Magnus also picks through the gear and grabs some cold weather clothes then heads back to the room Blanith gave them to wait for the others. While waiting he updates his notes on what has been going on, explaining about what possibly happened to the previous expedition and that led to the attack in the room.
When the others arrive he listens to them going about their day to day talks and makes some notes when Normont goes over the features of the landscapes they will probably encounter on their travel.
Then he will pull out the journal and go over it with the others to see if anyone else can glean any more information out of it.
By this time it might be mid-afternoon, "So do we leave now and get a start on our trip, possibly avoiding any other encounters while we are in town, or do we set out at first light? One of our attackers did escape, knowing where we will potentially be sleeping tonight. Personally I would not mind one more night of sleeping in comfort."
"Electric?" Lokilia says, hardly able to imagine lamps light be electrical energies. "But ah, the Sun Tree! I think I've heard of that! We have to go see it. We will pass through Whitestone won't we?" She looks around at the others, especially Normont, as she asks. "It's a shame you say the forest are infected with evil. The pines sound wonderful. That would be a great place to explore. Perhaps some day we can go and try to learn the cause of the evil and perhaps restore the forest. If it isn't already in balance - what humans think of as nasty creatures are sometimes the very ones intended to be there."
"It sounds like fun though," she says with a smile. "The snow and the wind, and the soaring heights! It'll be great!"
"I am ready to leave and there is plenty of the day left, it would feel wasted if we stay here rather than get moving", Normont replies to Magnus. "I am not certain the best route to take though. Follow the river or take the road to Whitestone until we need to veer off. I am not familiar with this Last Pass, unless there is something more specific in the journal, perhaps a map?", he continues when Lokilia mentions heading to Whitestone.
"Hmmm, taking the road to Whitestone actually sounds like the best route to take. When we arrive we can check in with the Soul and Normont can check in with his contacts to see if there is anything new about the undead. Then from there we decide which direction to go and go from there. The only downside I see is traveling by road means we are more likely to be found and attacked, if we are being hunted but I think the benefits outweigh threat." Magnus states.
( There are markings on the map that indicate that Tlu's party landed a boat about halfway up the western shore of Parchwood Bay then headed due west until they reached the southernmost point of the Alabaster Sierras before turning north and heading into the mountains, where the southern termination of the river valley is is something marked Last Pass and an X. It seems Tlu also recorded some of her flight south....though far less meticulously....from the scratch marks you would say she came down along the Mooren River Run then crossed open country until she was found....
The most direct route is marching north through the Parchwood Timberland, but probably easiest is heading to Turst Fields and then the ALabaster Way towards Whitestone before breaking east and crossing the river and into the Sierras.)
Studying the map, Normont traces his finger along Parchwood Way to Turst Fields, and then up the Alabaster Trail towards Whitestone but stopping and pressing his finger at a point horizontal to the bottom of the Alabaster Sierras mountains, a little north of that in fact where the forest is narrower.
"I agree the road will be safest, and possibly quickest, although looking at the location of Last Path on this map, going as far as Whitestone itself will take us far out of our way", he says not too disappointedly. He knows if he returns to Whitestone to report this, they would likely assign Grey Hunters to investigate rather than himself.
"I expect it will take 5 or 6 days to get to Turst Fields, and then a similar amount of time up the Alabaster Trail to the point we veer off", he says thoughtfully. "That is at a steady pace not overtaxing our mounts".
He looks across at Magnus particularly, "We will be a little exposed on the road, it is true, but like you I think it is the best option. At least we know what to look out for that way, whereas a week or more trudging through the forest could mean all sorts of unknowns".
"Maybe... maybe we can head back toward Drynna to confuse the assassins. Then make a circle and get on the Parchwood Way towards Turst Fields?"
Dev knows what it is to be chased, and how to throw off pursuit. But he knows too that circling through the alleys and yards of Drynna is different from journeying overland. Yet shouldn't the same rules apply? People like to think themselves clever. It will be clever enough of the assassins to post a lookout and witness our supposed return to Drynna. Maybe that would satisfy them enough to get sloppy and not think to follow us all the way back?
"I could... say some things. In earshot of many, that might give us time."
“I agree it is better to get there alive than quickly, but we must prepare for the worst. They were formidable foes and now they know our tricks. We need to have some plan to pick them off one by one.”
"I agree we should keep on the move. We could try Dev's suggestion. We'll have to make sure to cover our tracks once we shift from heading back towards Drynna though," Lokilia says. "Could we maybe follow the Mooren River? I heard the dangers of the forest, but maybe the river isn't so bad?"
"There could possibly be transports on the river that could take us, will make travel easier and more importantly faster. Sounds like we have a solid plan, now lets get to it." Magnus cheerfully says to the group.
"This is your expedition Magnus, as long as we have considered our options I am happy to follow your lead", Normont affirms and starts to collect all his things together. He leave s a few items behind after he finds he struggles with the weight of the items he picked up earlier.
When everyone is ready, he joins them heading down to collect their mounts.
Before they head off, he sends Amber up to do a bit of recon, with instructions to look for someone looking like the assassin that got away, or anyone taking an interest in the Meadery.
"There could possibly be transports on the river that could take us, will make travel easier and more importantly faster. Sounds like we have a solid plan, now lets get to it." Magnus cheerfully says to the group.
Magnus, and other locals, are aware that there are small boats that travel between the village of Mooren and Drynna but only during Spring and Summer, Mooren is abandoned and locked down during late fall as the population over-winters in Whitestone and its not far enough out of the worst yet for the fishing season to have started.
A number of the Meadery servants assist with loading up a small dray with your supplies disguised within empty barrels, via a somewhat circuitous route devised by Dev you eventually turn on to the Parchwood Way and set out for Turst Fields where you will join the Alabaster Way and head north toward Whitestone.
Amber does not note anyone untoward watching you within Drynna or on the road outward, after an hour or so you pass the Galador Winery on your right which seems to be still operating with a small staff.
It will be 6-7 days at walking pace until you reach Turst Fields, your mounts and the mule pulling the dray can move faster than that if needed but will need more food and water if pushed.
(May I have some rolls ( whatever you feel is useful or appropriate) for the first leg of this journey. Once three people have posted I'll move it on to the next leg.)
(OOC: How many uses of Bardic inspiration can Dev apply to the rolls? If they are spread out over 6 days, that gives him 18 dice. Possible to grant an extra 1d6 to all rolls for this leg?)
(OOC: How many uses of Bardic inspiration can Dev apply to the rolls? If they are spread out over 6 days, that gives him 18 dice. Possible to grant an extra 1d6 to all rolls for this leg?)
( Sure. Thats why we put up with Bards and their odd proclivities.)
Whilst they journey, Normont takes special care of their dray and other items needed for the journey, with a mixture of professional know-how using his tinker's tools and also his magical know-how by using his ability to magically mend things and his ability to help everyone focus. This way there are unlikely to be any accidents like wheels coming loose or axles breaking.
Amber continues to scout for them from time to time, making sure to fly low until she is away from their position before ascending higher into the sky, for fear of giving away their position. She is also able to take watch, which is useful as she doesn't have to sleep and is quite proficient at seeing in the near dark.
Tinker's Tools (adding bardic inspiration and guidance): 16+4+2+1=23
(OOC: Normont will happily grant Guidance to anyone's checks)
(OOC: How many uses of Bardic inspiration can Dev apply to the rolls? If they are spread out over 6 days, that gives him 18 dice. Possible to grant an extra 1d6 to all rolls for this leg?)
( Sure. Thats why we put up with Bards and their odd proclivities.)
Can it be I stayed away too long Did I leave your mind when I was gone Well it's not my thing trying to get back But this time let me tell you where I'm at
I wanna, wanna be where you are (oh) Anywhere you are (oh oh oh) I wanna, wanna be where you are (oh oohh) Everywhere you are (oh oh oohh)
Lokilia will spend the journey tending to the animals. (Taking advantage of Bardic Inspiration and Guidance!)
(Animal Handling: 21 + 2 + 4 = 27)
If any animals seem particularly stressed or worried she would cast Speak with Animals to try and understand what is wrong. (Cast as ritual unless the problem seems pressing.)
Magnus also picks through the gear and grabs some cold weather clothes then heads back to the room Blanith gave them to wait for the others. While waiting he updates his notes on what has been going on, explaining about what possibly happened to the previous expedition and that led to the attack in the room.
When the others arrive he listens to them going about their day to day talks and makes some notes when Normont goes over the features of the landscapes they will probably encounter on their travel.
Then he will pull out the journal and go over it with the others to see if anyone else can glean any more information out of it.
By this time it might be mid-afternoon, "So do we leave now and get a start on our trip, possibly avoiding any other encounters while we are in town, or do we set out at first light? One of our attackers did escape, knowing where we will potentially be sleeping tonight. Personally I would not mind one more night of sleeping in comfort."
"Electric?" Lokilia says, hardly able to imagine lamps light be electrical energies. "But ah, the Sun Tree! I think I've heard of that! We have to go see it. We will pass through Whitestone won't we?" She looks around at the others, especially Normont, as she asks. "It's a shame you say the forest are infected with evil. The pines sound wonderful. That would be a great place to explore. Perhaps some day we can go and try to learn the cause of the evil and perhaps restore the forest. If it isn't already in balance - what humans think of as nasty creatures are sometimes the very ones intended to be there."
"It sounds like fun though," she says with a smile. "The snow and the wind, and the soaring heights! It'll be great!"
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
"I am ready to leave and there is plenty of the day left, it would feel wasted if we stay here rather than get moving", Normont replies to Magnus. "I am not certain the best route to take though. Follow the river or take the road to Whitestone until we need to veer off. I am not familiar with this Last Pass, unless there is something more specific in the journal, perhaps a map?", he continues when Lokilia mentions heading to Whitestone.
"Hmmm, taking the road to Whitestone actually sounds like the best route to take. When we arrive we can check in with the Soul and Normont can check in with his contacts to see if there is anything new about the undead. Then from there we decide which direction to go and go from there. The only downside I see is traveling by road means we are more likely to be found and attacked, if we are being hunted but I think the benefits outweigh threat." Magnus states.
Map- https://donfarland.com/wp-content/uploads/2021/07/MrFarland-Exandria_800-2_region-alabaster_sierras-3300x2550-1-scaled.jpg
( There are markings on the map that indicate that Tlu's party landed a boat about halfway up the western shore of Parchwood Bay then headed due west until they reached the southernmost point of the Alabaster Sierras before turning north and heading into the mountains, where the southern termination of the river valley is is something marked Last Pass and an X. It seems Tlu also recorded some of her flight south....though far less meticulously....from the scratch marks you would say she came down along the Mooren River Run then crossed open country until she was found....
The most direct route is marching north through the Parchwood Timberland, but probably easiest is heading to Turst Fields and then the ALabaster Way towards Whitestone before breaking east and crossing the river and into the Sierras.)
Studying the map, Normont traces his finger along Parchwood Way to Turst Fields, and then up the Alabaster Trail towards Whitestone but stopping and pressing his finger at a point horizontal to the bottom of the Alabaster Sierras mountains, a little north of that in fact where the forest is narrower.
"I agree the road will be safest, and possibly quickest, although looking at the location of Last Path on this map, going as far as Whitestone itself will take us far out of our way", he says not too disappointedly. He knows if he returns to Whitestone to report this, they would likely assign Grey Hunters to investigate rather than himself.
"I expect it will take 5 or 6 days to get to Turst Fields, and then a similar amount of time up the Alabaster Trail to the point we veer off", he says thoughtfully. "That is at a steady pace not overtaxing our mounts".
He looks across at Magnus particularly, "We will be a little exposed on the road, it is true, but like you I think it is the best option. At least we know what to look out for that way, whereas a week or more trudging through the forest could mean all sorts of unknowns".
"Maybe... maybe we can head back toward Drynna to confuse the assassins. Then make a circle and get on the Parchwood Way towards Turst Fields?"
Dev knows what it is to be chased, and how to throw off pursuit. But he knows too that circling through the alleys and yards of Drynna is different from journeying overland. Yet shouldn't the same rules apply? People like to think themselves clever. It will be clever enough of the assassins to post a lookout and witness our supposed return to Drynna. Maybe that would satisfy them enough to get sloppy and not think to follow us all the way back?
"I could... say some things. In earshot of many, that might give us time."
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
“I agree it is better to get there alive than quickly, but we must prepare for the worst. They were formidable foes and now they know our tricks. We need to have some plan to pick them off one by one.”
"I agree we should keep on the move. We could try Dev's suggestion. We'll have to make sure to cover our tracks once we shift from heading back towards Drynna though," Lokilia says. "Could we maybe follow the Mooren River? I heard the dangers of the forest, but maybe the river isn't so bad?"
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
"There could possibly be transports on the river that could take us, will make travel easier and more importantly faster. Sounds like we have a solid plan, now lets get to it." Magnus cheerfully says to the group.
"This is your expedition Magnus, as long as we have considered our options I am happy to follow your lead", Normont affirms and starts to collect all his things together. He leave s a few items behind after he finds he struggles with the weight of the items he picked up earlier.
When everyone is ready, he joins them heading down to collect their mounts.
Before they head off, he sends Amber up to do a bit of recon, with instructions to look for someone looking like the assassin that got away, or anyone taking an interest in the Meadery.
Amber Perception: 8+4=12 (Passive: 14)
Magnus, and other locals, are aware that there are small boats that travel between the village of Mooren and Drynna but only during Spring and Summer, Mooren is abandoned and locked down during late fall as the population over-winters in Whitestone and its not far enough out of the worst yet for the fishing season to have started.
A number of the Meadery servants assist with loading up a small dray with your supplies disguised within empty barrels, via a somewhat circuitous route devised by Dev you eventually turn on to the Parchwood Way and set out for Turst Fields where you will join the Alabaster Way and head north toward Whitestone.
Amber does not note anyone untoward watching you within Drynna or on the road outward, after an hour or so you pass the Galador Winery on your right which seems to be still operating with a small staff.
It will be 6-7 days at walking pace until you reach Turst Fields, your mounts and the mule pulling the dray can move faster than that if needed but will need more food and water if pushed.
(May I have some rolls ( whatever you feel is useful or appropriate) for the first leg of this journey. Once three people have posted I'll move it on to the next leg.)
(OOC: How many uses of Bardic inspiration can Dev apply to the rolls? If they are spread out over 6 days, that gives him 18 dice. Possible to grant an extra 1d6 to all rolls for this leg?)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
( Sure. Thats why we put up with Bards and their odd proclivities.)
Quinn would like to use his athletics to help the journy by moving heavy items off the road.
14
( + 6 )
Whilst they journey, Normont takes special care of their dray and other items needed for the journey, with a mixture of professional know-how using his tinker's tools and also his magical know-how by using his ability to magically mend things and his ability to help everyone focus. This way there are unlikely to be any accidents like wheels coming loose or axles breaking.
Amber continues to scout for them from time to time, making sure to fly low until she is away from their position before ascending higher into the sky, for fear of giving away their position. She is also able to take watch, which is useful as she doesn't have to sleep and is quite proficient at seeing in the near dark.
Tinker's Tools (adding bardic inspiration and guidance): 16+4+2+1=23
(OOC: Normont will happily grant Guidance to anyone's checks)
I resemble that remark. ;)
Dev, importantly, offers music for a travel montage...
Did I leave your mind when I was gone
Well it's not my thing trying to get back
But this time let me tell you where I'm at
Anywhere you are (oh oh oh)
I wanna, wanna be where you are (oh oohh)
Everywhere you are (oh oh oohh)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Lokilia will spend the journey tending to the animals. (Taking advantage of Bardic Inspiration and Guidance!)
(Animal Handling: 21 + 2 + 4 = 27)
If any animals seem particularly stressed or worried she would cast Speak with Animals to try and understand what is wrong. (Cast as ritual unless the problem seems pressing.)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer