As you make your way back out of the cave, you notice the floor is very damp and puddles of water are in the walkway. Also, the stream seems swollen and deeper than you remember. Outside of the cave, the grassy clearing is now a muddy mess.
You follow the trail back to the place where you left the wagon and supplies, avoiding the traps you now know are there. It is getting late as the sun begins to set.
Mayhew breathes a sigh of relief. "There may be much more to that lair, but we rescued Sildar and got out alive," he nods toward Templeton and Pip, "and maybe picked up new friends along the way.
"I'd suggest we move away from here, then camp for the night and heal our wounds. What do you all say?'
Pip inspecting the muddy terrain, squishing it together he looks back into the cave and the stream and thinks, “a trap they prepped maybe.. Dey culd’ve had a damn up in the other path or somethin.. maybe we dodged some nasty stuff goin the way we did.?” He ponders (happy to role survival for something like this if necessary, it seems to make sense that this is the most likely cause, but I could be wrong!)
As they continue, “how far is town? We even need to camp? Happy ta do whatever though.”
"A dam trap needs time to set up and a quick release, this would appear to be closer to the results of after that trap had run its course."
Templeton looks at his ratty gear and newly torn garb. "Town sounds good but I'm not sure I can afford town accommodations at the moment so camping is fine by me."
"I believe we're still several hours from Phandalin, so we'd be traveling late into the night to get there, and would have to rouse whatever innkeeper is around. My recommendation is to camp away from this cave, and press on in the morning."
“Alrighty… we could even return to the cave to confront this Klarg guy, maybe get some info tomorrow once Sildar is back safe no? A camp night sounds good.”
Pip follows the group nodding along, he holds his new scimitar close, constantly looking behind the group to make sure they haven’t been followed.
Pip, you hear sloshing footsteps behind you and a rush of something zipping by your ear, but as you move away from the cave, the footsteps cease, and nothing else flies past you.
"If you all agree," Sildar says, "I wouldn't mind a rest before we head into town. Who wants to take the first watch, just in case those goblins come back?"
This post has potentially manipulated dice roll results.
"I think it wise," Mayhew responds. "It looks as though Pip may have found us a good place, though it might be wise to gather the horses and wagon before making camp. I can take the first watch."
"Alright, then," Sildar says. "Mayhew will take first watch, and Nari the second watch." (OOC: I assume you had time to introduce yourselves as you walked back to the supply wagon.) "And I will take the last watch. I like to get up early anyway," he explains.
The night goes without incident or encounter. You all wake up after a long rest feeling much better than before, have a quick breakfast of whatever trail rations you might have, then head out for Phandalin. Sildar decides to drive the wagon. After about three hours of walking eastward along the Triboar Trail, you come to an intersection with a wooden sign pointing south. On it is written the word "Phandalin".
Everyone levels up (except Sildar).
After a couple more hours, the rutted track emerges from a wooded hillside, and you catch your first glimpse of Phandalin. The town consists of forty or fifty simple log buildings, some built on old fieldstone foundations. More old ruins—crumbling stone walls covered in ivy and briars—surround the newer houses and shops, showing how this must have been a much larger town in centuries past. Most of the newer buildings are set on the sides of the cart track, which widens into a muddy main street as it climbs toward a ruined manor house on a hillside at the east side of town.
As you approach, you see children playing on the town green, and townsfolk tending to chores or running errands at the shops in town. Many people look up and smile as you approach, but all return to their business as you go by.
Sildar suggests you head to the Stonehill Inn after dropping off the supplies at Barthen's Provisions and getting your reward.
Each character who was hired by Gundren Rockseeker receives 10 gp from Elmina Barthen. Upon hearing of Gundren's capture, she encourages the party to mount a rescue.
Heading to the inn sounds good to Mayhew. He'll offer his Yklwa to Sildar, if he wants a different weapon than the scimitar, or if not, Mayhew will look to sell it if there's a smith or weapons dealer in town, since he doesn't see himself using it in the future. As they move through town he'll try to get a sense of the locals; whether they're happy, tense, nervous, relaxed, etc.
DM, are we rolling new HP or taking the standard level-up amount?
Sildar is impressed with the yklwa but declines taking it. Elmina says you should take it to the Lionshield Coster. "They might be willing to trade something for it," she explains.
"Speaking of Gundren," she continues, "his brothers Nundro and Tharden are camped somewhere outside of town. I expect them to come in any day now to pick up their supplies. They might be willing to help you rescue Gundren, if that is your plan."
You follow Sildar to the inn. In the center of town, opposite the town green, stands a large, newly built roadhouse of fieldstone and rough-hewn timbers. The common room is filled with locals nursing mugs of ale or cider, all of them eyeing you with curiosity.
“Lunch and a cider sounds delightful” Pip says as they walk into the inn. He smiles at the locals with some hint of social awkwardness in his eyes. “Small towns like this are great, good food, people who care about their own.” He hushes into a whisper, “sometimes secrets everywhere too ya know?”
Mayhew's Perception, if needed: 8
As you make your way back out of the cave, you notice the floor is very damp and puddles of water are in the walkway. Also, the stream seems swollen and deeper than you remember. Outside of the cave, the grassy clearing is now a muddy mess.
You follow the trail back to the place where you left the wagon and supplies, avoiding the traps you now know are there. It is getting late as the sun begins to set.
Mayhew breathes a sigh of relief. "There may be much more to that lair, but we rescued Sildar and got out alive," he nods toward Templeton and Pip, "and maybe picked up new friends along the way.
"I'd suggest we move away from here, then camp for the night and heal our wounds. What do you all say?'
Pip inspecting the muddy terrain, squishing it together he looks back into the cave and the stream and thinks, “a trap they prepped maybe.. Dey culd’ve had a damn up in the other path or somethin.. maybe we dodged some nasty stuff goin the way we did.?” He ponders (happy to role survival for something like this if necessary, it seems to make sense that this is the most likely cause, but I could be wrong!)
As they continue, “how far is town? We even need to camp? Happy ta do whatever though.”
"A dam trap needs time to set up and a quick release, this would appear to be closer to the results of after that trap had run its course."
Templeton looks at his ratty gear and newly torn garb. "Town sounds good but I'm not sure I can afford town accommodations at the moment so camping is fine by me."
"I believe we're still several hours from Phandalin, so we'd be traveling late into the night to get there, and would have to rouse whatever innkeeper is around. My recommendation is to camp away from this cave, and press on in the morning."
“Alrighty… we could even return to the cave to confront this Klarg guy, maybe get some info tomorrow once Sildar is back safe no? A camp night sounds good.”
Pip follows the group nodding along, he holds his new scimitar close, constantly looking behind the group to make sure they haven’t been followed.
perception if needed: 15
survival if need to find a proper campsite: 24
" I agree, we should make camp and continue on in the morning." She keeps a look out for a suitable place.
Perception: 4
Pip, you hear sloshing footsteps behind you and a rush of something zipping by your ear, but as you move away from the cave, the footsteps cease, and nothing else flies past you.
"If you all agree," Sildar says, "I wouldn't mind a rest before we head into town. Who wants to take the first watch, just in case those goblins come back?"
"I think it wise," Mayhew responds. "It looks as though Pip may have found us a good place, though it might be wise to gather the horses and wagon before making camp. I can take the first watch."
Watch Perception Check, if needed: 14
"We round up everything then settle in for the night. I can take a watch as well."
"Alright, then," Sildar says. "Mayhew will take first watch, and Nari the second watch." (OOC: I assume you had time to introduce yourselves as you walked back to the supply wagon.) "And I will take the last watch. I like to get up early anyway," he explains.
The night goes without incident or encounter. You all wake up after a long rest feeling much better than before, have a quick breakfast of whatever trail rations you might have, then head out for Phandalin. Sildar decides to drive the wagon. After about three hours of walking eastward along the Triboar Trail, you come to an intersection with a wooden sign pointing south. On it is written the word "Phandalin".
Everyone levels up (except Sildar).
After a couple more hours, the rutted track emerges from a wooded hillside, and you catch your first glimpse of Phandalin. The town consists of forty or fifty simple log buildings, some built on old fieldstone foundations. More old ruins—crumbling stone walls covered in ivy and briars—surround the newer houses and shops, showing how this must have been a much larger town in centuries past. Most of the newer buildings are set on the sides of the cart track, which widens into a muddy main street as it climbs toward a ruined manor house on a hillside at the east side of town.
As you approach, you see children playing on the town green, and townsfolk tending to chores or running errands at the shops in town. Many people look up and smile as you approach, but all return to their business as you go by.
Sildar suggests you head to the Stonehill Inn after dropping off the supplies at Barthen's Provisions and getting your reward.
Each character who was hired by Gundren Rockseeker receives 10 gp from Elmina Barthen. Upon hearing of Gundren's capture, she encourages the party to mount a rescue.
Heading to the inn sounds good to Mayhew. He'll offer his Yklwa to Sildar, if he wants a different weapon than the scimitar, or if not, Mayhew will look to sell it if there's a smith or weapons dealer in town, since he doesn't see himself using it in the future. As they move through town he'll try to get a sense of the locals; whether they're happy, tense, nervous, relaxed, etc.
DM, are we rolling new HP or taking the standard level-up amount?
Pip nods along pocketing his coin, “any leads on Gundren? Aside from that cave and Klarg ya know? The local folk know anything?”
he follows the group to the inn
"Sildar mentioned a wizard who resides here, a Iarno Albrek." she answers pip.
Pip nods in appreciation with a smile. “Wizards know important things, makes sense to me. We can go there after we get settled mhm…”
(OOC: Roll new hp if you prefer.)
Sildar is impressed with the yklwa but declines taking it. Elmina says you should take it to the Lionshield Coster. "They might be willing to trade something for it," she explains.
"Speaking of Gundren," she continues, "his brothers Nundro and Tharden are camped somewhere outside of town. I expect them to come in any day now to pick up their supplies. They might be willing to help you rescue Gundren, if that is your plan."
You follow Sildar to the inn. In the center of town, opposite the town green, stands a large, newly built roadhouse of fieldstone and rough-hewn timbers. The common room is filled with locals nursing mugs of ale or cider, all of them eyeing you with curiosity.
"Lionshield Coster. Thanks, Elmina. Since we've been in the road for a few hours, we should probably get some lunch and discuss our next moves."
“Lunch and a cider sounds delightful” Pip says as they walk into the inn. He smiles at the locals with some hint of social awkwardness in his eyes. “Small towns like this are great, good food, people who care about their own.” He hushes into a whisper, “sometimes secrets everywhere too ya know?”
"Not a bad idea, perhaps we'll run into Gundren's brothers if we linger at any rate."