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Apocron
Dec 5, 2005

code:
The woods are quiet this night, and the air grows chill.
Your fire sputters as a low mist gathers around the edges
of your camp, growing closer as the night wears on.
Your sleep is fitful and restless. During the night you join a procession of grey shades following a black shade. It guides you along a path surrounded by looming dak trees. Eventually the road spills out of the forest.



Ahead, jutting from the impenetrable woods on both sides of the road, are high stone buttresses looming gray in the fog. Huge iron gates hang on the stonework. Dew clings with cold tenacity to the rusted bars. Two headless statues of armed guardians flank the gate, their heads now lying among the weeds at their feet. They greet you only with silence.

The procession continues onward and gates screech on their hinges as they swing open for you. As you pass through you feel as if you are being swallowed and the gate closes behind you like rusty iron teeth.

code:
 By morning, the fog hangs thick in the air, turning the trees
around you into gray ghosts. Then you notice these aren't
the same trees that surrounded you the night before.


You awake surrounded by 4 strangers. Trees shrouded in mist surround you. Dim light suffuses the overcast sky giving you the feeling it is some time early in the morning. A thin dirt road extends to your left and right, the only place where the mist seems to break is along its path.

Wait, are you really awake? What was that strange dream? Perhaps its not truly over?



Recruitment thread: https://forums.somethingawful.com/showthread.php?threadid=3999446

Welcome to the game! Please write your character name in bold at the top of your posts. Please include your character sheet in your first post. If we’re in combat please include your HP and AC and saves. If you're using a passive skill please include that too. At the end of your post please indicate in OOC in italics (much like this) what your character intends to do. If it’s a skill check include relevant modifiers and roll in the Discord. If the party is in a discussion on what to do next you can also mention your personal preference on the party’s next course of action.

For the record, you are very much awake.

Our intrepid adventurers:

Epicurius posted:


Tomin Caradoon

Bussamove posted:


Rinu, the Curious

hotdogtown posted:


Barnabas Matlow

Blooming Brilliant posted:


Droz'Feign, Hobgoblin Cleric of Eldath, Goddess of Peace and Water

100YrsofAttitude posted:


Alacranst Tarbuskh

Sunnydale Traveling Co.

The Mules: Spike, Buffy, Willow,


Apocron fucked around with this message at 07:08 on Apr 21, 2022

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Bussamove
Feb 25, 2006

Rinu, the Curious

quote:

Name: Rinu
Race: Tortle
Class: Druid
Proficiency: +2
Alignment: Neutral Good
Background: Outlander (Pilgrim)

HP: 10
AC: 17
Speed: 30
Passive Perception: 15

Attributes:15, 14, 13, 12, 10, 8
STR: 10 (8+2 Racial)
DEX: 12
CON: 14
INT: 13
WIS: 16 (15+1 Racial)
CHA: 10

Skill Proficiencies:
Athletics +2, Nature +3, Perception +5, Survival +5

Save Proficiencies:
Intelligence +3, Wisdom +5

Weapon Proficiencies:
Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

Armor Proficiency:
Light, Medium Armor
Shields

Tools:
Herbalism Kit, Drum

Languages:
Druidic, Common, Aquan, Elven

Feats:
N/A

Spells:
Cantrips: Druidcraft, Magic Stone
1st level (prepared): Cure Wounds, Faerie Fire, Detect Magic (ritual), Speak With Animals (Ritual), Entangle

Features:
Race

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hold Breath. You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 ( your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is O and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Survival Instinct. You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
Languages. You can speak, read, and write Common and Aquan.

Class:
Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Spellcasting Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
Ritual Casting You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus You can use a druidic focus as a spellcasting focus for your druid spells.

Background:

Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.


Personality Traits:
I'm driven by a wanderlust that led me away from home.

Ideal:
It is each person's responsibility to make the most happiness for the whole.

Bond:
I suffer awful visions of a coming disaster and will do anything to prevent it.

Flaw:
There's no room for caution in a life lived to the fullest.

Equipment:
Quarterstaff
Sickle
Dagger
Backpack
Bedroll
Mess kit
Tinderbox
10 Torches
10 Days Rations
Waterskin
50 feet hempen rope
Hunting Trap
Rack of Antlers (Trophy)
Traveler's Clothes
A pouch containing 10 GP
Herbalism Kit
Druidic Focus (Hand-carved totem)
Father's Starchart

In the chilly morning light, what could have been easily mistaken for a large rock with a thick woolen blanket draped over it began to stir. Heavyset limbs covered in thick mottled-green skin slid out from beneath, pushing the occupant of the simple-but-effective barrier against the chill upright as she emerged fully from her shell with a wide yawn. Gathering up the blanket to fold neatly, Rinu then began her morning routine, rummaging through her haphazardly-arranged packs to find her long pipe and begin packing it with a mixture of various herbs. As she looked around, she seemed confused, before something seemed to dawn on her.

"Oh! The trees are different." She cocked her head as she circled one thickly clawed finger above the chamber of the pipe and whispered a strange word, the contents beginning to smolder. "Aren't they?"

She took a long inhalation of the sweet-smelling smoke as she thought, before letting it out slowly through her nostrils.

"Yes, definitely different. They were more lush before, I'm sure of it."

Rinu's using her background ability, Wanderer, to recall the lay of the land around them from before they went to sleep. Also using Druidcraft to light her pipe because who has time to dig out a tinderbox?

Apocron
Dec 5, 2005
As Rinu puffs on her pipe and ponders the path that led her to this place there's no two ways about it. The road that she was on could not have possibly brought her to this forest. Since there was no logical geographical explanation it stands to reason that there must be some mystical or arcane cause.

Rinu:

You also notice that instead of the lazy grey stream that your pipe normally emits, the smoke instead undulates and you feel that you see figures and faces. But the smoke is too thin that you can't really make out any expressions. Looking closer they twist and writhe as if trying to escape your gaze and then aspirate into the breeze. Shaking your head and looking once more the smoke appears as it ever did.


Spoilered material is directed to the indicated player alone. Sometimes because it is something in their head, other times because it's something they have discerned from a check. All players can read it if they wish but it counts as metagame knowledge and shouldn't be acted upon unless the addressed character makes it explicit.

hotdogtown
Feb 28, 2011
Barnabas Matlow

quote:

Name: Barnabas Matlow
Race: Half Elf
Class: Rogue
Proficiency: +2
Alignment: Chaotic Good
Background: Sailor

HP: 10/10
AC: 14
Speed: 30
Passive Perception: 15

Attributes:
STR: 8
DEX: 16 (15 +1 Racial)
CON: 14 (13 +1 Racial)
INT: 10
WIS: 12
CHA: 16 (14 + 2 Racial)

Skill Proficiencies:
Acrobatics
Athletics
Deception
Insight
Perception
Persuasion
Stealth

Save Proficiencies:
Dex
Int

Weapon Proficiencies:
Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons

Armor Proficiency:
Light Armour

Tool Proficiences:
Navigators Tools
Thieves Tools
Vehicles (water)

Languages:
Common, Elvish, Orc

Feats:
N/A

Spells:
N/A

Race:

Darkvision: Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Skill Versatility :You gain proficiency in two skills of your choice.
Persuasion
Insight

Class:

Expertise: Persuasion & Perception

Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Thieves’ Cant: You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.

Background: Sailor
You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.

Ship's Passage:
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Bonus Action: When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Personality Traits: I enjoy sailing into new ports and making new friends over a flagon of ale.

Ideal: Freedom. The sea is freedom-the freedom to go anywhere and do anything. (Chaotic)

Bond: In a harbour town, I have a girl whose eyes nearly stole me from the sea.

Flaw: Once someone questions my courage, I never back down no matter how dangerous the situation.

Equipment:
Leather Armour
Rapier
Light Crossbow
X20 Light Crossbow Bolts
Stolen Silver Dagger
Silk Panties <lucky charm>
0 GP

What could have gone wrong very nearly had gone wrong. Defecating oneself was not his normal way to endear himself to new companions, certainly not before a carriage ride and especially so when it wasn't his carriage. Thankfully that morning he was awoken by a large, loud, briefly internal and personal noise that the rest of the party will now and forever remain in mystery off while they dozed in the dawn mist.

'On Valkur's Mast', he thought. It was good to wake alone. Barnabas tidied and relieved himself before re-stoking the fire. Firstly to be a good companion by preparing breakfast from the salted fish he had leftover, (after-all he hadn't paid for the drink) but secondly and more importantly to exorcise any lingering odours.

He weighed up the pros and cons of the evening and drinking so much of this new grassy mead with his new companions. "I didn't think there and been any incidents of note?, or had something also changed?" He wondered if he had disgraced himself again. He was in no position to ascertain with any certainty and was entirely to blame. He certainly had enjoyed the singing and merryment especially the Orcish duet of "The Coasts of High Barbary" with Alacranst. However a lingering and sad feeling surfaced briefly that credibility may have been dented with Droz'Feign through the rousing and half-drunk rendition of "Frigging in the Rigging." A cold yet unknown sweat emerged on his brow. He took his mind from it by searching for his personal and preferred supply of Mermaids Tears.

Barnabas takes minor check on stealth to tidy up & relieve himself discreetly. Barnabas tries to remember with perception if he had caused any offence or outrage from the night before but perhaps as he tries to remember something may reveal itself from the evening that doesn't quite add up. For one thought he fell asleep against a tree

Blooming Brilliant
Jul 12, 2010

Droz'Feign

quote:

Name: Droz’Feign
Race: Hobgoblin
Class: Cleric of Eldath (Peace Domain)
Proficiency: +2
Alignment: Neutral Good
Background: Soldier

HP: 10
AC: 18
Speed: 30
Passive Perception: 12

Attributes:
STR: 10
DEX: 14
CON: 14 (Racial +2)
INT: 14 (Racial +1)
WIS: 15
CHA: 8

Skill Proficiencies: Athletics +2, Insight +4, Intimidate +1, Medicine +4, Religion +4

Save Proficiencies: Wisdom +4, Cha +1

Weapon Proficiencies: All simple weapons, shortswords, longbows

Armour Proficiency: Light armour, medium armour, shields

Tools: Playing cards, vehicles (land)

Languages: Common, Goblin

Feats:
N/A

Spells:

Cantrips Known: Guidance
Mending
Spare the Dying

1st Level Spells Prepared: Bless
Create or Destroy Water
Healing Word
Heroism (Domain Spell)
Sanctuary (Domain Spell)

Features:

Race
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.

Martial Training: You are proficient with two martial weapons (shortswords and longbows) of your choice and with light armour.

Saving Face: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Class
Spellcasting: As a conduit for divine power, you can cast cleric spells.

Divine Domain: At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you (Peace Domain).

Implement of Peace: When you choose this domain at 1st level, you gain proficiency in the Insight.

Emboldening Bond: Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Background
Military Rank:
You have a military rank from your career as a soldier (infantry). Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Personality Traits: I'm haunted by memories of war. I can't get the images of violence out of my mind.

Ideal: Live and Let Live. Ideals aren't worth killing over or going to war for.

Bond: I'll never forget the crushing defeat my company suffered or the enemies who dealt it.

Flaw: The monstrous enemy we faced in battle still leaves me quivering with fear.

Equipment: Mace
Scale mail
Light crossbow
20 bolts
Explorer's pack
Shield
Holy symbol of Eldath
Insignia of infantry rank
Dagger (Dwarven Design)
Deck of playing cards
Common clothes
10 gp

Another bad night's sleep.

Droz grouchily comes to his awakening senses, as he wipes the sleep him his eyes. Droz never sleeps well on the road these days, and this night was not helped by Barnabas' attempts at singing. Whatever those tunes the half-elf was bellowing, Droz had little taste for them. All that considered, Droz is somewhat surprised he slept as "well" as he did given his and his companion's... surroundings?

Droz hearing Rinu's remark reaches for his canteen, taking a brief swig before pouring some water into his hands to wash his face. The water's cold sting brings a modicum of alertness to Droz,

"... No, this isn't where we settled for the night."

Droz, takes count of his companions. All of them seemingly accounted for, good... there's safety in numbers. Still, that does not stop the tinges of anxiety settling into Droz. Whilst nothing immediately seems dangerous, something definitely does not feel right.

Droz reaches for his holy symbol of Eldath, and begins a morning prayer. One lengthier than his usual devotions.

Droz makes a religion check with his morning prayers, asking for Eldath's comfort and guidance having awoken in unfamiliar territory. Perhaps the Mother of Waters will deign to offer some clarity to her concerned servant.

Blooming Brilliant fucked around with this message at 12:27 on Apr 20, 2022

Epicurius
Apr 10, 2010
College Slice
Tomin

https://www.dndbeyond.com/characters/71948242

"You're right", Tomin says to Rinu. "These trees are different. I'm sure of it. I just don't understand WHERE we are, or how things got so foggy. Also, did anyone have....odd dreams last night? Of travel, of wandering? Now that I'm awake, it's slipping from me, but I remember a road, and I was with a crowd of people, and there were these giant stone heads.. Sorry, it's gone from my memory."

Epicurius fucked around with this message at 14:21 on Apr 20, 2022

100YrsofAttitude
Apr 29, 2013




Alacranst Tarbuskh

quote:

Name: Alacranst Tarbuksh
Age: 38
Race: Half-orc
Class: Barbarian
Proficiency: +2
Alignment: Lawful Neutral
Background: Caravan Specialist

HP: 15/15
AC: 15
Speed: 30 ft (walking)
Passive Perception: 13

STR: 15 (13+2 racial)
DEX: 14
CON: 16 (15+1 racial)
INT: 8
WIS: 12
CHA: 10

Skill Proficiencies:
Animal Handling; Athletics; Intimidation; Perception; Survival

Save Proficiencies:
Strength; Constitution

Weapon Proficiencies:
Simple Weapons; Martial Weapons

Armor Proficiency:
Light Armor; Medium Armor; Shields

Tools:
Vehicles: Land

Languages:
Common; Orc; Dwarvish

Feats: N/A

Spells: N/A

Features:

Race:

Darkvision- Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Menacing- You gain proficiency in the Intimidation skill.

Relentless Endurance- When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage Attacks- When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Class:

Rage: In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
-You have advantage on Strength checks and Strength saving throws.
-When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
-You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Background:

Caravan Specialist- You are used to life on the road. You pride yourself at having traveled every major trade way in the region, including the best backroads and shortcuts. When traveling these roads, you know where the best inns, campsites, and water sources are located, as well as potential locations of danger such as ambush. Having worked the roads as long as you have, you have made many acquaintances and find it easy to pick up information and rumors floating from town to town. You are skilled with beasts of burden and handling and repairing wagons of all kinds.

Feature:

You are used to being in charge of the operation and your reputation for reliability has you on a short list when the job is critical. Experience has taught you to rely on your gut. Others recognize this and look to you for direction when a situation gets serious. You are able to identify the most defensible locations for camping. If you are part of a caravan outfit, you are able to attract two additional workers that are loyal to you based on your reputation. You have an excellent memory for maps and geography and can always determine your cardinal directions while traveling.

Personality Traits: There's always someone out there trying to take what I've got. Always be vigilant.

Ideal: Focused. I simply have a job to do, and I'm going to do it. (Neutral)

Bond: A caravan I lead was attacked by bandits and many innocents died. I swear that I will avenge them by killing any bandits I encounter.

Flaw: Once I decide on a course of action, I do not waiver.

Equipment:

A whip
A two-person tent
A regional map
A set of traveler's clothes
A pouch with 0 GP
A shield
A battleaxe
4 javelins
An explorer's pack

"Oh me, oh my," with a loud stretch and audibly cracking bones, Alacranst steps up from the driver's seat to which he had crawled up on, after the long night of carousing. The sudden appearance of the Tortle had surprised them, but she was a jolly sort and after breaking the ice, and a few, if not several, pints, they spent the foggy night singing the shivers away.
Shaking the dew off his overcoat, he puts it back on and after taking care of himself in eye-shot of the wagon, begins to check on the stagecoach, as he does every morning when on the road. As soon as the wagon is looked over, he moves to the 6 mules. They're still mostly sleeping, head to tail in a bunch tied to the back of the wagon. He wakes them up with soft touches and calls of their name, drops a bucket or two of oats, but worries as they don't eat immediately like tend to do. On closer inspection, they seem to be shivering. "Fog's must've gotten to them." He grabs some old moth-eaten woolen blankets from the supply trunk of the coach and placing one thickly on the back of each mule, looks at them worriedly.

Hearing his passengers nearby, and a crackling fire he calls out, "Any of you, see or hear a thing that could've put off the mules? Something eating them up, it seems. What's all this about 'changed trees'?" Grabbing a morsel of hot fish with a gloved hand, and with a nodded acknowledgement to Barnabas, he chews unceremoniously away at it, as he realizes the road they were encamped next to is nowhere to be seen, "Blast it! Don't tell me we went for a joyride last night!"

Alacranst makes an Animal Handling check to sooth the mules and see if he can't tell what's bothering them. Plus a Land Vehicle check to see if in fact the stagecoach did go on a joyride the night before (Wear and tear on the tires or sides of the wagon)

Bussamove
Feb 25, 2006

Rinu

“You were all quite rowdy, but not that bad.” Rinu laughed, a surprisingly deep rumble that echoed out of her shell. She’d availed herself of a drink, but only one; her vice of choice was glowing in her pipe. “I’d definitely remember something like that!”

“See there?” She pointed to the east— it should be the east anyway— with the stem of her pipe as she wandered closer to the seemingly impenetrable wall of mist, nearing the camp’s edge. She started to speak, before something seemed to catch her eye and she was suddenly very interested in the smoke coming from her pipe. She took another deep drag, letting it out slowly and watching the twisting smoke… then seemed disappointed. Whatever she had noticed seemed gone. “Pardon. There were fallen trees there last night, I remember ducking beneath them to get to the fire. And beyond them should be a brook, but I can’t hear it…”

“Yes!” Rinu nodded at Tomin’s mention of odd dreams. “I was following a line of figures through some very impressive gates between the largest statues I had ever seen! It was very strange.”

Rinu’s keen eyes are trying to pierce into the mist as far as she can, to find some sort of landmark that was familiar to her using Perception. Maybe she was simply mistaken about where she had seen those fallen trees?

Bussamove fucked around with this message at 20:13 on Apr 20, 2022

100YrsofAttitude
Apr 29, 2013




Alacranst

"I was afraid you would say that. I'll admit, I haven't got a splitting headache, and I'd at least expect that had we gone on a joy-ride." He looks at the trees around him. If any are sturdy enough, perhaps someone could climb one and see if there's anything to see above the tree-line. "Barnabas, you were a sailor weren't you? I think I could maybe climb a tree, but you seem to be more spry, and if you were ever up on those bird's nests, or whatever you call them, maybe you can scale one of these around here, get our bearings? I'm going to look for my map, and see to the mules. They don't seem to be eating, I don't care for that."

Blooming Brilliant
Jul 12, 2010

Droz'Feign

Droz finishes his breakfast, feeling more alert and ready to face this developing situation for it. Rather than facing prolonged conversation this early in the morning from over-eager Rinu and Tomin, Droz turns to Alacranst and Barnabas to make himself useful and bestow Eldath's blessings.

"I agree with Alacranst, getting insight over our terrain is smart. Not to put too much burden on you Barnabas, but you do appear the most spry amongst us to scout from a vantage point... I can grant you Eldath's guidance, should you choose to do so of course, or any amongst you who require the Mother of Water's clarity."

Droz is willing to grant and cast the Guidance cantrip on anyone wanting to undertake some immediate scouting, gifting them divine assistance with their abilities (+1d4 to ability checks for 1 minute, requires concentration)

Bussamove
Feb 25, 2006

Rinu

“Then I’ll venture out on foot.” Rinu moved back to her packs, looping a thick strap of leather over her shell so she could hook a thin sickle to it. Reaching for a long, gnarled staff of sturdy wood that had clattered to the ground nearby— odd, because she had certainly leaned it against a tree the night before— she tapped its end on the ground with a satisfied nod. “Surely we can’t be far from where we bedded down last night. We’ll get our bearings before long!”

With that, she turned to amble back towards the thick mist with her steady deliberate gait, pipe now clenched firmly in her beak-like mouth.

Using her knowledge of Nature and good memory for landmarks and terrain, Rinu is going to try to get them back on familiar ground.

Epicurius
Apr 10, 2010
College Slice
Tomin

"Wait!", Tomin calls at Rinu, "It's not safe to go out in that mist alone, and not really safe to split up. This mist seems thinner down the path into the valley. If we're going to go anywhere, ots safest to go that, but whichever direction we go, let's go together. Otherwise, we'll get split up and never see each other again. Probably walk into a tree or something."

Bussamove
Feb 25, 2006

Rinu

“Oh, I suppose you’re right.” Rinu stopped at the edge of the mist, tapping her staff on the ground; it almost looked like she was about to venture out into it anyway. Eventually she relented, turning back to the others. “Shall we finish breakfast and then forge ahead, then?”

hotdogtown
Feb 28, 2011

quote:

“Shall we finish breakfast and then forge ahead, then?”

"Yes but before that let us heed Alcanrast's and Droz'Feign's advice. I also don't trust these woods and a ship that sails together stays together. Ive been up a Crow's nest and a good scout also knows to look up down and out. Barnabas Matlow at your service.

I appreciate the blessing Droz, may I call you Droz for short? Perhaps while I look out another examines the two paths?"

While waiting on the Blessing, Barnabas decides to climb the large tree nearest the path effortlessly with one small feat of acrobatics to demonstrate to his companions he wasn't a complete imbecil (but absolutely nothing foolish enough that would require a broken arm check) and rolls to take a perception check at the top looking out for any sign of a settlement, hidden danger, life, where they may have come from or to hear anything that may be obscured by the fog +5 perception +2 Prof bonus +/- Droz'Feign's Blessing

Apocron
Dec 5, 2005
Alacranst:
For a moment the animals seem like strangers to you. Your hand filled with oats seems vulnerable before the thick teeth and lolling tongue of these beasts of burden. Spike's eye seems to reflect the mists around you and just as the hackles rise on the back of your neck your other hand soothes his mane and he licks the oats up happily


The animals seemed unsettled this morning. Perhaps they also hadn't slept well? In either case your dutiful care has invigorated them.

Barnabas:

The party watches as Barnabas scampers up the tree with a prudent amount of flair before disappearing into the foliage.



The view strangely reminded you of the sea. Perhaps the mist's movement reminded you of gray waves, perhaps the irregular peaks stretching far in all directions reminded you of the horizon. Unfortunately, the same way the sea provides little by way of navigational help without the stars, this forest offered no help to you in discerning what direction the nearest settlement might be. But squinting your eyes you feel the treeline was thinning a bit to the West.


Clocks

I've decided to try and integrate progress clocks as a way of tracking your efforts to find your way out of the forest. A clock is simply a visual representation of the process of achieving a goal. In this case, each of the actions that I have determined to have contributed to your successful journey forward are ticking out this four section progress clock. On the other hand any failures will tick off the lost clock (none so far!)

Lost:


On Track:

+ Rinu using her special memory to scout out the surroundings
+ Alacranst making sure the animals are in good shape for the journey
+ Barnabas climbing to the top of the tree to scout out the next step.

Perhaps Tomin or Droz can suggest how they can contribute a roll. If not then someone else is welcome to make another check.

100YrsofAttitude
Apr 29, 2013




Alacranst

“Poor things really hate this fog.” He begins to hitch Buffy, Willow, Anya, and Giles to the front of the coach. Spike was happily eating his oats but he seemed rather off and Xander, the perennial replacement, was already waiting at the back of the wagon. “A field is what they’ll want. And me a road.” He wipes his fishy gloved hand against his over coat and places the other on the bullwhip at his side. “Anything else need doing or will you all be boarding?”

Blooming Brilliant
Jul 12, 2010

Droz'Feign

Droz gives a brief, affirmative nod to Barnabas as he sprung down the tree. Barnabas' success reassured Droz, he felt Eldath was still with him and his companions within this unfamiliar place, parting her guidance.

Once Barnabas was grounded, Droz turned towards the westward treelines. The domineering woods appear at first glance to be as thick and foreboding as its surrounding counterparts, but Droz went off Barnabas' words that they easier to navigate through. Droz took some steps away from the group westward, keeping within visible sight of the party and consensus not to wander into these choking mists.

Droz reflected that scouting was normally left to, well scouts. However, he always had a tinging doubt that he would have been a better fit for the scout divisions during his... service.

Droz shakes his head, focusing his thoughts on the moment, as he asks once more for Eldath's Guidance in traversing through these trees.

Droz casts the Guidance cantrip on himself, and then attempts a Survival check to find a path large enough for a carriage to pass through these woods. Perhaps something like a muddied path, or maybe even some footprints indicating others nearby.

Bussamove
Feb 25, 2006

Rinu

Pushing herself to her feet, Rinu eyed the wagon as if she were sizing it up before moving to begin gathering her things.

“Perhaps… I’ll walk. I am not exactly built for wagons, I think.”

Epicurius
Apr 10, 2010
College Slice
Tomin

Tomin climbs in and then calls down to Rinu, "Are you sure? It looks like you should be able to fit, and sitting is more comfortable than walking."

Blooming Brilliant
Jul 12, 2010

Droz'Feign

Droz chambers into the coach, situating himself near the window to gaze out whilst travelling. After Droz has made himself comfortable, a difficult task given he is carrying a small arsenal of equipment, he turns to Rinu.

"I would voice against travelling on foot, Rinu. We do not know how long we will be traversing these woods, and the coach would have to match your pace, lest you fall behind. I would say overall it is... unadvisable, given this thick fog."

Bussamove
Feb 25, 2006

Rinu

“Well…” Sometimes all it took was enticement from another to push someone over the edge. In this case, it had barely taken that. “I’ve never actually ridden in one before, so… why not!”

100YrsofAttitude
Apr 29, 2013




Alacranst

"Come, if you don't fit in a seat, you can sit in the middle, and if that fails, then you'll come up front with me. It's big enough for me to sleep on, and the mules can deal with your bulk just fine." He checks around making sure everyone's on board. He climbs up the side and verifies any bags are attached well. "If we're all set then," he turns to the mules, "Giddy up!" The wagon begins to move with a slow creak over the unpaved ground, crunching over dead leaves as the branches of the trees break before them or scratch at the sides with long dry sounds. "That's the way now. You keep on steady there my little darlings, and just follow sure-footed Buffy, she'll lead you right."

Alacranst will take a Vehicle (Land) check to see just how well they get moving westwards in hopes the forest thins out. Rinu's position is yet unknown, but she's welcome up front or wherever she'd like to go.

Apocron
Dec 5, 2005
Act 1, Scene 2: The Manor House



Climbing into the wagon Alacranst signals the mules with the reins and with a start, your odd procession lurches off into the forest. Despite your unfamiliar surroundings and the lack of landmarks, the co-operation of the party leads to an uneventful ride. The trail wends left and right, occasionally there is a fork but with Rinu's memory of the path you've taken, Barnabas's prompting to head West, and Alacranst and Droz occasionally discussing the path and the state of animals, you reach a point where the trees open out onto fields and the trail becomes a gravel path.



The mists seem to recede out towards the horizon but despite being able to see more, the view is hardly encouraging. Crop fields lie in waste. What wildlife you see seems sickly and weak. But the road continues onward and there's little choice but to continue or head back into the forest.



It's past approaching noon when you finally catch your first glimpse of a man made structure. A manor house among the fields that seems worn and tired, perhaps the failed crops you've seen belong to the owners. You also feel the mist is a little thicker around here. As you draw closer your eyes are pulled from the building to the sight of two children frantically looking up and down the path.



As soon as they catch sight of you the girl begins pumping her arm back and forth to get your attention and when you're close enough she dashes up to the carriage, little brother in tow.

"Thanks be! You must help us! Our parents are still in there with the monster!"

She points toward the manor.


That'll be us for the weekend as I don't think I'll have much chance to do a major update until Monday. We'll see what we can manage on Discord.



This is where you've explored so far. The two marks in the forest are roughly where your camp was. The blue X is the Manor House. It's probably slightly more than you've been able to see from the back of the carriage and please don't ask me for the scale of the hexes as I'm just playing time/distance by ear.

Apocron fucked around with this message at 11:30 on Apr 22, 2022

Epicurius
Apr 10, 2010
College Slice
Tomin

Tomin pokes his head out of the window of the carriage and looks at the children. "Hey, it'll be ok. What's all this about monsters? There's a monster in your house?"

hotdogtown
Feb 28, 2011
"FEAR NOT CHILDREN MY NAME IS BARNABAS MATLOW AND I WILL SAVE YOU. Now where are these villans?" Barnabas heralded leaping from the front seat of the carriage.

Now on the ground he looked at the girl smiling and asked "Pray tell me your names and what is this of your parents?"

hotdogtown fucked around with this message at 16:08 on Apr 22, 2022

Blooming Brilliant
Jul 12, 2010

Droz'Feign

Upon hearing Barnbas' clambering to the coach's top and bold exclamation, Droz moves for the door whilst passing remark to the others present.

"I believe Barnabas just made our presence known." Droz exits the coach clutching his holy symbol in one hand, shield prepped in his other.

Blooming Brilliant fucked around with this message at 10:14 on Apr 26, 2022

100YrsofAttitude
Apr 29, 2013




Alacranst

Looking down at the worried children, Alacranst attempts a friendly grin and holds his hands out wide, hoping it comes off as non-threatening.

"Hello little ones. We seem to have lost our way somehow. If my passengers don't mind we can take you along to where you need to go, or if they'd like we can see what your 'problem' is." He turns to the others in the wagon, "Do you all want to play along with their game? I can keep us moving, they're just children."

I'll roll an intimidation check, in hopes that I DON'T intimidate them, but the large dust-covered half-orc makes for a naturally fearsome figure.

Bussamove
Feb 25, 2006

Rinu

“Of course we’re going to ‘play along’!” Ambling to her feet, Rinu began to follow Droz out of the carriage. “Look at them, they’re terrified!”

With her feet firmly on the ground, Rinu looked down the oath towards the manor and the children, her voice soft and compassionate.

“Tell us about this monster, little one.”

Rinu is trying to reassure the girl that they’re there to help, not harm. Along the way, maybe her keen Perception can give her a clue about what’s going in.

Apocron
Dec 5, 2005
Road Outside the Manor

Even though the two children had been the ones to come running to you, as soon as they reach the carriage and come face to face a hobgoblin, a half-orc, and a giant turtle their eyes widen and for a moment they seem like they might race back toward the house. They hesitate between Baranabas and Tomin before dashing to the carriage and clutching onto Tomin for safety. After a moment to gather themselves; the girl shakes her head and then boldly declares:

: I am Rose and this is my little brother Thorn. There was some terrible howling from the basement, mother and father forced us out of the house telling us there was some kind of monster. I want to go back in but Thorn, Thorn won't move. Please! We must go at once! We need to help them!
: ...

You can see the words catching in her throat as she fights back her tears.

Good job to all the non-half-elves intimidating them!

Sorry Barnabas 17 Charisma to 16 Charisma.

Rinu: They look like worked up children.

Bussamove
Feb 25, 2006

Rinu

Rinu looked… ever so slightly crestfallen at the scared looks the children gave her. Though given the circumstances she could hardly blame them. She sighed softly, before kneeling down to take a handful of gravel from the road to tuck into the pouch on the leather strap around her shell. She’d be needing them later.

“Well, then let’s deal with a monster!”

100YrsofAttitude
Apr 29, 2013




Alacranst

They hadn't been traveling long and were already being waylaid by the many trials of the road. He had already failed to get the passengers to the next destination within the day, and his share of the drive would definitely be deducted by the company. He'd have to double up on passengers for the way back. They seemed to be lost, or at least off the road from where they had started. Alacranst had been staring at the map all morning, but nothing on it seemed remotely familiar and though he tried to make the mental calculations of how much money he would lose, being late, lost with the sums, he had to give up and shake his head. Though it wasn't necessarily his problem to help this family, the children's parents would know where they were, and would be able more easily direct them, letting him finish this contract as soon as possible.

He turned to the others, "As far as I'm concerned, I don't mind driving up to the manor. I hate to admit it, but our detour this morning has got me slightly turned around. This is the only road for a while, so it doesn't make much of a difference, directionally speaking, but it would be helpful to speak to their parents at least and get our bearings."

I'll roll a intelligence saving throw for doing the sums, and also an investigation check on his map, to see if he can figure out where they are. If he does manage to figure it out, I may go about suggesting something different.

Blooming Brilliant
Jul 12, 2010

Droz'Feign

Droz stood back as his companions conversed with the two children. He simply did not know what to say that would be encouraging to the young ones, whilst the others... well at least some of them, seemed to reassure them.

Droz reflected whilst the conversation commenced how non-Goblinoids treated their young with empathy and compassion. Goblinoids did not even receive a name until they where no longer considered a drain on resources. They were simply given numbers.

Droz was called Seven.

Turning to Alacranst, who seemed to be somewhat flummoxed over the developing situation, Droz gripped his holy symbol firmly and proclaimed,

"Their parents maybe in immediate danger as we dawdle. Let us ensure they are safe before we consider chit-chatting cartography with them." Turning to the two children, Droz pulled on his goddess' teachings for comforting words. "The Guardian Mother sees that all are protected, young ones. As her devotee, I will ensure your parents receive help and protection."

Droz begins to make his way up the main pathway leading to the manor house, albeit at a pace slow enough that he does not become lost in this confounding mist to his companions.

Blooming Brilliant fucked around with this message at 23:46 on Apr 25, 2022

Apocron
Dec 5, 2005
Durst Manor



You make your way up to the manor house. On the way you pass the name plate inscribed "Durst", and the kids confirm that it is their family name. The building is old, it seems that the sorry state of the fields has meant that the funds necessary to manage its upkeep have been lacking. The faded grandeur speaks to a time of merriment long gone, it is sad to think that these children not only must suffer the loss of their fortunes, they must also be driven from their own home. All the curtains are drawn but the lights are on inside and be glanced from the front door being slightly ajar, perhaps from the children's hurried exit. Rose seems as if she's about to mount the steps to the front door

: !!!

when Thorn clasps her ever so tightly and shakes his head violently. Rose is about to push him off but then resigns herself to her little brother.

: I'll stay here with Thorn. I'm sorry to ask you to face a monster but... I'm sure my parents have some money left... so I'm sure they'll reward you! Please! Hurry!

100YrsofAttitude
Apr 29, 2013




Alacranst

Maneuvering the wagon up to the front the house he steps off as the two children run to the front steps and stops. He hears her final request as he ties the mules to a hitching post and grabs the worn but sturdy ox-hide shield resting on a light metallic frame and studded with iron in his left hand holds the long haft of his double-headed battle ax in the other. He keeps his dusty riding coat, that offers no material protection.

He had thought about Droz's words as they rode up to the house and mulled over the response he had given, perhaps too trite for the circumstances, "My first job is to get you all to where you're going, I don't meant to be cruel, but these sort of things come up frequently on the road. Still, if you all wish it, I'm by no means reluctant to help these kids out."

Now in front of the battered manor he turns again to the hob-goblin, "Uh, listen," but unable to find the spirit to humble himself before the cleric, he says louder for all to hear, "Shouldn't we know what sort of monster needs taking care of? Not that I won't go in either which way, but it's good to know if this thing shoots fire or not." He looks meaningfully at Tomin who seems to have the best rapport with the children.

If Tomin chooses to ask the kids further questions, I'll roll a survival check on knowledge of said description.

Bussamove
Feb 25, 2006

Rinu

“It might not be some terrible monster at all. It could be some poor beast that’s found itself trapped and is lashing out.” Rinu, set in her commitment to help in the situation, had followed shortly behind Droz and now found herself eyeing the entrance to the manor. Her own preparations for a possible battle were less… conventional than Alacranst’s. In one hand was a short length of wood carved with strange symbols in some unknown language and somewhat crude approximations of the starchart she had showed Tomin earlier, in the other a few of the pebbles she had scooped up from the road. “Cornered and desperate is still dangerous, of course.”

She moved closer to the manor, listening for the terrible howling the girl had described to them. Or any sort of cries that might help identify just what was in that basement that had the children so frightened. If their parents were still inside, they couldn’t afford to hesitate much longer out here.

“Though if we could subdue it, that’d be much preferable to the alternative.” Rinu had seen and heard many beasts in her travels, and though she respected and revered nature she also knew that it was at its most dangerous when it met head-on with the doings of the mortal races. If something had maddened itself into a frenzy after wandering in and finding itself trapped, or was sick and injured— tragic as it was there was such a thing as a merciful end to suffering. But that didn’t have to be the first choice.

Like Alacranst, Rinu is ready to try and identify what might be in the manor through her knowledge of Nature. Two heads are better than one in situations like this.

Blooming Brilliant
Jul 12, 2010

Droz'Feign

Droz stood back and gave an affirmative nod to Alacranst and Rinu as they attempted to gleam more about the manor's inhabitants. Droz's attention had somewhat shifted momentarily, as he positioned himself to view the manor in its entirety.

The proceeding day has been odd to say the least, and this was another oddity to add amongst them. A dilapidated mess nestled amongst dense fogs, baring ruined crops and having seemingly ran out of coin some time ago.

Droz's attention then shifted onto the two children, giving them a hopefully not too obvious side-eye. Droz and his companions had already stated they would assist the children, why offer them coin now? The promise of further reward, when their parents are in peril? Droz gave a brief glance again at the faded building and its surroundings, and thought their parents apparently still have coinage?

It stuck as somewhat odd, another odd event in a string of them. Droz turned to address the children in a soft-spoken manner. He proposed a simple question,

"Your parents are still in their correct? What are their names little ones? It would put them at ease when we meet them, to address them properly."

Droz waits for the children's reply, and will attempt garner Insight on this situation through their response. Surely children would know the names of their parents without hesitation, no?

Blooming Brilliant fucked around with this message at 10:10 on Apr 26, 2022

Apocron
Dec 5, 2005
Durst Manor

As everyone stands around she looks from one of you to the next and begins to panic as you seem to be dallying and leaving their parents at the mercy of the monster.

: Gustav and Elizabeth!


Droz: They are sincere in their fear of whatever is in the house and now seem to be becoming afraid that you're going to waste time while their parents are in imminent danger.

Apocron
Dec 5, 2005
Durst Manor

The group makes its way up the steps and through the ajar front door. The hopeful eyes of Rose and Thorn watching you.



As the last party member passes through the door closes with a distinct, clean click. Someone tries their hand on the knob but it doesn't move. Anyone who tries to peek through the front pane sees back out onto the carriage and front lawn when suddenly the mist cascades inward until all that can be seen is choking fog.

Nowhere to go but forward I suppose.

You make your way through the porch into the foyer, on the south wall is a shield emblazoned with a coat-of-arms (a stylized golden windmill on a red field), flanked by framed portraits of stony-faced aristocrats all named Durst. Mahogany-framed double doors leading from the foyer to the main hall are set with panes of stained glass.



A wide hall runs the width of the house, with a black marble fireplace at one end and a sweeping, red marble staircase at the other. Mounted on the wall above the fireplace is a longsword with a windmill cameo worked into the hilt. The wood-paneled walls are ornately sculpted with images of vines, flowers, nymphs, and satyrs.

A cloakroom has several black cloaks hanging from hooks on the walls. A top hat sits on a high shelf.

Welcome to Durst Manor. We hope you enjoy your stay. We are in an invesitgative portion and so you don't have to worry about staying glued at the hip to each other. You followed the red line into the house and your options to investigate are a). b), and c). I suggest you split up and poke around. You are also free to continue to the second floor if you wanted to continue onwards and upwards.

Also feel free to declare rolls for investigation and make them in #hot-hands Do remember to do it in that order and please don't edit what you post.



P.S. Photos and other pics I find might not map perfectly onto the actual map so please take them as inspiration.

Apocron fucked around with this message at 06:41 on Apr 27, 2022

Blooming Brilliant
Jul 12, 2010

Droz'Feign

Droz glances about the main foyer, his previous doubts about the children's possible lack of wealth were unfounded. Lavish would be an understatement to describe this place, although that now posed a new query. This manor appears relatively pristine for somewhere with a supposed monster loose?

Droz thoughts were halted by the distinctive click of a locking door behind him. He breathed a heavy sigh whilst prepping himself, shield and holy symbol in hand.

"Something feels off, but there are people to save. Let us find the parents and be out of here, whatever this 'monster' is may still be confined to the basement, Eldath's grace hoping."

Noting the foyer's layout, Droz turns to the immediate door on his left whilst pondering aloud, "We could not hear any noise from this place's front, perhaps the parents have fortified themselves in one of the back rooms?"

Droz moves to the door of Room A and, assuming it is open, proceeds inside and begins to Investigate it for the parents or the "monster." Droz would ask for Eldath's Guidance in his search (Gudiance Cantrip).

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hotdogtown
Feb 28, 2011
Barnabas is unconcerned by the click. He'd been on a ghost ship once and knew the only way was to solve the puzzle. These children however he felt were off yet he felt Conflicted with the urge to help them. He wonders are they not alarmed by the door and fog he wondered?

Barnabas looks at Rinu and winks upwards before moving with pace up the stairs for perception check for villans or traps.

hotdogtown fucked around with this message at 01:08 on Apr 27, 2022

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