The crocodile seems hungry and defiant at first, but a combination of understandable threats and intimidating poising is enough to eventually scare the crocodile away. The reptile does not form full sentences, but shares a few words with Doozey: "Hunger... Flesh... Territory... Must... Search... More."
The camp now re-secured, Doozey resumes his patrol and is glad to soon pass the torch to Utar with nothing more to report. The Tormite keeps an eye out for any other courageous or foolish reptilian creatures but, apart from the nightly rain, the half-orc has little to deal with by the end of his own watch. Denae rounds out the patrol schedule and has little of note to share come the morning.
With his magical blessings refreshed, Utar takes care of breakfast for the entire camp by summoning already cooked food and fresh potable water. He also takes care of lunch and dinner with additional castings of the same spell, making sure the liberated prisoners no longer have to ration food on their way home. The effort is enough to convince a few of these villagers and peasants that they should worship Torm and no other god, and plenty of them have praise to spare for Utar himself.
One of the younger children in the group seems to not fully understand their current situation, and she shows her frustration, in part, by being quite picky about the available food. Denae reveals a motherly side to her personality that would surprise even the closest of her sisters (including Neya). She pays particular attention to this one kid, making sure she has enough to eat throughout the day by offering her portions of one of her own rations. The child seems particularly fond of dried fruits. (We'll call this the 46th mouth to feed 😊.)
The day ahead is filled with little excitement, as the large group traverses the swamp while would-be predators keep their distance. The group eventually reaches the outskirts of the swamp, but is still several hours away from The Crossing Inn. Some dangers still remain in the group's path, as you come across the odd quicksand pit or bubbling pool of sludgy water. CRAP has learned to navigate these dangers over the course of their many visits to the marsh, but doing so with many untrained villagers in tow may prove to be more difficult.
(OOC: Let's get one more survival check. Let's call this one a group check, meaning each of you should roll their own check, please.)
(@MB: Just to clarify, the group is unlikely to arrive at The Crossing Inn "today". CRAP expects to have to spend one more night in the wilds, arriving at their destination "tomorrow". Alternatively, you can try to power through the night. Would you like to revise your sending's message. Separately, you can reroll that Nat1 since Doozey is using his Bountiful Luck feature.)
(@Drache: Instead of rolling her own survival check, Denae will help you. You may roll a second d20 to account for advantage.)
This post has potentially manipulated dice roll results.
(@MB: Just to clarify, the group is unlikely to arrive at The Crossing Inn "today". CRAP expects to have to spend one more night in the wilds, arriving at their destination "tomorrow". Alternatively, you can try to power through the night. Would you like to revise your sending's message. Separately, you can reroll that Nat1 since Doozey is using his Bountiful Luck feature.
Heard, Chef! Thought it works be longer. Not sure where I've taken that from. Happy to revise the message to Romsan.
Romsan continues to misunderstand the magical workings of the sending spell. Either that, or the the former adventurer forgot how to count to 25. It is clear his response is much longer, but the spell cuts off after his second sentence:
"I am glad to hear from you again. I was worried when your voice did not appear in my head again after my original reply."
During this second day of pilgrimage, bellies are fuller, spirits are healing, and the anticipation for arriving home is building up. Nonetheless, some of the travelers are more careless than others or linger behind a bit, forcing the entire group to slow their pace. At one point, a pair of teenagers decides to dare each other to enter one of the bubbling pools of sludgy water, but Neya catches them just in time and "scares" them into behaving more prudently until they are back onto safer ground.
An elderly lady has been able to keep up with the group for most of the trip but, in her weakened state, a full day of swamp-trekking eventually catches up to her. Utar can't help but volunteer to give the lady a piggyback ride. In conjunction with his own heavy armor, the extra effort makes it so the cleric is quite tired by the end of the day.
Ahead of the group and in charge of finding the path forward, Biscuit and Doozey forge on with determination in their eyes. The pair has to change directions a few times but the small detours put no one in danger. No crocodiles approach the group this time.
By the time CRAP decides it would be a good time to make camp for the day, many followers are ready to collapse on the ground due to tiredness. Fewer volunteers step up to help with patrols this evening, should CRAP indeed decide to make camp. You are not far from the most remote farmsteads now, and the riverbank is easier to navigate than it was in the deepest portions of the swamp. That said, you are not sure how many of your followers would be up for powering through the night.
(OOC: Please feel free to add any details to the day's trek you'd like. Will you power through or call it a day on the traveling? If setting up camp, please go ahead and roll for your watches. There is no advantage this time from helping villagers.)
The old lady's eyes roll again at another incorrect guess from the half-orc. His back and arms have been strong where her legs have not, and while he's had to reset his grip occasionally, that's only to be expected.
"No child, that one is not one to go on any kind of wound. In darker corners of the world, it would be refined and sold as a poison. Now, try again. Small purple flowers, clustered. Small, dark leaves on a short tendril."
Utar nods, glad to try again. To be fair though, he stopped trying to identify Bog Myrtle hours ago. It was much more fun to get the run down on a variety of seemingly innocent looking plants and while he doubted he could ever find them again, it was at least nice to pretend he was growing his knowledge.
"Alright, this one must be Bog Myrtle, surely? It's got the flowers."
In truth, the old lady had never been a naturalist, or a botanist, or a herbalist, or an old wise woman, or anything that would explain a working knowledge of plants and their effects. Still, if this one kept pointing to thyme and insisting it was Bog Myrtle, a girl was entitled to a little fun to pass the time.
As the group deliberates on their next decision, Denae shares her opinion: "We are close enough to our destination that just a few more hours of walking could see us deliver these folks to their homes. We already traversed the densest part of the swamp, so the worst is behind us. I say we keep going. I am sure these villagers would rather be home sooner rather than later."
Though he'd never admit it aloud, Doozey began to feel 'the itch'. Not quite the same one that led to the uprooting of his clan per se, but the more insatiable storyteller in all halflings while navigating around the natural hazards of pit and pool. Or perhaps... mayhaps... just possibly the lingering feelings of a mentor/... father... figure(??) had been rekindled, as his mind all too easily wandered back to his short time traveling with Elisande?
He couldn't say. Nor did he wish to further entertain the thought. The group just needed a guide, not some adventurer so "bored" or frustrated with hearing the idle complaint about one too many detours that all could do was yammer on lesson rich stories.
.....
".... Ever hear the story of the Boggle Knight and the Wishcarp said to dwell in sands of quickness?"Doozey asked the group with the brightest (if though strained) grin.
Then again, what harm was the harm really in telling a few stories really...
At Present:
"I'd be willing to keep up the escort for a bit more if'n the folk here be actually up for it. But as things stand in the moment, we'd be lucky if they remain conscious long enough to even begin trying to put in a vote. Nevermind the dangers even now of trying to navigate this land in the dark, torches or not." Doozey conveys from the back of Biscuit as the two at least persisted in maintaining course at least until a decision was officially made.
"So as tempting as it would be, we don't be wanting to trip up just before the finish line out of overeagerness now. That's my advice at least. But, if the rest of my crew at the very least are of a mind to up the sheep dogging in pressing on, then that'll be that. You won't be hearing further naysaying from me."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Readjusting his old lady baggage, Utar throws his support behind Doozey.
"If we were fewer in number and the terrain not so likely to cause issue in the dark, then maybe. Let's bring them all home. Be a shame to lose one now."
Neya nods in agreement, "Also, it seems that too few of our large group have to capability to see in the dark, naturally or otherwise. If someone without got separated from us, it would be a difficult, even dangerous, prospect to rejoin. Even if the danger has seemingly passed."
"Very well," Denae responds. "It would be impossible to get complete unanimity in a group this large. It's better we just tell them that their saviors and guides are making the decisions at this point." Her face betrays a bit of disappointment. "Well, better go and help set up camp." Denae turns and begins telling folks to get as cozy as they can. There are some discussions and murmurings in response, but they all soon begin to do more and talk less. "One last night in the wild," you hear one of them say.
(OOC: Please go ahead and roll for your watches. There is no advantage this time from helping villagers, though you may get if from other resources if you have them.)
This post has potentially manipulated dice roll results.
"At least enough for one more day. Just in case. Though I think we'll all be thankful come tomorrow of grabbing more tasteful morsels from Romsan's place."Doozey admits, before then cringring and giving Utar an apologetic grin. "'cause no offense, but... the spread your Torm be handing out is borderline worser than rations, and makes me wish I was wizard. Least then I can spice it up a bit!"
-Doozey Perception: 24.(21) (Adv. from Keen Hearing/Smell)
(OOC: Biscuit can be re-assigned to help either Danea or Neya for watch. Whichever feel that they could use the assistance.)
(@MB: Since one casting of create food and water is enough to create enough meals for 15 for 24 hours, I'd say it could also be used to create 45 meals for a third-of-a-day, assuming three meals per day. In other words, if you'd like to provide breakfast for everyone, you can do it with one casting. The hope here is that you'd reach Romsan by lunch time, which is indeed the baseline expectation.)
The crocodile seems hungry and defiant at first, but a combination of understandable threats and intimidating poising is enough to eventually scare the crocodile away. The reptile does not form full sentences, but shares a few words with Doozey: "Hunger... Flesh... Territory... Must... Search... More."
The camp now re-secured, Doozey resumes his patrol and is glad to soon pass the torch to Utar with nothing more to report. The Tormite keeps an eye out for any other courageous or foolish reptilian creatures but, apart from the nightly rain, the half-orc has little to deal with by the end of his own watch. Denae rounds out the patrol schedule and has little of note to share come the morning.
With his magical blessings refreshed, Utar takes care of breakfast for the entire camp by summoning already cooked food and fresh potable water. He also takes care of lunch and dinner with additional castings of the same spell, making sure the liberated prisoners no longer have to ration food on their way home. The effort is enough to convince a few of these villagers and peasants that they should worship Torm and no other god, and plenty of them have praise to spare for Utar himself.
One of the younger children in the group seems to not fully understand their current situation, and she shows her frustration, in part, by being quite picky about the available food. Denae reveals a motherly side to her personality that would surprise even the closest of her sisters (including Neya). She pays particular attention to this one kid, making sure she has enough to eat throughout the day by offering her portions of one of her own rations. The child seems particularly fond of dried fruits. (We'll call this the 46th mouth to feed 😊.)
The day ahead is filled with little excitement, as the large group traverses the swamp while would-be predators keep their distance. The group eventually reaches the outskirts of the swamp, but is still several hours away from The Crossing Inn. Some dangers still remain in the group's path, as you come across the odd quicksand pit or bubbling pool of sludgy water. CRAP has learned to navigate these dangers over the course of their many visits to the marsh, but doing so with many untrained villagers in tow may prove to be more difficult.
(OOC: Let's get one more survival check. Let's call this one a group check, meaning each of you should roll their own check, please.)
(OOC: Tried to figure out a way to flavor Doozey's actions for the latest part of the trek but mind went blank. z.z;)
-Survival: 23. (if still able to count of Biscuit adv: 27)
When you realize you're doing too much: Signature.
Utar calls ahead to Romsan Kel again to let him know the good news/impending group of visitors.
We're still several hours away from your Inn but we'll likely arrive today. No major injuries, just hungry mouths to feed.
Deciding that he can't show Torm up at this late stage in the journey, he seeks some divine aid before making his check.
Survival - 18 plus 1.
(OOC Spent a fourth level spell slot on sending.)
(OOC: There will be no ones in my dojo! >:U If allowed, using Bountiful Luck, so reroll that!)
When you realize you're doing too much: Signature.
Survival: 22
Another day, another slog.
Extended Signature
(@Ori: Bountiful Luck is a go!)
(@MB: Just to clarify, the group is unlikely to arrive at The Crossing Inn "today". CRAP expects to have to spend one more night in the wilds, arriving at their destination "tomorrow". Alternatively, you can try to power through the night. Would you like to revise your sending's message. Separately, you can reroll that Nat1 since Doozey is using his Bountiful Luck feature.)
(@Drache: Instead of rolling her own survival check, Denae will help you. You may roll a second d20 to account for advantage.)
Survival reroll: 19
Extended Signature
(@MB: Just to clarify, the group is unlikely to arrive at The Crossing Inn "today". CRAP expects to have to spend one more night in the wilds, arriving at their destination "tomorrow". Alternatively, you can try to power through the night. Would you like to revise your sending's message. Separately, you can reroll that Nat1 since Doozey is using his Bountiful Luck feature.
Heard, Chef! Thought it works be longer. Not sure where I've taken that from. Happy to revise the message to Romsan.
Here's Utar's second roll:
Survival - 9
Romsan continues to misunderstand the magical workings of the sending spell. Either that, or the the former adventurer forgot how to count to 25. It is clear his response is much longer, but the spell cuts off after his second sentence:
"I am glad to hear from you again. I was worried when your voice did not appear in my head again after my original reply."
During this second day of pilgrimage, bellies are fuller, spirits are healing, and the anticipation for arriving home is building up. Nonetheless, some of the travelers are more careless than others or linger behind a bit, forcing the entire group to slow their pace. At one point, a pair of teenagers decides to dare each other to enter one of the bubbling pools of sludgy water, but Neya catches them just in time and "scares" them into behaving more prudently until they are back onto safer ground.
An elderly lady has been able to keep up with the group for most of the trip but, in her weakened state, a full day of swamp-trekking eventually catches up to her. Utar can't help but volunteer to give the lady a piggyback ride. In conjunction with his own heavy armor, the extra effort makes it so the cleric is quite tired by the end of the day.
Ahead of the group and in charge of finding the path forward, Biscuit and Doozey forge on with determination in their eyes. The pair has to change directions a few times but the small detours put no one in danger. No crocodiles approach the group this time.
By the time CRAP decides it would be a good time to make camp for the day, many followers are ready to collapse on the ground due to tiredness. Fewer volunteers step up to help with patrols this evening, should CRAP indeed decide to make camp. You are not far from the most remote farmsteads now, and the riverbank is easier to navigate than it was in the deepest portions of the swamp. That said, you are not sure how many of your followers would be up for powering through the night.
(OOC: Please feel free to add any details to the day's trek you'd like. Will you power through or call it a day on the traveling? If setting up camp, please go ahead and roll for your watches. There is no advantage this time from helping villagers.)
"So this one is Bog Myrtle, right?"
The old lady's eyes roll again at another incorrect guess from the half-orc. His back and arms have been strong where her legs have not, and while he's had to reset his grip occasionally, that's only to be expected.
"No child, that one is not one to go on any kind of wound. In darker corners of the world, it would be refined and sold as a poison. Now, try again. Small purple flowers, clustered. Small, dark leaves on a short tendril."
Utar nods, glad to try again. To be fair though, he stopped trying to identify Bog Myrtle hours ago. It was much more fun to get the run down on a variety of seemingly innocent looking plants and while he doubted he could ever find them again, it was at least nice to pretend he was growing his knowledge.
"Alright, this one must be Bog Myrtle, surely? It's got the flowers."
In truth, the old lady had never been a naturalist, or a botanist, or a herbalist, or an old wise woman, or anything that would explain a working knowledge of plants and their effects. Still, if this one kept pointing to thyme and insisting it was Bog Myrtle, a girl was entitled to a little fun to pass the time.
As the group deliberates on their next decision, Denae shares her opinion: "We are close enough to our destination that just a few more hours of walking could see us deliver these folks to their homes. We already traversed the densest part of the swamp, so the worst is behind us. I say we keep going. I am sure these villagers would rather be home sooner rather than later."
(OCC: What say you?)
During the Second Day:
Though he'd never admit it aloud, Doozey began to feel 'the itch'. Not quite the same one that led to the uprooting of his clan per se, but the more insatiable storyteller in all halflings while navigating around the natural hazards of pit and pool. Or perhaps... mayhaps... just possibly the lingering feelings of a mentor/... father... figure(??) had been rekindled, as his mind all too easily wandered back to his short time traveling with Elisande?
He couldn't say. Nor did he wish to further entertain the thought. The group just needed a guide, not some adventurer so "bored" or frustrated with hearing the idle complaint about one too many detours that all could do was yammer on lesson rich stories.
.....
".... Ever hear the story of the Boggle Knight and the Wishcarp said to dwell in sands of quickness?" Doozey asked the group with the brightest (if though strained) grin.
Then again, what harm was the harm really in telling a few stories really...
At Present:
"I'd be willing to keep up the escort for a bit more if'n the folk here be actually up for it. But as things stand in the moment, we'd be lucky if they remain conscious long enough to even begin trying to put in a vote. Nevermind the dangers even now of trying to navigate this land in the dark, torches or not." Doozey conveys from the back of Biscuit as the two at least persisted in maintaining course at least until a decision was officially made.
"So as tempting as it would be, we don't be wanting to trip up just before the finish line out of overeagerness now. That's my advice at least. But, if the rest of my crew at the very least are of a mind to up the sheep dogging in pressing on, then that'll be that. You won't be hearing further naysaying from me."
When you realize you're doing too much: Signature.
Readjusting his old lady baggage, Utar throws his support behind Doozey.
"If we were fewer in number and the terrain not so likely to cause issue in the dark, then maybe. Let's bring them all home. Be a shame to lose one now."
Neya nods in agreement, "Also, it seems that too few of our large group have to capability to see in the dark, naturally or otherwise. If someone without got separated from us, it would be a difficult, even dangerous, prospect to rejoin. Even if the danger has seemingly passed."
Extended Signature
"Very well," Denae responds. "It would be impossible to get complete unanimity in a group this large. It's better we just tell them that their saviors and guides are making the decisions at this point." Her face betrays a bit of disappointment. "Well, better go and help set up camp." Denae turns and begins telling folks to get as cozy as they can. There are some discussions and murmurings in response, but they all soon begin to do more and talk less. "One last night in the wild," you hear one of them say.
(OOC: Please go ahead and roll for your watches. There is no advantage this time from helping villagers, though you may get if from other resources if you have them.)
Leaving his charge with a small group of older folk, Utar gives her a wave goodbye.
Joining up with CRAP, he asks "Do we need to feed these folk again?"
Utar's watch - 25
"At least enough for one more day. Just in case. Though I think we'll all be thankful come tomorrow of grabbing more tasteful morsels from Romsan's place." Doozey admits, before then cringring and giving Utar an apologetic grin. "'cause no offense, but... the spread your Torm be handing out is borderline worser than rations, and makes me wish I was wizard. Least then I can spice it up a bit!"
-Doozey Perception: 24.(21) (Adv. from Keen Hearing/Smell)
(OOC: Biscuit can be re-assigned to help either Danea or Neya for watch. Whichever feel that they could use the assistance.)
When you realize you're doing too much: Signature.
"A small price for safety, to be sure," Neya says.
Perception: 23 (Nat 20 for at toal of 23)
Extended Signature
DM's Screen:
1 5 20 6
Denae's perception check, including Biscuit's help: 19
(@MB: Since one casting of create food and water is enough to create enough meals for 15 for 24 hours, I'd say it could also be used to create 45 meals for a third-of-a-day, assuming three meals per day. In other words, if you'd like to provide breakfast for everyone, you can do it with one casting. The hope here is that you'd reach Romsan by lunch time, which is indeed the baseline expectation.)