vary by type. They are also very proud creatures.
The type of dragon you would be most familiar with is the green dragon. They are cunning and charismatic creatures, masters of manipulation. Their lairs are most often in forests and jungles. They love to corrupt goodly creatures with their insidious whispers. In combat, they exhale a cone of toxic gas. Their hordes consist primarily of emeralds and wood carvings.
Morisul:
Dragons are wonderous and mighty creatures. Their babies are the size of a dwarf or larger, and those who have reached the age of eight hundred are among the largest creatures known to exist. They live for thousands of years. There are 10 recognized varieties of true dragon, 5 of which are the good metallics: Gold, Silver, Bronze, Copper, and Brass. The other 5 are the evil chromatic breeds: Red, Black, Blue, Green, and White. Every dragon is capable of exhaling destructive elemental force, which differs according to the type.
Their body parts all have various magical uses. The most famous is dragon scales, which can be crafted into a mighty suit of armor.
After pausing to collect his thoughts, Morisul continued on the subject of dragons. "My knowledge of these creatures is not great, but I know they are are wonderous and mighty creatures. They are quite large, even as hatchlings, being about the size of a dwarf, and they grow from there. They are also quite long-lived, even more so than my people. There are different varieties of dragons, as well, with so called 'metallic' dragons who are generally good and 'chromatic' who are usually evil. They are all magical creatures, and are able to breathe destructive elemental force, which differs according to the type. Their bodies are so suffused with magic, parts of them are used for various magical purposes such as spell components. Their hide and scales make for good armor, though as you can imagine much harder to get than plain old steel."
Following on from Morisul: "Dragons are proud creatures, and intelligent, with few exceptions being as smart as a human commoner (and grow more intelligent as they age). They all value treasure of different types. I am more familiar with Green Dragons, they are insidious manipulators. Do not trust one, or allow to be drawn into it's confidence! They love to manipulate other beings for their enjoyment. They are deadly as well, exhaling a cone of toxic gas when they feel in danger, or in battle."
Odo Proudfoot - Lvl 10 Halfling Monk - Princes of the Apocalypse (Campaign Finished)
Orryn Pebblefoot - Lvl 5 Rock Gnome Wizard (Deceased) - Waterdeep: Dragon Heist (Deceased)
Anerin Ap Tewdr - Lvl 5 Human (Variant) Bard (College of Valor) - Waterdeep: Dragon Heist
Duradin hums a little softer as information on the dragons is shared around the camp. He seems thoughtful.
"No telling what kind or kinds we might come across on our journey - with luck, none at all. It's said the dwarven heroes of old slew dragons by hunting them in their lairs as they slept on immense piles of treasure - stolen from less worthy dwarves in the first place, of course - but I haven't heard of any such heroics in the last age, or longer. Best to hope we just don't catch sight of any."
Another day passes uneventfully. You are camping for the night. Tomorrow will be the last day of travel.