
Zevon Vierding |

"It speaks a primitive from of Draconic. Many of the old songs and tales are in that language, and I have managed to become rather fluent in it. It thought we were after its food. Once I explained our intent it withdrew. Regarding our safety, it would be wise to be cautious. Since I am the one who talked it down, I will be glad to do the harvesting."
Zevon slowly approaches the tree and begins carefully looking for the moss.
I will take 20 on the Perception if I can. Also did that Arcana check to identify the beast get me anything?

Igar The Terrible |

DC was 17, so no on Arcana.
Zevon takes his time searching the tree. He finds the moss which is easily removed. He looks up in the tree and see what looks like three human bodies. They appear to be mostly eaten and it looks like they may have equipment. It is difficult to tell from the ground. They are 30 ft up in the branches. DC15 climb to get there.

Zevon Vierding |

Ah yes, missed that DC.
Zevon collects his moss and carefully moves away from the tree. He motions for his companion to gather with him at the edge of the clearing, under the guise of showing them the moss.
Once safely with his party, he hushedly explains:
"Now that we have safely acquired the moss, we can decide what to do with the creature. I noticed several bodies in that tree, remains of prior meals no doubt. There may be more in the way of supplies still in usable condition. We can either return to vanquish the creature or be on our way. Regretfully, I cannot say how dangerous a creature this is. But to speak and be reasoned with, one should expect a challenge."

Reinar Rolstad |

"Seems the snake wasn't a worthy opponent after all.", he shrugs. "I'd say those bodies need some proper burial, or burning, at least, much better than just being snake food."

Zevon Vierding |

Even better.
"Agreed, well said Reinar.
Zevon uncoils his whip.
"Excellent, Rhen. They are a bit too high to reach with this, but perhaps I can make it to a lower bough to help facilitate the process."

Zevon Vierding |

Whip (vs AC 5): 1d20 + 3 ⇒ (9) + 3 = 12
Zevon's whip shoots up and around a limb. With a tug, it pulls taunt. he plants his feet on the massive trunk and begins pulling himself up.
Climb: 1d20 + 2 ⇒ (4) + 2 = 6
After gaining purchase on the limb, he unties his whip and takes aim for the roost.
Whip (vs AC 5): 1d20 + 3 ⇒ (17) + 3 = 20
Climb: 1d20 + 2 ⇒ (2) + 2 = 4

Zevon Vierding |

Climb: 1d20 + 2 ⇒ (5) + 2 = 7
After slipping a time or two and failing to make progress, Zevon finally hoists himself up to the nest.
I suppose I can either just toss the bodies down or use Rhen's rope to lower them. Whichever is best.

Igar The Terrible |

Although the bodies have been stripped of nearly all their flesh, the woodsmen’s equipment still dangles from their half-devoured carcasses. Those who search the bodies find the following items remain in useful condition: two crossbows, two short swords, a suit of hide armor, a masterwork shortbow, a signet ring with the image of a flaming hawk, 9 gp, 12 sp, and eight days’ worth of rations

Zevon Vierding |

Knowledge (Nobility) on the ring: 1d20 + 4 ⇒ (15) + 4 = 19
Zevon carefully lowers the equipment down to his companions.
"I am afraid the corpses are in far worse condition than I thought. I fear moving them may be an ordeal. Perhaps this ring will reveal an identity so that their kin may be notified."
He still agrees with Reinar and will do what is necessary to get the bodies down for last rites.

Reinar Rolstad |

"I've heard you folks from lands of summer like to bury your dead. But where i come from we burn them with their weapons and ships; i'd say we can find wood and start a fire faster than we can make holes without shovels, and its still a honorable way of being sent to the afterlife. If we don't do it fast, we might have to deal with more corpses when we finish our quest."
He awaits for the others to agree and starts looking for firewood.

Igar The Terrible |

Zevon Vierding |

"Agreed. It would be an honor to assist you in this rite. Where is the next destination and how long will it take in travel. While I do not think travel through the night is desirable, we need to ensure we are moving as quickly as possible."

Zevon Vierding |

After the solemn deed is done, Zevon sets to making camp and assessing the newly gotten equipment.
"Nothing is of particular use to me. Rhen, this looks to be a fine bow. Perhaps you can make use of it? I am often early to rise so do not mind taking last watch if needed.

Rhen Vemsa |

Rhen takes the bow and looks it over, "I would be using it aye, the blade is my trade but puttin' an arrow in someone before theys can see ya is always good."
Rhen will unstring his other bow and put it in his back, waxing the string so it will not crack.

Zevon Vierding |

So that is death toll from the plague?
Zevon is up whistling and humming a lively jig as we prepares a light breakfast.
"We did good work yesterday, with luck we can keep this momentum. The witch does not live far from here. Let us eat and be off!."

Igar The Terrible |

Yes, it is.
I'll give you an hour to break camp, have breakfast, etc.
Day 2 08:00 witches hut 2/8 hrs traveled
The sounds of the forest become suddenly distant as the trees part, opening into a small, almost perfectly circular glade. The nearest stands of pine, eyln, and darkwood all typically sturdy woods twist away from the clearing, as if bent by some impossibly strong wind or seemingly in an attempt to flee despite their paralyzed roots. At the glade’s center squats an ugly cottage, little more than a pile of twigs, shoots, and ivy stacked upon mud walls. From the thatched roof dangle bundles of gnarled roots, old dried beast carcasses, and knucklebone bangles, all clattering together like gruesome wind chimes. A dozen small thatched fetishes each shaped like a tiny man, imp, or rearing serpent—stand propped in the yard, keeping guard before a rickety plank door. This clearing is roughly 120 feet in diameter, with a dilapidated, circular, 15 foot cottage at its center. Fourteen unnerving but harmless 3 foot tall scarecrow-like effigies are propped up throughout the glade. Any one who approaches the cottage can see that its moldering door has rotted off its hinges but still blocks the way within. Any character who makes a DC 10 Strength check can
easily heft aside the barrier.

Bulgard Merkenkin |

Bulgard covers himself in twigs and leaves and goes into stealth mode. Thanks to Anastasia, his human scent is obscured with that of digested and passed grasses.
stealth: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
He begins to sneak around to inspect the witch's backdoor.

Zevon Vierding |

Once Bulgard has adequately secured the area, Zevon walks carefully up to the door.
"Hello? We come in search of Ulizmila. We mean no harm, but our need is great!"

Zevon Vierding |

Hearing no response and seeing no evidence of occupation, Zevon turns to his companions.
"It seems that the inhabitant of this hut is now the FORMER inhabitant. I say we get the rats tail and be done of this place. It is rather discordant. Who would like to do the honors?"
He steps aside from the door, making a wide arm sweeping invite.

Rhen Vemsa |

Rhen stalks up to the door, his bow and arrow in his hands keeping an eye on the forest as he leans his back against the wall. He looks back out into the clearing from where he is waiting on Reinar to come and clear the door off the building.

Igar The Terrible |

Reinar looks to Rhen, "I'll just tank the traps." He throws the door aside strength: 1d20 + 4 ⇒ (7) + 4 = 11. He immediately enters the hut, raising his glaive and swinging it about the small interior of the hut in case of invisible threats. "Clear."
Inside, the cottage is dank, reeking, and filled with shadows. Haphazardly hung shelves line the walls, covered in all manner of clay jugs, clouded bottles, strangely cut rocks, rotted bunches of herbs, and a museum of other crude curios and remnants of a bone grinder’s artifice. A rusted iron cauldron, with a mouth nearly 5 feet wide and a depth of at least 3 feet, dominates the hut’s single room, its ash-covered surface shaped with a relief of capering fiends and leering devils. Across from the door, against the far walls, stands a high backed chair made of wicker, the gigantic curved tusks of some monstrous beast, and thousands of human teeth. In the chair sits what looks like a corpse wrapped in filthy burial linens, its form padded with pungent herbs and sprouting patches of thick white mold.
It is terribly cluttered, an awful mess and it is a very tight area. Searching is going to take some time.

Zevon Vierding |

Zevon examines the gruesome scene with a morbid curiosity, equally intrigued and appalled.
Knowledge (Arcana) on the items: 1d20 + 4 ⇒ (3) + 4 = 7
"I do not recognize any of these components, undoubtedly foul magiks afoot. We best get the reagent and be quit of this place."
Zevon set to the task of searching the shelves and containers for the rat's tail.
I will take 20 on the check to find it.