"I doubt the cult would send out patrols here." The young blonde selûnite says and calmly dismounts her unicorn. "I agree with Thrax, we should rest here." She adds and starts to look around for a suitable camping site.
No one or animal has used that path down recently.
Hugging the side seems the safer option but still a precarious path to take. So death by falling is still a present danger.
Seraphina finds a good camping spot next to a group of trees that block some of the cold wind. It is still quite cold outside so a fire may be needed if that is what the party wants to do.
Hugging the side seems the safer option but still a precarious path to take. So death by falling is still a present danger.
Not seeing a good way to avoid a deadly fall on the narrow trail down the escarpment, Ixsas concedes to Thrax's and Seraphina's suggestion to make camp here. He still thinks that they'll be easily within the range of patrols from the Lodge, but they'll just have to set a watch rotation and hope for the best.
Zeds is no longer poisoned and you are 1 mile from the lodge.
Ixsas joins the others at the campsite Seraphina selected. He slides the locked and presumably-trapped chest (#5) from Dralmorrer's room off of his steed and sets it on the ground. Seeing that Zeds is feeling better, Ixsas asks him, "Are you feeling up to another lock? Maybe you could find out what's in this chest that I carried from Dralmorrer's tower in the castle."
Ixsas does not carry at tent, but he can assistThrax with creating a makeshift shelter to augment the natural wind break with fallen branches, leaves, and bark. He also tries to create something of a screen so that their fire won't be visible from the direction of the Lodge. I
xsas gathers the driest wood that he can find and avoids anything that he knows will cause a lot of smoke since so that they don't send up a smoke signal that the cultists could see from a distance. Survival: 19 + 4 (Guidance) = 23 - Gathering sufficient wood a fire that won't create a lot of smoke.
Finally, once they're done setting up camp, Ixsas can finally perform a ritual casting of Detect Magic on the items that they found in the castle. They already know about the Hat of Disguise, but he wants to see whether he can read the magical aura of the potion that looked like "murky oil" before he tests it and check whether the leaf badge is also magical. If Zeds manages to open the remaining chest, Ixsas will also check its contents for magic items.
Zeds is more of a city rogue than a wilderness one, he too doesn't carry a tent. He'd much rather pay for a room or charm himself an invite to someone else's. Truth is he had no intention of sleeping out in the woods. Ever. Even Krackle's carriage was rougher than he ever wanted to rough it.
Still, it is what it is and he's not totally without some ideas. While tent making and fire starting is taking place, Zeds guesses the three or four most likely ways someone would accidentally wander upon their camp site and does what he can to create small traps which would give some warning that someone was coming near. He's not digging pits and covering them with leaves or anything... But he does have some rope and some string and such. So with bits and pieces he tries to create small little tripwires and such which wouldn't do anything more than knock over a smile pile of stones or cause a bell to ring but would, hopefully, be enough to give someone standing watch enough notice to wake the others before they were fully stumbled upon...
Once he has done what he can he returns to camp. He agrees with Ixsas that he is indeed feeling better. "Seem to have finally shaken off whatever it was... Maybe it was the unicorn?"
And he will, of course, try his hand at checking the chest for traps and then unlocking it... Sleight of Hand: 23. 27 if someone gave him Guidance...
"I doubt the cult would send out patrols here." The young blonde selûnite says and calmly dismounts her unicorn. "I agree with Thrax, we should rest here." She adds and starts to look around for a suitable camping site.
(Survival: 20 + Guidance: 4 )
Ixsas
No one or animal has used that path down recently.
Hugging the side seems the safer option but still a precarious path to take. So death by falling is still a present danger.
Seraphina finds a good camping spot next to a group of trees that block some of the cold wind. It is still quite cold outside so a fire may be needed if that is what the party wants to do.
Not seeing a good way to avoid a deadly fall on the narrow trail down the escarpment, Ixsas concedes to Thrax's and Seraphina's suggestion to make camp here. He still thinks that they'll be easily within the range of patrols from the Lodge, but they'll just have to set a watch rotation and hope for the best.
Ixsas joins the others at the campsite Seraphina selected. He slides the locked and presumably-trapped chest (#5) from Dralmorrer's room off of his steed and sets it on the ground. Seeing that Zeds is feeling better, Ixsas asks him, "Are you feeling up to another lock? Maybe you could find out what's in this chest that I carried from Dralmorrer's tower in the castle."
Ixsas does not carry at tent, but he can assist Thrax with creating a makeshift shelter to augment the natural wind break with fallen branches, leaves, and bark. He also tries to create something of a screen so that their fire won't be visible from the direction of the Lodge. I
xsas gathers the driest wood that he can find and avoids anything that he knows will cause a lot of smoke since so that they don't send up a smoke signal that the cultists could see from a distance.
Survival: 19 + 4 (Guidance) = 23 - Gathering sufficient wood a fire that won't create a lot of smoke.
Finally, once they're done setting up camp, Ixsas can finally perform a ritual casting of Detect Magic on the items that they found in the castle. They already know about the Hat of Disguise, but he wants to see whether he can read the magical aura of the potion that looked like "murky oil" before he tests it and check whether the leaf badge is also magical. If Zeds manages to open the remaining chest, Ixsas will also check its contents for magic items.
Zeds is more of a city rogue than a wilderness one, he too doesn't carry a tent. He'd much rather pay for a room or charm himself an invite to someone else's. Truth is he had no intention of sleeping out in the woods. Ever. Even Krackle's carriage was rougher than he ever wanted to rough it.
Still, it is what it is and he's not totally without some ideas. While tent making and fire starting is taking place, Zeds guesses the three or four most likely ways someone would accidentally wander upon their camp site and does what he can to create small traps which would give some warning that someone was coming near. He's not digging pits and covering them with leaves or anything... But he does have some rope and some string and such. So with bits and pieces he tries to create small little tripwires and such which wouldn't do anything more than knock over a smile pile of stones or cause a bell to ring but would, hopefully, be enough to give someone standing watch enough notice to wake the others before they were fully stumbled upon...
Once he has done what he can he returns to camp. He agrees with Ixsas that he is indeed feeling better. "Seem to have finally shaken off whatever it was... Maybe it was the unicorn?"
And he will, of course, try his hand at checking the chest for traps and then unlocking it... Sleight of Hand: 23. 27 if someone gave him Guidance...
Inside the chest are 2 magic scrolls of unknown function.
Anyone can roll Arcana DC 15 to decipher what kind of scrolls you have found.
The potion of murky oil is magical with an aura of conjuration magic.
The leaf badge is not magical.