Salvation Outpost

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Feb 6, 2023 1:10 am
"Warforged," 37 observes. "That's... interesting." He looks around, almost like he expects to see someone surveilling them. "We should find Earic."
Feb 6, 2023 1:18 am
By looks he was taken alive so that is good. Lets follow fast. Core will lead off to the small rolling hills in the distance.
Feb 6, 2023 1:28 am
Gzizmix will assist with tracking the trail out of camp once everyone is ready

Rolls

Survival (advantage with help) - (2d20H1+3+1d4)

(1317) + (1) + 3 = 21

Feb 6, 2023 2:01 am
HueHueBr says:
OOC:
Yeah I just want the twig, not cast it right now. Next time we stop in town I must buy a component pouch
Kleber found a few decent twigs before settling on an excellent example while on his way. Nice and compact, will fit easily into a component pouch later.
Feb 6, 2023 7:05 am
After packing away the flag and the rope you head off following the cart tracks and Warforged footprints. A short time later, you pass the edge of the tree line and leave the eerie Plymdonwood behind.

The tracks are not difficult to follow as they continue through a flat, barren, grey plain. The stillness and the silence of the area is only broken by the flapping of papery wings somewhere in the clouds above and the occasional indiscernible whisper from unseen spectres. As the hills approach, you can now see looming sheer cliffs beyond them. You believe there may only be a couple hours of daylight left.
OOC:
With your 21, you won’t have any issue following the trail. I’ll get a round of perception checks for the trek though. Feel free to RP how you pass the time
Feb 6, 2023 8:38 am
Core is wanting to push hard forward. Seems like trekking doesn't at all bother him. He is rather a bundle of energy. He asks as he sees the light of day fading, Who else can see in the dark besides me.
Feb 6, 2023 12:37 pm
As they walk Gzizmix takes mental notes of how his homeland has changed. He will have to see if there are any better records at the outpost. Those he was able to read back in the order were second hand at best. Staying quiet for the most part usure about the dangers of the area and oppressed by the gool that befell his once beutiful homeland.

At Cores question he looks at the party members before replying I believe most of us can. Looking uncertainly at 37.
[ +- ] Party Members
Lets at least reach the hills where we might find some shelter before selecting a camp sight. I would rather not be forced between having no fire and lighting one out in the open
Last edited February 6, 2023 1:01 pm
Feb 6, 2023 12:48 pm
"I have no issues in the dark, if color isn't needed" Mordaky said in response to Core's question. He wondered how he would sleep after going through the mist, having found an apparently kidnapped scout, with Warforged who don't sleep somewhere near by, and being in the middle of such a well known hotspot for the unknown. 'Where have you lead me' he whispered under his breath to his new patron, he was supposed to be out of the frying pan, but it seems he'd landed himself squarely back on the spit.
Feb 6, 2023 2:17 pm
"I will not be able to see without light," 37 replies. "A glaring oversight in our design, to be sure. But nevertheless, a restriction I possess. For what it's worth, the same holds true for all of my kind, as far as I'm aware."

Otherwise, 37 is quiet during the walk. He doesn't fidget or make small talk, although he does his best to be aware of his surroundings.
Feb 6, 2023 4:03 pm
Vice is usually always moving, but not used to this much walking. Most of the team doesn't seem like the chatty type, so he does his bes t keep quiet himself. "Any sign of where they, whoever 'they' are, would have taken our scout?"
Feb 6, 2023 4:38 pm
Klebers don't mind the long walks, especially when the journey doesn't involve waist-deep swamps like he is accustomed, but the eerie stillness of the Mournlands unnerves "Probably a hidden camp, now for whom my money is on some rival warforged scavengers wanting the half elf shiny box. That would explain the cart tracks"
Last edited February 6, 2023 4:42 pm
Feb 6, 2023 5:05 pm
"And what's our plan when we do find them? Sneak out with Earic? Fight them to the last?"
Feb 6, 2023 5:11 pm
OOC:
I’ll get each of you to give me a perception check as you enter the hills.
Feb 6, 2023 5:12 pm
"I don't think we can effectively make a plan without knowing who the kidnappers are, and why they stole him," 37 points out. "Be ready to fight, but overall, be fluid."
Feb 6, 2023 5:30 pm
I agree with 37. Fight if we must it if victory is feasible and prudent otherwise stealth may be the best option. Though I am not particularly should in stealth myself.
If these warforged are simply following their last directives I see no need to destroy them. If however they have been corrupted like the mutants then they should be cured if possible. I lack information on this and other issues of the area.
. The last bit is in a frustrated voice.
Last edited February 6, 2023 5:30 pm

Rolls

Guided Perception - (1d20+3+1d4)

(4) + (2) + 3 = 9

Feb 6, 2023 5:31 pm
Vice start wiggling his arms around "Got it . . .'Fluid'" he says with a smirk, before readying a chakram in each hand, and looking around.

Rolls

Perception - (1d20+0)

(8) = 8

Feb 6, 2023 6:19 pm
"I am hoping I can approach them and discern what is going on," 37 says as they walk. "I'm a builder, not a statesman, but hopefully I can convince them to let the scout go."
Feb 6, 2023 6:30 pm
Kleber snorts at Vice's dirty joke "I'd really prefer these guys to be sane warforged that we can reason with"
Last edited February 6, 2023 6:32 pm

Rolls

Perception - (1d20+4)

(9) + 4 = 13

Feb 6, 2023 9:22 pm
Perception Check. Woot. Natural 20. "Worry about what is going to happen when it comes."
Last edited February 6, 2023 9:23 pm

Rolls

Perception Check - (1d20+2)

(20) + 2 = 22

Feb 6, 2023 11:36 pm
You continue on following the trail as it begins to wind its way into the hills. Kleber mentions some objects that seem to float suspended in the sky. Most of you take no mind of it, except for Core, he recognizes the objects as planks of wood hovering, unmoving in the sky. Between the mists, the field of bodies, the forest, the whispers and the persistent sense that you are being watched, the Mournland has been more mentally taxing than physically.

As the end of daylight approaches, the trail veers down into a gully below. From your vantage point you can see three tents, one larger and two smaller as well as a canopied area. Two armed Warforged appear to be patrolling the small camp. Knowing that Warforged don’t require sleep, you can only assume as to why they’ve set up camp. You don’t believe you’ve been seen yet.

https://i.imgur.com/uWZDTTs.jpg
OOC:
You may position yourselves anywhere in the green area on the map. If you wish to move out of it undetected, I’ll need a DC 15 stealth check. You may roll any other checks you wish if you would like more information about the camp.
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