The Wilderness

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Apr 15, 2023 3:26 am
"At home, swimming is a good way to get really dead really fast," Aiwë says, assessing the ocean. "So I don't know how. What if we light their alarm fires for them? They'll go wild searching for something that isn't there, get all frustrated at each other, and then when things have settled a little bit they are still out of sorts without fires left to use, we can sneak in?"
Last edited April 15, 2023 3:31 am
Apr 15, 2023 4:49 am
Dieter listens intently "thats a great idea Aiwë we can find a safe spot to hold up while they settle into complacency and then we attack."
Apr 15, 2023 7:03 pm
"I will go, I will light the fires. I’ll meet you back here once I’ve completed the task." Dieter pauses "but I have one condition, Aiwë must write me a song for the ages that will never die".

If the party agrees to the plan dieter will start doffing his armour aswell as removing his clothes except his new boots and underwear. He will then cover his body and face in mud. Dieter has a tall slender frame, his body is covered in rather large scars. Over his right pectoral is the wide scar from the sword spider that ran him through. While there is no mark of the crushing hammer blow that killed him aside from the slight paleness to his skin his legs and shoulders are littered with bite marks and arrow wounds. Altogether it paints a strange picture the markings on his young body don’t give him an aura of strength or power but of sacrifice and service.
Last edited April 15, 2023 7:16 pm
Apr 15, 2023 7:12 pm
OOC:
🥷 rnd 1 will use the luck roll
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Last edited April 15, 2023 7:13 pm

Rolls

🥷 rnd 1 - (1D20+5, 1D20+5)

1D20+5 : (5) + 5 = 10

1D20+5 : (11) + 5 = 16

🏹 - (1D20+5, 1D20+5)

1D20+5 : (12) + 5 = 17

1D20+5 : (9) + 5 = 14

🥷💨 - (1D20+5, 1D20+5)

1D20+5 : (7) + 5 = 12

1D20+5 : (20) + 5 = 25

Rnd 1 luck - (1D20+5)

(19) + 5 = 24

Apr 16, 2023 1:50 am
With only Stella's owl familiar as company, Dieter speeds off into early-morning light, dressed only in mud, his unmentionables and the stylish elven boots. To his credit, the young warrior truly does disappear into the shadows and underbrush.

They can only hope that the party didn't bring Ug's bad luck with loincloths with them from Icewind Dale (except for Sheemish, who in fact does carry with him that unfortunate, too-large garment).

With the elven boots magically silencing his steps, and with the familiar to point the way and spy out patrols, he makes good time. The gnolls out patrolling the woods this morning find no sign of him, not even when passing within mere feet of clever Dieter. At one point he rounds a large boulder and nearly walks into a lone, silent gnoll hunter, but fortunately a distracting hoot from the owl familiar is all it takes for Dieter to slip past unnoticed.

Light morning rainfall is cold on Dieter's muddy skin, but he firmly continues on, until he finally comes to the place where the Sea of Swords seems to bend inward, allowing the castle's peninsula to stretch outward across the water. There, a few hundred feet away, is his goal: the alarm pyre. The bundles of wood and kindling must be slightly damp from the short bouts of rain, but Dieter remembers well the magic of the fire arrows he carries.

Dawn's light glints off the weapons of the two gnoll guards. Dieter waits patiently until one of the gnolls steps away to relieve itself in the bushes nearby, then draws and looses a fire arrow in one smooth motion. Sparks erupt from the arrow as soon as it leaves the bow, causing a stream of flickering light in the sky as it arcs up and away, then comes down to strike the middle of the pyre. Sure enough, the arrow's magical flames race across the surrounding wood, and in moments the entire pyre is lit!

The one gnoll guard stares in astonishment at the burning pyre. A few moments the sound of a horn comes from further out in the peninsula; the alarm has been seen. The second hyena-man comes running back and, seeing no trouble, accuses the first of lighting the pyre needlessly. The two try to put out the flames, and Dieter easily vanishes into the woods once more.

It's a simple matter for Dieter to bury himself in a muddy pool long enough for the gnoll patrols to pass him by as they rush towards the peninsula, and once they've gone, he quickly makes his way back to the party's cave camp.
Apr 16, 2023 1:58 am
Meanwhile, the party has finished their preparations of a makeshift raft. With Dieter safely returned, they wait only long enough for him to dress himself once more, and then they board the raft and make their way out of the cave and into the ocean.

Well, nearly to the ocean. First they must deal with the breaking waves that bar them from the relative calm beyond.
OOC:
Okay, everyone must make either a Strength or Dexterity save, up to each of you what you'd prefer. If you have a proficiency or ability that you think would be helpful (such as proficiency with Athletics or Acrobatics or water vehicles) make the roll with advantage. The DC is 13, and the consequences for failing are up to me on a case-by-case basis.

Good luck!
Apr 16, 2023 2:02 am
Aiwë immediately begins composing per Dieter's request. She murmurs lyrics and marks beats to herself the entire time he is gone and through much of the voyage on the raft. The physical and mental exercise both seem to be good for her, and the rhythm of her quiet beats on the raft helps keep the party in sync as they row toward the castle.
Last edited April 16, 2023 2:07 am

Rolls

Str save with advantage from athletics - (1d20+4, 1d20+4)

1d20+4 : (18) + 4 = 22

1d20+4 : (20) + 4 = 24

Apr 16, 2023 2:03 am
Dieters heart is still racing from his infiltration mission. And he finds it hard to concentrate at the task at hand.
Last edited April 16, 2023 2:05 am

Rolls

Str save dc 13 - (1D20+6)

(6) + 6 = 12

Adv - (1D20+6)

(3) + 6 = 9

Apr 16, 2023 3:18 am
Stella pulls hair back and tightens her hair tie, then kneels on the raft, arms outstretched. She swishes her hand towards the edges of the raft, forming blocks of ice to help stabilize the raft. She starts swaying with the motions of the waves, quietly singing a druid song of the ocean, splitting rough waves with sweeps of her arm as they go.

(Stella repeatedly casts Shape Water to do these things)
Last edited April 16, 2023 3:21 am

Rolls

Dex Save - (1d20+2)

(1) + 2 = 3

Advantage, if Shape Water is enough to grant it - (1d20+2)

(12) + 2 = 14

Apr 16, 2023 3:54 pm
Sheemish struggles to keep rhythm with paddling the raft. Stitch even tries to help by thrumming a steady beat but the sound is lost over the splashing waves and just confuses the blacksmith more.
Last edited April 16, 2023 4:00 pm

Rolls

Athletics - (1d20+2)

(7) + 2 = 9

Stitch help - (1d20+2)

(2) + 2 = 4

Apr 23, 2023 7:03 pm
It's the very first waves that nearly do the party in. This close to the large rocks, any mistake will mean the end of their raft, and possibly their lives.

Fortunately, Aiwe and Runeson are on their game. With long poles they push against anything they can find purchase on, and together they keep the raft from smashing against the rocks. Meanwhile the others help keep the thing from tipping by shifting their weight across the wooden planks.

An especially large wave comes crashing down, but Stella parts the crest just before it impacts the party, cleverly diverting the worst effects. Still, it's enough to force Dieter and Sheemish off the raft. They're able to cling to the raft's sides, but are dragged across the sharp corals of a small reef before Aiwe can haul them back onto the raft (Dieter and Sheemish each take 2 piercing dmg). The wounds aren't grievous by any means, and they're able to shrug off the sting of saltwater rinsing the blood away.

Fortunately, that seems to be the end of the worst. Having found a rhythm to their strokes and positioning, the party easily crests the next few waves and they find themselves suddenly on much calmer waters. The castle looks considerably nearer from this position, perhaps a half-hour's trip on the raft.

The group keeps their eyes peeled for any signs of movement on the battlements or shore, but they see nothing. Except the dorsal fin of an enormous shark circling the raft. The monstrous thing must be at least 25 feet long, easily more than twice the length of the raft itself.
OOC:
Up to you guys how to handle the shark. Shoot it from a distance? Stab it when it gets close? Throw Imoen out of the raft to distract it? Bear in mind that a violent struggle *could* possibly draw the attention of gnolls in the castle (not guaranteed, especially with ya'll's excellent distraction from earlier, but it would be a possibility).

Rolls

Runeson Str save (adv from Athl) - (1d20+3, 1d20+3)

1d20+3 : (16) + 3 = 19

1d20+3 : (15) + 3 = 18

Imoen Dex save (adv from Acro) - (1d20+5, 1d20+5)

1d20+5 : (1) + 5 = 6

1d20+5 : (12) + 5 = 17

reef dmg - (2d6)

(11) = 2

Apr 24, 2023 9:10 pm
"Oh dear..." Stella says at the sight of the shark, shivering from the water. She had attuned herself to plants last night, not animals!

"Blood," she says, hugging a pole of the raft while cutting a strip of fabric. "We can use blood to distract it. Send it away from us. Any...volunteers?" she asks, wincing, and holding up her knife.

She whistles softly and her brown owl familiar lands on her shoulder. "I'll have him fly the cloth out and drop it aways away, " she explains.
Apr 24, 2023 11:49 pm
"Oh neat, will that work?" The question is one of curiosity, not doubt. She holds her arm out for Stella even as she speaks the words, trusting her completely.
Apr 24, 2023 11:58 pm
"Um...I hope? Sharks tend to be very attracted to the smell of blood. If it doesn't, I can try to distract it with a fish familiar. Failing that..." she says uncomfortably, "We may have to fight."

"Jassa's Dagger, grant precision..." she says in druidic over the churning waves. She didn't want to accidentally give Aiwë a gaping wound, though part of her doubted she could even if she tried. She steadies her knife and the cloth at Aiwë's arm and tries to soak it with a bit of the orc's blood.

The owl on her shoulder spreads its wings expectantly, preparing to take flight and waiting for the cloth.

Rolls

Medicine (Guidance) - (1d20+3+1d4)

(7) + (2) + 3 = 12

Apr 29, 2023 2:22 am
"Oh you can take way more than that, Shelur says as Stella dabs gently with the handkerchief. She squeezes the wound to encourage the blood flow. "Its gotta be at least that much for it to be a wound that's worth attention."
Last edited April 29, 2023 2:24 am

Rolls

Bloody blood - (1d8+0)

(7) = 7

Apr 29, 2023 2:49 am
Dieter looks on a bit green in the face his legs weaken as Aiwë squeezes the cut.
Apr 29, 2023 3:03 am
At Aiwe's encouragement Stella's able to thoroughly soak the cloth, and then the owl familiar drops it into the sea a fair distance away. It doesn't take long for the enormous shark to turn in that direction, the wake of its powerful tail churning the water. As the monstrous fish is distracted, the party presses forward with all speed.

Ahead of them is a wide expanse of beach outside the castle walls. There's also a fairly large dock that seems to be connected to the castle itself. There are no gnolls in sight, but distant horns from the direction of the peninsula confirm that they're still confused by Dieter's distraction with the alarm pyre.
OOC:
So, unload on a beach and from there sneak into the castle? Or land via the dock and hopefully find an easier way in? Or something else? Up to you guys!
Apr 29, 2023 4:37 pm
.

Rolls

🤖 - (1D3)

(3) = 3

May 1, 2023 3:46 am
The companions make for the dock. Stella's familiar keeps an eye on the giant shark, which seems interested only in investigating the bloody cloth. After a few minutes of exertion, the party pulls up alongside a wooden pier in the shadow of one of the castle's walls. There are no gnolls or other creatures in sight, but there are a couple of strung fishing poles leaning against the wall.

Just beyond the poles is a stout wooden door set into the castle wall.

As they quietly push their raft under the pier, they find two dead gnolls floating under there, their necks broken. More of Minsc's work?

The party carefully examines the door into the castle and finds it unlocked.
May 1, 2023 7:36 pm
Stella's both disturbed and relieves at the dead gnolls. They were probably on Misnc's trail!

"I've prepared a spell that can quiet us and make us all blend into our surroundings as we explore," she quietly tells the others, as she sweeps her hand in flowing motions. Each time, the water on one of her companions sweeps off them and out of their clothes, leaving them dry instead of cold and wet. "but I can only hold it for a few minutes...maybe ten? Should I cast it now, or save it until the commotion from our distraction has died down?" she asks, magically wringing the water out of her own hair and clothes now.

She brushes aside some holds one ear near the crack of the door and plugs a finger into her other ear, trying to listen for signs of gnolls inside. She doubted it, given the state of the gnolls out here, but it was the sort of thing you did in infiltrations, right? She had never done one before and was clearly nervous, but her eyes were sparklingly alert.

"Hear anything?" she asks her owl, perched on her shoulder.

Rolls

Perception (Stella) - (1d20+3)

(8) + 3 = 11

Owl (Adv. from Keen Senses) - (1d20+3, 1d20+3)

1d20+3 : (14) + 3 = 17

1d20+3 : (17) + 3 = 20

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