It’s about a three day journey to Yska from Grim Village. The first half of your first day is relatively uneventful. The salty sea breeze blows on your backs as you descend from the hillocks that cover the area. The sun shines pleasantly down on you and warms your skin. You see a few farmers harvesting what looks like wheat and rye from the rich looking early. About mid-day though you notice the terrain has begin to flatten out and you can no longer feel the cool sea breeze on your back, nor smell the briney air. The ground underfoot appears slightly drier here and you begin to see less and less trees as long tall grass begins to dominate the landscape. The farms have disappeared all together, but the dirt road is easy to follow thanks to the flat terrain. Before dusk you see large hills begin to develop to the east, though to the west you see nothing, but flat grassland.
Just before dark you pull off the side of the road and make camp. Knowing you will need to hunt and trap food to survive in Wildheart, Angie tries her hand at setting the trap she bought in Grim Village. Angie, since this is presumably your first time using and setting a hunting trap please make an intelligence check.
DMNote: Are you setting a watch? If so, please determine the order.
"Since I have to set the trap how about I take the first watch." Angie suggests to her companions. "I Would like to get some journaling done in any case."
To your scholarly intellect the trap appears relatively easy to set up. You walk a short distance away from the camp and drive the spike into the ground ensuring that it is securely in place. You open the jaws and stand back to admire your work, suddenly you hear a loud snap! and watch in annoyance as the trap crashes shut. It takes you another few minutes, but eventually you figure out how to adjust the sensitivity of the pressure plate and the trap looks like it might catch you some prey.
The late summer’s eve is relatively cool and comfortable compared to the warmth of the days ride. You welcome a gentle breeze and the sound of crickets chirping on to their own tune. Angie, the first part of your watch is rather uneventful, but halfway through you hear a loud “snap” coming from the direction you set your trap.
You wearily approach the trap. From a distance you can see a large furry creature has been caught. A closer look reveals an orange and black wolverine. In life it appears to have been a formidable creature, but in death its claws and teeth rest uselessly against the earth.
Assuming you harvest the animals meat you can add 10 pounds of wolverine meat and 1 wolverine fur to your inventory.
Thokein is relieved by Gobbler who doesn’t seem to even notice the crickets have stopped playing music on his watch. Luckily nothing disturbes your camp during this time. Gobbler is releaved by Healer who takes up the last watch of the night. You all awake at sunrise to find Healer in an inactive, motionless state. You speak to him, but he does not respond. His eyes are open and he appears to see you, but he continues to say nothing as you repeatedly say his name.
Angie looks at Healer with concern before responding to Thokien's question. "I'm not sure. Let me try this." She says as she lays her hands on Healer and casts Spare the Dying.
Angie I need you to make a Wisdom saving throw please to attune to the white vintner of Trudvang. As a reminder there’s more about vintner in the DM notes. Since, your NG you will need to attune to the white vintner, or white magic of the land.
It’s about a three day journey to Yska from Grim Village. The first half of your first day is relatively uneventful. The salty sea breeze blows on your backs as you descend from the hillocks that cover the area. The sun shines pleasantly down on you and warms your skin. You see a few farmers harvesting what looks like wheat and rye from the rich looking early. About mid-day though you notice the terrain has begin to flatten out and you can no longer feel the cool sea breeze on your back, nor smell the briney air. The ground underfoot appears slightly drier here and you begin to see less and less trees as long tall grass begins to dominate the landscape. The farms have disappeared all together, but the dirt road is easy to follow thanks to the flat terrain. Before dusk you see large hills begin to develop to the east, though to the west you see nothing, but flat grassland.
Just before dark you pull off the side of the road and make camp. Knowing you will need to hunt and trap food to survive in Wildheart, Angie tries her hand at setting the trap she bought in Grim Village. Angie, since this is presumably your first time using and setting a hunting trap please make an intelligence check.
DM Note: Are you setting a watch? If so, please determine the order.
"Since I have to set the trap how about I take the first watch." Angie suggests to her companions. "I Would like to get some journaling done in any case."
Generic 20 roll = 1
Not sure what to roll, but some possibilities =
Animal handling = 3, Insight = 3, Investigation = 1, Nature = 1, Perception = 3, Slight of hand = -1, Survival = 3
Shake - Fenris Worldsbane's Tales From the Yawning Portal: Sunless Citidal
Randy Doe - Water Deep: Dragon Heist
My Thingiverse Profile
"I can take first watch."
Sorry about the tooltip, was looking for an Intelligence check. So, for Angie 1d20+1. Go ahead and re-roll, please.
Angie's Intelligence roll = 12
Shake - Fenris Worldsbane's Tales From the Yawning Portal: Sunless Citidal
Randy Doe - Water Deep: Dragon Heist
My Thingiverse Profile
To your scholarly intellect the trap appears relatively easy to set up. You walk a short distance away from the camp and drive the spike into the ground ensuring that it is securely in place. You open the jaws and stand back to admire your work, suddenly you hear a loud snap! and watch in annoyance as the trap crashes shut. It takes you another few minutes, but eventually you figure out how to adjust the sensitivity of the pressure plate and the trap looks like it might catch you some prey.
I’m going with this watch order: Angie, Thokein, Gobbler, Healer.
Each of you please make a perception check with disadvantage if you don’t have darkvision as your watches are at night.
16
7
Angie's perception (with darkvision)= 18
Shake - Fenris Worldsbane's Tales From the Yawning Portal: Sunless Citidal
Randy Doe - Water Deep: Dragon Heist
My Thingiverse Profile
The late summer’s eve is relatively cool and comfortable compared to the warmth of the days ride. You welcome a gentle breeze and the sound of crickets chirping on to their own tune. Angie, the first part of your watch is rather uneventful, but halfway through you hear a loud “snap” coming from the direction you set your trap.
Angie remains by the camp until she is relieved from her watch, at which time she will carefully check the trap before going to sleep.
Shake - Fenris Worldsbane's Tales From the Yawning Portal: Sunless Citidal
Randy Doe - Water Deep: Dragon Heist
My Thingiverse Profile
Thokein relieves Angie around midnight. The stars are gleaming overhead and all is still quite.
Please make a survival check to see what’s in the trap (if anything).
Angie's Survival = 23
Shake - Fenris Worldsbane's Tales From the Yawning Portal: Sunless Citidal
Randy Doe - Water Deep: Dragon Heist
My Thingiverse Profile
You wearily approach the trap. From a distance you can see a large furry creature has been caught. A closer look reveals an orange and black wolverine. In life it appears to have been a formidable creature, but in death its claws and teeth rest uselessly against the earth.
Assuming you harvest the animals meat you can add 10 pounds of wolverine meat and 1 wolverine fur to your inventory.
DM Note: To keep the game going I’ll bot Gobbler and Healer’s rolls.
Gobbler perception 5
Healer perception 11
Thokein is relieved by Gobbler who doesn’t seem to even notice the crickets have stopped playing music on his watch. Luckily nothing disturbes your camp during this time. Gobbler is releaved by Healer who takes up the last watch of the night. You all awake at sunrise to find Healer in an inactive, motionless state. You speak to him, but he does not respond. His eyes are open and he appears to see you, but he continues to say nothing as you repeatedly say his name.
"Angie, is there anything you can do for him?"
Angie looks at Healer with concern before responding to Thokien's question. "I'm not sure. Let me try this." She says as she lays her hands on Healer and casts Spare the Dying.
Shake - Fenris Worldsbane's Tales From the Yawning Portal: Sunless Citidal
Randy Doe - Water Deep: Dragon Heist
My Thingiverse Profile
Alright, first spell is cast!
Angie I need you to make a Wisdom saving throw please to attune to the white vintner of Trudvang. As a reminder there’s more about vintner in the DM notes. Since, your NG you will need to attune to the white vintner, or white magic of the land.
Gobbler looks around to see if there are any markings left behind. Gobbler looks at the body of Healer in search of marks.
Peculiar events indeed. Was a quiet night, but a stiff body was found on the ground. Could it be that there is a beast lurking around in the dark?
Gobbler then pokes Healer in the stomach and tries to tickle him. (Is Healer ticklish?)
Can you feel anything?