DaWay |
After a hard night's labor you are able to produce the dye required by the agreement set forth by her parents. Sure enough the Red Plumes arrive in the morning to procure their shipment.
When they leave, Constance thanks you profusely handing you a potion of fire breath and 2 vials of acid for your efforts.
Anything else you wish to resolve?
Kelend Ventrue |
Whew, that was a full night of fun! Constance, good luck and I am extremely impressed with your resolve. Please look us up if you need any more help! Kelend gathers his things and leaves with the rest of the party.
Well, want to spend a night at the tavern? I think I've performed here before, I might be able to get some of our rooms comped.
DaWay |
The madman's words spoke of the Spring of Blessed Life. Local legends state that those who drink from the spring before important events--childbirth, marriage, or coming of age, for example--find good health and good fortune for years afterward.
Recent rumors, however, speak of the area around the spring becoming suddenly haunted and unwelcoming. Supernatural phenomena drive people mad as they seek the spring, pilgrims of the spring go temporarily blind as they seek it, and several people have not returned from pilgrimages there.
You find yourself on the edge of the Cormanthor Forest, at the headway of the trail that leads into the forest and to the Spring of Blessed Life. The trail is well marked and clear, as it is frequently traveled.
DaWay |
As the canopy gets denser and the sunlight fails to filter through, a sense of darkness or foreboding fills the area. The chirps of the smaller fauna disappear, and a humid haze covers the ground.
Ahead of you a human man is sprawled on the ground just off the trail. He moans and tries to push himself to his feet, but then he collapses again.
DaWay |
Where's Dottee, you got to help my wife Dottee. The dogs, they attacked us. Will you help me look for her? He stands to his feet, shakey but stable nonetheless.
Eledia he is in rough shape, but will survive. He will actively refuse any healing saying that Dottee will need it more.
Everyone, you are all full up, we hit reset and are on to the next adventure.
DaWay |
Further down the trail with Wittel...
Moving deeper into the forest, you begin to realize something isn't quite right here. The sun appears briefly to guide your travels toward the spring, only to appear later in the wrong place, showing that you somehow got turned around despite your best efforts and expert navigation. Magic is at play here for sure.
Sudden unearthly shrieks ring out from behind trees, but investigation shows nothing there. Strange lights draw you down a side path, only to disappear just before you are close enough to find their source.
Eledia |
history: 1d20 + 4 ⇒ (6) + 4 = 10 Has something like this happened before?
nature: 1d20 + 4 ⇒ (5) + 4 = 9, survival: 1d20 + 4 ⇒ (11) + 4 = 15 to keep from getting lost (we can still go off the trail, but I don't want to lose our sense of direction - we should still know where the path is and which direction the spring is).
DaWay |
Eledia has no idea what is going on, though she is able to continue in the correct direction towards teh spring with the help of Wittel pointing out landmarks, though at this point you are getting a little tired of hearing about Dottee.
Notheah some seems to be illusion others enchantment, none seem to be meant to harm rather as if someone was trying to scare you off the path.
Whomever is in the lead please make a Perception check, take advantage due to help from Wittel.
DaWay |
Thorgrund you don't notice anything amiss.
The strange lights, sounds, and unnatural effects increase the further you travel into the Cormanthor Forest. Spectral shapes occasionally float at the edge of the mist-shrouded path, only to melt away upon closer inspection. It is difficult to tell even what direction you are traveling now.
Unexpectedly, the trail opens into a small clearing. The center of the cleared area contains a grisly scene of dead and mutilated bodies, all human. Their wounds look like a multitude of bite marks made by small canine creatures.
Just as you start to investigate, a noise interrupts you. Coming into the clearing from a different direction are two humans, a male and a female. They are covered in sweat, are breathing as if having run, and have a look of panic in their eyes.
DaWay |
They relay to you that the six of them, pointing at the bodies are followers of Mielikki who came to leave offerings at the Blessed Spring of Life. Dog-like creatures came and started to attack while they escaped into the mists.
We know the way to the spring, please come with us there, they beg. They add that they thought they heard a woman crying for help in that direction, which makes Wittel even more desperate to get there quickly.
Please remember I asked for daily posts during week days.
DaWay |
The two leading the group start waving their hands at an invisible would be harassment, they then start cursing- and then snarling and immediately start changing into a form halfway between jackal and man, they let out a snarl and more would be attackers make their appearance.
Everyones hit points should be at full, I am also having trouble gauging the parties strength because Svalva and Notheah have not posted in a while. As it stands with Thorgrund, Adyl, Kelend, and Eledia you are facing one jackelwere and three jackals or three jackelweres and 6 jackals.
For now go ahead and post initiative, I will have to do it once I have giving everyone a chance to chime in.
DaWay |
Okay so it looks like it's the four of you.
Jackalwere 1 1d20 + 2 ⇒ (20) + 2 = 22
Jackalwere 2 1d20 + 2 ⇒ (16) + 2 = 18
Jackal 1 1d20 + 2 ⇒ (15) + 2 = 17
Jackal 2 1d20 + 2 ⇒ (2) + 2 = 4
Jackal 3 1d20 + 2 ⇒ (2) + 2 = 4
Initiative Order
Jackalwere 1, Adyl, Thorgrund, Jackalwere 2, Jackal 1, Kelend, Eledia, Jackal 2, Jackal 3
Jackalwere 1 moves to the closest target slashing at Adyl in a wide arc with their scimitar.
1d20 + 4 ⇒ (2) + 4 = 61d6 + 2 ⇒ (4) + 2 = 6