Quinn's Survival check for knowledge of the trip through Conyberry: 20
"I've been through that country near Conyberry many a times. Good hunting and foraging in that part of the Neverwinter Wood. My elders trained me and my brethren in an around that area many years ago."
Quinn looks over the locations on the map and he notes the the location named Wyvern Tor. He asks Daran for any information on that area.
Daran, what do you know of Wyvern Tor? This location is somewhere that we considered looking into when Bryony, Jurgen and myself along with several of our deceased companions first got involved with this mess.
I remember Harbin claiming that goblins and marauders were attacking caravans near Wyvern Tor. We've run into goblins mixed up in this mess several times over. I bet the attacks near Wyvern Tor are connected to all this somehow."
"If you've been through Conyberry you've probably seen Wyvern Tor. Lotta rugged hills out that way, but that crag is easily visible from twenty miles away. If you're traveling along the Triboar Trail in the vicinity of Conyberry you can catch glimpses of Wyvern Tor to the south as you go. A sizable hill, dark rock. No wyverns, though, if that's your concern. The tor was formerly the home of a large and dangerous nest of wyverns, you understand, but those monsters were dealt with years ago. Friends of mine took 'em out. Ancient history, now. But though the wyverns never returned, other creatures lair out there from time to time.
"I heard about those attacks. Ogres, bugbears, goblins. That ain't new. Regular problem. But some of them weird green goblins been seen there, too. I suspect it's those new strange-headed goblins connected to whatever it is affecting us here. But they're just pawns, I'm sure. Something much bigger than weird goblins at play here."
"But I think you're looking in the right direction. Whatever malady we are suffering from came from the east, I'm sure of it. Maybe whoever it is with the undead guards poking around at the Old Owl Well, maybe they dug something bad up. Old Netheril magic is dangerous stuff."
(Jorzu: <a post about venturing towards Talhundreth and that we pass by the Old Owl Well.>)
If you want to start out in that direction, somebody should roll a Survival check. At advantage, since some in your party have prior knowledge of this dangerous trail.
But if you have any further business in Phandalin first, or more questions for Daran, please post!
Quinn crouches down and rummages through his pack. He's sure to keep his back to the crew so they can't easily see what he's doing. He stands up and moves towards Daran. Quinn shakes his hand and pulls him close.
"Thank you, Daran. I appreciate it."
He turns to the crew.
"Alright, everyone ready to go? I'll lead the way. Let's move out!"
Rollback Post to RevisionRollBack
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Nodding in agreeance with Fergus, Jorzu adds; "Given the maps indication of all three stones being in close proximity to Talhundreth I say we head that direction" he sucks in a big breath before letting it out wrapped in the word "However. Seeing as we are heading to this Conyberry, we should really investigate the Old Owl Well. If for no other reason than it may offer some answers to what's been happening in Phandalin." He bows gently at Daran before indicating his readiness to travel.
Noting Quinn’s somewhat odd behavior, Fergus watches to see or hear if anything unusual passes between the two during the handshake/hug…but in the end he decides it is none of his business.
”Well-said Jorzu. Quinn—you’ve got this. Let’s get moving,” Fergus says as he leads his pony after the others on the way to Conyberry.
Perception: 14
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Fergus watches curiously as Daran looks at something in his hand, frowns, nods, then mutters something to Quinn. He holds up one finger, then disappears into his cottage. He returns a moment later with a pair of beat-up boots. He mutters something else to Quinn before handing him the boots.
(Quinn:)
"Alright, everyone ready to go? I'll lead the way. Let's move out!"
Quinn confidently leads the party out toward the junction of Triboar Trail. Unless you have further business in town, you arrive by early afternoon, turning east on the branch toward Conyberry, passing two parties of prospectors, who report no signs of trouble ahead. Turning east, you spend the rest of the day hiking – and carefully watching for trouble on this dangerous trail.
Quinn finds an excellent campsite, hidden off the trail by a screen of thick, dry scrub. You anticipate another long day of hiking tomorrow – with luck, and some speed, you may be able to reach Conyberry by nightfall tomorrow. Is there anything else you wish to do before retiring for the night? Who is keeping watch, and when?
Flashback to the interaction between Quinn and Daran.
Quinn thinks to refuse the offering from Daran, but he does not want to offend the wisened old adventurer. He bows his head out of respect, takes the boots and places them in his pack before hitting the trail.
Quinn ranges ahead of the crew, walking fast but stealthily. Every so often he breaks away into the woods to investigate signs of traffic, though they all appeared to be nothing more than game trails. He recommends that the crew stop for dinner an hour or so before they intend to make camp in order to avoid attracting animals or any other threats into camp.
Quinn is absolutely exhausted upon arriving to camp. He mounds up a bed of grass and sits down cross legged and inspects the boots that Daran gave him. The boots are heavily worn and a little smelly, but the same can be said of his own boots. He holds them in both hands and sits in silence focusing on the boots. In his minds eye, he sees an ethereal jack rabbit darting through the sage and jumping in gravity defying leaps—Quinn knows what these boots are. He opens his eyes and smirks.
When discussion commences about who's taking watch, Quinn stakes claim to the last shift just before sunrise.
Hiking was Jorzu's least favourite part of adventuring. Yes, the sights and sounds were always intriguing but the actual travel was exhausting. He put it to the length of his legs versus those of the tall folk. And now Quinn...his speed was worse than Jorzu had encountered before. Clearly this man knew his way around the wilds.
Upon setting camp Jorzu flops onto the ground next to his bedroll. "You certainly know how to travel quickly" he says to Quinn. He rubs at his feet in hopes of restoring circulation but soon gives up. Only rest would help. He offers to take the penultimate watch, hoping to get some sleep beforehand.
Fergus tends to his pony Jeeves during the few minutes before they set up camp, pleased at the hidden and defensible place Quinn has found them. He has begun setting up camp and preparing dinner when he sees his ally investigating the old boots the drow gave him.
Noting Quinn’s satisfaction with the boots, smiles and says, gesturing towards the boots, “If you’ve a mind to tell the story, I’d be happy to hear it—I’m a bit of a collector.”
”Oh, and I’ll take the first watch,” he offers, sitting and tuning up his harp before starting to play a more relaxing tune as they begin to wind down for the day.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
“Story? Of the boots?…” Quinn turns back and looks at the boots and shrugs. “These boots definitely have a story, but they wouldn’t share.
Though they did speak to me…in a way. I had visions of a jackrabbit darting through the sagebrush and springing effortlessly. Jumping to heights no ordinary jackrabbit could jump. I think that vision speaks to the magical properties of the boots...”
Quinn gets up to stretch his legs a bit. He stares off into the woods for a bit before continuing.
”…It was kind of Daran to offer these up for our cause. I.. I didn’t expect that to be honest…”
Rollback Post to RevisionRollBack
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
”Some of the very best stories have humble beginnings. A famous bard once wrote that the journey of a thousand miles begins with a single step. Who knows what heroic strides may lie in your future enabled by Daran’s kindness,” replies Fergus, smiling at Quinn.
During his watch, faint strumming can be heard floating over the campsite along with an inordinate number of softly spoken words rhyming with ‘boots’.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The night passes uneventfully. The weather remains dark, perhaps unnaturally so. The temperature is cool - perhaps hinting of the coming autumn - but humid.
The next morning finds you under heavy overcast skies in a dry waste along the Triboar Trail. You continue east.
It is a very long and exhausting day of marching. You pass no travellers today, although at one point Fergus spots a single goblin (an ordinary-looking one, not a psionically-enhanced one) crossing the road far ahead of you. (But by the time you reach that spot, you can find no tracks.) You also begin to catch your first glimpses of dark Wyvern Tor, far to the southeast, nestled in clouds and gloom, hidden by trees and hills.
You arrive at Conyberry just after nightfall. Everyone except Quinn should roll a DC10 CON Save or take a point of exhaustion.
The abandoned town of Conyberry is eerily silent except for the whistling of the wind as it blows through the settlement’s burned and crumbled-down structures.
Somebody make a Survival roll to find a good campsite here. Then, somebody roll a plain d20 to see how the night goes. (Also: do you intend the same watch order?)
The Old Owl Well is a half-day's hike south of here. Wyvern Tor is another half day beyond that, yet further south. Talhundereth is about a day's hike north of here. Triboar Trail continues east into the mountains and parts unknown. There is also an old, thin trail leading northwest from the ruined village into the black forest, part of a far limb of the Neverwinter Wood. (Looking in that direction, you get a chill of foreboding down your spine.)
You have some decisions to make. But first, you have some rolls to make.
Two days straight of trekking was taking its toll on Jorzu. By the end of day two he had lumps on his feet and itches that he'd over scratched. He collapses into a heap when they make camp for the night.
Quinn stops short before venturing too far into town.
“Not the most welcoming sight.” He pulls up his hood to shield himself from the wind. “How bout we camp outside of to tonight? We can explore the ruins in the morning.”
Once we settle in for the night Quinn loosens up his new boots and rests up against a stump.
”How’s everyone feeling? I can take first watch if y’all need some rest.”
Rollback Post to RevisionRollBack
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
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Boona Survival- 10
Quinn's Survival check for knowledge of the trip through Conyberry: 20
"I've been through that country near Conyberry many a times. Good hunting and foraging in that part of the Neverwinter Wood. My elders trained me and my brethren in an around that area many years ago."
Quinn looks over the locations on the map and he notes the the location named Wyvern Tor. He asks Daran for any information on that area.
Daran, what do you know of Wyvern Tor? This location is somewhere that we considered looking into when Bryony, Jurgen and myself along with several of our deceased companions first got involved with this mess.
I remember Harbin claiming that goblins and marauders were attacking caravans near Wyvern Tor. We've run into goblins mixed up in this mess several times over. I bet the attacks near Wyvern Tor are connected to all this somehow."
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Fergus:
As he waits for Daran's answer, Fergus considers what he knows of the Conyberry area (History: 8
When they are ready to move out, he encourages their guide on the Survival check with Bardic Inspiration (+1d8)
He personally has no further questions.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Daran answers Quinn's questions:
"If you've been through Conyberry you've probably seen Wyvern Tor. Lotta rugged hills out that way, but that crag is easily visible from twenty miles away. If you're traveling along the Triboar Trail in the vicinity of Conyberry you can catch glimpses of Wyvern Tor to the south as you go. A sizable hill, dark rock. No wyverns, though, if that's your concern. The tor was formerly the home of a large and dangerous nest of wyverns, you understand, but those monsters were dealt with years ago. Friends of mine took 'em out. Ancient history, now. But though the wyverns never returned, other creatures lair out there from time to time.
"I heard about those attacks. Ogres, bugbears, goblins. That ain't new. Regular problem. But some of them weird green goblins been seen there, too. I suspect it's those new strange-headed goblins connected to whatever it is affecting us here. But they're just pawns, I'm sure. Something much bigger than weird goblins at play here."
"But I think you're looking in the right direction. Whatever malady we are suffering from came from the east, I'm sure of it. Maybe whoever it is with the undead guards poking around at the Old Owl Well, maybe they dug something bad up. Old Netheril magic is dangerous stuff."
(Jorzu: <a post about venturing towards Talhundreth and that we pass by the Old Owl Well.>)
If you want to start out in that direction, somebody should roll a Survival check. At advantage, since some in your party have prior knowledge of this dangerous trail.
But if you have any further business in Phandalin first, or more questions for Daran, please post!

( Boona is excusing herself from all future Survival Rolls until her modifiers move into the +. )
Survival check: 21 (18 + from bardic inspiration)
Quinn crouches down and rummages through his pack. He's sure to keep his back to the crew so they can't easily see what he's doing. He stands up and moves towards Daran. Quinn shakes his hand and pulls him close.
"Thank you, Daran. I appreciate it."
He turns to the crew.
"Alright, everyone ready to go? I'll lead the way. Let's move out!"
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Jorzu
Nodding in agreeance with Fergus, Jorzu adds; "Given the maps indication of all three stones being in close proximity to Talhundreth I say we head that direction" he sucks in a big breath before letting it out wrapped in the word "However. Seeing as we are heading to this Conyberry, we should really investigate the Old Owl Well. If for no other reason than it may offer some answers to what's been happening in Phandalin." He bows gently at Daran before indicating his readiness to travel.
Fergus:
Noting Quinn’s somewhat odd behavior, Fergus watches to see or hear if anything unusual passes between the two during the handshake/hug…but in the end he decides it is none of his business.
”Well-said Jorzu. Quinn—you’ve got this. Let’s get moving,” Fergus says as he leads his pony after the others on the way to Conyberry.
Perception: 14
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Fergus watches curiously as Daran looks at something in his hand, frowns, nods, then mutters something to Quinn. He holds up one finger, then disappears into his cottage. He returns a moment later with a pair of beat-up boots. He mutters something else to Quinn before handing him the boots.
(Quinn:)
Quinn confidently leads the party out toward the junction of Triboar Trail. Unless you have further business in town, you arrive by early afternoon, turning east on the branch toward Conyberry, passing two parties of prospectors, who report no signs of trouble ahead. Turning east, you spend the rest of the day hiking – and carefully watching for trouble on this dangerous trail.
Quinn finds an excellent campsite, hidden off the trail by a screen of thick, dry scrub. You anticipate another long day of hiking tomorrow – with luck, and some speed, you may be able to reach Conyberry by nightfall tomorrow. Is there anything else you wish to do before retiring for the night? Who is keeping watch, and when?
And then, somebody should roll a d20...
Flashback to the interaction between Quinn and Daran.
Quinn thinks to refuse the offering from Daran, but he does not want to offend the wisened old adventurer. He bows his head out of respect, takes the boots and places them in his pack before hitting the trail.
Quinn ranges ahead of the crew, walking fast but stealthily. Every so often he breaks away into the woods to investigate signs of traffic, though they all appeared to be nothing more than game trails. He recommends that the crew stop for dinner an hour or so before they intend to make camp in order to avoid attracting animals or any other threats into camp.
Quinn is absolutely exhausted upon arriving to camp. He mounds up a bed of grass and sits down cross legged and inspects the boots that Daran gave him. The boots are heavily worn and a little smelly, but the same can be said of his own boots. He holds them in both hands and sits in silence focusing on the boots. In his minds eye, he sees an ethereal jack rabbit darting through the sage and jumping in gravity defying leaps—Quinn knows what these boots are. He opens his eyes and smirks.
When discussion commences about who's taking watch, Quinn stakes claim to the last shift just before sunrise.
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Jorzu
Hiking was Jorzu's least favourite part of adventuring. Yes, the sights and sounds were always intriguing but the actual travel was exhausting. He put it to the length of his legs versus those of the tall folk. And now Quinn...his speed was worse than Jorzu had encountered before. Clearly this man knew his way around the wilds.
Upon setting camp Jorzu flops onto the ground next to his bedroll. "You certainly know how to travel quickly" he says to Quinn. He rubs at his feet in hopes of restoring circulation but soon gives up. Only rest would help. He offers to take the penultimate watch, hoping to get some sleep beforehand.
Fergus:
Fergus tends to his pony Jeeves during the few minutes before they set up camp, pleased at the hidden and defensible place Quinn has found them. He has begun setting up camp and preparing dinner when he sees his ally investigating the old boots the drow gave him.
Noting Quinn’s satisfaction with the boots, smiles and says, gesturing towards the boots, “If you’ve a mind to tell the story, I’d be happy to hear it—I’m a bit of a collector.”
”Oh, and I’ll take the first watch,” he offers, sitting and tuning up his harp before starting to play a more relaxing tune as they begin to wind down for the day.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Quinn turns his head to Fergus.
“Story? Of the boots?…” Quinn turns back and looks at the boots and shrugs. “These boots definitely have a story, but they wouldn’t share.
Though they did speak to me…in a way. I had visions of a jackrabbit darting through the sagebrush and springing effortlessly. Jumping to heights no ordinary jackrabbit could jump. I think that vision speaks to the magical properties of the boots...”
Quinn gets up to stretch his legs a bit. He stares off into the woods for a bit before continuing.
”…It was kind of Daran to offer these up for our cause. I.. I didn’t expect that to be honest…”
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
18
Fergus:
”Some of the very best stories have humble beginnings. A famous bard once wrote that the journey of a thousand miles begins with a single step. Who knows what heroic strides may lie in your future enabled by Daran’s kindness,” replies Fergus, smiling at Quinn.
During his watch, faint strumming can be heard floating over the campsite along with an inordinate number of softly spoken words rhyming with ‘boots’.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The night passes uneventfully. The weather remains dark, perhaps unnaturally so. The temperature is cool - perhaps hinting of the coming autumn - but humid.
The next morning finds you under heavy overcast skies in a dry waste along the Triboar Trail. You continue east.
It is a very long and exhausting day of marching. You pass no travellers today, although at one point Fergus spots a single goblin (an ordinary-looking one, not a psionically-enhanced one) crossing the road far ahead of you. (But by the time you reach that spot, you can find no tracks.) You also begin to catch your first glimpses of dark Wyvern Tor, far to the southeast, nestled in clouds and gloom, hidden by trees and hills.
You arrive at Conyberry just after nightfall. Everyone except Quinn should roll a DC10 CON Save or take a point of exhaustion.
The abandoned town of Conyberry is eerily silent except for the whistling of the wind as it blows through the settlement’s burned and crumbled-down structures.
Somebody make a Survival roll to find a good campsite here. Then, somebody roll a plain d20 to see how the night goes. (Also: do you intend the same watch order?)
The Old Owl Well is a half-day's hike south of here. Wyvern Tor is another half day beyond that, yet further south. Talhundereth is about a day's hike north of here. Triboar Trail continues east into the mountains and parts unknown. There is also an old, thin trail leading northwest from the ruined village into the black forest, part of a far limb of the Neverwinter Wood. (Looking in that direction, you get a chill of foreboding down your spine.)
You have some decisions to make. But first, you have some rolls to make.
Jorzu
Two days straight of trekking was taking its toll on Jorzu. By the end of day two he had lumps on his feet and itches that he'd over scratched. He collapses into a heap when they make camp for the night.
CON save 21
Plain D20 17
Survival check: 17
Quinn stops short before venturing too far into town.
“Not the most welcoming sight.” He pulls up his hood to shield himself from the wind. “How bout we camp outside of to tonight? We can explore the ruins in the morning.”
Once we settle in for the night Quinn loosens up his new boots and rests up against a stump.
”How’s everyone feeling? I can take first watch if y’all need some rest.”
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)