D&D 5E (IC) Fitz's Folly

The Chwinga took Miss Imogen's clasp, causing her hair to fall about her shoulders. In payment, it touched her ear and her body began to tingle. She felt very light on her feet, as if gravity did not quite effect her as it should.

Then the little fey ran off with their prize, disappearing into the jungle. Watching them go, Miss Imogen saw that they had also revealed the next part of the trail that had been cut by the occupants of the small canoe.

OOC: Miss Imogen gains the Charm of Jumping. For the next 10 days, she can jump 3 times as far as normal (though still limited by her speed) and she will ignore the first 10 feet of any fall.
 

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With his most tender voice, "Hooo, that's so cute..."

Then, more seriously, "Do you want to fall into a trap? Because that's how you fall into a trap. "
 
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Rodrigo smiled somewhat bemused by the small beings, and their reaction to Miss Imogen.

"Our guide sees these beings as beneficial Brother Chrysagon... not *everything* out here is trying to eat us. I do not believe this is a trap but... I guess the question is this - is there value in pursuing this trail? Clearly *strange* doings are afoot... but this is a large jungle, and we are far from our destination"
 

"We be here already, and need a stretch," Dellrak says as he looks over the frozen dino-cicle. "Besides whatever be doin' this, may not be someth'n we want abouts."
 

Miss Imogen feels a tingle down her spine as the wee creatures leap from her shoulder. Though she had half-expected it, she calls "Hey" wen they escape with her hairclasp, but laughs about it, her hand tucking a flyaway strand behind her ear.

"That was fun," she says to her companions, but then agains sees the beast encased in ice. "Shall we investigate?" she says, following the trail and again putting her bow in her hand. "It won't take long, I'm sure."
 

"Fine. How to say no to Miss Imogen any way..."

Chrysagon smiles, not a so frequent thing, and goes to the kayaks to take some equipment. Who knows if they will see those boats again.
 
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Very well - but let's take a moment to hide the boats properly, less *everyone* comes here... One thing that's interesting is how *little* was left in the canoe - whoever came here took all their supplies with them. "

Rodrigo looked at the large block of ice thoughtfully, and a frown crossed his face.

"Oh - and can someone tell me if that ice is magical? I don't want that dinosaur to re-animate behind us!

Harb? You and I can take point, if you please.
 

Very well - but let's take a moment to hide the boats properly, less *everyone* comes here... One thing that's interesting is how *little* was left in the canoe - whoever came here took all their supplies with them. "

"Or had them taken after they left..." observes Miss Imogen sharply. She knows there's risks in pursuing this course of action. No sense in understating them.
 

Harb follows warily and upon entering the scene stares in abject wonder at the creature trapped in the ice. He held little to no notice of the fey beyond determining that they were not immediately dangerous and in no immediate danger of dying. The dinosaur on the other hand held no small interest for him and while the others paid attention to the fey Harb slowly walked around the encased creature studying it. Forgetting himself he spoke softly to himself. "It's as if it's frozen in time at the moment of death..."

This was a death that was a dream for one such as him, it could be studied at his leisure and he lost all track of the present for a few minutes as he studiously commited all of the details to memory.

Once he was finished, he actually smiled as he looked around to see what was happening around him.
 

OOC: Dellrak on rear guard, axe in hand.


[sblock=Combat]
AC: 15 (scale, dex)
HP: 28/28 HD: 3/3 (1d10+2)
Speed: 25'
Saves: STR +5, DEX +3, CON +2, INT +0, WIS +2, CHA -1
Features: spellcasting
Special Defenses: advantage save vs poison, resistance to poison damage


Combat:
battleaxe +5, 1d8+3, versitle (1d10)
(2)handaxe(melee) +5, 1d6+3, light
(2)handaxe(thrown) +5, 1d6+3, light, thrown, (range 20/60)
longbow +5, 1d8+1, ammunition (range 150/600), heavy, two-handed
Spell Slots: 1st: 3/3
Spells known: jump, goodberry, protection from evil and good, longstrider


Consumables:
goodberry 10/10
---arrows 16/20
---pitons 08/10
--torches 10/10
--rations 09/10[/sblock]
 
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