- Previously on Osgog For our last downtime: Branwen aint done shit, so she works on leechcraft. Krambler is ready to do things. Silas trains Arthen. Storr rested by the fire, tucked in under her blanket.
Balz has the pen. We give Kram some raw materials (obsidian, a derwen branch, Bran’s metal things)
We discuss encumbrance, and the use of magical items (no more repeat attempts, one and done.) We adjust our packs to meet the variant encumbrance requirements.
Nathaniel has also adjusted our currencies.
- *** **META NOTE**: *Logging needs to be a communal effort. Doesn’t have to be a word for word transcription. Things we think our characters think are important. Transcribing is a lot of work*.******
Note taker colors? (We’ll use colors in the google doc, but the wiki will just include all the notes edited together.)
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Silas**
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Balz**
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Branwen **
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Krambler** - likes things. But not in a materialistic way. He’s totally unencumbered.
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Storr**
Everyone: Don’t forget your class features. For instance, Silas is part Monk (!) so is Krambler. Neat!
- Balthazar’s Summary
Image:
Balthazar in his library.jpg
We decide to head to the lake, and arrive at our destination by mid-afternoon. Before us: marshes that fade into still, transparent water. The small island at the center of the lake is our obvious destination. We skirt counterclockwise until dusk, reaching the eastern shore. After spending the night (N.B. We are not Home, nor are we still in Nyth), we make it a little further. Storr attempts a quick swim but is foiled by fog. We continue on and reach the northwestern shore. My primeval awareness makes me feel that “there are parts of the landscape out there that might become conscious”. Some sense of something somewhere between an elemental and a fey.
We send a chickadee to scout first the perimeter and then the island. Nothing stands out as particularly interesting, save a notable flat stone at the center of an island wreathed in roses.
- The Communal Play-by-play Silas shares something he talked with Seren about a circular lake.
Context: Silas’ Tawesek dream, the “Eye of Night”> She says that that circular lake is in more than one place, and that sometimes there is someone there, and sometimes there is not. She’s not sure who lives there, or even if it’s always the same “person”. While she can travel some paths, they don’t always lead to the same places, so directions are hard.We decide to do stuff. Party decides to move towards the island
(Hopps regales us of his broken middle moat finger. Paul has no fucks to give.)
Krambler looks through the telescope (Natural 1) and everything looks further away. Apparently he’s looked in the wrong end.
We head down to the lake.
Image:
River path to the lake.png
Balz finds a path (rolls 11) - make it down towards where the river and lake meet. No issues. Took longer, mid afternoon by time we get there.
At the lake shore - Silas perceives (dirty 20 - insert flute sounds) fairly flat island, not so many trees. About a ½ mile across. Bushy, flowers, maybe thickets. A rise of 30 feet or so above the water.
There doesn’t immediately appear to be a boat on the shore. Island is a few hundred yards from the shore. There is a shore due north east across on the other side from where we stand. We estimate we won’t be able to reach the shore by dusk, so we agree to travel and camp.
Image:
Our traversal through day 2.png
Mini journey:
Guide: Balz (Travel)
Lookout: Krambler (Perception)
Scout: Silas (Exploration)
Hunter: Storr (Hunting)
Island has some scraggly grass, some flowers, a raised meadow in the middle. Some indentation, something walks around out there once in a while. Signs of life.
We short rest and do downtime stuff, to be resolved.
We continue journeying. Balz picks a great route, and we make it. It’s foggy with drizzle, so we can’t see much.
Storr wades out on the lake to see how deep it is. About 100 ft before it’s up to her chin. She decides to swim out to the island with only her knife. (rolls a 6) She gets lost in the mist but has to retreat and doesn’t make it to the island. She calls out and the party and they call her back.
The stars the previous night did not have the same locations as Nyth or our home. Coming to the end of day 2, we get to another point around the lake, we don’t see another spot that’s close given the fog.
Storr brings up summoning a duck which she could use beast sense on to see through their eyes and fly out to the island to get a sense as to what’s on the island. Silas is concerned about using a 3rd level spell slot to summon a single small animal for the purpose; there’s nothing near us that Storr can talk to. Balz’s primeval awareness may apply in this situation (he can sense fey, celestials, etc) as we don’t know if there’s creatures within a mile of where we are. Balz tries to sense the presence of one of these creatures and…gets the sense that the landscape has the latent ability to become conscious. It could be the island, or it could be elsewhere, primeval awareness can’t locate exactly where this is coming from.
We discuss (at length) what other animals we could conjure, and really ride that barrel.
Finally, with Balz’ primeval awareness result in mind, Silas casts conjure animals and convinces a chickadee to land on his finger. Silas asks the chickadee to allow the casting of beast sense and Storr does so. Then Silas tells the chickadee to finish our the loop around the lake (so we can see if there are boats) and all around the island. Silas will beast sense and try to see what’s out there.
Storr sees more of the similar ecosystem, still more drizzle, so its hard, no settlement or road. On the island, S sees a thicket of rose bushes surrounding the island. Places that might be good to pull a boat theoretically, no dock or pier. Some rocks, some shelter sports. A rose thicket goes around the whole island. In the middle is a grassy meadowy thing with stones. One oddly shaped rock in the middle of the grassy area.
It’s dusk, we’ll likely camp here.
- Next Up
- think of how we’ll proceed. Make a raft? Swim? Head back to the river (likely the closest point to the island)
- Two nights of evening activities to roll for