Seeking Solstice
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Some noise of wheels caught her attention. From the square, Elyse can see a one wagon carrying two people leaving the village on the path west, and a second wagon, with white cloth covering its content, parked close to the start of the path. A few meters away from the parked wagon, two women talk. From their clothes, you think one could be a merchant, they seem to be in a heated discussion. Elyse is several houses away so she can’t hear what they are discussing about.
Once they do notice her, she politely introduces herself: "Hello, I am Elyse Solstice of the Solstice Jewelers of North Mount. If your wagons are travelling west, might I gain passage with the convoy in exchange for entertaining the group in the evenings."
Roll Charismatic with advantage:
1d6, 1d6, 1d6
1d6 : (3) = 3
1d6 : (1) = 1
1d6 : (5) = 5
OoC: Feel free to coach on how many actions I can roll up into a single post. If the length ok, is it ok to make assumptions like I did around the merchant convoy.
"July, you can't be serious! We already agree on this, and now you want to stay here?" you heard the merchant woman say angrily, just before both turned to face you silently yet, both angry. It's clear that they were arguing and they don't enjoy people hearing their businesses, but they still heard your greetings.
July, the one with the sword immediately change her demeanor, cautiously she starts... "I'm July, and I'm guarding..." but she is interrupted by the merchant "Greetings Elyse of Soltice Jewelers, I am Hazel of Avonley. And you may be able to gain your passages... yes." she seems pensive for a moment, then "You see, my alleged guard here, July, wants to stay a day here. But I have no business here in this forgotten hamlet and must carry on. Yesterday delays were already too much, so I am in need of someone to help me guard the wagon through the forest... And you can also entertain, sure. How fast can we leave?
Right now, it is all about you getting the feeling of pbp and the Tiny Dungeons system. Don't worry too much on technicalities. Having said that, I'll leave a couple of ideas to bear in mind in the process:
Don't worry much about length now since there is no hard rule on that, and with a bit of practice (and reading other PCs) you'll naturally get it.
About the amount of actions: When a dice will change significantly the next action (p.e. battles) we should wait for the DM to let us know the result. But there are plenty of actions that is ok to show intention, roll the dice and write a follow up intention/action (or a couple of follow up options). For this I strongly suggest you read some of the other threats within this adventure (p.e. Reclaiming Paphos, or Depper Underdark, or any under Old & Idle Stories) to get a feeling from the rest of the players. There are several styles to play it and they are all good and fun. And there is no hurry since you are new to pbp, but you'll get the hang of it, to balance not to give results for granted (DM's job) and keep a nice pace for the adventure.
About dice: It is OK the way you did it, although in this adventure we usually describe what the characer is doing under Reason for example ' Convincing them to let Elyse to join (adv) ' and under Roll we use the following ' 3D6 ' so that the results are shown ' ( 5 , 2 , 5 ) ' with a color code for successes and fails. If you want to test this, just edit your former post to add a new roll (I will not count it for the adventure).
OoC: if July can be persuaded to leave in an hour (roll charisma w/adv.) Elyse will work to reconcile Hazel and July and get the extra muscle for guard duties. If not, Elyse agrees to take on the task of replacing the guard offering the following terms: 5sp/day, three meals a day and I get to sleep in the wagon.
"July, surely you can wrap up your business in less than an hour, I can help. Then come and join us on this adventure. Hazel, sure with those stout horses and fine wagon we can make up an hour... I agree to help guarding you and the wagon, provided the terms of the contract are amenable. Say 5sp & three meals a day and spot in the wagon to sleep? Do we have a bargain?
OoC: I am assuming Elyse would have knowledge of what a merchant guard would typically get paid. Please adjust so the offer is a fair wage but with a slight discount.
Rolls
Secret Roll
Tap Add then fill in the fields before tapping Post when done with rolls and text

Rolls
convince July - (3d6)
(654) = 15
approach negotiation - (3d6)
(662) = 14
Then Hazel hears your terms for joining as a guard... and laughs. How bold of you to ask for payment! I am doing you a favor accepting you to come with us in exchange of guarding duty. The wagon is only big enough to carry the wares I must deliver, so nobody is sleeping in it, not even myself... we all sleep around a fire or something. She says in a rather high-pitched and annoyed voice. You are starting to get an impression of her now, not a very nice and charming one. Lastly she adds, in a more calculated tone You have helped me with this lazy guard after all, and an extra pair of hands may come useful, perhaps. I can offer you meals from what meal I carry myself. Some bread, cheese and some jerky I dried before. Take it or leave it, just don't waste my time. Not waiting for your answer, Hazel turns around to fix some of the ropes securing the wagon's content... although you get the feeling she is listening with attention to whatever answer you give.
Elyse flips her pack into the back of the wagon and turns to stroll over to the shop going over a few grocery items she will pick up: Wine for diner, eggs and bacon for breakfast and a pound of flour for biscuits. She keeps her keen ears angled to hear if Hazel adds anything to the list and will purchase that as well. She spend 20 minutes or so in the shop and returns well before the hour deadline for departure.
Hazel, I got a few things for breakfast tomorrow. Anything else need tending too before we go? Doing which ever task Hazel might come up with, Elyse inquires about Hazels business, what sort of goods are we transporting, how has business been doing, if she expects trouble on the route and how often has she travelled this particular road...
Rolls
Get Hazel Chatting - (3D6)
(425) = 11
So you got some fine breakfast, how nice of you You can't be sure if her tone is thankful or ironic... Something else I may need? Hmm, I could use a new longbow, just in case. But I don't request you to buy me things for this trip, we already have a contract and I'll respect it.
She turns around, finally getting her sight off the horses to look at you seriously My wares? I'll just say that that Base a few days from here needs provisions and I'm happy to provide for the right price, but don't go checking the boxes if you don't want trouble. As for the roads, well, I DID hire you and July, better to be prepared and have no trouble than having trouble unprepared. I trust you'll have July on time though.
Hazel, sitting in the wagon and leading the two horses, still grumbles on low voice. Nobody can actually hear her, but you both are sure it is about leaving way later than she originally wanted.
After a couple of hours, July hastens a bit her pace, just enough to walk around 10 meters ahead of the wagon. Elyse can see is checking for tracks in the road.
Hazels calls out What have you find? Any danger?. July answers fast Not really, seems to be old animal tracks. Nothing to worry so far.. But you notice July continues to check for tracks with attention.
Rolls
Spot danger - (2d6)
(41) = 5
Oh Elyse, I'm sorry to worry you, please walk with me. July continues in a friendly tone, although low voice as not to be heard by Hazel.
I don't really like this lady, she has bad manners, absolute focus on money, she is careless about other people, she even has no family... we couldn't be more different. So I'm pretending to look for tracks just to be far from her.
July seems to be remembering something for a moment. If not for my little cousin's illness, sure I wouldn't be here. My family really needs the extra coin and my father and uncle are already working way more than anyone would seem reasonable. If them both keep up that effort I am afraid they will soon be ill too... So I chose to help.
Looking again at Elyse, July continued I am glad you appeared then, and that you joined us. So, what brought you here?
Elyse continues walking along side July and eventually says: Let's see what the next town brings. If there is potential for finding some raw stones, maybe you could join me and I can show you what to look for. Might be easier work than guarding.
Eventually the light gets dimmer, sun approaches the horizon and Hazels calls you both back to talk about setting camp. You haven't been able to catch up with the other wagon yet and you are beggining to feel hungry. The road is crossing a grassland with scatered mid-height trees, there are a few mountains around half kilometer (a mile) to the south of the road that may provide cover but also other risks. And you can see the road, that continues to the west, entering a forrest a couple of hours ahead. To the north the vegetation gets thinner, with less trees and yellow-ish packs of grass. Coming from the east, Hazel thinks it doesn't make much sense to go back there. Where do you suggest you all make camp?
Rolls
sun sets / camp
Rolls
convince Hazel to split the watch in three shifts (charismatic) - (3D6)
(613) = 10
After a while, horses are resting and you have all eaten, Elise starts her tale... At the beginning on July follows happily the story, little by little Hazel wams to it, and the finale is enjoyed by all.
Hazel, already sleeping bag at hand, was about to lay to rest when you asked her. She was NOT expecting that, quite fast she answered ok, last one is mine then turned around and layed down. You didn't had much wine, she didn't reply... actually she had a strange look in her face, a look neither you nor July had ever seen, was that a smile?
None of you knew why she accepted, nor were about to let her change her mind, so you just left her to sleep. Neither of you knew that, when Hazel was but a small girl, her father used to tell her that same tale, when he was alive, when she was happy. Now she was alone.
July approached you to speak in low voice, she was to take the first shift.
In the morning, you her an angry loud voice Come on you lazy useless nobodies! Up you go! Put together some quick breakfast and on our way! Seemed that Hazel was back to her usual self. You all got some bread and cheese, July took care of the horses and got them back to the wagon and Elyse got the bags back to the wagon, both under a vigilant look of Hazel.
You started to walk the road.
Rolls
check the road - (2d6)
(15) = 6
recall when the last signs of the other wagon was seen - (2d6)
(52) = 7
About the settlement, she hasn't been there before but... I heard they call it The Base. It was described as an exploration camp around old ruins of an important place before the shattering. But I've never been there before.
As you continue walking some new tracks appear on the edge of the road. It seems that, whatever made them tried not to use the road itself... You do not recognise the very few prints in the dirt, but do recognise those paws have some kind of claws. And the prints are fresh!
whispering:July, look here and here, what do you think of them.
Rolls
Gain more information from the mysterious tracks - (3d6)
(263) = 11
Suddenly 5 animals jump from behind different trees and bushes, they realised that the surprise is gone, but are hungry so they take their chances... These lizard-like animals, about 1 m high, have big mouths and teeths, small aft arms, and run on their 2 big and strong hind legs that end in dangerous claws. Since the surprise in gone, they don't run but walk menacing, not allowing any space for escape, surrounding you 3 with the wagon in the middle.
You did have advantage by working together.
Rolls
roll for inititive - (1d6+1d6)
(1) + (4) = 5
cast blurry curtain - (2d6)
(62) = 8
Those 3 try to attack through the blurry curtain and... the blurry curtain proves to be very valuable! The the 3 velociraptors attack furiously, only to be confused when their claws and bites fail to land on target.
July is somehow handling the other 2 attackers, but with the wagon in the middle you can't see her properly. What will Elyse do now?
Rolls
How many attack Elyse? - (1d3+1)
Attacks (1 each Dino) - (1d6, 1d6, 1d6)
1d6 : (1) = 1
1d6 : (3) = 3
1d6 : (4) = 4
Rolls
attack with short sword - (2d6)
(22) = 4
duration of blurry curtain - (1d3)
(3) = 3
The blurry curtain holds still, but the confused 3 velociraptors attack Elyse again.
Elyse hears the sound of sword against claws from July's area, but can't figure out what is really happening there.
What will Elyse do now?
Rolls
Attacks (1 each Dino) - (1d6, 1d6, 1d6)
1d6 : (2) = 2
1d6 : (1) = 1
1d6 : (2) = 2
The altered words echo out across the grasslands Prowchactousssss... tailing off in a screech.
She then dodges under the belly of the horse trusting the blurry curtain at her back and joining July on the other side...
Rolls
Spell-Touched, attempt to scare the beast with sound - (2d6)
(23) = 5
After her roll Elyse attempts intimidation. Her attempt surprises the raptor for a moment but is not enough to scare it.
The raptor here attacks July. The other three raptors, not seeing anyone between them and Hazel, try to jump to attack her over the wagon, albeit trying to reach her forces them to contest for a space with reach, thus the third one is left behind.
Edit: July is injured again in her left arm as she blocks a strong bite from the raptor, a bite that was aimed at her head. She feels weaker, but still strong enough to fight back, and so she does with a swing of her sword. But the raptor evades the first attack, but July presses forward in a backslash the raptor didn't expect. Now the second one is on the ground. July shouts Hazel, report!. Hazel only says Help! Help!
Rolls
The one attacking July - (2d6h1)
(62) = 6
Two attacking Hazel through blurry curtain - (1d6, 1d6)
1d6 : (1) = 1
1d6 : (3) = 3
July's attack back - (3d6h1)
(222) = 2
July's second attack - (3d6h1)
(463) = 6
Rolls
Magic Bolt - (2D6)
(52) = 7
Edit: Still too nervous, her aim is off.
Hazel let's out a shocking shout as she is reached once.
July runs around the wagon to help Hazel, and attack the Dino in front of her. But the beast backs its head enough and the slash misses.
Rolls
Hazel shot - (2d6h1)
(44) = 4
One attacking Hazel - (2d6h1)
(51) = 5
One attacking Hazel 2nd attack) - (2d6h1)
(21) = 2
One attacking Elyse - (2d6h1)
(22) = 2
July's attack - (2d6h1)
(41) = 4
Rolls
attack with short sword - (2D6)
(23) = 5
They were 5 raptors attacking 2 defenders, they thought to be easy prey. Now these 2 see that the other 3 are down, and not 2 but 3 enemies are well armed in front of them, swords swinging fast, and now even arrows flying. Odds aren't on their side anymore! Them both turned around to flee.
Hazel, make room for July to sit beside you for the next hour. We should be able to make the other wagons camp from last night. We should get food and water. We can asses all our injuries and make sure the horse is alright. I'll take the lead and scout for more trouble, but we should hurry.
Elyse set a quick pace, not quite a trot but almost. Heading down the road getting away from the carcasses and the smell of blood.
Rolls
help dress wounds. (focus) - (2D6)
(61) = 7
charismatic, convice Hazel to let Juily ride on the wagon - (3d6)
(254) = 11
Hazel is shocked by the battle, she knew this situations happened, and had been in a few before, but never against these kind of beasts. She follows Elyse lead in silence, and does her best in caring for July.
And thus the group continues his travels.
I will likely have a different narrative style so just let me know if you have any feedback.
Hazel
I also want to clarify Spell Touched. I likes you creative use of the ability but remember that while it can create a wide variety its scope, both space and time, is limited. Ex: cast blurry curtain is too large. While you can create a false face or change the color of a piece of clothing it can not affect areas that large. However you could use it to create a globe of mist that encases a single creatures head for a single round.

Glancing nervously at the darkening horizon and the roiling clouds draw nearer Hazel calls out to you. I don't think we will reach the base before that comes down on us. We need to find someplace to ride out the storm.
FYI if you have an idea I do allow custom traits, details to be worked out in you character creation thread.
By now the storm is mere moments away and you feel your fears are being confirmed as sections of the clouds glow with eerie lighting and flashes of green, pink, red, and purple lightning are like nothing you have ever seen before.
Give me any last minute preparations before the storm hits.
And then the storm sweeps over you. The leading winds pull and push the tarp. Then the rain comes pouring down. The wind and water continue to batter the tarp and the flapping of this proves too much and one of the ropes to the cliff is pulled free of the anchor. Jumping up you to grab the rope you are instantly drenched but you manage to grab the rope and pull the corner down. Whether the other ropes were anchored better or the new arrangement, though not ideal for you, the rest of the tarp now seems more stable.
As you shift to resecured the tarp so you no longer need to hold it you glance beyond it's protection and see the most unusual thing. The rain is glowing a blueish green and everything is growing at a ridicules rate. Grass is growing about an inch every couple seconds and as you stare in wonder you see bushes and trees visibly fill out. Shaking yourself out of your stupor you start to pull you head back into the tarp when you see a tree bend over and use a couple of its branches to push itself free of the ground and begins to sidle away on roots that now writhe and twist to pull it . . . wherever it is heading. As you duck you head back under the tarp you notice that where the rain fell on you all your aches and pains are gone, the skin is fresh and supple.
Rolls
Storm - (Severity:3d6, Border:3d6, Realm:4d6)
Severity:3d6 : (363) = 12
Border:3d6 : (132) = 6
Realm:4d6 : (1634) = 14
Discovering this you encourage the others to drink the rain and they look at you in bafflement. Hazel moved to do as you ask but July just wiggles under the wagon in her attempt to stay dry.
The wind continues to howl and the rain falls and just as you are about to relax a blinding flash of green light with a thunderous roar as the very sure shakes. Blinking you look around and stare as the hill you have been sheltering against begins to shake and move. The tarp finally can't take any more and snaps free of the cliff and it collapses over you. Struggling free you look around and see the hill is now rearranging itself into a vaguely animalistic form well over a hundred feet long and dozens of feet long and climbing to is 'feet'.
Rolls
animal handling (disadvantage I believe) - (2d6)
(54) = 9
Then you pause to gather up and Hazel grabs the reigns and point back to the horse. Turning you look and it takes a moment for you to realize the horse's neck is growing larger, scales are forming on it's hide, and its tail is also fleshing out and lengthening. July catches up and notices what Hazel is pointing out and draws her weapon, backing off before shouting something about killing the beast before it finishes turning into a monster.