5E Adventure's in Midgard – South (Survivors of the Delightful Rose) (Inactive)

Game Master Tareth

You are sailing north aboard the Delightful Rose, an old but dependable merchant trader on its way up the Corsair Coast to Mhalmet. The journey so far has been pleasant and the crew friendly and professional. Now storm clouds brew to the east and the captain and crew all wear looks of worry and even outright fear upon their weather worn faces.

Total XP Per PC: 3000


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The prisoners from the Delightful Rose offer weak smiles and words of gratitude. The captain stumbles over. His face is draw, pale, and looks to have aged many years in the last few days.

"You have no idea how happy I am to see you all alive. That you've managed to find us and kill those beasts is an added gift of the gods." He says, his voice weak from hunger and thirst.

Dacknar and Beordt search both the dead and the crates. There is little of immediate use to be discovered. Until Beordt looks in the pouch of one of the fallen frogfolk. There he finds another small tin of the yellow powder that proved to have healing qualities.

When the elf questions Qwerbrac, the frogfolk shakes his head. "No. Not Verrack. But was one of his meanest and closest men. He often acts...err...acted as leader when Verrack left the fortress."

Qwerbrac pauses to think. Trying to formulate a description of Verrack within his mind that he could put into words. "He's got green skin, shaved head, big." The frogfolk says stretching his arms both wide and high. "Has some kind of giant blood, but not like these." He taps a foot against one of the dead ogres. "These all brawn, no brains."

Qwerbrac taps a finger against his head. "Verrack is smarter and holds the power of the gods within his hands. He can conjure flesh eating liquids from nowhere or harden his flesh so no spear or arrow can pierce it." He shivers thinking upon his previous overlord.

"As for whether they will listen. Some have." He nods toward the two who sit huddled along the far wall. Their eyes still wide and blinking after seeing the ogres felled so quickly.

"Some may." He adds, but not with confidence. "Most will fight, at least up to a point. They know Verrack. Know his power, and his punishments for disobedience." Qwerbrac looks over at the dead ogre. "But with another victory like this, most will see the truth of your power and how Schaphigroadaz has guided you to us. But Grumph and his cronies will fight. His chiefdom and power relies on Verrack. The tribe would not follow him otherwise, so he will fight to survive."


Male Male CG Grizzlehide Barbarian 5 AC 15 HP51/60 Exaustion 0 Passive Perception 12 Init +2 Proficency Bonus + 3 Beordt

Beordt brings the yellow healing powder to Toki."Perhaps this will help keep your innards . . . in."

Beordt looks at his friends. "Is there a place we can go to hide and rest?"


CG human ftr 2| AC 16 (18) | hp 17/20 (2/2 HD) | Saves: S +5, D +2, C +4, I +0, W +0, Ch -1 | Insp [ ] | Second Wind used [ x ] | Action Surge [ x ] | Passive Per 12

How much does the powder heal again? Any side effects? Hallucinations? ;)


Toki: That is 3d8+3 healing if you use the full tin. It is usually taken in three smaller, separate doses of 1d8+1. For each dose you use there is also a CON save vs DC13 (The DC increases by 2 for each dose taken beyond the first without having a Long Rest in between. So DC17 if you use it all at once).


CG human ftr 2| AC 16 (18) | hp 17/20 (2/2 HD) | Saves: S +5, D +2, C +4, I +0, W +0, Ch -1 | Insp [ ] | Second Wind used [ x ] | Action Surge [ x ] | Passive Per 12

Assuming that Beordt gave Toki one dose...

Healing powder, 1 dose: 1d8 + 1 ⇒ (7) + 1 = 8

Con Save: 1d20 + 2 ⇒ (15) + 2 = 17 Dang, kinda wanted to fail to see what it did... :p

Toki's eyes dilate, Whoa! What a rush!


Female - Passive Perception 20, Passive Investigation 16 Minotaur; Init +0; Perception +5 (14); AC-16; HP 32/3225, ST+2, DX+0; CN+2, IN+1, WI+5, CH+2 Cleric 4 (Eshu - Travel); Spells 0 (3), 1 (4/4), 2 (3/3) Channel Divinity (1/1) INSP (+)

Lily nods her head at Beordt. "If possible I'd rather proceed with a full nights rest. My Divine Energy is at it's lowest point".


Looking worriedly towards the stairs Qwerbrac shrugs uncertainly about a place to hide for a long period of time. "There are a few cellars *croak* and other old rooms. Up the hall." He says looking up the stairs. "But if Verrack orders a full search, we won't stay hidden there for long. *groak*croak*"


CG human ftr 2| AC 16 (18) | hp 17/20 (2/2 HD) | Saves: S +5, D +2, C +4, I +0, W +0, Ch -1 | Insp [ ] | Second Wind used [ x ] | Action Surge [ x ] | Passive Per 12

Looking at the freed prisoners, Toki takes an appraisal, Are you all up for a bit of a swim and a climb?


M High Elf Rouge (Arcane Trickster) 5 AC 15 HP 23 /31 Passive Perception +17 Saves: S +0, D +7, Co +0, I +5, W +2, Ch +0 Hit Dice: 5/5 d8

"Qwerbrac is there another way out?" Dakmar asks.


Qwerbrac shakes his head at Dacknar. "Only ways out are back through the cavern." He points back toward the dark cave and climb you just completed. "Or up into the central hall of the keep." He turns and gestures to the stairs.

Still recovering and trying to understand the sudden change of events a few of the former prisoners nod slowly and weakly to Toki's question.

WIS(Insight) or WIS(Medicine) DC10:
The prisoners are all weak from thirst and hunger and more than a few have injuries suffered either during the storm or from the lash of their captors. This will not keep them from attempting to escape through the hidden tunnel, but it is very possibe that not all will survive the treacherous climb or the short swim.


CG human ftr 2| AC 16 (18) | hp 17/20 (2/2 HD) | Saves: S +5, D +2, C +4, I +0, W +0, Ch -1 | Insp [ ] | Second Wind used [ x ] | Action Surge [ x ] | Passive Per 12

Wisdom (Insight): 1d20 + 3 ⇒ (1) + 3 = 4 Whelp...

I am in no condition to walk out the front doors, and neither are they. I do not relish the thought of skulking out the back door, but we got what we came for... and I have legends to create. If we need to, we can drop ropes to help these guys up the rocks...


Male Male CG Grizzlehide Barbarian 5 AC 15 HP51/60 Exaustion 0 Passive Perception 12 Init +2 Proficency Bonus + 3 Beordt

"Let's gather our selves. Maybe a rope and a helping hand can lower those not able for a climb to the tunnel. So we can leave the way we came."


M High Elf Rouge (Arcane Trickster) 5 AC 15 HP 23 /31 Passive Perception +17 Saves: S +0, D +7, Co +0, I +5, W +2, Ch +0 Hit Dice: 5/5 d8

Insight/Medicine (same +2): 1d20 + 2 ⇒ (13) + 2 = 15

Taking a look over all the ex-prisoners. Dacknar goes over to the others and call the Captain and Qwerbrac over to talk to them.
"Many of our folk are on their last legs and need food, water and rest by the looks of them. We could try and make for the tunnels but ah be thinking that many will not make the climb or the swim. They be needing a place to hold up to get food, water and rest.
Or Captain do we cut our losses and accept that those that don't make it is so other can?
Qwerbrac, can we get food and water to these people? If Verrack falls will your people let us leave in peace?

Scratching his chin "We could try and hide in them cellars that Qwerbrac talked about. But first some of us need to go back down the tunnel to make it look like that everyone went through the tunnels to make the escape, so the search would be outside and buy us time to rest inside.
What do ye all think? Anyone have a better idea."


Rubbing a slick finger under his chin, Qwerbrac slowly nods as Dacknar asks about food and water. "Water *croak* is easy enough. Plenty *groak* is stored in the cisterns." He turns to the cadre of frogfolk, who have joined his cause. Speaking rapidly they converse back and forth in their native speech. Finally he turns back to Dacknar. "It might be possible *croak* to sneak a sack of rice or grains from the stores. *croagk*groack* But Verrack and Grumph's men keep a closer watch over the cookpots and meats." He looks down at his feet. "Plus, I doubt your people would care for much of what goes into the stews. *groak*"


The frogfolk look back and forth between each other and finally Qwerbrac nods emphatically at Dacknar's offer of peace. "*croak* You are chosen of Schaphigroadaz." He says with a deep bow. "With Verrack and Grumph gone, rest of tribe will be friends. Together we will be strong again." He adds with a wide thrilled grin.


Wounds (4) HP (50) AC (21) Initiative (-1) LoH (25/25) Lvl 1 (4/4) Lvl 2 (2/2) CD (1/1) Insp (1/1) HD (5/5) [CAMPAIGN COMPLETE] Paladin (5) Passive Perception: 12; Passive Investigation: 12; Passive Insight: 10

Rilkus intoned "I wish that I could say that I had a better plan in mind. I think that your plan is a wise one. And more than that, it is the best one that we have."


Male Male CG Grizzlehide Barbarian 5 AC 15 HP51/60 Exaustion 0 Passive Perception 12 Init +2 Proficency Bonus + 3 Beordt

Beordt nods, "It seems it is a time for guile."


CG human ftr 2| AC 16 (18) | hp 17/20 (2/2 HD) | Saves: S +5, D +2, C +4, I +0, W +0, Ch -1 | Insp [ ] | Second Wind used [ x ] | Action Surge [ x ] | Passive Per 12

Loki smiles on this plan... We could ambush the group that attempts to track us out the tunnel, Toki grins.


M High Elf Rouge (Arcane Trickster) 5 AC 15 HP 23 /31 Passive Perception +17 Saves: S +0, D +7, Co +0, I +5, W +2, Ch +0 Hit Dice: 5/5 d8

"If ye be in agreement. The next thing is to figure out who is going to be the bait, and who will be staying to keep an eye on the main group?" looking around to the others.
"Ah am fine being bait, Ah have skills to help hide from the searchers, but ah can't speak for the rest. And ah will not be able to do it alone, since it needs to look like a large group moving. Captain, do ye have any able bodies that have the skills and are fit enough to do it?
Ah be thinking that some movement south in the jungle to that swamp monster and maybe a trail to the north before it disappears to keep the search party guessing. But buying time is the goal, the more time they are searching in the wilds, less time they will search in here. And whom ever goes needs to understand some points."
Holding up is fingers and he speaks
"1. Staying alive since being captured is not an option. 2. Avoid the search parties. Getting into a fight needs to be avoided 3. Keep the search parties guessing where the group went, maybe multiple trails in different directions. 4. Who ever goes, needs to be able to live off the land. since they will be out there for a day or three. And 5. They will be on their own and most likely there will be no help coming to save them."
Dacknar taps his chin
"And we need a group of able bodies that have skills in fighting to get rid of Verrack and another one named Grumph.
Who or what is Grumph? Qwerbrac, ye never said anything about that one."


CG human ftr 2| AC 16 (18) | hp 17/20 (2/2 HD) | Saves: S +5, D +2, C +4, I +0, W +0, Ch -1 | Insp [ ] | Second Wind used [ x ] | Action Surge [ x ] | Passive Per 12

Toki nods, I can be bait or I can help with support, but I am tapped. I'll need some sleep before I call upon Tor's Kiss again...


Wounds (4) HP (50) AC (21) Initiative (-1) LoH (25/25) Lvl 1 (4/4) Lvl 2 (2/2) CD (1/1) Insp (1/1) HD (5/5) [CAMPAIGN COMPLETE] Paladin (5) Passive Perception: 12; Passive Investigation: 12; Passive Insight: 10

"I do not believe that it would be wise to rely on me for anything that would require stealth, or subtly." The gearforged intoned. "But if there is battle to be done, then I am well placed on the front lines."


Male Ratfolk HP 28/28 | Size Small | Speed 25 | Swim 10 | Darkvision 60 | AC 14 |
Resources:
Second Wind

"I just shoot arrows. Give me a couple of minutes to get my wits about me, and I can keep going until I run out of arrows, enemies, or will to live. Put me where I'm needed most!"


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

N'Dateh the hyena yaps a laugh at Rilkus's realistical realization, then gives Dacknar a long knowing look before hyeawning and lying down to rest, watching the conversation intently.


Female - Passive Perception 20, Passive Investigation 16 Minotaur; Init +0; Perception +5 (14); AC-16; HP 32/3225, ST+2, DX+0; CN+2, IN+1, WI+5, CH+2 Cleric 4 (Eshu - Travel); Spells 0 (3), 1 (4/4), 2 (3/3) Channel Divinity (1/1) INSP (+)

Lil listens to the plan... or semblance of one and seems conflicted. "So let me try to understand. You want some of us to go back down the tunnels and leave an obvious trail, while the others find a place to hide and rest with this tattered lot? If that is the case then I will take shelter with this lot, and try to recover some of my divine might. So if we make it though the evening... then what do we do? How do we get back together? Do we then lead the others back out of the caverns...and to where? Do we then fight this Verrack? I think it is a good plan, but an incomplete one".

Sorry if I'm dense, but maybe I just don't understand our endgame :-).


M High Elf Rouge (Arcane Trickster) 5 AC 15 HP 23 /31 Passive Perception +17 Saves: S +0, D +7, Co +0, I +5, W +2, Ch +0 Hit Dice: 5/5 d8

Basically what I am proposing is that a small group goes out through the tunnels and acts as a diversion to keep the search party outside. So the rest of the group is able to hide out inside, get rest and then kill Verrack and Grumph.
I was hoping that the Captain would have people that could be the "bait" and let us deal with Verrack and Grumph once the group gets rest. Since I know many are not highly skilled in stealth.
But worse case I can go with a group (and try not to be killed) to be bait while everyone else deals with Verrack and Grumph.
If we just try and escape we are going to loose many of the ones we came to save. The group as a whole needs rest.


Although obviously weak and worse for where from the experiences of the last few days, the captain nods with grim determination. "Aye. Crenshaw, Mac, and myself can make it." He says pointing out two of the other sailors. "I've spent enough time in this bloody rock. If I'm to die I'd rather do it under the open sky and to help give others a chance."

At the same time Qwerbrac steps forward after talking to the other frogfolk. Dipping his head toward Dacknar, Qwerbrac gestures toward the opening and his companions. "Qwerbrac will send Skik and Cribble with friends to guide them out." The two each nod as their names are mentioned. The third frogfolk looks nervously back toward the stairs and hall and then makes an obvious hurry up gesture to Qwerbrac, his throat working in big gulps.

"Qrick is right. We should be moving. Others will come soon."

"The frogman is right." The captain says gathering a long knife from the belt of one of the dead frogfolk. "We'd best be off." He and the two other sailor look around scrounging for other useful items and supplies.

A group of five will play the bait. The captain and two frogfolk allies. You still have several weak and wounded captives to help get to a safer place, plus yourselves of course. If there's anything else you wish to do here or before the others leave, now is the time. :)


Male Male CG Grizzlehide Barbarian 5 AC 15 HP51/60 Exaustion 0 Passive Perception 12 Init +2 Proficency Bonus + 3 Beordt

I thought I knew what was going on. Now I am confused. I thought the plan was to make it look like we fled the way we came in while we took a short rest out of sight. Now it sounds like some are going to serve as bait as we escape the way we came?


CG human ftr 2| AC 16 (18) | hp 17/20 (2/2 HD) | Saves: S +5, D +2, C +4, I +0, W +0, Ch -1 | Insp [ ] | Second Wind used [ x ] | Action Surge [ x ] | Passive Per 12

We MIGHT get a short rest, but the plan is to draw a bunch down the escape route, and the rest stay to kill the Big Bad...

EDIT: Are there enough places to hide amongst the crates or within the crates? Or maybe a nearby storage room that we could stash ourselves?


Male Male CG Grizzlehide Barbarian 5 AC 15 HP51/60 Exaustion 0 Passive Perception 12 Init +2 Proficency Bonus + 3 Beordt

Ahh gotcha. I thought we were just using subterfuge to look like we fled. While we hid and rested. But this works too.


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M High Elf Rouge (Arcane Trickster) 5 AC 15 HP 23 /31 Passive Perception +17 Saves: S +0, D +7, Co +0, I +5, W +2, Ch +0 Hit Dice: 5/5 d8

Ok so things that might be cleared up and everyone is reading/on the same page.
The Captain two other sailors, and two frog men are the bait. They will make it look like everyone escaped and is running around the jungle so the rest of us goes hides and rests so we can kill/get rid of Verrack and Grumph to free the frog people from their evil rule.

Who the bait is from GM Tareth wrote:

Although obviously weak and worse for where from the experiences of the last few days, the captain nods with grim determination. "Aye. Crenshaw, Mac, and myself can make it." He says pointing out two of the other sailors. "I've spent enough time in this bloody rock. If I'm to die I'd rather do it under the open sky and to help give others a chance."

At the same time Qwerbrac steps forward after talking to the other frogfolk. Dipping his head toward Dacknar, Qwerbrac gestures toward the opening and his companions. "Qwerbrac will send Skik and Cribble with friends to guide them out." The two each nod as their names are mentioned.

Where to hide and get supplies from GM Tareth wrote:

Looking worriedly towards the stairs Qwerbrac shrugs uncertainly about a place to hide for a long period of time. "There are a few cellars *croak* and other old rooms. Up the hall." He says looking up the stairs. "But if Verrack orders a full search, we won't stay hidden there for long. *groak*croak*"

Rubbing a slick finger under his chin, Qwerbrac slowly nods as Dacknar asks about food and water. "Water *croak* is easy enough. Plenty *groak* is stored in the cisterns." He turns to the cadre of frogfolk, who have joined his cause. Speaking rapidly they converse back and forth in their native speech. Finally he turns back to Dacknar. "It might be possible *croak* to sneak a sack of rice or grains from the stores. *croagk*groack* But Verrack and Grumph's men keep a closer watch over the cookpots and meats." He looks down at his feet. "Plus, I doubt your people would care for much of what goes into the stews. *groak*"

And why we are to kill Verrack and Grumph from GM Tareth wrote:
The frogfolk look back and forth between each other and finally Qwerbrac nods emphatically at Dacknar's offer of peace. "*croak* You are chosen of Schaphigroadaz." He says with a deep bow. "With Verrack and Grumph gone, rest of tribe will be friends. Together we will be strong again." He adds with a wide thrilled grin.

I hope that might clear things up


With the plan seemingly set for the moment, the captain, his men, and the two frogfolk set off back down into the cavern. The rest of you work quickly to add a few signs within the storage cave to the deception.

Qwerbrac practically bounces with worry as his eyes keep wandering toward the stairs and the hall beyond. Finally it is with a deep sigh of relief that Dacknar gives the okay to move everyone out and head for Qwerbrac's hideout.

The frogman leads you all quickly up the stairs and down a narrow hall the ends in a T-intersection. Seeing no immediate threat, Qwerbrac hurries you to the left down a dimly lit corridor that begins to smell worse and worse as you move along. Eventually it opens into another large chamber filled with all kinds of rotting garbage, scraps, waste, and who knows what else.

The smell here is nearly overwhelming as eyes water and stomachs revolt. Flies and all manner of insects scurry about atop the midden, but fortunately, and perhaps surprisingly, nothing larger or more dangerous seems to dwell here. Much to everyone's disappointment, Qwerbrac heads into the chamber, leading you around the edge and toward another partially buried, dark tunnel on the far side.

When those at the rear make it to the darkened tunnel a thunderous boom erupts from somewhere back down the corridor. The sound of a great wooden door being slammed open. This is followed by several bellowing shouts and other noises of a search getting under way. The sounds slowly fade a little as everyone in your group hurries on in the darkness. There are a few more twists and turns, the smell of the midden mostly fades, although it is now seemingly in your clothes and boots so it never disappears completely.

Finally, Qwerbrac puts flint to a torch and you find yourselves standing before an ancient iron door. The sounds of the search are distant, but can still be heard especially by anyone with keen hearing. Qwerbrac gestures toward the rusted hinges of the unlocked door.

"*croak* It's rusted shut, but shouldn't be too hard for someone with your strength to open." He says in a whisper to Beordt and Lilly being the biggest members of the group.

WIS(Insight) DC10:
Those hinges are nearly rusted solid. If you just try to force the door, it'll likely make a terribly loud noise.

STR(Athletics) DC15 to force the rusty iron door open.


Male Ratfolk HP 28/28 | Size Small | Speed 25 | Swim 10 | Darkvision 60 | AC 14 |
Resources:
Second Wind

Wisdom: 1d20 ⇒ 3

"Nice place you got here. Smell reminds me of home."


M High Elf Rouge (Arcane Trickster) 5 AC 15 HP 23 /31 Passive Perception +17 Saves: S +0, D +7, Co +0, I +5, W +2, Ch +0 Hit Dice: 5/5 d8

Insight: 1d20 + 2 ⇒ (18) + 2 = 20

Taking a look at the door. Dacknar see how bad the hinges are. He stops those from prying on the door.
"Hold on ye lot. Look at them hinges. They be rusted solid and opening this door ah thinks will make so much noise that it will draw everyone to us like chumming fer sharks. We need a different way in or somehow to bypass them hinges." Whispers Dacknar.

Are we able to quietly chip a way at the rust to get some type of lard or grease in to quite the hinges? Unless someone has some magic that would work.


Male Male CG Grizzlehide Barbarian 5 AC 15 HP51/60 Exaustion 0 Passive Perception 12 Init +2 Proficency Bonus + 3 Beordt

Have we taken the short rest yet?

Beordt shrugs.

Does it look so old and rusted that the hinge might crumble?


Dacknar: Yes, a little work and some oil should solve the problem. Similar to disarming a trap it is a DEX(Thieves Tools) DC12 to eliminate any noise.

Beordt: No, they won't crumble. Although it might be possible to remove them from the wall altogether. To do so quietly would be the challenge. STR(Athletics) DC16 using a crowbar or other prying tool.


CG human ftr 2| AC 16 (18) | hp 17/20 (2/2 HD) | Saves: S +5, D +2, C +4, I +0, W +0, Ch -1 | Insp [ ] | Second Wind used [ x ] | Action Surge [ x ] | Passive Per 12

Sorry, was in the middle of posting when we had a power outage here...

Wisdom (Insight): 1d20 + 3 ⇒ (18) + 3 = 21

Toki looks for an oil lamp, assuming they would normally use one to light this area. As they used oil lamps out in the prisoner room, do they also use them here in this area?


Toki: That'll be an INT(Investigation) check.


CG human ftr 2| AC 16 (18) | hp 17/20 (2/2 HD) | Saves: S +5, D +2, C +4, I +0, W +0, Ch -1 | Insp [ ] | Second Wind used [ x ] | Action Surge [ x ] | Passive Per 12

Great, that's a +1... XD

Intelligence (Investigation): 1d20 + 1 ⇒ (3) + 1 = 4


M High Elf Rouge (Arcane Trickster) 5 AC 15 HP 23 /31 Passive Perception +17 Saves: S +0, D +7, Co +0, I +5, W +2, Ch +0 Hit Dice: 5/5 d8

Dacknar helps Toki locate some oil.
Investigation: 1d20 + 2 ⇒ (3) + 2 = 5

"Well I guess I do this the old trusty way.
And Dacknar pulls out some picks and files. Then he gets to work on the hinges. slowly trying to get them un-stuck.
Thieves Tools: 1d20 + 7 ⇒ (4) + 7 = 11
And the cruel dice gods strike
He will use his inspiration die from back on the boat to boost that roll.
inspiration die: 1d6 ⇒ 1
That makes the 12 that is needed. Wow my rolls have gone way down hill.


Female - Passive Perception 20, Passive Investigation 16 Minotaur; Init +0; Perception +5 (14); AC-16; HP 32/3225, ST+2, DX+0; CN+2, IN+1, WI+5, CH+2 Cleric 4 (Eshu - Travel); Spells 0 (3), 1 (4/4), 2 (3/3) Channel Divinity (1/1) INSP (+)

Before lying down for a well deserved sleep.

I'm all for a long rest unless you guys want to attempt this with no healing...

Lil moves to where they are working on the door, and attempts to assist the efforts with her Mending Cantrip if possible.

"Here. Let's see if this helps".


Wounds (4) HP (50) AC (21) Initiative (-1) LoH (25/25) Lvl 1 (4/4) Lvl 2 (2/2) CD (1/1) Insp (1/1) HD (5/5) [CAMPAIGN COMPLETE] Paladin (5) Passive Perception: 12; Passive Investigation: 12; Passive Insight: 10

With little else to do, and not being one for small talk (even when flesh and blood), Rilkus stood with his back to a wall and facing the entrance. As unmoving as the statues of his ancestors that adorned the mountains of his people, Rilkus watched and waited.

"Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal." He will thus stand there, starting his long rest. Perception remains the same, though he will only be looking forward


Toki and Dacknar search the immediate area for an oil lamp, but end up finding only useless broken remnants. Their contents long ago spilled and soaked into the ground. So Dacknar settles in quietly scraping and polishing the hinges. Lilly's magic doesn't remove the rust, but does realign and reset each hinge so the minor bends and twists are gone allowing them to swing free and easy once Dacknar completes his work. As he works, more shouts can be heard from the direction of the big midden and the halls just traveled. For a moment everyone freezes and stops breathing, but then the sounds disappear off into the distance once again.

Finally the elf is satisfied with the job. He slips his files back into their case and he gives the door a gentle push. It swings open quiet and easy, revealing a long abandoned room about twenty feet wide and the same deep. The walls are worked smooth as is the floor. Although everything is covered with a thick layer of grime and grit. There is nothing else in the room.

INT(Investigation) DC12:
As you poke around the chamber, you catch a glimpse of color beneath the grime covering the far wall, opposite the door. Stepping closer you rub a bit of the dirt away to reveal an old mosaic built into the wall. The small bits of blue, green and white glass glitter in the torchlight as you wipe away a few inches of grime.

You may all take a Long Rest.


HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

As time passes, N'Dateh resumes her human form. She looks at the rest of the group while they rest, wondering what lay in store for them.

For a moment, her thoughts go to the Captain and those who followed him, to be chased thus in a wildly ambitious gambit, after all of them risked their skin just to see them freed. Things had taken a strange bent, she thinks to herself, an organic sort of bent. Perhaps fate and nature were intertwined after all?

She yawns, then passes out from exhaustion, trusting in her companions to guard her sleep, but not before she has secured a handful of healing berries for the coming day.

Last spell is Goodberry.

Finally she wakes, stirred by some unknown shuffle on the edge of her consciousness. With langour, she rises and stretches, reminding you of a shifty cat as her gaze lingers on each of you for an uncomfortable moment.

"Today we kill this Verrack, yes? And let's pray for the Captain's soul, may the jungle, the desert and the ocean guide his step to safety!" she says, surprising herself at her outburst of... compassion?


CG human ftr 2| AC 16 (18) | hp 17/20 (2/2 HD) | Saves: S +5, D +2, C +4, I +0, W +0, Ch -1 | Insp [ ] | Second Wind used [ x ] | Action Surge [ x ] | Passive Per 12

Intelligence (Investigation): 1d20 + 1 ⇒ (19) + 1 = 20

Wiping a bit of grime from the wall to clean a space to lean against, Toki almost accidentally reveals the mosaic, Hey guys, take a look at this...

Does it seem to depict anything, or is it purely decorative?


CG human ftr 2| AC 16 (18) | hp 17/20 (2/2 HD) | Saves: S +5, D +2, C +4, I +0, W +0, Ch -1 | Insp [ ] | Second Wind used [ x ] | Action Surge [ x ] | Passive Per 12

Toki nods at N'Dateh, May Loki's wit aid them this day...


Male Male CG Grizzlehide Barbarian 5 AC 15 HP51/60 Exaustion 0 Passive Perception 12 Init +2 Proficency Bonus + 3 Beordt

Beordt settles into rest. He looks up seeing a bit of shine of the mosaic he looks at his companions. Points of light in an otherwise troubling time.


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HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

N'Dateh moves over to look at what Toki is pointing at, as she closes, she says to the bard: "The new gods... Ancient gods for me... Right, some mosaic, so this place precedes them, you think, or they've forgotten the good old ways?"


M High Elf Rouge (Arcane Trickster) 5 AC 15 HP 23 /31 Passive Perception +17 Saves: S +0, D +7, Co +0, I +5, W +2, Ch +0 Hit Dice: 5/5 d8

Dacknar screeches form his trance.
"What ye all jabbering aboot?" And he get up to take a look at the mosaic.
Dacknar scrapes away more of the grime to get a better look. And for any hidden meaning or passages beyond.
Investigation: 1d20 + 2 ⇒ (10) + 2 = 12 Unless I can use Perception which is a +6


Female - Passive Perception 20, Passive Investigation 16 Minotaur; Init +0; Perception +5 (14); AC-16; HP 32/3225, ST+2, DX+0; CN+2, IN+1, WI+5, CH+2 Cleric 4 (Eshu - Travel); Spells 0 (3), 1 (4/4), 2 (3/3) Channel Divinity (1/1) INSP (+)

After the design is pointed out to her, Lilly looks to see if it jogs her memory about anything.

1d20 + 3 ⇒ (19) + 3 = 22 History.

She then traces the patterns with her normal Minotaur curiosity, and sees if any visions appear to her. (Seer Background)


Toki and Dacknar manage to clear away much of the mud and grime covering the mosaic. After clearing it away you see that it depicts a woman standing atop the very pillar of black stone where you currently hide. But this woman is no human woman, she is huge. Most likely one of the ancient titans who once ruled all of the Southlands if legends and rumors are to be believed. Curving ankole-like horns protrude from her head while she holds a scythe in one hand and blows a massive iron horn out and over the waves of the sea crashing upon the rocks below.

Interestingly, shown huddled at the base of the rock in the lower portions of the mosaic are several huts and frogfolk who seem to cower and huddle against the might of the great titan. Also portrayed is another frog-faced figure hidden at the very base of the great rock. This figure seems to both hold the rock upon its wide shoulders and also protectively covers and great vault, tomb, gateway...or something...the image is not clear...underneath its massive belly.

Lilly:
The spirits choose not to speak to you this day and no visions come to your mind. But you do recognize the titan standing tall upon the rock. The ancient god-like figure as Enkai, Queen of Queens, Nature's Beginning and End. Ancient texts and rituals have also often depicted her as having dual sides, the Benevolent Black Goddess or the Raging Red Goddess. Enkai is worshipped heavily by the great tribes and Cattle Queens of Terrotu and land of rolling hills and plains beyond the jungle and mountains to the west of the Spice Coast.

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