| DM ShadowBloodmoon |
This is the online thread for the continuation of the biweekly DnD 5th campaign I run IRL.
| DM ShadowBloodmoon |
3rd Day of Travel, Morning Break...
All across in front and to the sides of the caravan, a giant field of purple mushrooms has popped up from the rains in the last couple days. Darwin had gone to touch one and it exploded into a cloud of black spores, leaving a spot of black on one of his eyes. Each time an animal or person steps on one, it releases a cloud of these spores and a strange moaning sound. The caravan drivers refuse to go through the field until it is removed...
| Quick Foot of the Staff |
Quick "Trundle" Foot shall use his Herbalism kit, to help with anyone who gets hit with the spores. Maybe it will tell him the kind of threat they pose (magic, poison, necro, natural, trap, spell).
Thought I saw someone get tagged by the spores (Darwin), shall start with him.
Herb Kit +2
Medicine +6
| DM ShadowBloodmoon |
to roll, type [ dice ] xdx+x [/ dice] without the spaces...
Quick looks at Darwin's eye that is covered in black spores. Though it seems ominous, Quick realizes that they are not inherently dangerous, but they might cause mild hallucinations if ingested.
Medicine: 1d20 + 6 ⇒ (7) + 6 = 13
-Posted with Wayfinder
| Quick Foot of the Staff |
Quick relays the info to everyone he can.
He then climbs to the highest point and see how the mushrooms are spreading. He wants to see if they are avoiding anything (rocks, sand, water), if they are still spreading and, anything else his eyes will let him. (where they started, how they are spreading, if someone is casting a spell to create them)
Perception +6 (+4 Wisdom +2 Trained)
[dice=Perception]1d20 + 6
| DM ShadowBloodmoon |
make sure you end tag your commands :-)
Wisdom Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Quick climbs on top of one of the wagons, and looks as far as he can see. The mushrooms seem to grow out far enough but they do have an ending. He figures it will take approximately 6 hours for one person to clear a path, faster if more help. No noticeable cause is apparent.
-Posted with Wayfinder
| Quick Foot of the Staff |
Quick relays this info to anyone who will listen and suggests a group of people wear helmets and clothing or armor that covers exposed skin. Even something like cloth over the nose and mouth as to not breath in the "spores" from the mushrooms. Then these people will go and make a path that the others will follow.
Quick volunteers for this group!!
| DM ShadowBloodmoon |
Most of the caravan people refuse to join such a group, but are willing to provide support from the back. A little more convincing may be in order.
Roll Charisma/Persuasion, then a Constitution Save.
-Posted with Wayfinder
| Quick Foot of the Staff |
LOL....dangit!!!
Quick goes around tell as many people he can to try to rally them...
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Being Wise he knows this is not his strong suit so, he asks the good looking people (The Paladin and the Bard),as well as the intimidating one (The Warlock).
And then makes that save...
Constitution Save: 1d20 + 3 ⇒ (15) + 3 = 18
| DM ShadowBloodmoon |
Between the pleading of the paladin and the imploring of the monk, a few of the caravan guards help clear the path of mushrooms. It starts off well enough, but the sound of moaning and sighs, as if someone were dying, is almost too much to bear for some and twenty minutes into the work, they can't bear to continue.
Lothirian and Quick are able to continue however and after three hours, make a path large enough for the caravan to move through and continue the journey. Several of the merchants thank you for your help in getting them along quickly, but some seem to be meeting about wasting time and that there were more efficient ways to deal with it. Eventually the caravan is again under way.
-Posted with Wayfinder
| Quick Foot of the Staff |
While trashing the rest of the mushrooms, Quick is going to take a sample for him and Darwin to check out and experiment with (see if it is edible, can be used as poison, how that are spread). I will use my Herbalist Kit to help out with this.
His down time will be spent check out the mushroom and, helping his new friend with learning how to use a spear and how to fight.
| DM ShadowBloodmoon |
Quick takes some samples and after the road is clear, the caravan gets moving again. The next three days continue on, the clouds disappearing and the sky turning a beautiful azure blue. Some grumblings occur between some of the caravaners, but nothing that isn't handled with a glare or a bit of mutual misunderstanding and agreement to continue for the sake of profit and safety. Along the way, a couple of wagons and more than a few folk have joined on the caravan for mutual safe travels. This is common, since you have now entered the Fields of the Dead along the Coast Way. Further ahead are the Trollclaw Hills. You notice everyone on edge during these few days.
Though everyone is eager to get to the Trade Way as quick as possible, the 7th day out is when the teamsters decide that it is time to give the horses a good rest. A couple of you notice that the wagons you marked as belonging to the Cult have turned away many travelers seeking transportation, so other wagons have had to double up. You've also noticed that at night, the fires in this area are kept low and hidden. You are told that, as legends go, fires tend to draw the attention of those are still around in the Fields...
That said, you awaken on the 7th day noting the number of new travelers still in the caravan. A couple of human families, an elf minstrel, a dwarven mining crew and two very buxom human twin sisters, which Darwin quickly finds out, are named Arietta and Zelina. They have been hanging around him all morning. One has also been eying Quick, but he isn't sure which one is which...
| Quick Foot of the Staff |
LOL...dang my Can't resist a pretty face Flaw!!
Quick gives which ever one is eyes him a shy smile then goes about making sure his caravan is safe and helping out INSERT SPEAR GIRL'S NAME HERE, with her lessons. Quick has lived long enough to know that beautiful human woman are some of the most crafty creature on this planet, so he shall be keeping an eye on them and, his purse strings.
| DM ShadowBloodmoon |
Spear Girl is Orvustia Esseren...
Arietta, the new woman that his been eying quick notices that he spends a lot of time with Orvustia, or Tia, as she has told Quick to call her. Arietta begins to make sure she is present whenever Quick goes to train with Tia.
| Quick Foot of the Staff |
Quick will check with Tia to see if she minds if Arietta joins them in their workout. He has a +6 on insight in case she is trying to lie to him.
[dice=1d20 + 6]
Then depending on her answer shall either ask Arietta to join them, or talk with her after the workout.
| DM ShadowBloodmoon |
Quick's Insight: 1d20 + 6 ⇒ (9) + 6 = 15
Tia doesn't seem to mind if Arietta watches them. She is a little confused as to why that would even be a question. Arietta accepts the offer to watch, but you can sense that it still doesn't make her happy.
| DM ShadowBloodmoon |
***
The last few tendays have seen quite a few events, but as you get closer to Daggerford, things seem to go more smoothly. Maristella and Lothirian both are now working for Losfro the Silent, in the capacity of bodyguards, but it's still anyone's guess as to what his gargoyle companion is guarding in the back of his wagon.
The adventuring party that Green Imsa hired abandoned her at Dragonspear, leaving her without a bodyguard, though, to be fair, few approach her any way. Arietta and Zelina have pretty much become a part of the caravan, and Arietta still maintains her semi-jealous demeanor with Quick, but doesn't make much of a fuss about it. Tia, for her part, simply continues to practice and is getting quite good at spear-handling.
Longinius spends his time trying to figure out what the history of the twins are, but they politely brush him off and continue to pour their affections on Quick and Darwin.
Nonetheless, 45 days from when you started this journey, you have gotten to know most everyone in the caravan. Just over the next hill is Daggerford. When you awaken the morning before you get to the city, you notice that both Zelina and Arietta have disappeared...
| Quick Foot of the Staff |
First I check all my stuff and the stuff in my wagon...
Then I start asking around if anyone has seen them...
Then I start trying to track them with Insight to know where they may have gone, or if anyone REALLY knows anything.
Insight: 1d20 + 6 ⇒ (18) + 6 = 24
Then use Perception to see if I can see them or their trail around
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
| DM ShadowBloodmoon |
nice rolls. .. Quick spends some time questioning everyone, but almost all say something along the lines of, "Weren't they with you? ", that being said, neither girl mentioned having to leave. Last you saw them, they had fallen asleep near your wagon. Checking around, you find some tracks that could be theirs, but they go in so many circles, it's difficult to keep up. That said, when talking to Tia, she seems on edge and her skills with the spear seem to have regressed a bit.
-Posted with Wayfinder
| Swedgin |
I will surreptitiously attempt to assist Trundle in locating the ladies, or at the very least, maybe I can overhear something about what may have happened to them.
Stealth: 1d20 + 5 ⇒ (15) + 5 = 20
Investigation: 1d20 + 1 ⇒ (16) + 1 = 17
I'll tell the Halfling that I need to go stretch my legs and just do some rounds to ensure order. Its also a good cover to meet up with the group and exchange information and get updated as to what all is going on with the caravan as a while.
| DM ShadowBloodmoon |
Maristella spends her time counting the flowers in the fields, thinking perhaps that maybe they went the twins went that way.
Sorin's investigation only reveals that there was a heated argument in hushed tones near the wagon that Tia guards. Those that heard it say they ignored it because they didn't think an argument between jealous women was not worth their time to interfere.
Tia looks at Quick and then Maristella. "I'm not sure what happened. .. she. . She came over and got upset with me, telling me to leave Quick alone. I told her there was nothing to worry about. I thought she was going to hit me and so I grabbed my spear. She stormed off and that's the last I saw of her. "
-Posted with Wayfinder
| Maristella |
as long as we are stopped I am going to look around for clues, did a tussle happen somewhere? anyone else missing or acting strangely? I am especially interested in poking my head around the wagon of cultists I mean.. horse beaters.
investigation: 1d20 + 3 ⇒ (14) + 3 = 17
in the event that I come upon and conversations I don't want to charge into I would like to do some eavesdropping and poking around
stealth: 1d20 + 9 ⇒ (16) + 9 = 25
Is anyone else concerned that the twins are missing? If they did decide to leave on their own accord, is there anywhere near by that they would likely go? were the twins "staying" in anyone's wagon? I'd like to know when they saw the twins last.
persuasion: 1d20 + 6 ⇒ (19) + 6 = 25
| Quick Foot of the Staff |
Quick/Trundle looks Tia in the eyes and tells her she has done nothing wrong. He asks her if she would help look for the twins.
As she shows Trundle where she saw Arietta go Quick looks around the area and sees what he can find!!
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Dang where are these rolls IRL??
| DM ShadowBloodmoon |
The twins stayed near Quick and Darwin the entire time, even going so far as to stay in any wagon that was close to them. The only time they truly ventured away was last night. Since they seemed to not be trouble, no one paid much mind to them.
One thing Maristella does pick up on is that people have been saying Green Imsa has been acting strange, since she's actually going and conversing with people.
Tia just nods her head and shows Quick where it happened. You see a lot of foot prints, but something you missed earlier becomes readily apparent. There are two long lines leading away from the camp. They vanish once they leave the dirt road...
-Posted with Wayfinder
| DM ShadowBloodmoon |
Sorry I didn't get this out sooner, been a busy week...
***
Tensions have been high in the caravan in the last few days. Ever since the arrival of Jamna Gleamsilver and that Red Wizard, it has become apparent that the cultists are becoming desperate in making sure no one bothers the cargo they carry. With this last murder of one of their own and accusing Maristella, a mistrust among several other members has begun to rise. It is probably good then that Waterdeep is only a day or two away.
During those days, the cultists that you have identified keep to themselves, as does the Red Wizard. Jamna and you continue to gather notes, but nothing new has come up. You suspect you will find out more when you arrive in Waterdeep.
As Waterdeep appears on the horizon, you can see that it probably is the largest city on the Sword Coast. With a population of hundreds of thousands, it is definitely what one would call cosmopolitan.
The caravan pulls into the main gates on the Trade Way road and into the Southern Ward. Loselfro pulls out from his wagon a large coffer and counts out the remaining money for Lothirian and Maristella, as do the other patrons for Sorin, Darwin and Quick. Once that is accomplished, they say a quick goodbye and go about their separate business. Losvius hangs back a bit and thanks all of you for your help and hopes that you might travel with him again in the future.
All that done, you notice that the wagons you marked as belonging to the Cult do not stop in Southern Ward, but instead continue on towards the northern part of the city...
| Quick Foot of the Staff |
No worries I have been to so it's okay ;-)
Quick goes to Losvius to find the name of one of the nicest hotels in Waterdeep. He also asks if he happens to know where the rest of the caravan is going??
Insight: 1d20 + 6 ⇒ (8) + 6 = 14
Quick will find the others, tell them he is going to follow the caravan, give Stella the 30 gold he has to get them a room at the hotel that Losvius told him about so he know where to meet everyone and they have a meeting spot.
Then as fast he can he is gone, following the caravan as stealthily as possibly (going into building, acrobatically climbing up on buildings).
Stealth: 1d20 + 7 ⇒ (11) + 7 = 18
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
| DM ShadowBloodmoon |
Losvius looks at Quick. "Well, if they follow what most merchants do, they are going to find drink and merriment and then attempt to sell whatever wares they have. After that, your guess is as good as mine."
Quick then follows the Cult's wagons toward the North Ward, home of the very affluent. He is able to get close enough to see where they are stopping, but any closer and he would be spotted by the multitude of Waterdhavian guards and Cult members. They have stopped outside someone's villa, but Quick is not familiar enough with Waterdeep to know whose it might be.
| Quick Foot of the Staff |
Quick will watch the happenings for an hour. Seeing who goes in and out, what they bring in, seeing if any one from the house comes to greet the wagons. He counts the number of cultists.
Then he writes the house number and location of the house down. Quick finds a young lad to keep a eye on the house. He gives the boy a gold,(30 gold was what he had before he got payed for successfully completing the caravan) and tells the lad to to go [NAME OF FANCY HOTEL THEY ARE STAYING AT] if the caravan leaves and let Quick know where the caravan goes and, if anyone comes or goes from the house.
Right before he leave he turns to the kid and asks "By the way who lives there?"
With all this info Quick quickly returns to the teams meeting place.
| DM ShadowBloodmoon |
Kind of waiting to see if anyone else chimes in, otherwise I will post results later on...
| DM ShadowBloodmoon |
The young lad tells Quick that, "That house belongs to the Hurley family. Bankers I think. Don't come around here much though." He flips the gold coin over in his fingers a couple times. "The Safehaven is as good as it gets in South Ward, but make sure you're careful what taverns you go to. Some don't take too kind to nosy folk."
Maristella has an easy team securing a room for your party at the Safehaven Inn in South Ward.
| Quick Foot of the Staff |
Quick gives the lad a nod, and heads of towards The Safehaven Inn. Along the way he keeps his eyes out for any sign of the Harpers...
1d20 + 7 ⇒ (16) + 7 = 23
...he sees if anyone from the caravan (cultists and, friends alike) is around...
1d20 + 7 ⇒ (4) + 7 = 11
...and he sees if he is being followed before heading to Safehaven!!
1d20 + 7 ⇒ (11) + 7 = 18
| Swedgin |
I want to ensure that everything is all good upon completing our journey. I'll take my pay and pay for a week's worth of standard living. (I'll take my completion play - 20gp). After everything is taken care of and I have a room to drop off my stuff, I'm going to roam around the city. Take in basic knowledge, ask around, etc.
Perception: 1d20 + 0 ⇒ (13) + 0 = 13
Investigation: 1d20 + 1 ⇒ (11) + 1 = 12
Persuasion: 1d20 + 5 ⇒ (5) + 5 = 10
Once I am more or less settled in and have a general knowledge of my surroundings, then I will start to ask around about Harper's and see about making contact. I'm concerned about the lich situation and I want some better clarification as to what is required regarding the Dragon Cult.
Persuasion: 1d20 + 5 ⇒ (3) + 5 = 8
Basically, get set up and do some after action reports. At some point I'll have to seek out the others and let them know where I'll be staying.
| DM ShadowBloodmoon |
While Sorin doesn't get much response in the way of the Harpers, due to his..affliction.., he does learn a bit about the city of Waterdeep, or the City of Splendors.
Waterdeep was named for its outstanding natural deep water harbor, and the city that grew up at this site became the commercial crossroads of the northern Realms. More than 100,000 people made their home in Waterdeep. The city sprawled northward from the sea, spreading along the flanks of Mount Waterdeep, which used to be home to the Melairkyn, a mithral-mining dwarven clan, and the entire length and great depth of the mountain was riddled with passages and tunnels, most of which were occupied by deadly creatures whose presence in the mountain pre-dated the founding of the city itself. The halls of Undermountain located beneath the city were a popular target for adventurers, who enjoyed the close vicinity of the city's main taverns and temples where aid could be purchased through donations.
After the Spellplague it lost its title of Faerûn's most important and influential city to Baldur's Gate. Baldur's Gate grew not only larger than Waterdeep in population but also doubled its area.
It is made up of 8 Wards. Castle, South, North, Trades, City of the Dead, Sea, Mistshore, Docks.
You are currently in
The Cult wagons went to the
Sorin hears nothing of any lich problem to the northeast only that many are still worried about the ruler of Thay deciding to turn his attention here and if they would be able to stop him if he did so. The only thing he hears about that castle is that it is actually a dwarven stronghold that supplies iron to the surrounding environs...
Quick finds that most all of the travelers have already gone to their various watering holes and inns throughout the city, all but the Cult wagons that are in North Ward. At first, he finds no sign of the Harpers, but as he approaches Safehaven, he notices across the street a tavern called the Beer Golem. Its namesake is a statue that looks like it was made out of several kegs of beer. Just underneath one of its "arms" is the symbol of a harp.
| Quick Foot of the Staff |
Quick shall go back to the Safehaven, let everyone who is there know about the cults location, and our little spy I have dubbed "Oliver". Then I wait for Sorin, or go find him and we head into the bar.
I shall keep and eye on the patronage and the door, while Sorin does his thing to relay any and get any info from the owner/bartender.
1d20 + 6 ⇒ (15) + 6 = 21
| DM ShadowBloodmoon |
***
After traveling with a new caravan, all of you have arrived at the Carnath Roadhouse operated by a half-orc brute named Bog Luck. After some investigation, you found that lizardfolk have been taking the crates marked with a red X down to a tunnel and then out into the Mere of Dead Men, a most dangerous place. The second night, instead of allowing you to help, the lizardmen attacked you on sight, claiming 'the elf' told them to do so. After defeating them, you heard a loud rapping at the door that you had locked. "What's going on in there? Open up!!"
The only exit is through that door or through the tunnel...
| DM ShadowBloodmoon |
and that remark should go to the discussion thread.. ;-) It wouldn't be too difficult to run the action here though...
| DM ShadowBloodmoon |
***
After defeating or scaring off the cultists and Bog Luck, you are left with one cultist left, the one that accused Maristella of killing his brother. She is now in his mind, peeking around...
| Quick Foot of the Staff |
Quick puts a hand on Lothirian's shoulder and says I need a minute, and puts his back up against a wall sits down and starts meditating.
He doesn't sleep or actual rest and keeps his eyes on the guards still there and watches Maristella back while she peeks around in the head!!