Adventure Abroad

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Morgantha Grimesifter

Psybermagi

Sep 10, 2024 1:52 am
Morgantha Grimesifter

Gan looks at the goblins and smile's reassuringly Don't fret little one. Old Gran will take care of you, and those big louts will take care of me. No sense worrying about the past. But I must say I am much happier walking than spending anymore time of a boat, ship, whatever.

Can I get a test roll for any action. Gutelos needs allertnes and navigation checks.
Sep 10, 2024 2:44 am
OOC:
Alertness and Navigation rolls:

Rolls

Alertness - (2d6)

(14) = 5

Navigation - (2d6)

(22) = 4

Sep 10, 2024 7:54 pm
Trevor spends most of his time scouting ahead, ensuring the path is safe and sound, or if a shortcut must be taken, so that they can reach their destination securely a swiftly; he struggles to not get too distant from them, his excitement unmatched.

Rolls

Scolting - (3d6)

(543) = 12

Sep 12, 2024 1:43 am
OOC:
Are you guys up for a bit of interactive navigation and story between the two of you as I am a bit overwhelmed at the moment?

Each of you crate a scenario with challenged for the group to overcome but try to keep it focused on the other players character (PC)
Try to keep it in line with the setting as explained so far. Once the other player creates a scenario you try to resolve it in a narrative form. You can direct the entire party during your turn with a solution but focus on your own character and how they overcome the challenge. No dice need to be rolled but you can add some for flair and to indicate how much the party has to struggle to win out.

These challenges do not need to be anything massive Think of it as a way to add your own view of the region and time traveling to the story
Sep 17, 2024 12:33 pm
OOC:
Life is slightly less hectic so I have a bit of time this week. Looks like I had no takers on trading off challenges and solutions so I will go first.
Trevor and Trevow have takento roaming slightly ahead and to either side then letting the group amble past in the best pase that Gan can manage. Though steady and a good traveling pace for a days travel her pace is not fast and allows the two archers to easily leapfrog the party in an alternating pattern. Irrena has taken to chatting with Gan who tends to wander mentally before truly walking off. By keeping the old woman engages she is able to steer Gan along with the rest.

Navigating the nearly flat and featureless grasslands proves challenging to the goblins who's sense of direction seems to latch on to any discernable feature. This causes Gutelos to lead the group in a zigzag path towards their destination with only the compass keeping the increasingly distraught navigator on course.

Fortunately both Trevor and Trevow have keener senses and stop the group as a strange stillness settles over the area. No sign of danger has been seen but both sense something is off. Then Trevor spots tracks in the grass where it was partially flattened by the passage of some creature not to long ago. A scan of the area shows nothing in sight and examining the path he discerns a group of people caused the trail. Still with not immediate threat you press on only to cross another path soon after. Growing concerned the two scouts examine the trail more closely and grow concerned as it is noted that two scouts anf moving in parallel to the body of those that created the trail.

With a soft curse Trevor signals a halt and returns to the others quickly having realized that you are crossing your own trail. Somehow you have started wandering in circles and doubled back to cross your tracks of about half an hour ago. With the sun directly overhead it gives not aid to navigation and the flat horizon has only a single patch of scrub to the north that is oddly familiar untill Trevor reports his suspicions. Gutelos begins checking the compass more often and the group travels nearly directly north west as planned for another half hour before once again spotting the patch of scrub and this time coming to two paths that intersect in the grass. Somehow you are back again and the sun has yet to move in the sky.
Sep 18, 2024 3:26 pm
This is some magic bollocks, says Gutelos as he looks in dismay at the compasses and the trample marks on the ground. I knew it weren't me that were wrong. Gan, you ever 'eard of owt like this afore? Any ideas 'ow we get out of it? I 'ope it's not gonna be one of them "shut yer eyes and walk forward blindly" things. That's just askin' to be ambushed.
Sep 19, 2024 1:05 pm
Morgantha Grimesifter

Glancing down at the goblin the elderly womans face is filled with consern. Don't fret little one. It will be alright and she smiles before looking around and down at the tracks. Are we lost? and blinks a bit in confusion.

Irrena softly explains that is goinb on and Gan looks relieved. Ah well now, that is unfortunate. I know of a couple of things it could be. If it is the fey doing it with their magics it likely means we wandered into their teritory and they don't want us to get any closer. All we have to do then is to back out and go around.

She reaches into a small pouch at her waist and pulls out a glass or crystal marble that barely fits within her hand as she closes a fist around it. Holding it up to her eye she turns in a complete circle befoe shaking her head and replacing the item to the pouch.

Not sure its fey though. It does not look to be some one elses ward trapping us so maybe a natrual magical phenomenon. If so then trying to go back may not work. However if there is a way in there has be be a way out. Think of it as a riddle. Once you know the natur of the trap getting out is usually much easier.

She then yawns a bit and mutters something about being a bit hungry and wanting a rest. Setling down to the grass you break out some rations and drink sparingly from your water bottles as Trevow cautions care as supplies could be a problem if you are trapped for too long. As you rest you discuss what you know of your situation.

1. Folloing the compas North West does not appear to be leading you out.
2. The only real landmarks you have seen are your own tracks and the patch or scrub
3. With the sun direcly overhead you can not get your bearing from it but its apparent location may be part of the trap and you are beginiing to suspect this may be the case as your own sence of time indicates it should be past mid-day at this point.

You can both suggesto solutions and/or experiments you wish to do to learn more. Throw in Test rolls for any skills or for additional inspiration about the situation as you talk with and ask questions of the rest of the troupe
Sep 20, 2024 5:37 pm
Trevor ponders for some minutes while they're having the rations. Hmm... What if I shoot multiple arrows northwest, at differing angles to fall at differing distances... That way, we could rely on then instead of the compass, and wouldn't have the risk of wandering in circles.
Sep 23, 2024 12:10 pm
Following Trevors plan, retrieving the arrows as you go after some searching, you do verify that the compass appears to be affected by something. However, Gutelos realizes that is he stares constantly at the compass it is not affected and you can more quickly find the shot arrows. Unfortunately you still end up back at the intersection of paths. At this point you note that one of the earlier paths has nearly faded. The grass returning to nearly strait and the footprints fading to nearly nothing though the sun is still directly overhead.

Morgantha Grimesifter

Gan theorizes that besides somehow affecting your senses and any form of navigations that there is also a spacial component that wraps you back into a loop. Sher refers to this as a spacial toroid.

Since we entered this space there has to be a way out. A truly closed space would block entry as well as egress.
Sep 24, 2024 12:28 am
OOC:
you can roll for inspiration, recollection, etc if you wand some hints/clues. I do not often do puzzles but they do come up form time to time
Sep 24, 2024 1:24 pm
Well, that didn't work. Gutelos sighs, having thought the arrows thing was a good idea. "'Ow about we retrace our footsteps, go back the way we came?"
OOC:
Why not make an inspiration roll too, if / when that one doesn't work out?

Rolling 2d6, if Illusionist would work too, I'll add an extra die that can be ignored if necessary.

Rolls

Inspiration roll - (3d6)

(445) = 13

Sep 25, 2024 12:22 am
With the method of making a straight(er?) line you perform a coupe experiments including backtracking and changing directions. Finally you find that by passing through the small clump of brush and continuing on in a straight line. You are first aware of breaking free of the twistd space when you see something new, a small dry streambed cutting through the countryside. Likely only filled with seasonal rains it nevertheless fills you all with joy despite its dry and barren state.

Relieved to escape you make an early camp that night as your bodies all feel as if you have walked for many miles and several hours though the sun in the sky indicates it to be the same day. Exhausted you make camp in a small hollow and light a small file in it's shelter to heat some water for hot food and drink. Setting a watch rotation you pass the night with no further trouble.

The days pass and you start having trouble with the long trek. Your next major concern arises as you notice that your rations are dwindling faster than expected A quick review reveals that though you have rationed most meals the long trek has kindled a hunger in all of you and the added ocasional snacking as you was is starting to show. Taking stock as you look at the map and try to approximate how far you have traveled and thus how far you have left you come to a couple ideas.

1. Gan is familiar with a variety of plants and it does not take much to get her to teach the rest of you all she knows on edible plants that are located in this climate and region. Fortunately it does not take much to get her to restart her lessons and she can talk as she walks so that you all start learning to identify the plants you can harvest and where to look to find them.

2. Head more to the west where the plains meet swamps that are doubles full of birds, lizards, and other small game to supplement your supplies.

3. Head more to the north were there are hills with more water and animals. The hilly region is along the western border of the Freeholds and is known to be home to more monstrous creatures than you have encountered so far on the planes.

4. Start hunting as you walk in the hopes of getting enough meet to supplement your dietary needs.
OOC:
One more challenge then we can get you guys to town and/or to one of the other teams already in that area.
Sep 26, 2024 3:07 pm
Gutelos listens carefully to Gan as she describes the fauna and flora of the area, watching to see if he can spot any of the things she mentions. When the time comes to decide which avenue of approach to take to get to the city, he scratches his head for a bit and says Wwamp might 'ave more stuff ter eat, but the water'll not be great, an' se avoided the river up to start with, so that's not a great idea. 'Untin' along the way might not go great, an' might either give us nowt to eat or take up time 'untin' when we could be walkin'. I say we go ter the north, take our chances with the mknsters there, and be assured o' clean water an' probably some decent 'untin'. What do you reckon, Trev?
Sep 27, 2024 1:33 pm
Trevor strums his bowstring, I wouldn't mind some fresh water, fresh meat, something to shot at, and the more pleasing view of the hills... I say we go north too! Upon hearing about the "monstrous creatures" he gives a side glance, looking intrigued: What kind of creatures are we talking about, eh?!
Sep 28, 2024 12:11 am
Morgantha Grimesifter
Gan shifts into lecture mode and rambles on as you walk. Though not from the region herself she has a rough knowledge of the known world and informs you that the hilly region to the west of the Freeholds is known for occasional fey territories and fierce beasts. Thankfully these creatures are not neighborly with each other so they tend to keep large empty regions between each other.
As long as we're careful and keep an eye out we should be fine for most things. The most bothersome will be the Manticore, jacklewere, a humanoid beast with intelligence, and fomorians, a type of giant.

Traveling north for a day before noticing a real change you quickly affirm that your decision will definitely make thing easier. Though the hills themselves make travel harder you figure you can skirt the edges of the really rough areas so the way is not too difficult while still availing yourselves of the varied lands resources. An increase in small game, water in the form of streams and ponds, and an increase in brush and trees makes you all feel much more at ease.

Then one day as you are moving up to the crest of a low hilltop you spy a road. Following it with your eye you spy a small walled city several miles away deeper in the hills. Beyond the city walls you see several other roads leading away from it. Looking over the road near you it is clear that the road sees little use but is still in good condition and traveling along them may be faster and easier. Though you can not see for certain from your current vantage point it looks like one of the roads leads nearly due west while another leads northwest. Either will likely take you to the river upstream of your destination. Gan becomes quite excited and urges you to visit the city before making any decisions. Trevow cautions that most ruins quickly become homes for other creatures now that they are abandoned by people and Ireena is inclined to avoid the unnecessary risk while Daniel seems excited by the prospect of exploring the city. With the decision split they look to the two of you.

Sep 29, 2024 2:16 pm
Ooh, ruins. I love ruins, me, says Gutelos at the sight of the abandoned city. Let's get closer an' 'ave a quick look, see 'ow dangerous it looks, eh?
Sep 29, 2024 7:42 pm
Descending the hill you follow the road until you are about a mile away. From here you can see the city is not too large but it is completely enclosed by a wall. The interior buildings look to have been built out of stone and brick and appear intact. The gate facing you blocks the road into the city and is closed. Outside the medium city you can still see traces of fields and orchards. The city wall is oval with 4 gates leading SW, NW, NE, and the road you found leading to the SE gate. The city and surrounding area appear abandoned and you see no signs of active civilization nor any animals.
[ +- ] Settlement Population Categories
Oct 1, 2024 1:44 pm
What makes an entire city decide to get up an' disappear? Gutelos asks the rest of the group. Mebbe just a bit closer to 'ave a look at what's gone on in there?

He starts to head towards the nearest gate, ready to peek inside, though wary for any ambush or signs of life.
Oct 2, 2024 2:56 am
Moving closer you notice that though the city appears empty it still shows signs of use. The gate stands partially open and faint tracks indicate something large and walking on pairs of bare feet have been in the area recently. Scanning around more intently you still see nothing to indicate a large number of people but someone or something made those tracks within the last day or two.
Oct 3, 2024 1:40 pm
Gutelos has a quick look at the footprints to see if he can discern any clues from them - roughly how big are they, compared to a normal human, for example? Any signs of claws or talons, or are they rather normal? Are they all barefoot?

Fancy 'avin' a quick look inside? he asks the others.
OOC:
Roll to see if he picks anything up from the footprints.

Rolls

Discerning roll - (2d6)

(46) = 10

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