(OOC: Oh wow! Forgot that was still going. Amazing. Thanks! 2 HD then, and Soar's almost back to full.)
She listens to Nate, and says "I'm not sure they'll hear about a dragon dying in a floating castle -- we'll have to tell them if they're going to find out! So you're out of the revenge business then? What's next for you?"
Then she looks at Jalt. "And you? Do you think this business is over?"
She spins the waterskin: 3
"Hmm, okay. West makes sense. Maybe it's back toward Waterdeep or Baldur's Gate? North is where the castle was taking the cult treasure. And it's probably where Aybara Jos headed off to, if he survived. We still never found his body. But finding where they are seems impossible. If we still have cultists to stop, then I feel an obligation to keep going. But if not, then I want to find a way to get to the Feywild to see about some pixies. And someone who's shared these abilities with me."
During the short rest, Soar and Nub look through the rest of the papers from Rezmir and the red wizards to see if there's any detail or clue about where they hoard was headed.
Would Beacon of Hope still be active? It has a duration of 1 minute, unless Jalt has a feat that extends it.
Soar and Nub don't find any additional information in the papers; they might be of use to someone in the business of logistics, but a lot of the detail is quite unfamiliar to you both.
Not sure there's much more to be learned from the papers; you did already look through them here: Link Or are you referring to a different set of papers?
The four of you head west, and travel half a day; as expected, the forest is dark and gloomy, but alive and a very different environment from what most of you are used to. Nate, you feel curiously at home and not at home, in a place so similar to what you thought you had left behind.
The day comes to an end, and you set up camp. Please give me a watch order (first, second and third) which we will keep for the whole journey rather than changing every night.
This post has potentially manipulated dice roll results.
Sorry. Yes. Nate will take first watch each night.
Nate hit die 2 = 20hp
Nate chuckles at the revenge business bit. "I really don't know! I was hoping to settle down somewhere maybe in a small quiet town somewhere. I was fond of Greenest but after all of this I don't know if I want to even go back there."
Nate agrees with west although doesn't have a preference either way. Maybe anything other than north.
Nate indeed does feel at home and not at home at the same time as they travel through the forest.
This post has potentially manipulated dice roll results.
19
2
Though you manage to complete your short rest, Soar's watch during the night is interrupted.
Soar, it's gone midnight and not long until you hand over to Jalt and Nub for the final watch. You see a movement out of the corner of your eye, a patch of the forest floor that seems to be wobbling and moving in your direction.
Soar rustles the others awake, since this seems not friendly. She moves closer to where the movement is, staying within the dome. She uses divine sense to see what it might be.
(Also misread that you wanted 5 perception rolls! But seems maybe now there’s an interruption?)
Soar, having spotted the threat in time, is able to wake the party. You all have time to stand as the creatures and Soar approach each other. Divine sense doesn't reveal anything - they are not fiend, celestial or undead - but they are clearly hostile and intent upon you.
Everyone roll initiative. Note that you have had a short rest, not a long rest, since the dragon fight.
(Also, we're in the leomund's tiny hut, right? Which is an impenetrable dome. Though it's a hemisphere, and if these mounds can go underneath the ground, that won't be very helpful...)
Soar initiative: 8 Nub initiative: 23
(And Nub would have used arcane recovery to get back a third level spell slot.)
You complete the short rest without incident, and all feel better as a result.
Beacon of Hope would still be active so you get your max healing out of whatever you do. Jalt would use 3 hit die to regain 30 hp.
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
(OOC: Oh wow! Forgot that was still going. Amazing. Thanks! 2 HD then, and Soar's almost back to full.)
She listens to Nate, and says "I'm not sure they'll hear about a dragon dying in a floating castle -- we'll have to tell them if they're going to find out! So you're out of the revenge business then? What's next for you?"
Then she looks at Jalt. "And you? Do you think this business is over?"
She spins the waterskin: 3
"Hmm, okay. West makes sense. Maybe it's back toward Waterdeep or Baldur's Gate? North is where the castle was taking the cult treasure. And it's probably where Aybara Jos headed off to, if he survived. We still never found his body. But finding where they are seems impossible. If we still have cultists to stop, then I feel an obligation to keep going. But if not, then I want to find a way to get to the Feywild to see about some pixies. And someone who's shared these abilities with me."
During the short rest, Soar and Nub look through the rest of the papers from Rezmir and the red wizards to see if there's any detail or clue about where they hoard was headed.
Would Beacon of Hope still be active? It has a duration of 1 minute, unless Jalt has a feat that extends it.
Soar and Nub don't find any additional information in the papers; they might be of use to someone in the business of logistics, but a lot of the detail is quite unfamiliar to you both.
Are you setting of to the west?
(Oh you're right! I thought it said an hour.. that's my fault... sorry Soar) 14 new hp roll
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
West would make the most sense.
Jalt will take a look at the papers if need be. Let me know what to roll.
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
Not sure there's much more to be learned from the papers; you did already look through them here: Link Or are you referring to a different set of papers?
The four of you head west, and travel half a day; as expected, the forest is dark and gloomy, but alive and a very different environment from what most of you are used to. Nate, you feel curiously at home and not at home, in a place so similar to what you thought you had left behind.
The day comes to an end, and you set up camp. Please give me a watch order (first, second and third) which we will keep for the whole journey rather than changing every night.
Apologies... I thought they were different papers.
Jalt will take third watch
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
And give me five perception checks, to last a few days. :)
(I thought we might have more context and time to decipher them -- no worries!)
Soar perception: 22
Nub perception: 17
Soar will take second watch, and Nub will cast the hut to keep them safe, and take third watch.
So that leaves Nate on first watch?
Seems so
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
Sorry. Yes. Nate will take first watch each night.
Nate hit die 2 = 20hp
Nate chuckles at the revenge business bit. "I really don't know! I was hoping to settle down somewhere maybe in a small quiet town somewhere. I was fond of Greenest but after all of this I don't know if I want to even go back there."
Nate agrees with west although doesn't have a preference either way. Maybe anything other than north.
Nate indeed does feel at home and not at home at the same time as they travel through the forest.
Some perception checks: 10 / 23 / 11 / 19 / 25
19
2
Though you manage to complete your short rest, Soar's watch during the night is interrupted.
Soar, it's gone midnight and not long until you hand over to Jalt and Nub for the final watch. You see a movement out of the corner of your eye, a patch of the forest floor that seems to be wobbling and moving in your direction.
Soar rustles the others awake, since this seems not friendly. She moves closer to where the movement is, staying within the dome. She uses divine sense to see what it might be.
(Also misread that you wanted 5 perception rolls! But seems maybe now there’s an interruption?)
Soar, having spotted the threat in time, is able to wake the party. You all have time to stand as the creatures and Soar approach each other. Divine sense doesn't reveal anything - they are not fiend, celestial or undead - but they are clearly hostile and intent upon you.

Everyone roll initiative. Note that you have had a short rest, not a long rest, since the dragon fight.
Initiative: 3
(it's dark, right? Nate won't be able to see yet if so.)
2
Hoard of the Dragon Queen - Jalt Rhogar - Dragonborn Cleric (9)
"Ive heard it both ways."
(Also, we're in the leomund's tiny hut, right? Which is an impenetrable dome. Though it's a hemisphere, and if these mounds can go underneath the ground, that won't be very helpful...)
Soar initiative: 8
Nub initiative: 23
(And Nub would have used arcane recovery to get back a third level spell slot.)
15 16
Round One
Nub
Mound 2
Soar
Mound 1
Jalt and Nate
Nub is up. As a tortle without darkvision, he also cannot see much of anything; you are in complete darkness.