Salvation Outpost
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Feb 5, 2023 6:24 am
Vice speaks while they are out of the salvagers earshot; "As much as I dont want to continue wandering in this place, I'm not sure these scavengers would be inclined to help us."
Last edited February 5, 2023 6:25 am
Feb 5, 2023 10:15 am
While most are focusing on the scavengers, Kleber looks around the road, searching for a suitable twig while muttering a few words "cheap teacher...can't even give me a damn focus"
OOC:
I need a forked twig for casting Locate Object for the nearest journal, I can only cast it once a day using mine mark [ +- ] Locate Object
Casting Time: 1 action
Range: Self
Target: Self
Components: V S M (A forked twig)
Duration: Up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once.
Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Range: Self
Target: Self
Components: V S M (A forked twig)
Duration: Up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once.
Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Last edited February 5, 2023 10:21 am
Feb 5, 2023 11:30 am
OOC:
Give me a perception or investigation check with advantage since it’s been a couple hours (DC 15). Slight warning, you haven’t seen the journal and based on the lack of a forest it’s not likely to be within 1000 feet. You can absolutely still look for a twig though.Feb 5, 2023 2:00 pm
OOC:
Yeah I just want the twig, not cast it right now. Next time we stop in town I must buy a component pouchLast edited February 5, 2023 2:01 pm
Rolls
Perception(proficient) - (1d20+4)
(19) + 4 = 23
advantage - (1d20+4)
(9) + 4 = 13
Feb 5, 2023 3:11 pm
Gzizmix will hold back uncertain what to do and prepare to cast guidance on whomever moves to act first.
OOC:
Gzizmix is proficient with cartography, I forgot to bring this up earlier. So would he be able to help in reading the map? Last edited February 5, 2023 3:25 pm
Feb 5, 2023 3:19 pm
37 will look around, and you get the distinct impression he would have sighed. "Alright, let me try again I guess," he mutters, reorienting the map and looking for any sort of landmark, the sun, just... anything.
Rolls
INT (with Help + Guidance) - (2d20H1+1d4+3)
(175) + (4) + 3 = 24
Feb 5, 2023 4:38 pm
With Gzizmix’s help, 37 is able to gain his bearings. You realize you have gone off course slightly, but are now confident you can make up for the lost time. You leave the trio behind and pick up the pace.
It feels like late afternoon when you arrive at the Plymdonwood.

The dead forest is dark with blackened, leafless trees. The trees sway unnaturally slowly. Not blown by any wind, you hear the creaks of the wood and the gentle, seemingly rhythmic clatter of countless branches. You find it very hypnotic.
Perhaps thankfully, the "X" that marks Earic’s camp sits on the edge near an entrance to the woods. Based on 37 and Gzizmix’s efforts, you are fairly confident his camp should be close by.
It feels like late afternoon when you arrive at the Plymdonwood.

The dead forest is dark with blackened, leafless trees. The trees sway unnaturally slowly. Not blown by any wind, you hear the creaks of the wood and the gentle, seemingly rhythmic clatter of countless branches. You find it very hypnotic.
Perhaps thankfully, the "X" that marks Earic’s camp sits on the edge near an entrance to the woods. Based on 37 and Gzizmix’s efforts, you are fairly confident his camp should be close by.
OOC:
Since you rolled so well on the map, I’ll need a group check with a DC of 12 to try to find the camp. Each of you may choose from perception or investigation for the check. I’ll take the first 5 that pop upFeb 5, 2023 5:26 pm
"The camp has to be here somewhere," mutters 37, shaking his head after long look at the trees.
Rolls
Investigation (INT) - (1d20+5)
(8) + 5 = 13
Feb 5, 2023 6:04 pm
Core helps looking about for the camp. "I think it is over here."
Last edited February 5, 2023 6:05 pm
Rolls
Perception Check - (1d20+2)
(19) + 2 = 21
Feb 5, 2023 7:10 pm
Gzizmix trust in his deity, a bit more than Core, but still listens to his 'suggestion'
Rolls
Guided Perception - (1d20+3+1d4)
(18) + (2) + 3 = 23
Feb 5, 2023 8:12 pm
Although Core is rather beastlike being a shifter. He looks more like a mongrelman due to many changes/transformations. It is hard to tell what he is. To be sure the only way is to make him excessively mad but comes with a price. it is well known shifters are not the best people to ever get mad. And by looks Core is on that list. Even with no armor he looks excessively dangerous.
Fortunately, as he isn't an outdoors man, and every dog has his day as it seems he knows the way to the camp and most like the same way Gzizmix is thinking.
Fortunately, as he isn't an outdoors man, and every dog has his day as it seems he knows the way to the camp and most like the same way Gzizmix is thinking.
Feb 5, 2023 9:10 pm
Vice looked around for any signs of the camp. He wasn't especially good at finding things unless they were small and valuable though. . .
Rolls
Investigation DC12 - (1d20+2)
(1) + 2 = 3
Feb 5, 2023 9:17 pm
The half ranger searchs for any sign of a camp
Rolls
Perception - (1d20+4)
(11) + 4 = 15
Feb 5, 2023 10:10 pm
Gzizmix and Core follow their intuitions and leave the path, following the edge of the forest to the right. A couple hundred feet later, they find a small hollow in trees and the remains of a small camp.
As they look through scene, their keen eyes spot a broken box with a partial mark of storm on it. There is no sign of Earic. There are clear signs of a struggle, several sets of footprints and a set of cart tracks heading east, away from the woods, off into the distance of the Mournland.
Nature/Survival check to learn more about the tracks.
As they look through scene, their keen eyes spot a broken box with a partial mark of storm on it. There is no sign of Earic. There are clear signs of a struggle, several sets of footprints and a set of cart tracks heading east, away from the woods, off into the distance of the Mournland.
OOC:
Perception/Investigation check to search the camp. Nature/Survival check to learn more about the tracks.
Feb 5, 2023 10:20 pm
Impressed at the shifter's skill Gzizmix compliments his keen eye sight. He will them begin looking over the track into and out of the camp then through the ruined camp itself.
Rolls
Guided Perception - (1d20+3+1d4)
(15) + (3) + 3 = 21
Guided Survival - (1d20+3+1d4)
(9) + (2) + 3 = 14
Feb 5, 2023 10:28 pm
37 begins looking over the ransacked camp.
Rolls
Investigation (INT) - (1d20+5)
(7) + 5 = 12
Feb 5, 2023 10:47 pm
Core looks on the tracks to try to determine anything about them.
Rolls
Survival Check - (1d20+2)
(10) + 2 = 12
Feb 5, 2023 11:39 pm
Gzizmix finds no signs of blood in the camp, but is fairly confident Earic was here at the time of the struggle. His footprints are not seen leaving the site at all and you get the feeling he was carried off. The camp also seems to have been ransacked after the struggle. There is very little left of value and no journal. However, you do find a very ornate, finely woven flag of Cyre, as well as a sixty foot golden silken rope in a broken box. The three of you look at the tracks and can clearly see they go off in a nearly perfectly straight line toward a set of small rolling hills in the distance.
OOC:
Give me an arcana check to learn more.Feb 5, 2023 11:49 pm
Gzizmix will look each item over and fold up the flag, hand the rope off to the others, and try to puzzle out the box.
OOC:
And as soon as combat starts it will be fumbles all the wayLast edited February 5, 2023 11:50 pm
Rolls
Guided Arcana - (1d20+3+1d4)
(20) + (1) + 3 = 24
Feb 6, 2023 1:00 am
As you put the pieces of the broken box together, you are able to read ’Shankara’s rope’. You realize the rope it contained is a rope of climbing.You notice the flag is definitely military, but of too fine of a make to be just a simple battle flag. You believe it is likely a flag from a Cyran warship.
[ +- ] Rope of Climbing
Rope of Climbing
This 60-foot length of Silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an Action to speak the Command word, the rope animates. As a bonus Action, you can Command the other end to move toward a destination you choose. That end moves 10 feet on Your Turn when you first Command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.
The rope has AC 20 and 20 Hit Points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 Hit Points, it is destroyed.
This 60-foot length of Silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an Action to speak the Command word, the rope animates. As a bonus Action, you can Command the other end to move toward a destination you choose. That end moves 10 feet on Your Turn when you first Command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.
The rope has AC 20 and 20 Hit Points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 Hit Points, it is destroyed.
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