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Ch. 28 The Party Returns to Conyberry Then Head to Falcon's Hunting Lodge to Look For a Haunted Manor in the Neverwinter Woods

Dungeon Master (GM): I need to check on the time it takes to get back to conyberry here and then roll for wandering encounbters   Roqar: Alright   Dungeon Master (GM): foothills = 5 hours = 5 miles plains = 2 hours travel 7 hours to get back near Old Owl well, now to check on what time it was when we left off 4:30 pm   Roqar: So Midnight to get to the Well   Dungeon Master (GM): do you travel in the dark then? or just set up camp prior to nightfall?   Buddy D.: what do yall think   Roqar: I would travel at night How bout you guys?   Ullek H.: not good at night   Dungeon Master (GM): 17 hours to the shrine of savran and from there about 12 hours to Conyberry   Ullek H.: We camp bandage wounds, and take short rest to recoup s[ells *spells   Dungeon Master (GM): Buddy what do you think? camp before dark or just go until you spot Old owl well then camp?   Buddy D.: good idea   Roqar: May as well take a long rest if not traveling get it all back   Dungeon Master (GM): ok looks like we go until twilight then (To GM)rolling d20( 18 ) = 18   Dungeon Master (GM): rolling d6( 6 ) = 6 no encounter now for when camping   Dungeon Master (GM): ok rolling d6( 4 ) = 4 (To GM)rolling d6( 5 ) = 5   Dungeon Master (GM): (To GM)rolling d6( 4 ) = 4   Dungeon Master (GM): (To GM)rolling d6( 1 ) = 1   Dungeon Master (GM): on the 4th watch with Skywise and Eimong we have an encounter (To GM)rolling d8( 7 ) = 7   Roqar: 7 HIT DICE  (D8+ 0 ) Roqar   Dungeon Master (GM): ok   Buddy D.: sweet   Dungeon Master (GM): skywise and Eimong give me wisdom checks and get a 14 or better   Ullek H.: 9 | 23 WISDOM SAVE  (5) Skywise   Roqar: 8 | 21 WISDOM  (3) Eimong   Ullek H.: rolling d20( 15 ) = 15 hAVOC   Dungeon Master (GM): ok hmm, do i say you have advantage for being on watch if so you both spot the skeltons sneaking towards the camp, otherwise you are jumped on oh ok, the badger would spot then then   Ullek H.: we are on watch so yes we have afv. plus Havoc did make roll   Dungeon Master (GM): ok so we just init here and go into combat   Ullek H.: keen smell   Dungeon Master (GM): Skeleton #01, the , gets ready to make an attack move! INITIATIVE ROLL: 3 Skeleton #02, the , gets ready to make an attack move! INITIATIVE ROLL: 13 Skeleton #03, the , gets ready to make an attack move! INITIATIVE ROLL: 3   Roqar: Eimong, the Half-Elf Monk, gets ready to make an attack move! INITIATIVE ROLL: 6.18   Dungeon Master (GM): Skeleton #05, the , gets ready to make an attack move! INITIATIVE ROLL: 22 Skeleton #06, the , gets ready to make an attack move! INITIATIVE ROLL: 12 Skeleton #04, the , gets ready to make an attack move! INITIATIVE ROLL: 15
Buddy D.: Willie, the Elf Ranger, gets ready to make an attack move! INITIATIVE ROLL: 15.2   Roqar: Roqar, the Elf Rogue, gets ready to make an attack move! INITIATIVE ROLL: 7.15   Ullek H.: Skywise, the ELf Wizard, gets ready to make an attack move! INITIATIVE ROLL: 22.15 "Hovac", the , gets ready to make an attack move! INITIATIVE ROLL: 4.1   Dungeon Master (GM): Sildar Hallwinter, the selected|race selected|class, gets ready to make an attack move! INITIATIVE ROLL: 12   Roqar: Prayn, the Aasimar Warlock, gets ready to make an attack move! INITIATIVE ROLL: 12.13   Dungeon Master (GM): Travok Lightbearer, the Dwarf Cleric, gets ready to make an attack move! INITIATIVE ROLL: 9.08 Time Echo (Xar'Tharkas), the , gets ready to make an attack move! INITIATIVE ROLL: 9.14 Xar'Tharkas, the Half-Orc Fighter, gets ready to make an attack move! INITIATIVE ROLL: 14.14   Roqar: Xar'Tharkas, the Half-Orc Fighter, gets ready to make an attack move! INITIATIVE ROLL: 5.14   Start of Round 1 Start of Turn 1 for Skywise (22.15)   Ullek H.: 19 | 20 120ft Fire Bolt  (+4) Skywise 10 Skell 4   Dungeon Master (GM): ok at which skeleton? ok Start of Turn 1 for Skeleton #05 (22)   (To GM): Shortbow skeleton Attack: 11  |  13 Damage:   3  piercing   Dungeon Master (GM): that is on Eimong a miss Start of Turn 1 for Willie (15.2)   Willie the Ranger, Attacks with the LONG BOW (6ft) with ARROW (18") at Skeleton #04 enemy! Range: 150ft / 600ft Strike Hits an AC of  21  |  14 For  11  Hit Points of Piercing Damage!   Dungeon Master (GM): a hit for 11!   It seems that Skeleton #04 is defeated!   Start of Turn 1 for Skeleton #04 (15) Start of Turn 1 for Skeleton #02 (13)   (To GM): Shortbow skeleton Attack: 5  |  18 Damage:   4  piercing   Dungeon Master (GM): that was on Roqar and a miss   Start of Turn 1 for Prayn (12.13)   Roqar: Eldritch Blast Evocation cantrip Casting Time:  1 action Range:  120 feet Target:  A creature within range Components:  V, S Duration:  Instantaneous A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.   Dungeon Master (GM): who will roll for prayn today ok roqar roll a d20   Roqar: Skeleton #1 rolling 1d20( 4 ) = 4   Dungeon Master (GM): a miss   Start of Turn 1 for Sildar Hallwinter (12)   Dungeon Master (GM): 24 | 7 Long Sword   (+4) a hit for  3  slashing damage
Start of Turn 1 for Skeleton #06 (12)   Dungeon Master (GM): either Eimong or Roqar:  5   Roqar Shortbow skeleton Attack: 17  |  24 Damage:   5  +  4  piercing a hit for 5 damage, since there’s no advantage, thus not a critical hit. Roqar has 13 HP’s now   Start of Turn 1 for Time Echo (Xar'Tharkas) (9.14)   Dungeon Master (GM): actually he can't activate that yet   Start of Turn 1 for Travok Lightbearer (9.08)   Ullek H.: Faerie Fire (Always Prepared) evocation 1 Casting Time:  1 action Range:  60 feet Components:  V Duration:  Concentration Up to 1 minute Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. SPELL SLOT LEVEL 1 ALL SLOTS EXPENDED 2-3   Dungeon Master (GM): ok so dex checks for the skeletons in a 20 ft cube of skeleton #02 so looks like just #02 and #03   Dungeon Master (GM): 15 | 9 DEXTERITY  (2)   13 | 15 DEXTERITY  (2) #02 made it and #03 failed so you have Advantage on #03   Start of Turn 1 for Roqar (7.15)   Roqar the Rogue, Attacks with the SHORT SWORD (2ft) at Skeleton #02 enemy! Strike Hits an AC of  10  |  20 For  2  Hit Points of Piercing Damage!   Dungeon Master (GM): a miss   Start of Turn 1 for Eimong (6.18)   Eimong the Monk, Attacks with the Unarmed Strike (Fists) at Skeleton #03 enemy! Strike Hits an AC of  27  |  9 For  10  Hit Points of Bludgeoning Damage!   Dungeon Master (GM): a hit for 10!   Start of Turn 1 for Xar'Tharkas (5.14)   Xar'Tharkas the Fighter, Attacks with the GREAT SWORD (6ft) at Skeleton #01 enemy! Strike Hits an AC of  20  |  8 For  14  Hit Points of Slashing Damage!   Dungeon Master (GM): a hit for 14!   It seems that Skeleton #01 is defeated!   Start of Turn 1 for "Hovac" (4.1)   Ullek H.: stay   Dungeon Master (GM): ok Start of Turn 1 for Skeleton #03 (3)   Shortsword Skeleton #03 Attack: 24  |  23 Damage:   4  +  6  piercing that is on Eimong for 10 damage Start of Turn 1 for Skeleton #01 (3)   Start of Round 2 Start of Turn 2 for Skywise (22.15)   Dungeon Master (GM): clerics can turn in this game can they not?   Ullek H.: 2 120ft Magic Missile Skywise   Dungeon Master (GM): ok a miss at i guess #06 that was
Start of Turn 2 for Skeleton #05 (22)   Ullek H.: rolling d4( 2 ) = 2 rolling d4( 4 ) = 4 rolling d4( 1 ) = 1   Dungeon Master (GM): at Eimong Shortbow skeleton Attack: 5  |  6 Damage:   7  piercing   Ullek H.: on skel m6   Dungeon Master (GM): ok and a miss Start of Turn 2 for Willie (15.2)   Willie the Ranger, Attacks with the LONG BOW (6ft) with ARROW (18") at Skeleton #06 enemy! Range: 150ft / 600ft Strike Hits an AC of  17  |  19 For  8  Hit Points of Piercing Damage!   Dungeon Master (GM): a hit for 8   Start of Turn 2 for Skeleton #04 (15) Start of Turn 2 for Skeleton #02 (13)   Dungeon Master (GM): ok attacks either Roqar or Eimong:  2   Roqar Shortsword skeleton Attack: 10  |  5 Damage:   4  piercing a miss Start of Turn 2 for Prayn (12.13)   Eldritch Blast Evocation cantrip Casting Time:  1 action Range:  120 feet Target:  A creature within range Components:  V, S Duration:  Instantaneous A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. rolling 1d20( 8 ) = 8   Dungeon Master (GM): ok, on Skeleton #06 a miss   Start of Turn 2 for Sildar Hallwinter (12)   Dungeon Master (GM): 22 | 8 Long Sword   (+4) for  8  slashing damage on #02 Start of Turn 2 for Skeleton #06 (12) Start of Turn 2 for Time Echo (Xar'Tharkas) (9.14)   Dungeon Master (GM): ok now his time echo can move   Time Echo (Xar'Tharkas) the , Attacks with the GREAT SWORD (6ft) at Skeleton #06 enemy! Strike Hits an AC of  8  |  22 For  12  Hit Points of Slashing Damage!   Dungeon Master (GM): a miss Start of Turn 2 for Travok Lightbearer (9.08)   Dungeon Master (GM): i'm trying to find how a cleric turns if you want to do that   Guiding Bolt evocation 1 Casting Time:  1 action Range:  120 feet Components:  V, S A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels . When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. SPELL SLOT LEVEL 1 ALL SLOTS EXPENDED   Ullek H.: sek 6 rolling 1d20( 14 ) = 14   Dungeon Master (GM): a hit 4d6 damage   Ullek H.: rolling 4d6( 5 + 3 + 4 + 3 ) = 15   It seems that Skeleton #06 is defeated!   Start of Turn 2 for Roqar (7.15)   Roqar the Rogue, Attacks with the SHORT SWORD (2ft) at Skeleton #02 enemy! Strike Hits an AC of  19  |  8 For  5  Hit Points of Piercing Damage!   Dungeon Master (GM): a hit for 5   It seems that Skeleton #02 is defeated!
Start of Turn 2 for Eimong (6.18)   Eimong the Monk, Attacks with the Unarmed Strike (Fists) at Skeleton #03 enemy! Strike Hits an AC of  27  |  25 For  12  Hit Points of Bludgeoning Damage!   Dungeon Master (GM): wow not until 5 level and it's destroy undead now, wow a hit for 12! It seems that Skeleton #03 is defeated!   Start of Turn 2 for Xar'Tharkas (5.14)   Dungeon Master (GM): only 1 left Xar'Tharkas the Fighter, Attacks with the GREAT SWORD (6ft) at Skeleton #05 enemy! Strike Hits an AC of  20  |  11 For  11  Hit Points of Slashing Damage!   Dungeon Master (GM): a hit for 11 Start of Turn 2 for "Hovac" (4.1)   Ullek H.: saaty Start of Turn 2 for Skeleton #03 (3) Start of Turn 2 for Skeleton #01 (3) Start of Round 3 Start of Turn 3 for Skywise (22.15)   Ullek H.: DC14 Strength   Save 2 60ft Asid Splash Skywise 6   Dungeon Master (GM): Strength skeleton Ability:  2  |  4 ok 2 damage!   It seems that Skeleton #05 is defeated!   Dungeon Master (GM): ok you got them all now spell casters rested long enough to recover spells but no healing   Ullek H.: rolling 2d4( 1 + 3 ) = 4   Roqar: Hm, maybe take a short rest just to get a HD back?   Dungeon Master (GM): ok ok it would be 9 am when you set out again   Roqar: go for about 8 or 9 hours   Dungeon Master (GM): go ahead restore the short rest hit points here while i look at the other map   Roqar: 1 HIT DICE  (D8+ 0 ) Roqar rolling 1d8( 3 ) = 3   Ullek H.: rolling 2d4( 3 + 2 ) = 5   Roqar: rolling 1d10( 4 ) = 4   Dungeon Master (GM): we ok now?   Buddy D.: yes   Roqar: Yeah I got jipped only got 1 back hehe but okay   Dungeon Master (GM): ok, your next break will take you to where i have you on the map   Roqar: Long day   Dungeon Master (GM): actually it's about 7 pm where i have you on the map now tha'ts about 10 hours from 9am   Roqar: Light longer in the summer   Dungeon Master (GM): it's may right now so breaking for camp i guess around 9-ish you can travel 2 more hours   Roqar: Sure   Dungeon Master (GM): ok so wandering monster checks here rolling d6( 5 ) = 5 (To GM)rolling d6( 3 ) = 3   Dungeon Master (GM): (To GM)rolling d6( 3 ) = 3   Dungeon Master (GM): (To GM)rolling d6( 3 ) = 3   Dungeon Master (GM): ok no encounters so you are all fully restored   Ullek H.: excellent  
Dungeon Master (GM): about 8 more hours and you reach Conyberry around 8pm   Roqar: Just before everyone closes up shop   Ullek H.: Sweet   Dungeon Master (GM): can you see the inn now? If so just start talking away with the innkeeper twins there   Roqar: Looking for it now   Ullek H.: abjuration 1 Components:  V, S, M SPELL SLOT LEVEL 1 ALL SLOTS EXPENDED abjuration cantrip Components:  V, S, M   Roqar the Elf Rogue Says: "Bottle of whiskey, leave the bottle"   Bob Zeissin the InnKeeper Says: "Coming right up mame" he grabs a bottle, pops it open and places it in front of Roqar Says: "So what happened with you folks? did you find the orcs down at wyvern tor?"   Roqar the Elf Rogue Says: "Thanks, We took care of the problems around Conyberry"   Bob Zeissin the InnKeeper Says: "Well, that's good to hear, we just need to worry more about that white dragon and maybe that green one too, up in Thundertree"   Roqar the Elf Rogue Says: "The Orcs, the Bandits, all cleaned up, along with an ogre."   Bob Zeissin the InnKeeper Says: "did you know there was a Paladin's manor in the Neverwinter woods that a white dragon attacked long ago?"   Roqar the Elf Rogue Says: "Yeah, them dragons are the next problem to take care of" Says: "Naw, Tell us more"   Buddy D.: dragons are a hell of a opponent   Roqar the Elf Rogue Takes drinks from the bottle while talking   Bob Zeissin the InnKeeper Says: "The place is said to be haunted these days. Rumor had it that the paladin returned home from a trip and found his family dead."   Roqar the Elf Rogue Says: "Any idea who would know more? Anyone by Neverwinter?"   Bob Zeissin the InnKeeper Says: "He is known to have killed the dragon, it's name was uhmm, Ashenfrost i believe. "   Roqar the Elf Rogue Says: "Hm, Hey, ya guys wanna look into this haunted mansion?"   Buddy D.: yeah that would be great   Dungeon Master (GM): I think there is a logging camp he would refer you too, with the idea that maybe they would know of the manor's location.   Ullek H.: good idea   Dungeon Master (GM): actually he would refer you to Falcon's Hunting lodge   Roqar the Elf Rogue We need rooms fer the night, leave aafter breakfast Is that Here or by Neverwinter?   Bob Zeissin the InnKeeper Says: "you might want to travel up to Falcon the Hunter's Lodge in Neverwinter woods,I believe Sildar would know where it is. Falcon should know the location of the paladin's manor."   [Don't forget you also need to go back to Phandalin to collect the reward on the Orcs] so at this point you guys can decide on what to do next here.   Roqar: Phandalin on the way to NW right?   Dungeon Master (GM): hold on neverwinter woods is that border of trees to the north side of the triboar where Agatha's lair is I need to check another map hold on   Roqar: My vote is eat drink rest for the night, then ? hm the mansion then Thundertree to see about the Green Dragon?   Buddy D.: i agree with roqar   Dungeon Master (GM): you already been to thunder tree, where you met the cult of the dragon and a druid that was staying up there.   Roqar: Thats also where that green dragon was   Dungeon Master (GM): i'm trying to see where the hunting lodge is then mark it on the map i have the player's using then find out how long the trip is through forest/grasslands   Sildar Hallwinter: says, "Oh Falcon's Lodge is about 20 miles north west of Conyberry, it's a trip that is all through the forest. says, "So about a 9 hour trip up to his lodge." Says, "Feel like taking a trip up? Then maybe he can lead us to that manor."   Roqar: Alright so go to the mansion, have a feeling we will meet the dragon along the way" "Not tonight tho"
Sildar Hallwinter: says, "We can leave in the morning then." Marking the place on the map then i'll reveal the hexes you will travel &nbsp; Roqar: "Whats for dinner, guys?" looking at the twins &nbsp; Dungeon Master (GM): ok, see the location now??? &nbsp; Ullek H.: yes &nbsp; Roqar: yes &nbsp; Bob Zeissin the InnKeeper Says: "Lamb or veal chops is on the dinner menu" &nbsp; Buddy D.: yum love lamb chops &nbsp; Roqar: "I'll take em for dinner" &nbsp; Ullek H.: same &nbsp; Bob Zeissin the InnKeeper Says: "Ok, so Lamp chops and veggies it is" Bob goes back into the kitchen to prepare the meals. buddy:&nbsp; <a href="https://www.chewy.com/multipet-lamb-chop-squeaky-plush-dog/dp/53000" rel="nofollow">https://www.chewy.com/multipet-lamb-chop-squeaky-plush-dog/dp/53000</a> there are different sizes for different dogs looks like that site has two of them &nbsp; Buddy D.: ha ha &nbsp; Dungeon Master (GM): a while later Bob comes out with a tray with at least for meals on it and sets them down and goes back to get the rest of the party's meals and returns with them and you are all eating now. anything more to converse at the inn? if not it's now 6 am in the morning now and you can set off for the Lodge &nbsp; Roqar: Nope Eat drink be merry &nbsp; Dungeon Master (GM): ok &nbsp; Roqar: Set off for the lodge &nbsp; Dungeon Master (GM): i'll do 4 checks on the way to the lodge for an encounter rolling d6( 3 ) = 3 rolling d6( 5 ) = 5 rolling d6( 2 ) = 2 rolling d6( 2 ) = 2 ok you reach the lodge site with no problem &nbsp; Dungeon Master (GM): here is the description....it's written as though you approached the west side... you approach it from the East actually. &nbsp; A thin fog surrounds a fortified compound standing in a clearing on the east side of a narrow river. A ten-foot-high log palisade surrounds the compound, whose main building is a two-story stone-and-wood affair with a high-pitched roof, gables, window shutters, and a stone chimney. Attached to the main building is a blocky tower of gray stone, its high roof lined with battlements. Other structures include a two-story stable house and a gatehouse whose flat roof is enclosed by iron railings. A stone bridge spans the river, ending before an oaken door set into the gatehouse’s outer wall. Mounted next to the door is a bell with a short rope hanging from its clapper. &nbsp; Roqar: Roqar rings the bell &nbsp; Dungeon Master (GM): it's about 2 pm when you reach the lodge &nbsp; Roqar: Anyone or thing respond to the bell ringing? &nbsp; Dungeon Master (GM): i think so give me a moment to reveal things! ok you are not on the gate house side of the place so you can't ring a bell however you have a path to follow, that may lead to another entrance &nbsp; Roqar: follow the path &nbsp; Dungeon Master (GM): ok yes you see two gates that lead into a pen or yard &nbsp; Roqar: And the path keeps going? &nbsp; Dungeon Master (GM): yea, up to the end of the map &nbsp; Roqar: Ok so first or 2nd gate? any have a bell or door knock? &nbsp; Dungeon Master (GM): you don't see a bell on this side of the place &nbsp; Roqar: 13 | 5 PERCEPTION&nbsp; (0) Roqar Listening for any sounds coming from the place? &nbsp; Dungeon Master (GM): just typical farm animal sounds, horses, cows, pigs, roosters/chickens &nbsp; Roqar: Any dogs? &nbsp; Dungeon Master (GM): ok let me check &nbsp; Roqar: Barking/ growling? &nbsp; Dungeon Master (GM): nope i guess not have you decide which gate to enter? &nbsp; Roqar: Roqar will try the first gate check it for traps? 6 | 20 PERCEPTION&nbsp; (0) Roqar &nbsp; Dungeon Master (GM): ok no trap was found on the pens gate
Roqar: Is it locked? &nbsp; Dungeon Master (GM): roped looks like you can untie it &nbsp; Roqar: hm, Roqar will check the 2nd one before going in &nbsp; Dungeon Master (GM): the 2nd gate is the same way with a bit of rope holding it close &nbsp; Roqar: Same sounds from 2nd one? &nbsp; Dungeon Master (GM): pretty much &nbsp; Roqar: Go back to first one untie the rope open the gate &nbsp; Dungeon Master (GM): My Bro-in-Law is supposedly bring us fresh beef today or tomorrow...so fresh it skipped the supermarket &nbsp; Roqar: Good stuff Anything odd about the pens? hehe &nbsp; Dungeon Master (GM): ok, when you get to the south yard area you see a follow in a fur-lined cloak over studded leather armor with black hair and broad shoulders, standing about 6' 6" tall, with blue eyes, cold and sharp as ice, sporting a neatly trimmed beard. He is with another fellow (not described) tending to horses in the yard area. He spots you approach and noticed Sildar &nbsp; Roqar: Roqar would have retied the gate rope &nbsp; Falcon the Hunter: Says, "Well Hello There! Sildar! I see you bring Company! What's up, with you all?" ok he must have a token as well, but darn if I can find it! It's pictured here in the chat &nbsp; Roqar the Elf Rogue Says: "Greeetings, We heard a tale about a haunted mansion in these parts, ya know anything about it?" &nbsp; Falcon the Hunter: says, "Oh you must mean Sir Taris's old haunted place!" "Such a shame what happened there. At least he killed Ashenfrost." &nbsp; Buddy D.: yes &nbsp; Willie the Elf Ranger Says: "yes" &nbsp; Falcon the Hunter: says, "so you are looking for the place and that's why you all are here?" I know where it is as does Pell. He could guide you to the place as I need to stay here to serve any nobles that may arrive." Says, "Have you been bothered by any Orcs, getting here?" says, “I've seen more orcs in the woods of late. Ugly brutes.” &nbsp; Roqar the Elf Rogue Says: "Sure, thanks, my names Roqar, no Orcs on the way here." &nbsp; Falcon the Hunter: says, “The orcs appear to be in league with the evil half-orcs that dwell southeast of here. These half-orcs are often seen in the company of little stick creatures known to creep about these woods. All in all, a nasty lot.” "Nice to meet a lovely lady, (to Roqar}." says, "“The half-orcs dwell in a ruined stone manse overgrown with vines, roughly ten miles from here. Tales say that the manse was built by a scholar who studied the elven ruins scattered throughout these woods.” &nbsp; Roqar the Elf Rogue smiles at the compliment Says: "Good to meet a handsome Man" &nbsp; Falcon the Hunter: Falcon smiles back. &nbsp; Roqar the Elf Rogue Says: "Maybe we should hunt down these Orcs before checking out the mansion?" &nbsp; Falcon the Hunter: Says, so you folks are welcome to stay over night, if you wish. Pell, can guide you down to the Sir Tanis's Manor in the morning. &nbsp; Roqar the Elf Rogue Says: "A wonderful idea" &nbsp; Falcon the Hunter: [I think the level is higher than it would be at the manor] &nbsp; Roqar the Elf Rogue In that case fight whatever Orcs we meet &nbsp; Falcon the Hunter: Says, "You folks can stay at the guest house and dinner will be on me." &nbsp; Roqar the Elf Rogue Says: "Very gracious of you, Falcon." &nbsp; Falcon the Hunter: Says, "You're Welcome." &nbsp; Roqar: Guess we spend the night then hehe Roqar/ Falcon get frisky &nbsp; Falcon the Hunter: ha ha! i'm looking as to which building is the guest house i see gatehouse, stables, main lodge ok located it &nbsp; Roqar: Hm gathouse maybe? &nbsp; Falcon the Hunter: The guest house has a barn-like quality. A carpet of straw covers the dirt floor. Arranged about the room are nine cots that come with soft pillows and thick wool blankets. falcon shows you up to the guest house and enters inside. says, Here's where you can bed for the night folks." anything more to say to Falcon? will you head for sir Taris's manor or try the half-orc place in the morning? &nbsp; Roqar: Go to St Taris &nbsp; Falcon the Hunter: ok yea, just looked, you are better off waiting on that other one ok so it's the next morning around 6 am you set off with 12 year old Pell, whom is mute.
Roqar: How does he communicate? &nbsp; Falcon the Hunter: gesturing and sign language. &nbsp; Roqar: Ah ok &nbsp; Falcon the Hunter: ok, now i need to check the map for it's location, mark it on the player's map and see how long the trip is. &nbsp; Roqar: Will try to learn the sign language &nbsp; Falcon the Hunter: ok ok found it now to mark it ok so say ~10 hour trip to the Havenfell manor site as it is called so you would reach it around 2 pm &nbsp; Roqar: Long walk hehe &nbsp; Falcon the Hunter: yea, i think the manse is about 10 hours east of the lodge ok, so now for any encounters on the way there (To GM)rolling d6( 3 ) = 3 &nbsp; Falcon the Hunter: (To GM)rolling d6( 1 ) = 1 &nbsp; Buddy D.: back &nbsp; Falcon the Hunter: ok so i put down a party token to show hwere you are we have an encounter here rolling&nbsp; 2 = 2 &nbsp; Roqar: Think its about time to call it &nbsp; Falcon the Hunter: alright! i'll just move over to the forest map and drop in the goblins &nbsp; Ullek H.: sounds good &nbsp; Falcon the Hunter: cragmaws from the looks of it on their shields &nbsp; Roqar: The little stick creatures I'm guessing &nbsp; Falcon the Hunter: heh, could be &nbsp; Dungeon Master (GM): Ok, anything more to say or do before we leave? we'll just roll inits and start the combat next week &nbsp; Roqar: Hope Falcon did not have a little stick HAHA &nbsp; Dungeon Master (GM): ha ha! &nbsp; Ullek H.: Will be seeing ya'll next week, thanks &nbsp; Roqar: CYA next week &nbsp; Dungeon Master (GM): I guess you could find out Roqar! &nbsp; Roqar: Given most of the night she would try to find out &nbsp; Dungeon Master (GM): heh ok, Thanks for playing today! see you all Next week! &nbsp; Roqar: CYA &nbsp; Dungeon Master (GM): Bye!