From your starting location of the city, you travel South along the High Road, so close to the sea the air smells of salt and rain, but wherever the storm you can clearly smell actually is, none of you can see it, as the sky is clear, with the sun's rays managing to keep you pleasantly warm despite the constant wind from the west. After an uneventful, but almost perfect day of travel, the oxen need rest and feed, as do you. Luckily, in the wagons are 8 days of provisions for the lot of you, so you do not need to forage for food! (Unless you want to, in which case, roll Survival.)
As you make camp, the sky briefly lights up as a shooting star blazes across the sky above the Neverwinter Wood to the East, a tapestry of deep blues and purples in the fading light broken up by a thin streak of white, surely a good omen of things to come!
As the party goes about the side of the road, Jared manages to find an abandoned campsite, saving you hours of work! Due to this free time, If any of you have artisanal tools, you can spend this time practicing your craft, or working on a project you describe. (If you choose to work, give me a roll (d20, no modifiers) if you wish to practice, you can instead gain advantage on the next you roll using said craft.)
(Once again, an artisinal tool. If you look in your proficiencies, under "tools" I allow you to work on something with said tools, so long as you have access to them. High rolls result in either trinkets, which you can sell, or work towards more complicated projects, or practice, to gain an advantage with said rolls (this can be done without materials or the tools in question) free time in the overworld will be 2 hours of time not dedicated to travel, setting up/dissasembling camp, or resting, or time can be earned, as with Sculprit's actions earlier. Any player who's riding in the back of a wagon can also work then, but at disadvantage.) Narissa and Demitric, being elves and therefore need less rest time, get 4 extra hours of free time (ironic, considering neither of them have crafts tools proficiencies. You could also train with your fellow adventurers, and gain what I'll call "class experience " so that if you wish to multiclass into another class that isn't tied to your character's backstory, or plot/character development, you can multiclass into one of your compatriots classes. The amount of time needed for the multiclass I shall keep secret. You can also train each other in any tool proficiencies you have, provided you have the tools and/or materials needed for that kind of work. Different proficiencies will require different amounts of time (ie; a game would only take a few hours, smithing or stoneworking would take considerably more time.)
Going forward, due to disparaging schedules, I'll be working on a pseudo-round system for overworld travel. At the beginning of each day of travel, you can discuss/vote on which direction you travel, how fast you proceed, and any other relevant choices or actions. I'll be going with a 3 vote majority need for decisions, but I can ramp that down to 2 if need be. Following the vote, I'll describe your travel, relevant encounters, finds, events, and so on, posting a picture of the map as you've discovered (there will be an actual map available for sale at Phandalin, showing you the surrounding area). After that is camp, you can forage, hunt, practice with tools, have your characters interact, or whatever you wish, freely. And then the cycle begins again, until you reach a destination.
If there are no objections then, I'll put you guys at the morning phase now.
Alright then, after getting out of trance and packing up in the morning, I sketch the area we've traveled down as an impromptu map (I didn't see cartography as a thing, do I need to roll for this?)
So, I let's keep heading down south with the same pace, yeah?
Stretching, I approach the group after gathering my things.
"Was there talk of going slow after the first day? I can take over driving one of the wagons today." I glance over at Demetric's map to see how far it out we are.
I put out my fire and gather my things before joining the rest of the group.
“We should probably stick to our normal pace, we are well rested, no reason to slow our travel time. I can continue driving if that is fine with everyone.”
(Sorry, forgot to respond to this earlier, was doing a project)
No, cartography doesn't need a skill or check, except in very rare circumstances. You automatically succeed at it.
So thats 3 for a slow pace southward along the trail then?
I should clarify that with a slow pace, you can travel a max of 18 miles (3 hexes) but if you want to travel less, or in a given direction, all you have to do is specify. The same rules apply for all paces, and stopping short of the pace maximum gives you 2 extra hours of free time per hex.
As you travel along the roads, much more aware of your distance to the relative safety of Neverwinter's walls, you notice that the condition of the road deteriorates with the distance from civilization. Despite the fact that this is supposedly a major thoroughfare you're traveling down, it's condition is sub-par, with bricks and tiles giving way to loose and scattered stoneworks, and then, eventually, to a wide pressed dirt road. Even more unnerving is the lack of other travelers you've seen, with only a small caravan or two, only slightly larger than your own, with the latter of them sporting a few wounded guards. A few miles after you pass this particular group, you find the road pocked with broken arrows, a couple of burn marks, and quite a mess of blood, long since dried black in the heat of the day, but strangely, no bodies. Whatever happened here, it is abundantly clear, you have entered bandit territory.
Narissa and Demitric, your intuition tells you:
Based on the distance and time of both your wagons and the other caravan's had you been traveling faster, it might have been you that had been caught in the attack!
You may now progress to the camping phase, or interact with any of the above events beforehand, if you wish.
"What a warm welcome we have. I suppose from this point out we should all be sleeping with one eye open. Well then, on that note shall we find a place to camp for the evening?"
Tungol, as far as you can tell, the bandits must have flight, because they went straight up!?
You all set up camp for the night after some looking for a decent spot, and can now either engage in training/activities with your free time, or skip to morning.
Alteria, despite your distance from the wood proper, you stumble across an abandoned and overgrown house, in the garden of which you find enough materials for 1 health potion and 3 poisons.
Note: Each hex is 6 Miles.
From your starting location of the city, you travel South along the High Road, so close to the sea the air smells of salt and rain, but wherever the storm you can clearly smell actually is, none of you can see it, as the sky is clear, with the sun's rays managing to keep you pleasantly warm despite the constant wind from the west. After an uneventful, but almost perfect day of travel, the oxen need rest and feed, as do you. Luckily, in the wagons are 8 days of provisions for the lot of you, so you do not need to forage for food! (Unless you want to, in which case, roll Survival.)
As you make camp, the sky briefly lights up as a shooting star blazes across the sky above the Neverwinter Wood to the East, a tapestry of deep blues and purples in the fading light broken up by a thin streak of white, surely a good omen of things to come!
Current location:
Perception check: 20
Jared
As the party goes about the side of the road, Jared manages to find an abandoned campsite, saving you hours of work! Due to this free time, If any of you have artisanal tools, you can spend this time practicing your craft, or working on a project you describe. (If you choose to work, give me a roll (d20, no modifiers) if you wish to practice, you can instead gain advantage on the next you roll using said craft.)
I sit on the edge of the campsite listening for bird calls and trying to imitate individual sounds.
(Practicing deception?)
Tungol
Not what I meant, had meant a tools proficiency, like a craft, but I'll give you advantage on your next nature check.
I build a small fire and light it by casting a Prestidigitation, before settling near it and opening my journal to write.
(Practicing survival? intelligence? I’m really not sure)
(Once again, an artisinal tool. If you look in your proficiencies, under "tools" I allow you to work on something with said tools, so long as you have access to them. High rolls result in either trinkets, which you can sell, or work towards more complicated projects, or practice, to gain an advantage with said rolls (this can be done without materials or the tools in question) free time in the overworld will be 2 hours of time not dedicated to travel, setting up/dissasembling camp, or resting, or time can be earned, as with Sculprit's actions earlier. Any player who's riding in the back of a wagon can also work then, but at disadvantage.) Narissa and Demitric, being elves and therefore need less rest time, get 4 extra hours of free time (ironic, considering neither of them have crafts tools proficiencies. You could also train with your fellow adventurers, and gain what I'll call "class experience " so that if you wish to multiclass into another class that isn't tied to your character's backstory, or plot/character development, you can multiclass into one of your compatriots classes. The amount of time needed for the multiclass I shall keep secret. You can also train each other in any tool proficiencies you have, provided you have the tools and/or materials needed for that kind of work. Different proficiencies will require different amounts of time (ie; a game would only take a few hours, smithing or stoneworking would take considerably more time.)
Going forward, due to disparaging schedules, I'll be working on a pseudo-round system for overworld travel. At the beginning of each day of travel, you can discuss/vote on which direction you travel, how fast you proceed, and any other relevant choices or actions. I'll be going with a 3 vote majority need for decisions, but I can ramp that down to 2 if need be. Following the vote, I'll describe your travel, relevant encounters, finds, events, and so on, posting a picture of the map as you've discovered (there will be an actual map available for sale at Phandalin, showing you the surrounding area). After that is camp, you can forage, hunt, practice with tools, have your characters interact, or whatever you wish, freely. And then the cycle begins again, until you reach a destination.
If there are no objections then, I'll put you guys at the morning phase now.
Alright then, after getting out of trance and packing up in the morning, I sketch the area we've traveled down as an impromptu map (I didn't see cartography as a thing, do I need to roll for this?)
So, I let's keep heading down south with the same pace, yeah?
Somnnier Prolvic - A happy merchant of the world.
Stretching, I approach the group after gathering my things.
"Was there talk of going slow after the first day? I can take over driving one of the wagons today." I glance over at Demetric's map to see how far it out we are.
Alteria
I put out my fire and gather my things before joining the rest of the group.
“We should probably stick to our normal pace, we are well rested, no reason to slow our travel time. I can continue driving if that is fine with everyone.”
"We wouldn't have been hired if it wasn't dangerous out here. We should go slow, be wary of bandits"
Jared
Hmm. Fair enough point, alright then we take it slow for now. I'm fine for now Alteria, if you want to swap out midday though, I'd be fine with that.
Somnnier Prolvic - A happy merchant of the world.
(Sorry, forgot to respond to this earlier, was doing a project)
No, cartography doesn't need a skill or check, except in very rare circumstances. You automatically succeed at it.
So thats 3 for a slow pace southward along the trail then?
I should clarify that with a slow pace, you can travel a max of 18 miles (3 hexes) but if you want to travel less, or in a given direction, all you have to do is specify. The same rules apply for all paces, and stopping short of the pace maximum gives you 2 extra hours of free time per hex.
As you travel along the roads, much more aware of your distance to the relative safety of Neverwinter's walls, you notice that the condition of the road deteriorates with the distance from civilization. Despite the fact that this is supposedly a major thoroughfare you're traveling down, it's condition is sub-par, with bricks and tiles giving way to loose and scattered stoneworks, and then, eventually, to a wide pressed dirt road. Even more unnerving is the lack of other travelers you've seen, with only a small caravan or two, only slightly larger than your own, with the latter of them sporting a few wounded guards. A few miles after you pass this particular group, you find the road pocked with broken arrows, a couple of burn marks, and quite a mess of blood, long since dried black in the heat of the day, but strangely, no bodies. Whatever happened here, it is abundantly clear, you have entered bandit territory.
Narissa and Demitric, your intuition tells you:
Based on the distance and time of both your wagons and the other caravan's had you been traveling faster, it might have been you that had been caught in the attack!
You may now progress to the camping phase, or interact with any of the above events beforehand, if you wish.
"What a warm welcome we have. I suppose from this point out we should all be sleeping with one eye open. Well then, on that note shall we find a place to camp for the evening?"
Perception: 7
Alteria
"Hhhmm. Could maybe deduce the direction the bandits went?"
Investigation: 13
Tungol
Tungol, as far as you can tell, the bandits must have flight, because they went straight up!?
You all set up camp for the night after some looking for a decent spot, and can now either engage in training/activities with your free time, or skip to morning.
I pull out ny dragonchess set from my things.
Alright then, who wants to play?
Somnnier Prolvic - A happy merchant of the world.
I pass on the game, instead foraging in the immediate surrounding area for any useful herbs.
Nature: 9
Alteria
Alteria, despite your distance from the wood proper, you stumble across an abandoned and overgrown house, in the garden of which you find enough materials for 1 health potion and 3 poisons.