
Agerron |

"What did you have to do that for?" Majet snaps at Whiskey "There one of the few groups that havent tried to rob, murder or eat us and you chase them away because you cant take a joke."
"It speaks!" growls Agerron. "Welcome back to the party. Yeah, we might as well try and find this Tyg-titter-trollop and her dragon. I got a bad feeling about it, but then, I get that from most things out here."

DM Sothal |

Already most of the afternoon is gone by, leaving you about two more hours of daylight.
You ride on westward until you come across a game trail, pretty much leading in the same direction, if a bit more southbound.
Following that trail for a bit, you get to a suitable place for making the night camp and decide to call it a day.
So, night-camp. Any special (mundane or magical) preparations? Watch order? Something the like?

Whiskeyjack Dunaldthal |

Whiskeyjack will likely drink himself to sleep, so probably late in the watch order, if at all. Of course, he's used to his merc buddies making him take first watch, on account of how hard it is to watch a half-drunk dwarf.

Agerron |

Already most of the afternoon is gone by, leaving you about two more hours of daylight.
You ride on westward until you come across a game trail, pretty much leading in the same direction, if a bit more southbound.Following that trail for a bit, you get to a suitable place for making the night camp and decide to call it a day.
So, night-camp. Any special (mundane or magical) preparations? Watch order? Something the like?
"I'll take first watch. Tyr, why don't you take middle watch? Unless you're holding back on us, I suspect you don't have any magic to prepare, so it's easier for you to inetrrupt your beauty sleep."
As he settles down for the evening, Agerron quips, "Anyone got weedkiller?"

DM Sothal |

Sorry, had my head buried in work.
Watch-order: Agerron, Big Ern, Tyr, Nero, Majet, (Whiskeyjack?)
Pharast 24th
The night passes without incidents, if you don't count Big Ern's and Whiskeyjack's snoring as incidents.
Over the course of the night, the rain finally stopped pouring down on your bodies.
The morning is cool, but most of the clouds have vanished and it's looking out to be a nice day of spring.
Please make a survival or knowledge (geography) check, or if you like Aid another checks.

Tyr Thordinsjon |

Survival:1d20 + 4 ⇒ (5) + 4 = 9(Aid another)
Come the morning Tyr rises, sees to his gear and then his mount before partaking of the morning meal and getting ready to move out.
"Any houses built around here will need good roofing and stout guttering..." Try comments, mainly to himself.
Ah...the Dice roller is treating me well, I see...:p

DM Sothal |

Roll Survival for Majet: 1d20 + 6 ⇒ (12) + 6 = 18
Having had your breakfast, the group has a lively discussion as to which direction you actually were traveling, until Majet finally points out some clues indicating where you were coming from, weather sides on trees and weak rays of light showing you the four cardinal directions.
Working from there and with the map Big Ern took over from Queslin, you estimate another 10 to 15 miles of forest between your current position and a guess where that Erastil-Temple should be.
Not knowing the terrain in between, it will take you most of the day to get there, and then some time to acutally find the temple.
Anything you want to do during the ride?

DM Sothal |

Riding out in the same direction as yesterday, nothing really exciting happens for some hours.
You come across some small game animals, mostly rabbits and some wood-living birds and such. A skilled shot here and there easily secures your meal for the day.
Late in the morning Nero spots something strange though, only seeing it in the corner of his eye.

DM Sothal |

Looking at the small reptile, you nearly instantly feel a bit of fear, which is quickly replaced with a feeling of peace.
All around you the woods are as you would expect them. A soft breeze brushes early leafes against one another, producing a soft soothing noise. Here and there you hear a bird singing or chirping.

Tyr Thordinsjon |

Tyr sits in the dripping forest, remaining quiet and watching. Still trying to make sure that whatever is drawing people's attention in one direction is not some sort of bluff to have something come at the group from the opposite direction.
Perception:1d20 + 2 ⇒ (5) + 2 = 7
Bugger this, next level I take in a class that gives a bonus to Perception. (¬_¬)

DM Sothal |

[dice=knowledge nature to identify the fae]1d20+8

Whiskeyjack Dunaldthal |

Whiskeyjack, looking irritated that his latest story had been interupted for a worm, got a big grin on his face. " 'Ere now, a familiar d'ye say? Always wanted one o' them. Used t' try an' get one o' the camp cats t' foller me aroun'. Bugger hated th' leash though. Hissed and spit when I tried t' drag 'im off behint me. Got stepped on by a horse, he did. Lieutnant Fodors said he was sorry, but I figger he did i' on purpose. I head 'im talking with Lieutnant Galdkin 'bout 'puttin' th' thing out of i's misery'. "

DM Sothal |

Riding on, leaving the carbuncle alone, perched on the tree, you make good progress most of the time.
Still you have to occasionally backtrack, when a hedge or impassable undergrowth would lead you too far off your preferred direction.
About an hour after noon you again find yourself in such a spot in the woods: A thorny wall of a brambles-hedge that you rode along for a length, up ahead makes a sharp turn towards the rocky ledge blocking your view on the other side. A dead end.
Please roll perception checks

DM Sothal |

Yeah, noticed the lack of dots on other threads.
"you rode along [it] for a length" ... doesn't have to mean it growing in a straight line. ;) Anyway...
Perception Majet: 1d20 + 5 ⇒ (8) + 5 = 13
Perception Whiskeyjack: 1d20 + 5 ⇒ (5) + 5 = 10
Turning around, to find a way around the hedge, both Nero and Tyr notice a small 'hole' in the rocky wall, just large enough for the wild sow glowering at you.
Initiative!
Nero and Tyr may act in the surprise round.
The 'cliff' runs roughly east to west, between 15 and 25ft. north of the hedge.
Big Ern and Agerron are east of the boar already, some 15ft. away.
Nero and Tyr are closest, about 10ft. west of the boar.
Whiskeyjack and Majet are at the most west, 10-20ft. behind Nero and Tyr.

Tyr Thordinsjon |

Tyr draws his great sword and 'sets' himself against a charge.
"At least Ern will be happy with another feed." Tyr comments absently,
AoO:1d20 + 5 ⇒ (20) + 5 = 25
Confirm:1d20 + 4 ⇒ (16) + 4 = 20
Dam:2d6 + 4 ⇒ (6, 3) + 4 = 13
Confirm Damage:2d6 + 4 ⇒ (4, 3) + 4 = 11
Well, if the boar does attack, it will be an ex-boar...