(I get the sense everyone is ready to head to Cragmaw Castle, next? That is, Jurgen's options 1 or 2? If so, how does Jurgen want to proceed? And does the party want to leave immediately, or check in with Reidoth first, and/or get a Short Rest first? And how do you want to get to Cragmaw Castle – through the forest, skirt along its edge, or retrace your steps along the highway? And any other preparations you want to make, first?)
(Map: You are now at Thundertree, having taken the High Road north from Triboar Trail, skirting around Neverwinter and east along the river. The High Road is quite safe, and fast to travel along. Triboar Trail less so. The forest is unknown territory, as are the grasslands along it.)
"Attacking now is not an option. I'm afraid we'd stand no chance against that thing right now. Then again, if you run off with us, Venomfang will surely try to track us down and kill us."
Quinn pauses to consider the options.
"If we do this, we have to leave now."
He turns to Jurgen.
"Do you have any means to create a diversion? That funny business you planned with that metal sphere. Can you use your magics to make sounds, too? Maybe you can use it to make sounds of a black smith hammer pounding metal. That might buy us some time."
Rollback Post to RevisionRollBack
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
The sun is getting low in the sky. You have a few hours of light left before nightfall. The heat and humidity are beginning to ease a bit.
Jurgen looks around for any holes or wells where he can stash an arcane surprise, but the ruins are so overgrown with vegetation that he finds none. But there are plenty of buildings with partially or completely collapsed roofs hosting gaps into the rubble beneath.
The party makes plans to quietly slip out of town. (When you're ready to move out, everyone will need to make a Stealth check. Post any other preparations you want to make, too. Then, one person choosing to lead the group should make a Survival check to bushwhack your way out of town to the south.)
Quinn will lead for now, attempting to get us as far as possible before nightfall. He'll move ahead of the group aways, maybe 30 ft or so, hoping to scout for any dangers up ahead along the way. He will keep the forest to his left side as a guardrail to stay on track and hoping to dip into the woods in case he see's any threats.
Stealth check: 23
Survival check: 9
Rollback Post to RevisionRollBack
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
United, and wasting little time, the party departs the village in the direction of Cragmaw Castle, as described by the druid Reidoth, while keeping a wary eye to the skies.
(Survival check: 9) - Quinn stealthily, if uncertainly, leads the group into the thin, dry, scrubby woods/shrublands to the south. He struggles to maintain their bearings. (Is he trying to lead them southeast into the deep forest, or due south along the forest's edge?) Progress is slow.
Group Stealth checks: (invisible) Kimberley: 16 Quinn: 23 Syzygy: 6 Jurgen: roll Stealth for Jurgen and Draco Bryony: roll Stealth
Moving stealthily is slow-going, especially in wilderness terrain you are unfamiliar with. But sticking to the cover of trees as often as possible, you make it to the edge of the dense Wood by nightfall without incident, perhaps 6 or 7 miles SSE of Thundertree. There is no sign of the dragon above, nor of any other animal life of note other than a few birds and the drone of insects.
It is now getting dark.
Are you camping out here? If so, somebody should make a new Survival check to find a campsite (with Help if another person offers to help.) Let me know how you want to camp, any special precautions you may want to take, and who is taking watches. Alternatively, do you want to march into the night, risking exhaustion but putting more miles between Thundertree and you?
Finally, somebody should roll a d20 for me, to see how the night progresses...
Syzygy, provided this is the spot they have decided to rest, prepares a small A frame from branches and insulated with moss and dry leaves. He asks Kimberley over for help. Syzygy is beginning to look a little worn, dishevelled, sweat and a few bug bites cover his face.
As Syzygy builds his shelter, Quinn makes his rounds and checks on people. He admires Syzygy's bushcrafting skills from afar before butting in.
In a low voice, Quinn crouches next to Syzygy and says "Nice shelter. Looks quite cozy. But don't forget, I bought us some tents back in Phandalin."
He walks over to Jurgen and watches as Draco stands watch.
"Do you think your friend here can keep watch for us while we rest? Make sure it stays outta sight from above. We don't want that dragon swoopin' down and gasing us in our sleep."
If Draco will stand watch, Quinn will setup his tent within earshot of Draco. He gets down on his knees, closes his eyes and breathes deeply as he appears to meditate. Quinn focuses on slowing his heartbeat, allowing him to tap into his surroundings in hopes of using his primal awarenessto try and sense if the dragon is within a mile of their location.
Kimberley asks her goddess to sharpen Dracos senses during watch then hastily heads to bed, very tired.
Blessing of the Watchful Moon. For 1 hour, the blessed creature’s speed increases by 10 ft., and it has advantage on Wisdom (Perception or Survival) checks involving smell or made to track a creature.
The party sets a careful camp along the edge of the dense forest. Syzygy builds a simple shelter. Draco stands watch, its senses benefitted by a divine blessing channeled by Kimberley. As they prepare to sleep, Quinn focuses his awareness on the region, sensing for dragons. He senses none.
The night passes uneasily, but uneventfully. Everyone may benefit from a Long Rest. The morning breaks bright and warm.
The terrain here is flat, the ground peppered with large stones. Sparse trees and prickly shrubs quickly turn to dense forest to the east. There is sign of neither animal life nor civilization here. Nor angry, pursuing dragons.
Assuming the party intends to march south again (slowly, with Stealth), somebody should make a Survival check to lead the way (with advantage if another wants to Help.) Somebody should also roll a d20 to see how the day progresses. And everyone should make a fresh Stealth roll for a group check.
This post has potentially manipulated dice roll results.
Bryony take a shot at navigating through the forest. She's familiar with the Neverwinter Wood having grown up in Phandalin so she feels comfortable navigating the party southwards. At the same time, she focuses on making as little noise as possible. Her bare halfling feet hardly even breaking any twigs with her light steps.
(I get the sense everyone is ready to head to Cragmaw Castle, next? That is, Jurgen's options 1 or 2? If so, how does Jurgen want to proceed? And does the party want to leave immediately, or check in with Reidoth first, and/or get a Short Rest first? And how do you want to get to Cragmaw Castle – through the forest, skirt along its edge, or retrace your steps along the highway? And any other preparations you want to make, first?)
(Map: You are now at Thundertree, having taken the High Road north from Triboar Trail, skirting around Neverwinter and east along the river. The High Road is quite safe, and fast to travel along. Triboar Trail less so. The forest is unknown territory, as are the grasslands along it.)

"Attacking now is not an option. I'm afraid we'd stand no chance against that thing right now. Then again, if you run off with us, Venomfang will surely try to track us down and kill us."
Quinn pauses to consider the options.
"If we do this, we have to leave now."
He turns to Jurgen.
"Do you have any means to create a diversion? That funny business you planned with that metal sphere. Can you use your magics to make sounds, too? Maybe you can use it to make sounds of a black smith hammer pounding metal. That might buy us some time."
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
"Oh..." thinking..., "I could..."
"Yep. Got it." He pulls out a couple balls and within a few seconds says "Ready"
D&D since 1984
"Let's do it," Bryony says, equally excited and scared. "I want to be as far away from the dragon as we can get before nightfall."
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak)
DM: Baldur's Gate: Descent Into Avernus & Phandalin Adventures
The sun is getting low in the sky. You have a few hours of light left before nightfall. The heat and humidity are beginning to ease a bit.
Jurgen looks around for any holes or wells where he can stash an arcane surprise, but the ruins are so overgrown with vegetation that he finds none. But there are plenty of buildings with partially or completely collapsed roofs hosting gaps into the rubble beneath.
The party makes plans to quietly slip out of town. (When you're ready to move out, everyone will need to make a Stealth check. Post any other preparations you want to make, too. Then, one person choosing to lead the group should make a Survival check to bushwhack your way out of town to the south.)
Kimberley casts Invisibility on herself after advising the others, knowing she isn't the stealthiest among them.
Stealth- 20
Quinn will lead for now, attempting to get us as far as possible before nightfall. He'll move ahead of the group aways, maybe 30 ft or so, hoping to scout for any dangers up ahead along the way. He will keep the forest to his left side as a guardrail to stay on track and hoping to dip into the woods in case he see's any threats.
Stealth check: 23
Survival check: 9
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
stealth: 6
United, and wasting little time, the party departs the village in the direction of Cragmaw Castle, as described by the druid Reidoth, while keeping a wary eye to the skies.
(Survival check: 9) - Quinn stealthily, if uncertainly, leads the group into the thin, dry, scrubby woods/shrublands to the south. He struggles to maintain their bearings. (Is he trying to lead them southeast into the deep forest, or due south along the forest's edge?) Progress is slow.
Group Stealth checks:
(invisible) Kimberley: 16
Quinn: 23
Syzygy: 6
Jurgen: roll Stealth for Jurgen and Draco
Bryony: roll Stealth
Jurgen got a 6 and Draco got a 17.
D&D since 1984
Moving stealthily is slow-going, especially in wilderness terrain you are unfamiliar with. But sticking to the cover of trees as often as possible, you make it to the edge of the dense Wood by nightfall without incident, perhaps 6 or 7 miles SSE of Thundertree. There is no sign of the dragon above, nor of any other animal life of note other than a few birds and the drone of insects.
It is now getting dark.
Are you camping out here? If so, somebody should make a new Survival check to find a campsite (with Help if another person offers to help.) Let me know how you want to camp, any special precautions you may want to take, and who is taking watches. Alternatively, do you want to march into the night, risking exhaustion but putting more miles between Thundertree and you?
Finally, somebody should roll a d20 for me, to see how the night progresses...
Draco does not require sleep and cannot be suprised.
D&D since 1984
Syzygy, provided this is the spot they have decided to rest, prepares a small A frame from branches and insulated with moss and dry leaves. He asks Kimberley over for help. Syzygy is beginning to look a little worn, dishevelled, sweat and a few bug bites cover his face.
Survival with help 10 &10.
As Syzygy builds his shelter, Quinn makes his rounds and checks on people. He admires Syzygy's bushcrafting skills from afar before butting in.
In a low voice, Quinn crouches next to Syzygy and says "Nice shelter. Looks quite cozy. But don't forget, I bought us some tents back in Phandalin."
He walks over to Jurgen and watches as Draco stands watch.
"Do you think your friend here can keep watch for us while we rest? Make sure it stays outta sight from above. We don't want that dragon swoopin' down and gasing us in our sleep."
If Draco will stand watch, Quinn will setup his tent within earshot of Draco. He gets down on his knees, closes his eyes and breathes deeply as he appears to meditate. Quinn focuses on slowing his heartbeat, allowing him to tap into his surroundings in hopes of using his primal awareness to try and sense if the dragon is within a mile of their location.
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
DM: Quinn rolled a 4 for your D20 roll.
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Kimberley asks her goddess to sharpen Dracos senses during watch then hastily heads to bed, very tired.
Blessing of the Watchful Moon. For 1 hour, the blessed creature’s speed increases by 10 ft., and it has advantage on Wisdom (Perception or Survival) checks involving smell or made to track a creature.
The party sets a careful camp along the edge of the dense forest. Syzygy builds a simple shelter. Draco stands watch, its senses benefitted by a divine blessing channeled by Kimberley. As they prepare to sleep, Quinn focuses his awareness on the region, sensing for dragons. He senses none.
The night passes uneasily, but uneventfully. Everyone may benefit from a Long Rest. The morning breaks bright and warm.
The terrain here is flat, the ground peppered with large stones. Sparse trees and prickly shrubs quickly turn to dense forest to the east. There is sign of neither animal life nor civilization here. Nor angry, pursuing dragons.
Assuming the party intends to march south again (slowly, with Stealth), somebody should make a Survival check to lead the way (with advantage if another wants to Help.) Somebody should also roll a d20 to see how the day progresses. And everyone should make a fresh Stealth roll for a group check.
Day Dice- 13
Kimberley Stealth- 7
Quinn wakes up early, as per usual, and breaks camp quietly while the others sleep. He checks in on Draco and all seems well.
Stealth check: 23
Quinn will help anyone who wants to navigate this go around. (Or he'll roll again himself if no one wants to navigate)
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Bryony take a shot at navigating through the forest. She's familiar with the Neverwinter Wood having grown up in Phandalin so she feels comfortable navigating the party southwards. At the same time, she focuses on making as little noise as possible. Her bare halfling feet hardly even breaking any twigs with her light steps.
Survival w/ Help - 19
Stealth - 12
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak)
DM: Baldur's Gate: Descent Into Avernus & Phandalin Adventures