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2 - On the Road to the Tomb


Sellsword

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Kordannaghlan Penniesaver (gnome f2/th3) AC 09 Hp 16 short bow thac0 19

 

"If we hustle, we might make the edge before the dark of evening. Out away from the goblins most like. Were it not for import of our mission, i'd say we route out that lair and cleanse this part of the wood. Perhaps on the way back."

 

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"The goblins have done us no harm, and until they threaten to do so I am content to leave them be. As Lirion says, we should push on before we lose any more horses."

 

"Keep your eyes peeled for traps; out in the wilds, fresh water is a precious find, and predators know that just as keenly as we do."

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image.png.151b17ddb7b385a69020a1d6c0d96023.png"I did inform the group of the dangers we would face should we decide to venture into the forest," Valandil responds to Mandon, his voice carrying a tone of solemnity. "Goblins are vile little creatures, evil to the core. Their hearts are black as midnight, black as pitch, more vile than the evilest of witches."

Taking a moment to refill his water skin, Valandil mounts his horse once again, his demeanor reflecting a sense of readiness and determination. "I do agree with everybody, let's avoid the goblins if we can," he concludes, his gaze scanning the surrounding area for any signs of potential danger as the group prepares to continue their journey.

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THEOATH GRANGER, Paladin of Chauntea [3]

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Theo asks his traveling companions, "Should we get our dogs to smell the goblin made totems? Maybe they can pick up their scents and alert us to when they come across it while we travel. It might gives a few moments to prepare in case we walk into an ambush. They might even be able to alert us again it some beast comes digging under our feet again." He is ready to move on.


OoC: Just a thought, but since those monsters dig to attack us, would the dogs and horses feel it coming? I think they are aware when earthquakes are about to hit.

Adventuring Gear

image.png.f0d6c3f06904ae3c5f3ae9b3c114c442.pngRustic Hide Armor, Med. Shield, Holy Symbol, Assorted Clothing

Spear, Short Sword, Battle Axe, Footman's Mace,

Backpack, Large Sack, Winter Blanket, Flint & Steel, Whetstone, Rope, Winesink, Dry Rations (Wk), Torches (10),

Donkey "Jenny", Pack Saddle, Bit & Bridle, Hunting Dog "Dancer"

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Edited by rauhric (see edit history)
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Eager to be clear of Cormanthor and leave its denizens behind, you ignore the territory markers of the goblins, hopeful that you may also avoid running into any guards or patrols ahead. There are no tracks evident that reveal the presence of goblins recently, so you keep your eyes open and weapons readied as you march alongside the River Ashaba towards your destination.

Several hours pass, interrupted only by the occasional leap of a fish from the chill water of the river or by birds and other small vermin disturbed by your passage. As highsun passes to late afternoon, just as the sun begins its descent, you observe the first noticeable signs that the forest is thinning. While still dense enough to prevent an easy ride, there are now small game trails and areas of open ground that make your passage much easier--while also making it harder for any threat that might lurk to remain hidden.

In your haste, you nearly stumble into a small glade that was obstructed by an errant patch of heavy, tangled growth. Within the glade, clearly looking to set up camp, is a group of four dark-robed warriors. They seem as surprised by your sudden appearance as you by theirs, and there is an awkward moment of silence while you assess one another. Two of the warriors are seated in the middle of the glade, the third stands near a large pile of packs and gear, while the fourth, nearest you, turns to face you. The rattle of metal links beneath their robes betrays heavy armor, and near the two seated warriors you see heavy steel shields, faces painted black. In the center of each shield is emblazoned a symbol in white--one that you do not immediately recognize. The warriors are armed with sheathed blades and bows nearby.

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The standing warrior nearest you also wears an odd helm or face-plate with exaggerated features. It obscures much of his face, but you can see that he has long, straight, silvery hair. His figure is lean, indicating that he is most likely human or possessed of elven blood. What you can see of his face is animated, his voice slightly higher than you'd expect with an almost musical quality. He raises his voice in greeting.

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"Hail, travelers. You tread upon sacred ground, where the whispers of the Dragon echo through the ages. Know that you stand before the faithful servants of Derimos, the bringer of shadows and harbinger of the great abyss. What business have you, and do you dare to walk further into the embrace of the Dragon's cult?"

OOC: You guys really can't catch a break with these encounter rolls. Common sense dictates that you can't be far from the edge of Cormanthor--it would seem that these travelers seek to camp in the forest, away from sight of the road, as much as you wish to leave it. They do not seem hostile at the moment, though weapons are near enough that initiative is uncertain if you were to attack. Assume that the leader/spokesperson for the group is perhaps 30 feet from you, the others around 40 feet. The glade itself is rather small, perhaps only 20 feet in diameter, surrounded on all sides by varying densities of brush. The heavy brush at the eastern side of the glade--along with their dark robes and growing shadows as the sun sets--is what made it possible for you to run into them at such close distance without warning.

Edited by Sellsword (see edit history)
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image.png.151b17ddb7b385a69020a1d6c0d96023.pngValandil raises his right hand in a gesture of non-hostility as he addresses the inhabitants of the camp. "Hail and well met," he begins, his voice carrying a tone of diplomacy. "I am leading this group of travelers through the great elven wood to Daggerdale."

Adjusting himself in his saddle, the moon elf leans forward slightly, his demeanor calm and respectful. "Truth be told, we stumbled upon your camp quite by accident," he continues, sincerity evident in his words. "I thought we were further north, but I can see that the road is not far. So, by your leave, we will pass through and be on our way."

With a nod of acknowledgment, Valandil awaits the response of the camp's inhabitants, ready to proceed with caution

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THEOATH GRANGER, Paladin of Chauntea [3]

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Theo searches his memory for the symbol and the words spoken by the armored man. Being that Shadowdale is the center for adventurers and he has spent much time in the company of his employer Silverhand, he hopes some of the information given will spark some recollection of these people and their intentions in the Dales.


OoC: Not going to metagame this so whatever knowledge roll you do behind the "screen" and information you give I will respond to it accordingly.

Adventuring Gear

image.png.f0d6c3f06904ae3c5f3ae9b3c114c442.pngRustic Hide Armor, Med. Shield, Holy Symbol, Assorted Clothing

Spear, Short Sword, Battle Axe, Footman's Mace,

Backpack, Large Sack, Winter Blanket, Flint & Steel, Whetstone, Rope, Winesink, Dry Rations (Wk), Torches (10),

Donkey "Jenny", Pack Saddle, Bit & Bridle, Hunting Dog "Dancer"

image.png.dba79c6631cc5aafc9f1c12676d811a8.png

 

Edited by rauhric (see edit history)
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For once Mandons remains silent, sitting astride his warhorse with a look of calm confidence as he appraises the dragon-cult warriors.

We outnumber them two to one, so unless they are supremely confident in their ability he feels it unlikely they will initiate a fight. However, it would be foolhardy to provoke them, so Mandons is content to let our more diplomatic types handle the talking...

...for now.

 

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Tymas respectfully remains silent while Valandil attempts to resolve this the peaceful way. He pretends to care for the horses, while keeping a watchful eye on these new individuals. As a cleric of Helm, he has never been one to shy away from a fight, if doing battle was justified. In this case, he believes these individuals and their "cult" isn't his business, and therefore he holds a live and let live mentality.

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Amarandé was fortunately near the back of the retinue when we came across the encampment. Astride Amadeus, with his three hounds firmly leashed, he feels confidently secure in his place at the rear guard.

Extremely quietly, only the most astute of hearing might catch his muttered "Sacred ground my arse," even as he lays a deliberate hand on his staff.

The moment he sees any hostility from the encampment, he'll begin a recitation for Entangle, which he'll drop on the far side of the camp; hopefully, whatever movement that occurs during the casting will not bring his friends into that zone, while not allowing these strangers opportunity to leave it.

Edited by Arbuthnott (see edit history)
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As you seek to pass through and around the glade without presenting a threat, the spokesperson for the cultist warriors steps aside, bidding you pass. The others rise to their feet slowly, careful to keep hands away from the hilts of their weapons. They have assuredly sized you up as you have them, and they do not seek any conflict, seeing that you are well-armed and that they are clearly outnumbered.

The spokesperson continues shares a few parting words, once again in an unexpected lilting, almost musical cadence. Theoath, watching the man carefully, can't help but notice that the man's gaze lingers long on his symbols of Chauntea, and the paladin perceives the slightest look of distaste before he speaks. "May the shadows of Derimos cloak your path, shielding you from harm as you journey forth. Know that your actions serve the greater purpose ordained by the Great Dragon, guiding us towards our destined ascension. Farewell, adventurers. May the breath of the Dragon bless your endeavors, and may you return to us, enlightened and empowered by the wisdom of Derimos."

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OOC: A favorable reaction roll! I will pause here in case there are any parting shots. I will progress the game later this afternoon.

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Amarandé prods his horse along, keeping his gaze on the strangers as he trudges past.

"Seven thanks, Strangers. I pray that your own fates receive the same degree of divine favour upon which you have yourselves blessed us. Were that we had no place to be, else I would have enjoyed learning more of Derimos and his wisdom; perhaps we shall encounter one another further down our paths?" He does not slow his steed awaiting a response.

Edited by Arbuthnott (see edit history)
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