Who is driving the second wagon in place of Demitric?
As you travel, you notice that it has become more quiet, not from the world around you, but from the party itself.
Long days of travel once filled with the elf work-shopping his jokes are now replaced by the creak of the wagon and it's wheels, and the steady breathing and steps of the oxen, perforated by a loud snort on occasion. The grim reminder of a possible betrayal and the very real reminder that death is always around the corner for adventurers.
Nothing out of the ordinary happens for the day, and when you eventually have to stop and make camp, you find it is only a little bit more work between you. You now have free time to practice trades, train, or continue actions.
(Alteria, if she isn't taking Demitric's place, give me a roll for potion crafting (1d20+proficiency bonus)
(Narissa, you can now make another attempt at cracking the code)
There ARE chests, but none of them locked, or even have locks for that matter, the rest of the containers in the wagons are various barrels, sacks, and bundles of tools in crates.
(It also occurs to you, after a day of travel, that you all forgot to check the goblin corpses for stuff) You CAN go back, if you feel like it is worth the risk.
This post has potentially manipulated dice roll results.
I don't know if it's too late for this, but I'd like to spend the days traveling in the back of one of the wagons so I nominate either Tungol or Jared to drive in place of Demitric. I spend the day working on crafting my health potion
Alright, I've only been having people write second rolls when they forget to add advantage, you can just incorporate it into the roll.
Regardless, along the way, the wagon hits a sizeable pothole, and you jam your hand against the mortar, spraining your hand, you cannot work the next day and will have disadvantage on attack rolls for a day.
I know that when you left the family, we didn't exactly part on the best of terms, but some part of me always held out that you would change your mind and return to the fold.
That no longer seems to be the case. I hope this letter finds you well, and I just want you to know that I've almost completed my training, and will then send out on my own for sabbatical.
Perhaps we should meet again, to see how we've grown these past years, hopefully talk or go drinking.
The other half
R. Harpy, Valadin Da Dolo"
Alteria, you come across a few mushrooms with odd medicinal properties, you can either add them to the health potion you are brewing to shave a day off of it's production, or save them to count towards half the cost of your next health potion.
Can't travel the same as usual, Demitric was the one driving the second cart.
Either Tungol pulls back from scouting, or Jared or Alteria take up the position.
(that's... that's not disadvantage. When you click the die icon, on of the dropdowns should say advantage or die drop, for incorporating it into the text of a roll, you'd put a "da" after the die number, but before modifiers, like so: 1d20da+2. regardless, while you searched the night, you won't be able to craft today due to the sprain.
I guess it's up to Narissa to decipher then. I pick up a shovel and stand over the small grave. "Rest in peace...?"
Alteria
I settle down near the fire and begin to try and decipher the letter.
Insight: 10
Alright, seems like you guys are done with that. Are you going to continue to camp on a fresh grave, or look elsewhere?
How will you be splitting the money?
And Narissa needs to give me an Insight roll
So that's a no on this attempt then.
With not much time left in the night, you all take a long rest (hit that button on your character sheets)
Which direction do you go in, how many tiles, what speed?
(I guess we'll keep heading south till we reach the triboar trail? We can keep the same slow speed as before)
Alteria
The triboar is that road branching off to the east there
Okay so I guess we're going slow along the triboar until we see another road branch off.
Tungol
Who is driving the second wagon in place of Demitric?
As you travel, you notice that it has become more quiet, not from the world around you, but from the party itself.
Long days of travel once filled with the elf work-shopping his jokes are now replaced by the creak of the wagon and it's wheels, and the steady breathing and steps of the oxen, perforated by a loud snort on occasion. The grim reminder of a possible betrayal and the very real reminder that death is always around the corner for adventurers.
Nothing out of the ordinary happens for the day, and when you eventually have to stop and make camp, you find it is only a little bit more work between you. You now have free time to practice trades, train, or continue actions.
(Alteria, if she isn't taking Demitric's place, give me a roll for potion crafting (1d20+proficiency bonus)
(Narissa, you can now make another attempt at cracking the code)
Are there any locked chests in the wagons? I want to brush up on my lockpicking.
Tungol
There ARE chests, but none of them locked, or even have locks for that matter, the rest of the containers in the wagons are various barrels, sacks, and bundles of tools in crates.
(It also occurs to you, after a day of travel, that you all forgot to check the goblin corpses for stuff) You CAN go back, if you feel like it is worth the risk.
Okay. I'll just look around our camping area for anything suspicious.
"Gonna take look around. Back soon, folks."
Perception: 10
Tungol
No Goblins sneaking up on you tonight!
I don't know if it's too late for this, but I'd like to spend the days traveling in the back of one of the wagons so I nominate either Tungol or Jared to drive in place of Demitric. I spend the day working on crafting my health potion
crafting: 22
disadvantage for traveling: 22
Alteria
Alright, I've only been having people write second rolls when they forget to add advantage, you can just incorporate it into the roll.
Regardless, along the way, the wagon hits a sizeable pothole, and you jam your hand against the mortar, spraining your hand, you cannot work the next day and will have disadvantage on attack rolls for a day.
I try to decipher the letter again,
insight: 15
"So much for that."
I spend the night looking for more potion materials.
Nature: 9
Alteria
The letter reads:
"Dear brother,
I know that when you left the family, we didn't exactly part on the best of terms, but some part of me always held out that you would change your mind and return to the fold.
That no longer seems to be the case. I hope this letter finds you well, and I just want you to know that I've almost completed my training, and will then send out on my own for sabbatical.
Perhaps we should meet again, to see how we've grown these past years, hopefully talk or go drinking.
The other half
R. Harpy, Valadin Da Dolo"
Alteria, you come across a few mushrooms with odd medicinal properties, you can either add them to the health potion you are brewing to shave a day off of it's production, or save them to count towards half the cost of your next health potion.
I think we'll be travelling the same as usual?
I add the mushrooms to the potion to speed up the crafting time and spend the next day working on my potion.
Crafting: 36
Alteria
Can't travel the same as usual, Demitric was the one driving the second cart.
Either Tungol pulls back from scouting, or Jared or Alteria take up the position.
(that's... that's not disadvantage. When you click the die icon, on of the dropdowns should say advantage or die drop, for incorporating it into the text of a roll, you'd put a "da" after the die number, but before modifiers, like so: 1d20da+2. regardless, while you searched the night, you won't be able to craft today due to the sprain.
I'll take the second wagon
Jared