[PF]Cruel skies IC

"Well, it's pretty barren to tell the truth. There's a few oases, but none within a realistic traveling distance. Those are usually used by the orc tribes anyway, and they don't attack settlements, preferring to hit our caravans on the road. The nomads don't usually travel this far north, and they keep away from the orcs in any case.

There are a few hornets nests, and those are not to be underestimated. We've lost good people to those monsters, so be careful. They often make their nests in valleys, and make strange rock formations around them.

There are also a few burial chambers, but I strongly suggest leaving those alone. Both the nomaods and the orcs are too superstitious to ever enter them anyway, so I doubt anyone is using one as a hideout. No offence"
se says to Throrg.

"Beside that, you won't find much else than sand until you reach the mountains, and the dwarves like to keep to themselves."
 

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GM: "Beside that, you won't find much else than sand until you reach the mountains, and the dwarves like to keep to themselves."
"That they do," grunts Werit. "Day's still fresh, best ter git goin' soon. Ever'one ready?"
 


Throrg goes to the Rose and buys a days worth of standard rations and six days worth of dried rations. Putting his purchases in his backpack he goes back to the others.

Throrg, having returned with his food, says "Throrg ready."
 

Tyrien thanks Erin for the information. Laying a hand on Shar's head she speaks to the lioness, "Well, orcs, nomads, and hornets, eh? I think we can deal with that."

Before the rest are ready to depart she asks, "How are we fixed for healing? Do we have enough potions and spells? What about a wand of curing light wounds?"

[sblock=OOC]Do they sell potions at The Rose? What about a wand of Cure Light Wounds. Tyrien cannot afford one on her own, but she has enough coin to purchase over a quarter of one if we can pool together enough money.[/sblock]
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LieraAvatar2.jpg
Tyrien's Sheet
Sharliel.jpg
 


Werit fixes Tyrien with a steely eye. "Ye've got a priest standin' right afore ye. Reckon I kin patch tha most common ailments. As fer a curin' stick, I got one."
 

Tyrien blinks innocently right back at those steely eyes without a care and says, "Well don't go charging into the fray an get yourself killed then. We got no one else that can bring you back from half dead unless you show me how to use that wand of yours."

The ranger is looking around, ready to go, "Come on Shar." She starts following the tracks.

<<Survival +9; Take 10 for Tracking, beats DC19. If it is difficult, than maybe someone can Aid Another to hit DC21.>>
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LieraAvatar2.jpg
Tyrien's Sheet
Sharliel.jpg
 

The tracks lead west into the desert. They are relatively easy to follow, but the heat is brutal, and he high dunes make it very hard to see far. Trudging through the soft sand is exhausting, and after scaling and descending from sand dunes for hours most of you are longing to get back to the wetlands of the north.

After about two hours the tracks become more visible, meaning you have either gotten out of the area hit by the storm, or the tracks were made after the storm settled.

As you start to wonder how a pack of horses could pull a caravan through this terrain, you come across the first sign of your quarry. A horse lies lifeless in the sand, tired almost to death but breathing weakly. It's mouth and nostrils are caked with sand. It is not Buck, but looks like one of the horses owned by the caravan guards.

You come across five more horses in the following hour, but Buck is not among them. None are dead, although some are very close. The last one lies panting at the edge of a long ravine.

The ravine is about fifty feet wide, but goes on longer than you can see. Strange long rocks spiral from its sides, up towards the sky. The tracks lead down a steep slope ending at the ravines bottom, and you can see several 5' by 5' holes along the ravines edges.

<<If anyone wants to help or examine the horses, post what you do with them before what you do at the ravine.>>
 

When the group gets to the first horse, Werit stops and motions for Tyrien to join him. "Let's 'ave a look 'ere." The dwarf crouches beside the horse, trying to gauge whether the beast can be saved. "If tha beast ain't dead on its feet, I kin try an' save it. Wand'd do the trick." Werit looks up at Tyrien. "You could watch, see 'ow to use the wand." The dwarf gets to his feet. "That way, if'n I drop, ye'll know 'ow ter save me." Werit smiles a toothy grimace of a smile at Tyrien.
OOC: To the group: Werit can use his wand of cure light on the horses if we want to try to revive them in order to bring them back to Farsil (or use them ourselves). Reckon Tyrien'd see how it's done after the first wand charge, then Werit could use some of his daily healing spells. As I regard the wand as a group resource, group input on its use seems in order.
 

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