"Sweet" Talulah Sweetrazor |
Sweet giggles at the little creature that provided the light and then turns stone cold serious. Whispering again: Let me scout ahead a little. Can anyone cast the arcane spell that allows people to whisper?
Sweet slowly follows the dancing diamond of lights into the courtyard (enjoying the shadows cast by the light). She remains in these shadows and silently starts to inspect the area. As the group watches, she seemingly disappears before their very eyes.
Stealth: 1d20 + 18 ⇒ (19) + 18 = 37
Perception: 1d20 + 12 ⇒ (1) + 12 = 13 + 3 more for traps
Riggs Parrett |
"Ah yes, one of my favorite little spells," the Mage tells the halfling, casting the Message cantrip , so she could communicate With the rest of the group while she scouted.
baldwin the merciful |
"Sweet" Talulah Sweetrazor |
Sweet remain on the path and silently moves ten feet at a time still dodging the light and watching for traps. She points back to the Mage and moves her lips.
Stay on the path and move in slowly. Everything is dead.
I9 to J11
I would cover the squares on the path up the column 11 to make sure it is safe for the group. As they move up, I would do the same for the next little bit.
Riggs Parrett |
Riggs is silent, waiting for a sign from the halfling. Upon receiving the message, he nods and tells the rest of the group what he was told. He tries to follow her path, if possible, making sure the rest of the mercenaries were with him.
Move to I9.
"Sweet" Talulah Sweetrazor |
Will Save: 1d20 + 5 ⇒ (16) + 5 = 21
Sweet points at Riggs again:
There is a pungent smell ahead. I can barely stand it. I have not found it, but be aware.
As the group moves to column 9, Sweet will attempt to clear to column 13
Sweet continues to cautiously sweep the path. She uses her knowledge as a cat burglar to step easily and move softly.
baldwin the merciful |
Riggs Parrett |
"Per Sweets message, there is something rancid smelling up ahead. Prepare as best as you can," he whispers to the others.
Riggs pulls his cloak over his nose, hoping to keep some of the stink off him.
He points back at Sweet. "Should we keep coming?
Lol, I was hoping the others were coming with me...
"Sweet" Talulah Sweetrazor |
When everyone gets to column 9, I'll try to clear to 13. (in other words, stay approx 20' in front of the group trying to clear the path of traps.) Unless anyone disagrees, we will slowly move forward until one of us spots something.
Fairsplindle Shiningstar |
The gnome, who should now be in J5 moves forward to J8 and spends the rest of her round looking around with darkvision.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
She will ask the mage to ask the rogue to find what smells bad, through the message spell if she is included in it, and directly if not.
Riggs Parrett |
The message spell is one target per level, so the whole group is included in the spell.
Also, I'm going to go crash out for the evening, so Sweet can relay the info to someone who is gonna be up a bit longer than me. Riggs will kinda be in the background for the time being.
baldwin the merciful |
You see that the area off the path is heavily overgrown and is hazardous terrain to move through, one half movement. You notice dead and withering trees and think hearty stemmed weeds that are beginning to overtake parts of the pathway. As you look around, the autumn air is stale and heavy the skeletal trees sending their gaunt limbs rattling. The life inside them has long since flown, as have the birds and squirrels that once nested in their boughs.
Double check that this is where you want to be on the map.
baldwin the merciful |
Here is the current map.
Current Map
Balthazar Belloch |
Satisfied with the nascent groups willingness to engage with each other. Balthazar smiles slightly, thinking "Perhaps their hot blood hasn't blinded them to reason, after all. Yes".
Balthazar follows Icabhod's path ending a square behind him. He stops for a moment looking at the weeds Icabhod points to. Holding a gloved hand over his nose, Hmm, what have we?
knowledge:nature
1d20 + 11 ⇒ (19) + 11 = 30
perception
1d20 + 8 ⇒ (7) + 8 = 15
Fairsplindle Shiningstar |
Shine grabs Icabhod by the arm. Are you alright? You look, well confused or stunned or something.
Heal Check Take 10: 10 + 10 = 20
Does Icabhod know he is wisdom damaged? How do I know, in order to address it? Glad I have a fully charged wand of Lesser Restoration at the moment. :)
baldwin the merciful |
Fair - your perception reveals that you see that the area off the path is heavily overgrown and is hazardous terrain to move through, one half movement. You notice dead and withering trees and several different types of think hearty stemmed weeds that are beginning to overtake parts of the pathway. Ichahbod and Norjan are standing near a weedy looking plant.
Knowledge Nature is not an untrained skill. I thought you had ranks in skill which is why I did not move you the 5 ft step you mentioned last night. I need you to actually make Will save DC16, as you will be 5 feet closer. If you miss the Will save i need you to make one more at the same DC. +2 on your saves for covering your nose.
Don't do any actions till the rolls occur as that may influence what you can do.
baldwin the merciful |
Belloch you stop immediately and recognize that Icabhod, Norjan and now Fair are standing near a patch of "Fool's Flowers" a powerful weed with invisible spores and gaseous cloud. they have pungent odor and are strong hallucinogenics. Creatures can become fascinated with the weeds and take damage to their wisdom.
---
Riggs you finally recognize the Fool's Flowers and you know they effect your senses and can cause hallucinations.
baldwin the merciful |
Balthazar Belloch |
Alright. Where is the weed patch I've identified located at the map, J11? How large is the patch, how close is it to the path, and how far does it extend if it is along the path? Essentially I'm wondering if it's possible to run past the patch without undue risk. On another note, dancing lights should be near j16 now.