The Wilderness
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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.
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
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.
Well, nearly to the ocean. First they must deal with the breaking waves that bar them from the relative calm beyond.
Good luck!
Rolls
Str save with advantage from athletics - (1d20+4, 1d20+4)
1d20+4 : (18) + 4 = 22
1d20+4 : (20) + 4 = 24
Rolls
Str save dc 13 - (1D20+6)
(6) + 6 = 12
Adv - (1D20+6)
(3) + 6 = 9
(Stella repeatedly casts Shape Water to do these things)
Rolls
Dex Save - (1d20+2)
(1) + 2 = 3
Advantage, if Shape Water is enough to grant it - (1d20+2)
(12) + 2 = 14
Rolls
Athletics - (1d20+2)
(7) + 2 = 9
Stitch help - (1d20+2)
(2) + 2 = 4
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.
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
"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.
"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
Rolls
Bloody blood - (1d8+0)
(7) = 7
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.
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.
"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