Exploring the Shattered Matrix
Be sure to read and follow the guidelines for our forums.

Rolls
Look and listen for something besides plants - (1d6, 1d6)
1d6 : (1) = 1
1d6 : (6) = 6
Rolls
Gardakhan: Decipher runes: 5 - Basic - (2d6)
(11) = 2
Once they are relative sure of their immediate safety, he will note this pattern.
Rolls
Skeeve: Listening Hard - (3d6)
(636) = 15
The tile grid is the only relatively clear area in the room. Though no plants grow through it a few have tendrils that over grew over it they have been shorn clearly though and now weep where they once had stems. The sound of a forest can be faintly heard outside. The only sounds you hear inside are the rustle of leaves and a few insects.
Though the plants now cover much of the room it looks fairly simple. The room is about twice as big as the tiles with several open doorways. A few rotting and crumbling doors partially full a few of the doorways. Through one doorway you see sunlight streaming in through an arches.
Rolls
Skeeve: Decipher Runes - (2d6)
(25) = 7
Skeeve thinks for a moment, then says, "Guys, before we go out and do any exploration, I want to ask you something. Neither Gardakhan nor I can move the tiles quickly. Should we pre-set the tiles to our home location now in case we need to leave in a hurry? Or should we not in case there is anyone here who can actually use the tiles?"
He looks around nervously at the mention of the nightmarish spider. After all it had the power to become invisible.
Taking some confort in numbers, Gardakhan concentrates and asks the spirits about this place.
"What is this place? Why does it feels so sad?"
Once that is all done, he says, "I remember that we were told we can use the Tile Tablet to determine how far we are away from the other tablet. In other words, we can see how far we are away from the camp. But, we only get to do it once a day. Do we want to use it now?"
I thought I asked the spirits already about the place 😉
Taking some confort in numbers, Gardakhan concentrates and asks the spirits about this place.
"What is this place? Why does it feels so sad?"
Soon a wisp of spiritual consciousness appears in front of him. The spirit has long lost all semblance of its former existence and is now simply a floating orb. It reaches out a ethereal tendril and upon contact with the shaman transfers a series of images accompanied by emotions.
The city, bright and vibrant, full of people working in harmony with nature and fey. | Joy |
The city troubled as more soldiers are trained and taken away | Sorrow |
A crumpled letter. Families crying and raging at soldiers. | Grief/Rage |
A massive elemental walking through the city casually shattering most buildings | Fear |
An archdruid restoring the heart of the city making it safa again | Relief/Hope |
The sky shattering as storms rage, people flee to the heart, a flash of green | Fear |
The city in ruins, animals do not stay here, the plants grow | Weary |
Rolls
shaman Test - (2d6)
(61) = 7
"Well, it looks like we can either try to find the city center, or move on to the next pattern."
"I'm sure that sounds like paranoia, but if either of you feel compelled to stay and explore, I'll stay. But Skeeve should be ready to summon a wall of flame or somesuch if it comes down to it."
"Let see how far we are from the cavern. Once back we might learn a thing or two about this place by asking around. Perhaps a legend or an old tale will come up."
Moving torwards the outside of the building.
"Let's get a quick view outside see if we can get a distinct feature to help our research, Then we are out of here. "
Moving out of the building cautiously you look around.

A crumbling city dry into the forest and now overrun by it greets your searching gaze. Wide roads wander between massive trees that reach well over a hundred feet tall. Fountains have become ponds and thick vines have grown over most buildings. As your step outside you hear the rustling hiding sounds more clearly. The sound is nearly constant but it's source changes from moment to moment and comes from multiple directions at once making it hard to pinpoint.
Pointing to the larger buildings, Skeeve says, "It looks like the city center is most likely over there. There seems to be some clear roads, but I'm ready for the next destination. I don't want to find out what all of that rustling noise is."
At that, Skeeve heads back to the tile platform and starts shuffling the tiles around to the next destination. He is using Pattern 1.
If you try pattern 1 it will have no affect. That you know of.... :)
Yeah, there is another player I was planning on having you run into here but they are MIA at the moment.
I let you check it out but as they have been offline for days now I see no reason to try to keep you here
I hate thwarting the GM. (I enjoy beating or skipping a puzzle, trap, or encounter. I hate just outright circumventing a whole dungeon or adventure.) Give us an entry other that the forest's tendrils all searching for invaders and we will check things out!
On a totally separate point, I had originally wanted to use, and thought we had used, Gardakhan's pattern. That's why I moved to Pattern 1. Since I misunderstood, then, yes, Pattern 2 is what he'd try next.
I plan to use the tiles for future story expansion. As you have, at the moment, limited known addresses I am not going to give anymore spoilers on the location.
Heading the sounds of fishing eatery you peer through the first and see a vast river flowing through the fungal forest. The water glows with an eerie blue luminescence, revealing the sharp, crystalline formations that line the riverbanks. A small abandoned boat is pulled up on the river band nearby. A lantern attached to a pole from the prow is barely needed in the ethereal glow of the river waters.
Looking down the river towards a muted thunderous sound you see the river vanish into a massive abyss that stretches as far as the eye can see. A breeze from the casam is thin and acrid, and strange, otherworldly sounds echo from below. Perilous bridges of spider silk span the gap, offering the only means of traversing this perilous void.
I was just offering to back out of the decision to make the next jump if it would make things work better.
On to present circumstances: The river disappears into a massive chasm that appears as an abyss, likely due to the light quickly fading into darkness due to its vast size. Does the river flow INTO or OUT OF the chasm/abyss? How strong does the current look?
The "thunderous sound": in my mind, that evokes the loud sound of crashing water over a waterfall. Do we see such a waterfall, or is it in the darkness? Or is it a different type of thunderous sound all together?
Since we seem to have indication of some kind of wildlife here, I am sure we'll all keep a look out for such. And Skeeve will keep an eye out for Screaming and Violent Fungi, too. No reason to endure those again.
Also, as we move out, Skeeve will pay particular attention to where the pad is so we don't lose it. If necessary, he is not above causing some damage so it is easy to find again. He will also note that this pattern is for an underground fungal forest.
Moving through the mushroom that vary in size from a couple inches to tens of feet talll Skeeve does spot a vilent fungus and you skirt it area and soon reach the river bank. The boat is a simple canoe about 3 feet long made from a cut out fungus stem from the looks of it. Inside are a couple of paddles. The lantern has a fant scent of oil smoke making Blornvid guess it has not been here long but there are no noticable tracks in the nearby mud other than the ones you have made. The river is somewhat opaque making it hard to tell but it looks to be not too deep near the shore and a simple test reveals the current to be slow at this point. Tossing a mushroom head out as far as possible, turning out to be not that far due to the light nature of the thing, shows it is a bit faster futher out into the middle.
Also, he will try to look around and see if there is a path or anything that looks like it could be a path leading to or from the little dock river bank they are on. If someone landed here recently, then they had to have been going somewhere. He is trying to see if there is anything that would indicate where they were going.
Rolls
Skeeve: Searching for a Path (with focus) - (3d6)
(633) = 12
The river bank is bare of any trail other than being cleared off any fungus but the water. This must be used fairly frequently to keep the fungus from sprouting.
Rolls
Secret Roll
Gardakhan close his eyes for a moment and ask the spirits to guide him torwards the owner of the boat.
Sorry busy day yesterday...
Trying to get a direction on the boat owner similarly to what was done to track the spider
Rolls
Gardakhan: Test DC: 5 - Basic - (2d6)
(21) = 3
To Skeeve: "Let's see what we can spot with our own eyes before we start futzin' with Valpip's contraption."
On the metal monster, Skeeve says, "I'm OK with waiting. I was just thinking it could help us look where we can't reach. Like we can't see the far side of the river or even see the roof of the this giant cavern."
Gardakhan finally gets a better feel for the local spirits and manages to get the vaguest of responces from one in reguards to his inquiry.
Back and forth it goes crawling morning and night. On the boat and on its many legs it goes.
Everyone discribe you actions as you head upstream and roll a save test
Rolls
Mystery Upriver Save - (2d6)
(26) = 8
Rolls
Skeeve: Mystery River Save - (2d6)
(16) = 7
He tries to call forth a water spirit to create fog around the group and below the dwarf shoulder hoping it would reveal the movements of invisible foes approaching.
Rolls
Gardakhan: Call water spirit Test DC: 5 - (2d6)
(61) = 7
These are minor effects so have at most an area of 1 person for 1 round but can be maintained with an action each round. So the basic idea I use is 6 ft cubic. This translates into a disk of of fog 10' radius 1' deep. Skeeve and Gardakhan can work together to double this but that only ups it to 15' radius.
Now this is all mechanics of how I view it but this system is designed for flexibility so you can try and thin it out further to increase the area or change the effect.
Ex: If Gardakhan creates a 3 inch covering of mist over the ground it would have a radius of 30' and might show things walking but spider have thin legs so .... That is just how I see it but it would definitely help vs just looking around.
As a variant he could have a dust spirit make the surroundings very dusty so that foot falls would create a puff and leave obvious tracks. Again the problem with tiny spider feet.
The invisibility is a higher power spell (think a tier 2 ability that you could have access to with a 2nd magic/shaman trait) so totally countering it at your current power is tough.
That said, all of which is just to explain my thought process, I like to encourage and reward creative solutions so thinking like this is definitely a good thing and will help you characters in the story. Minor effects applied creatively like this can be very useful and fun
"Of course, that could also mean that there's a predator lurking near the falls that scares the wildlife away."
Rolls
Secret Roll
Rolls
scouting river and opposite riverbank for canoe - (2d6)
(55) = 10
The boat is about halfway across the river and downstream. Judging by their position and progress it looks like the boat will reach the fast side before they reach the falls.
Rolls
Calling out over the waterfall sounds - (2d6)
To your left a majestic waterfall cascades from a the mushroom forest, tumbling into the abyss with a deafening roar. The water glow fades as it descends into the depths below, creating a mesmerizing display of shimmering droplets that seem to hang in the air before disappearing into the darkness below.
The sheer walls of the ravine are jagged and uneven, covered in a patchwork of bioluminescent fungi that cast eerie, shifting patterns of light and shadow. Stalactites hang like monstrous teeth from the ceiling, adding to the otherworldly beauty of the scene.
But what truly makes this place unique are the intricate spiderwebs that crisscross the ravine like delicate bridges. These are obviously not the ordinary webs of common spiders, but the creations of an intelligent race that calls the Underdark home.
The spiderwebs stretch from one side of the chasm to the other, forming intricate, ethereal walkways that seem to defy gravity. Some are sturdy, with glistening threads as thick as ropes, while others are delicate and almost invisible to the naked eye. They sway gently in the draft created by the waterfall, creating an eerie, swaying motion.
Below, in the abyssal darkness, you catch occasional glimpses of motion.
Also, the boat spider actively avoided us. If it was as powerful as Gardakhan's spider, it could have outright attacked us and had a chance to succeed. That it outright avoided us likely means they are not overtly hostile.
That all said, we're just trampling around the fungal forest which appears to be outside their territory proper. We have no idea what their reaction will be if we enter their territory.




What do you do? 😈 😁 😈
Assuming we aren't running away, Skeeve steps onto the bridge, then pauses. Turning around a bit, he says, "Gardakhan, do those guys look anything like the spider creature you fought? Your description made that one see pretty small compared to these guys."
Besides, this is all assuming we have a common language to talk in, anyway ...

P.S sorry for last few days. Kids got sick and it took all of my time. Should be able to restart posting at a expected rate
Spider

Rolls
Secret Roll
Changing tack, I figure the spirit powers and spell-touched are fairly equivalent, so Skeeve tries to send a whispered message to Blornvid's ear. The message is: "Please ask them about Dream Eaters. That's what Gardakhan's spider called itself."
In case a roll is needed, it is below. It is focused.
Rolls
Skeeve: Send a Message to Blornvid - (2d6)
(42) = 6
If you guys want to add the optional rule we can discuss more on grappling and targeted attacks.
One thing to note is that if you opt for these some of your existing armor may be modified to fit this system
Rolls
Gardakhan: Test DC: 5 - Basic - (2d6)
(35) = 8
Spirit Weaver

As for being a "Dream Eater" I am unsure of what you mean. We eat the body fluids of our prey, preferably while immobilized yet alive. I understand most of your kind consume the flesh of plant and animal alike. Why is my diet pertinent? The spider seems to tense up at Blornvids reaction. On the far side of the bridge you see a bit of movement and another spider begins making its way across the bridge.
Ah good the trade ambassador is here. They are who you should be speaking with.
As the third draws near, the second begins backing up followed by the first. As the third and first pass they make some kind of exchange but soon you face another spider. This maneuvering on the bridge all seems too well executed to be anything but planned out rehearsed.
Good day. The guard reported to me as soon as you arrived. I do hope you were not disturbed too much by their rudeness. In a society where all are spiritually gifted it is common to touch the surface mind of those you talk with. No offense was meant, please accept our apologies. I am curious, the guard reported you asked about a "Dream Eater". Please explain.
Spirit Weaver

As for your concerns on mind control you should understand this to be incredibly difficult. While we can affect the minds of other creatures this is usually limited to sending false senses, paralysis, or direct attacks. This is similar to the magics many of your kind use. It should be possible for you to find magical items from your mages that would protect your from most of these effects. Beyond that you must decide, as must we, whether or not to trust.
"Do these fanatics have some kind of sigil or markings that we may be able to identify them should we encounter them?"
Spirit Weaver

You say you are explorers. Would you be willing to sell us a map of your journeys. I believe the guard may have told you that trade with the surface is currently quite hard to maintain. We are eager to explore alternate options.
Assuming we can hear the conversation well enough, Skeeve also asks Gardakhan, Did the spider you fought have white eyes?
"Thank you. For future reference, my name's Blornvid. And yours?"
After getting the ambassador's name, he will say some other pleasantries and then make his way back.
"As my compatriot said, we are explorers, not emissaries. However, we are exploring on behalf of others and I believe they will be very interested to meet you.
"We don't have any maps exactly. Instead, we are using a portal device for travel. Are you familiar with the one near here?"
Spirit Weaver

Gardakhan is unsure at it was a quick and aggressive encounter but the Dream Eater may have had white eyes.
are you referring to the Matrix Node nearby? If so that would be most convenient. Or ancestors had use of the node but it's secrets were mostly lost during the Shattering. Or records were insufficient to help us connect to any other sites so we accounted it years ago. If you use some other portal we can work out actual usage with an authorized representative after you return should your people be interested. But I must inform you, when you leave this place you will be followed by some of our rangers while in the caverns nearby our city. This is a security precaution. I hope you can understand the need for this.
Pretty busy week ahead of me.
I'll still try to post at least once every day but feel free to advance the plot if I'm lagging to much.
"Also, assuming we are talking about the same thing, it operates by using patterns as keys. Do your old records show any patterns for the Matrix Node?
"And it is fully understood that we will be tracked upon leaving the bridge. We appreciate you openly telling us, Ambassador."
Spirit Weaver

As for the records on the Matrix I will look through the records. This will likely take some time. It has not been used in many years. I am only aware of it from it being referenced in historical usage agreements.
Once that is handled (I assume no roll is needed if it really is such a simple thing), he continues, "More information on the Matrix will be greatly desired. Quite frankly, that is likely a potential trade item."
After that, he will head back to the other guys and recommend that they get on back to the tile pad. They do appear to be genuine, but at the same time they were a bit stand-offish and didn't invite us into their territory. Probably best to call this one a success and move on. He lets the other two know that they will be followed.
Skeeve will recommend trying the last unused pattern before returning home. That way the spiders won't necessarily know where we are really going. We have two charges left, so we should be able to hit the last pattern, then go back to the Expedition. Skeeve will make notes on what they saw, where the main bridge is, where the dock is, and what the spiders look like. He'll also note the comment about the white eyes. He figures they can take a few minutes when they get back to the tile to do that, since we'll basically have a couple guards. :-) I figure Skeeve can write while Gardakhan moves the tiles, if he's OK with that.
Upon arriving in the cavern, the world transforms. The damp coolness of the underdark is replaced by a dry and bitter cold. The air is cool and crisp but lacks the frigid bite of the wind you hear not to far off outside the cavern. A thin cleft in one wall of the cavern lets the wind and a trickle of water into the cave. The cavern's ceiling is adorned with massive, glittering stalactites that hang like ancient chandeliers, their pointed tips glistening with moisture. Beneath them, stalagmites rise from the rocky floor, their smooth surfaces polished by centuries of water droplets slowly dripping and depositing minerals.
The small crystal-clear underground stream meanders through the cavern, its waters reflecting the low light from glow of the moss. The sound of trickling water reverberates, filling the space with a soothing, melodic rhythm. The stream disappears into the cavern's depths.
So, a couple things:
1) There's the ole rope crossbow. If there are stalactites near to where we want to be, can he shoot it and use the rope to help us climb up?
2) Are there any platforms or ledges up there? If so, he can just magically lift either Blornvid or Gardakhan up to the platform. They can then either look out for us, or anchor a rope for Skeeve. (Or, worst case, Skeeve lifts them up one at a time, and they both serve as the anchor for Skeeve.)
Will either of these approaches work?
As for mooving others withh your magic, well technically the is possible. However as it is a new ability I might require some tests for delicate work, like getting someone to the rock ledge without bashing them and making sure they have a grip before letting go. But not worries I am sure it will all work out :) (texting voice inflection is nigh imposible, even with emoji, so please not that this is me joking around)
The cleft witht the stream running down it can easily be reached and clambered into by the group The crack varies from 2 to 6 feet wide and is from 6 to 30 feet tall as it winds up and around. The biggest problem climbing up it seems to be the stream itself as it makes the rocks and boots that get wet very slipery.
"Well, I guess we get to climb now. Do we want to tie ourselves together to hopefully make things safer?"
Once we all get ready, I guess we start climbing up the cleft to see what is outside.
Class 1: walking
Class 2: hiking; occasional use of hands
Class 3: scrambling with the use of hands
Class 4: basic climbing at elevation; a fall could be fatal and ropes are often used
Class 5: technical rock climbing on steep terrain and requiring ropes, harnesses, belay equipment, etc.

But don't worry. You will get to employee all your ideas soon 😜 😈 😜
But, we are explorers and we are here to explore, dammit!
High in the rugged, snow-capped mountains, hidden amongst the craggy peaks and jagged cliffs, lies a cavern's entrance of a narrow cleft in the mountainside, barely noticeable from a distance. To access it, one must navigate a treacherous, winding trail that clings to the sheer face of the mountain. This journey is not for the faint of heart, as the path is often slick with ice and shrouded in mist. But for those who persevere, the reward is worth the effort.
Looking down from your high vantage point you see a wide valley far below. Above you snow clings to the mountain tops and a chill wind steals the heat from your bodies. Below the mountains shelter the valley which is filled with grass, trees, streams, and lakes. A ticket if smoke from below let's you know this place has a purple all is own.
We are standing at the top of the cleft that leads back to the tile pad. We are high in the mountains, but not near the peak. Say, I dunno, 2/3 or 3/4 of the way to the peak.
Much higher than us is another cavern that is not the one with the tile pad that is, but instead has some kind of unspoken reward contained within.
Way down from where we are is a green, living, populated valley, but is not one we know. This is somewhere completely different.
Do I have that all correct? If so, how do we know anything about that second cavern?

We are standing at the top of the cleft that leads back to the tile pad. We are high in the mountains, most of the way to the peak. Say, I dunno, 3/4 of the way to the peak.
Way down from where we are is a green, living, populated valley, but is not one we know. This is somewhere completely different from where the Expedition resides.
Is that correct now?
Also, how far away does the valley appear to be? How long does it look like it would take to climb down the mountain?
Skeeve's actions remain the same.
What time of day is it now? If it's going to take three hours to reach the smoke, that's at least three hours to make it back here (since going up a mountain is way harder than going down a mountain). That's a minimum of a six hour round trip. Actually, how long have we been at this with the other trips? Do we need to sleep anytime soon or anything?
Again, sorry for the questions. I just don't want us to just lose track of everything and get ourselves killed because we ran ourselves into the ground for two non-stop days or something. If we are hand-waving it away, I am more than cool with that. But, at the same time, I don't want to make too many assumptions that come back and bite us. I'm just trying to get a handle on all of this.
Thanks!

On the other hand, if we can reliably find this spot again, then he's much more willing to go down for an over-night trip, assuming the others are up to it, too. (We have our packs with us. We have the gear and food to allow a full day-trip.) But he has to be confident that we can 1) find this spot again and 2) actually get back to it. (Going down is way easier than getting back up.) And for the record, Skeeve will take notes on the way down as necessary to allow them to retrace their steps.
That fair this is a fantasy RPG and I am not focusing on realism and trying to emphasize heroic adventures so there is a good chance you can find your way back. I make no guarantee but will say they're is always a way.
We have plenty of rope to get ourselves down. I'm not sure on how we might magically mark this location so we can be sure to get back to this spot.
Feeling as confidant as you can, maybey next time you need to recruit a ranger or avian to come with you, you think.. So you set off heading down the mountain.
Time for another round of travel trials.
Below are 3 challenges for you to overcome
I need every character to describe their contributions to the safe descent down the hill. Either in general or a pick one of the challenges to overcome. You don't need to overcome all three but bypassing a challenge will add time to your traveling. Roll at least one test with the appropriate background, trait, etc.
You can make assumptions on teraing and einviromental factors, just dont bypass the challenge or minimize it too much. Stay heroic! :)
I need each player to propose an obstacle the group needs to overcome.
Once you have posted you can reply to any other players posted problem. When resolving a challange try to make your character the primary contributor to overcoming the challange but feel free to draw on the other character
On your way down you encounter
A: rock slide . The trail leads to a steep mountainside that is now covered in a rock slide about 50 yards wide at the trail. You see the trail beyond the skree but can also try skirting the loose rock but will loose the trail.
B : Cliff : the trail tuns out to be an animal trail. Likely mountain goats as you find the trail leads to a clliff face wihth "steps" leading down. The cliff is about 60 feet high wiht the steps being small ledges about 6 to 12 inches wide and 1 to 3 feet apart as they zigzag down the cliff.
C: River a narrow river, only about 20 feet across blocks your way. The trail follows it down the hill but if you can manage to cross the river you see a much easier small canyon leading down the mountain side.
Rolls
Blornvid, Skeeve, Gardakhan - (2d6, 2d6, 2d6)
2d6 : (11) = 2
2d6 : (34) = 7
2d6 : (41) = 5
Skeeve tries to find the linchpin boulder in their way and move it using his Onyx magic, thus releasing enough of the blockage to allow them to cross it more safely. He tries multiple boulders, from different spots. There is a single roll, at disadvantage, to represent the sum result of the entire effort. (These are big rocks, and there may not even be a key rock to release the others. I assume he does successfully remove a few no matter what, but without a successful roll, they just don't matter.) Success means that the way is cleared to allow everyone to pass. Failure means another solution is needed.
B. Cliff
Skeeve ties his two ropes together, and ties off one end. He then uses the length of rope to descend to the entire length. He will try to use the ledges, but uses the rope to make sure nothing really bad happens. The roll here is for the descent. Success means he made it unscathed and unharmed. Failure means he takes a point of damage on the descent.
Once he makes it to the bottom, Blornvid unties the rope so Skeeve can reel it in for another time. He then uses his Onyx magic to carry them down to his location one at a time. Ordinarily this should not require a roll since they within his "free" weight limit, but since all of this is new to him, I provide one roll for each at advantage. I choose advantage because it shouldn't require a roll normally, but does this time. Failure means they take a point of damage.
C. River
In this case Skeeve simply repeats what he, Khaguran, and Rikia did with a much bigger river. He ties off the rope again to a nearby tree, then uses the crossbow to tie off the other end to a tree on the far side. We all scootch across and he "mage hand"s the knot on the far end to retrieve the rope. (If he can't this time, he'll leave the rope.)
If there is nothing to tie off on, he ties both ropes to himself and one rope end to each of the other two. (So, one rope is Skeeve to Blornvid, the other is Skeeve to Gardakhan.) Skeeve uses Onyx magic to put Blornvid on the far side. (Blornvid will hold Skeeve's pack during this.) He then crosses the river the hard way, using the other two as anchors. On the other side, he then uses Onyx magic to bring Gardakhan across.
With the prior lesson, I'm not rolling for the others. The roll is Skeeve's manual crossing. Success means he gets wet, but that's it. Failure means he takes damage while fumbling around during the crossing.
Rolls
Skeeve: Clear Landslide - (1d6)
(6) = 6
Skeeve: Move Blornvid - (3d6)
(664) = 16
Skeeve: Move Gardakhan - (3d6)
(345) = 12
Skeeve: Cross River - (2d6)
(25) = 7
if you guys don't want to challenge each other I can just go with Skeeve getting endings down the mountain
Also, despite the lucky roll for the landslide, I have no idea if that idea actually works because of how heavy the boulders can be. I was actually hoping someone would come up with a better idea.
This is all I can see Blornvid doing. Let me know if I need to roll or not.
B. Blornvid offers his rope to ensure they have enough to make it down the cliff. If they can't tie the rope off, he uses his strength to ensure that whoever is descending makes it down safely.
C. Blornvid offers his rope to ensure they have enough to tie to one another and cross the river.
Descending the cliff is no problem with all the rope you have, though tying it off proves a problem as there are no convienient place to tie it off so Blornvid and Gardakhan have to hold it while Skeeve descends. Lucily you do find a place to brace yourselves and manage to not drop Skeeve. The experience of having yoruselves moved magically out over a cliff to "fall" down to join Skeeve is a bit unsetleing but all ends well.
At the river you do find a place with trees to tie off and cross it safely, if a bit wet afterwards.
You manage to make your way down the hill with the sun still in the sky. You head towards the area you saw the smoke rising from. The air is cool here in the high mountain valley but fresh and welcomeing. Birds and other small creatures can be heard as you move though the trees, crossing small streams and glens
After a pleasent hike you reach a clear sectino of the valley snf see a cluster of small hills with paths winding between them a couple hundred feet away from the thicker treeline. Thin trails of smoke rise form concealed chimneys and it takes a bit of effort to spot the cleverly hidden doors and windows to the houses built into the mounds (hobbit holes, welcome to the shire) A few small figures, duende by the look of them can be seem moving around the hills.
"Yes, let's! Hopefully they are as friendly as they look and not xenophobic or hostile to outsiders or turn into hideous monsters when seemingly threatened."
The three friends quietly and carefully proceed to where the people are seen to be. When they get in range, Skeeve steps forward (with his hands out where they can be easily seen) and says, "Hello! We are wandering travelers that are hoping you can help us with some general information and directions."
Here is a roll for the first impressions. With focus.
Rolls
Skeeve: Trying to make a good impression ... - (3d6)
(526) = 13
The small village watches you with cautions and a bit of fear. From somewhere you recieve a call in return. Well this is our valley and we haven't had visitors for qute some time. I believe you are lost. We can see you down out of the mountains. as the speakers steps out

Asa

Asa

He and 4 duende men accompany you, while maintaining a gap between the two groups. After a couple minutes you walk to the top of the hill. It looks to be a place used for gatherings as the grind is packed hard and the grass is short. Stones and logs are arranged around the area and you Asa settles onto one guessing you to take others. His men stay standing behind him
- What do you know to lay beyond this valley?
- How far is it to the exits of the valley?
- Why did you try to isolate yourselves? Did something bad drive you to that?
- How much have you explored of the valley?
- Are there other settlements like yours in the valley?
- Have you explored the mountains any? Do any live up there? (Whether you or others.)
- How conversant with magic are you?
The main goal is to just figure out who they are and where they are. Skeeve himself is more than willing to let them keep their secret. He just wants to try and figure out just how screwed they are. If they are really isolated, then they should be safe for a while and he can leave it at that. If, however, they are not as isolated as they think, he wants them to know it. Unless the others object, he is willing to lead them to the cave so they know where we came from and let them fill it in after we leave, assuming they are otherwise isolated. He is happy there is a least one fairly idyllic location in the world, and if he can help keep it that way, he would like to.
The secondary goal is to get information on the valley. If they are the only group, it probably isn't worth tromping around the valley. If we are going to let them remain isolated, there isn't a point to find anything of long-term value as it is either meaningless or we ruin their situation. No win either way. On the other hand, if they have a side-quest for us, that would work out nicely.
Once the conversation is almost finished and assuming they still just want us to go away, he will also ask, "The day is getting late. Is it OK if we camp out here for the night? We will depart in the morning."
Bulk Q&A is totally fine Not all scenes have to be done word for word. Broad strokes to get through things if fine.
- How far is it to the exits of the valley?
- How much have you explored of the valley?
- Why did you try to isolate yourselves? Did something bad drive you to that?
- Have you explored the mountains any? Do any live up there? (Whether you or others.)
- Are there other settlements like yours in the valley?

As you have talked Asa seems relaxed and attentive asking questions of you in kind, seming most interested in you arival method. The guards however are tense and fidgety, though keeping keen watch on you and the surroundings, the entire time.
Ooo. Maybe we can use the metal monster to scope out these shadow thingies!
Also, in the morning, he will activate the pad for distance and direction and write down the info in his notes, but will put it code. I'll ask about options for that in my character thread.
I will have the base use the tablet to call you back in the game time morning when I have more time to post.
1. Gardakhan's village needs saving (dream eater quest)
2. Explore the Matrix (ongoing)
3. options
3.a. underdark tunnel
3.b. high mountain valley curse (where you are now)
3.c. ??? others characters have opened but not finished and I lost track of as I am not perfect at the moment :)
At your tail of a magical set of floor tiles he seems a bit skeptical but also curious and expresses a desire to see them for himself. He will return in the morning to accompany you with another tracker who is more familiar with the highland slopes.
With the aid of the other tracker, who is called Sanoan, you begin heading back up the slope to the cave. He points out a couple small side canyons that he says offer safer and quicker access and will point out their access from above but for the most part retrace your steps that you used to get down. Sanoan helps you ford the river at a convenient location with several large boulders and some strategically placed that look quite natural except for the fact that they create a rather fortunate path across the river.
I can't think of anything to add to what Daryen has indicated.
Did we lose GeneralET/Gardakhan? Is that why we're merging?
@GeneralET / Gardakhan was still active on the site a week ago but I have not seen him post here for longer. He may just be more passive or need to move to a less active group so I will send a PM if no response is forthcoming in the next day or two. The merge is to get all you rapid play people in one post thread so I don't have to juggle stories as much. It is fun but can be a bit hectic.
If Asa doesn't want us to return, he will tell Fiznik that and ask that he suppress this pattern and not mention it to others. Skeeve will do his best to honor Asa's wishes, but he can promise anything other than his own efforts as a small cog in a bigger world.
But, we can pick up the idea some other time after we check out the manor.
Asa

If you return then you may talk with out leaders. Till then, thank your for your courtesy and safe travels.