
Nox La'Athvanna |

After completing his search of the cabin, Nox will exit the building, putting the Root(s) in his pack.
"Well, that's 2 ingredients."
Looking at Gilgar
"I see you are back to you normally daunting stature. Thanks for the save, that Cauldron seemed rather insistent on Elf for his mid-day meal."
Kneeling to scratch Perrin behind the ears while continuing to speak to the group.
"Shall we move on to collect some mushrooms?"

Laucian Galanodel |

"I am ready to move on. I don't know about you guys though, but I am exhausted. Those wolves that jumped us, and the trouble we had with that hunk of metal have taken me just about to my limit.
If you guys want, we can move on some more (I really want to get away from here anyway), but I don't have many more tricks up my sleeve for today."

Pixie Rogue |

Survival rolls and intent, then. It is actually early afternoon at this point. Do you see a campsite in the area, do you want to travel some to the next location, do you want to get within site and camp there, something the DM's not thinking of? Give me a survival roll for finding a campsite and a survival roll for finding your way. How you roll and what you intend will determine where you end up.

Gilgar |

Looking around at my new companions, very perplexed. "Ye... I... Let us be away from here and quickly." I start walking, shaking my head as if to clear it.
1d20 + 6 ⇒ (12) + 6 = 18 Survival
My intent is to put healthy distance between us and this clearing. Perhaps 30 minutes of walking time.

Pixie Rogue |

The party seems to be in general agreement that somewhere else would be preferable to the witch's clearing, so Nox leads the party on the game trail where it continues away from Ulizmila's. After about ten minutes' march, Gilgar realizes that the trail is trending away from where the monastery should be.
A quick conference is enough to realize that the game trail isn't going to work for your next destination and you will need to travel more directly toward Droskar's Crag. Unfortunately, the tree cover is enough to prevent you from seeing any direct daylight, let alone the mountain in the near distance.
The good news is that the undergrowth in this area is not nearly as thick, so the dwarf takes the lead for about an hour while Nox forages and seeks a campsite. Your path brings you in good proximity to both, and Nox calls a halt for the night. Foraging roll was sufficient, no need to consume any of the rations you are carrying.
Rest up, let me know what your order of watches will be, and select your new spells. Tomorrow, the monastery awaits!

Laucian Galanodel |

"If it works for you guys I can take last watch. That will give me time to get things lined up for my spells."
Being in the underbrush, the light isn't that good anyway so Gilgar should be helpful on any watch.
DM
Perception: 1d20 + 2 ⇒ (14) + 2 = 16

Nox La'Athvanna |

"I will take first watch, I don't need much sleep."
Nox will use Cure Light Wounds on himself to heal as much as he can from the day.
1d8 + 2 ⇒ (4) + 2 = 6 cure light wounds
he will then select these spells for the day
ORISONS
Light
Detect Magic
Flare
Stabilize
1ST LEVEL
Cure Light Wounds
Summon Nature's Ally I
Entangle
Magic Stone

Pixie Rogue |

Have we lost Sylvanis?
The night is not totally uneventful, but the party is not attacked as they rest. The sound of howling is heard by each member while he or she is on guard, once close enough (during Sylvanis' watch, the second) to wake up everyone but Laucian, who, as it turns out, talks in his sleep almost as much as when he's awake -- but quietly.
You each feel like something is watching you at one point or another and both Perrin and Winter clearly get their backs up about something they detect, but nothing comes into the firelight. You don't even see any eyes reflecting light back at you -- but you are pretty sure they are there. Somewhere.
Somewhat spooked, but rested, you are all awake well as the sunlight begins to filter through the trees and the spellcasters are all able to prepare their spells for the day.
Between Nox and Gilgar, you are pretty sure that you have to be within a couple hours' march of the ancient dwarven structure you seek. That's the best-case scenario - if the terrain is rough with washouts and gullies, it could take much longer. You expect that you will have to continue to blaze your own trail.
Anything you wish to do before proceeding?
When you are ready to go, please give me another Survival check to make sure the party doesn't get turned around in the underbrush.

Laucian Galanodel |

Seeing everyone wake up as he is finishing his spells, he shuts his book, and starts up talking
"It is about time. I thought you guys were never going to get up. I have kept the fire going so we can warm up breakfast, but once cooked, we can carry it with us if we want to continue our trek. Outside of that, I am ready to go whenever you guys are ready."
The nights rest seems to have given Laucian his energy back, as his talking seems much more energetic then when the group laid down the night before.

Pixie Rogue |

Sorry been sick
Sylvanis keeps quiet trying to figure out the new companions and making sure that Nox doesn't get into any trouble. Ex. Even stepping on a vicious looking stick.
Now I feel bad for poking you to post. Well, almost. Hope you are feeling better, though.
The first is to the southwest and is a full 30' away. There is a mix of medium-sized biped tracks - bare feet, with toe-claws - and quadraped, probably canine, tracks. In both cases, you judge that they did not linger long. The canine tracks overlay the humanoid(?) tracks, but both are recent.
The second site is west and farther away, maybe 50', and has what looks like the remains of a fresh campsite sans fire. You count four bedding spots and the tracks seem to bear that out - more of the bipeds with the clawed toes, no canine tracks here. Each of the bedding places has a distinctive mark in the dirt alongside - probably a spear was laid there while its owner rested. Nice roll.
While the rest of you break fast, Gilgar disappears into the trees, reappearing from time to time, as he circles the campsite in widening arcs.
Ready to proceed?

Gilgar |

Wanting to notify the rest of the group of my findings, as I walk back into camp... "Ye should look at a couple o' things I found. Foller me, an' I'll show ye. Looks like we were bein' watched."
I will then show/explain both sites referenced in the DM's spoiler for me just above. In other words, read that, 'cuz I don't wanna repost it. I am ready whenever everyone else is.

Laucian Galanodel |

Finishing up breakfast, and breaking down camp, Laucian puts out the fire, and is then ready to follow Gilgar to his discoveries.
At the first camp, Laucian is quite, while the tracks and details are pointed out to him. He nods his head in agreement that he can see them, but the group isn't quite sure if he really does.
Once the group moves on to the second location, Laucian see the remains of the camp much better then the previous tracks. His body language and simple confirmations of the camp layout sound much more confident.
Once finished show the campsite Laucian speaks up, "Do you think these are related? And even if they are, I am not sure any harm was meant. For all we know they are just like us, and they just wanted to keep their distance. Look, we even have some four legged friends." Laucian points over to the two four legged companions.

Nox La'Athvanna |

At both the tree and the camp, Nox will take great pains to examine the footprints and any other mark that he can find/discern in an attempt to identify the unknown group.
1d20 + 9 ⇒ (11) + 9 = 20 perception to search for any additional tracks
1d20 + 8 ⇒ (9) + 8 = 17 knowledge nature to ID creature types.

Pixie Rogue |

At both the tree and the camp, Nox will take great pains to examine the footprints and any other mark that he can find/discern in an attempt to identify the unknown group.
Gilgar was thorough. You don't see any tracks he missed, but you do notice that while the wolf tracks wander off to the south, the biped tracks disappear after about 15' in the same direction - carefully and successfully obscured, probably by someone that knew what they were doing.
You are pretty sure that one individual made all of the biped tracks by the wolf tracks and you are just as sure that it is one of those contributing sign at the campsite.
Lastly, based on size and shape, you suspect they could be lizardfolk -- but you've never heard of such in the area. Your father never mentioned them to you, so you have some doubts.

Nox La'Athvanna |

"Well, whoever they are, they know how to move through the forest. I can't track them past a few steps. If I didn't know better, I would guess that we just came across a scouting party of lizard folk.
Their wolves are not quite as good, but then again, a wolf rarely cares if you know they were there, it's the knowing that their coming that concerns them most times.
Judging from their tracks, they took off at a bit of a pace. Not running, but they sure had somewhere to be.
In any case, it looks like they headed south"

Pixie Rogue |

Hearing no objections or contradictions, the DM pushes onward.
As the party moves through the forest, they find a faint trail that allows them to make good time for a while. Coming up over a rise, they see a break in the tree cover, allowing direct sunlight to reach the ground near the trail. Laying in the sun is a snake of significant size - maybe a dozen feet long and about as thick as the dwarf's meaty biceps. It languidly slithers away into the forest when you stop to look at it.
So you continue, looking back from time to time to see if there's a snake following you. ;-) The faint trail is very overgrown and you find yourself breaking (mundane) spider webs and brushing aside branches, but the trail avoids the worst of the potential obstacles - gullies, for the most part, but you circle a couple of exceptionally thick stands of darkwood trees. Ahead, you can see the canopy is beginning to lessen and there's more sunlight - and you can see a mountain that can only be Droskar's Crag. At the base, somewhere, should be the dwarven monastery you seek.
In fact, as you continue, the trail wanders until a ruined monastery comes into view between ancient and gnarled trees. Made of simple stone blocks, worn smooth with the passage of time, the stout building is falling apart. Sections of the slanted shale roof have collapsed and portions of the outer wall have crumbled. Weeds and wild thorn plants run rampant across the field leading up to the place leaving only the slightest indication that your path continues right up to the ruined front doors. Beyond, an overgrown yard sits in shadow.
Any specific precautions or particular course of action you wish to take?

Laucian Galanodel |

"Nox, I thought this place was suppose to have some people?" Laucian continues right up to the building unless the group stops before then.
DM
Perception (sight) : 1d20 + 2 ⇒ (6) + 2 = 8
Perception (sound) : 1d20 + 2 ⇒ (3) + 2 = 5
I rolled once for him looking around, and once for his hearing.

Nox La'Athvanna |

There were people, dwarves mostly is the legend. It has been awhile since anyone graced these halls.
Nox will approach cautiously with he and Perrin both searching for any threats. Nox will have his bow ready.
1d20 + 9 ⇒ (20) + 9 = 29 Nox's perception roll
1d20 + 1 ⇒ (10) + 1 = 11 Perrin's perception roll

Pixie Rogue |

As for you, you spot the razorcrows on the tower before they begin making a terrible racket and announce their presence to everyone for hundreds of yards.
Other than the crows, you are confident that nothing moves within.
Does everyone follow the intrepid mage?
As you approach the building, you can see that there are, or rather, were a pair of statues flanking the path before the large double doors. The doors now lay in pieces where they've collapsed and the statue on the right has been reduced to rubble.
The five-foot-tall statue on the left is incredibly worn from time and the elements, but you can still make out the broad shape of a dwarf, stone hammer held high as though working some iron at the anvil. The weeds and creepers covering the lower half threaten to completely cover the stonework, given time.
This close to the doors, you can see into the courtyard a little better. It appears to have been overtaken with stone debris and tall grass.

Gilgar |

Survival (tracking): 1d20 + 6 ⇒ (11) + 6 = 17
I'm checking the general area for any recent activity around here outside of normal animal activity before joining the pointy-ears at the entrance to the courtyard.
I will also pay attention to the sounds of the surrounding forest. I want to make sure the normal animal life is is around and it's business as usual for them. I'm concerned about, and perhaps a little eager for, an ambush attempt by who/whatever was spying on us last eve.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16

Laucian Galanodel |

Laucian speaks up projecting his voice through the doors, "Excuse me, be we know we are not alone. We have come a long way for an item need to save lives not take them. Please show yourself." When finished he repeats himself in four more languages.
Languages Spoke
Laucian waits to see if a reply or action follows his comment.

Pixie Rogue |

Other than the trail itself, which is relatively hard-packed, the area is mostly tall (knee-high) grass, which seems to obscure most tracks. Gilgar does spot a canine pawprint or two -- whether they are the same animal would be hard to tell.
A little work with Perrin determines that the scent he's picked up is associated with those prints, as well.
Winter's hackles rise a bit as he enters the clearing, but the scent of unknown canines could explain that.
In addition to the sound of the razorcrows raucously announcing your presence, once you stop moving and wait a bit, there is ample other wildlife noise to lead you to believe that the silence while you traveled was because of your presence.
Laucian's hail into the courtyard is unanswered other than the echo of his voice from the far wall.

Pixie Rogue |

I boldly step forward into the courtyard.
"Hail, Dwarven brothers! Get yerselfs out here an' greet me proper. An' if ye ain't Dwarfs, get yerselfs out here so I can decide whether or not to kill ye."
Wait for a response.
After a moment of shocked silence, the razorcrows begin to caw again and the sounds of insects among the grass can be heard once more.

Pixie Rogue |

Gilgar notices that there are faint signs that some creatures do enter the main building through the double doors. Some of the tracks look reptilian while others are clearly made by canines. The reptilian tracks always lead to the main entrance and then out into the wild while the mammal tracks leave by either the main entrance or through the hold in the eastern wall.

Gilgar |

Pointing to the ground and sweeping my hand toward the double doors to the East. "There be reptilian tracks, much the same as I found outside our camp, that lead through them doors. There's also some dog or wolf tracks hereabouts too."
Axe at the ready, I'll advance purposefully toward the double doors. "Ye comin'?"

Pixie Rogue |

Pointing to the ground and sweeping my hand toward the double doors to the East. "There be reptilian tracks, much the same as I found outside our camp, that lead through them doors. There's also some dog or wolf tracks hereabouts too."
Axe at the ready, I'll advance purposefully toward the double doors. "Ye comin'?"

Laucian Galanodel |

Placing a hand on Sylvanis's back, Laucian turns saying, "Well now that Gilgar is up front, I have you to talk to. We haven't talked much." Laucian starts looking around for anything of note as he follows in behind Nox, "So you it is hard for a performer like me to not have an audience. It is only this group that gets to see my work. I have been thinking that I need to start writing this adventure down so I can use it in my future performances..."
Laucian continues on not turning back to Sylvanis behind him, and making sure Nox is right in front of him.

Pixie Rogue |

Will DMPC Sylvanis for now while her player is under the weather -- but jump right in anytime and feel free to retcon if I've chosen incorrectly for her action.
With some longing, Sylvanis glances back at the woods, but she follows, just nodding as Laucian continues talking. Winter ranges back and forth on either side of the lady druid.
The righthand door of the pair into the monastery proper stands ajar. Beyond the double doors is a small dark hall. Littered with mounds of debris and a year’s worth of dead leaves, it is clear that a narrow path winds inside.

Gilgar |

Slip inside and take stock of what options there are (doors or other openings in the hallway). I would also like to scan the visible stone of the floor and walls for anything that might be hinky or out of the ordinary.
Perception to notice unusual stonework: 1d20 + 8 ⇒ (1) + 8 = 9 ... *sigh*
What are the dimensions of the hallway, please?

Pixie Rogue |

The entryway in which Gilgar stands is 10' x 10' with the double doors he just entered on the east side. There is a closed door on the north wall, closer to the west corner as well as a closed door on the south wall, directly across from the door on the north. The west side of the entryway is open to a 5' hallway that extends north and south out of view. Another pair of double doors, standing ajar, face you from the far side of the hallway.
Gilgar's cursory search of the floor reveals leaves and debris that have blown in through the open door as well as the rotting remnants of same from years past.
Survival check, for anyone that wishes to make it - I'll assume you've entered the entryway if you make the check.

Pixie Rogue |

I envisioned the dwarf stepping in and to the side so he wasn't silhouetted in the doorway, so Nox/Perrin could have entered if they chose. Of course, that would leave Nox/Perrin silhouetted...