
Damandor Yolanux |

I'll be posting for Grunthor while his player is out of town on vacation.
Grunthor:
Grunthor does his best to look intimidating and act the part of a guard. Bluff: 1d20-4+1=8 and doesn't quite manage to aid the group.
Damandor:
Damandor tries to look important, but also humble and deferential, so as not to arrouse the ire of the Cleric of Hextor. Bluff: 1d20+1=7 but does not pull it off enough to aid Garret.

Monty Haul |

The priest accepts your papers with a derisive snort, inspecting them carefully before scanning your group. A short distance away, half a dozen heavily armed guards stand to attention, ready to answer the cleric at a moment's notice.
"Corellon Lorethian," he sneers. "A feeble, old god for feeble, old men. I don't know why we let your sort into the city. The roads outside are dangerous, lowlife - you won't have the might of the warlord or the protection of Hextor's church to defend you out there. What are you going to do about bandits? Wolves? The beasts of the wasteland?"

Damandor Yolanux |

"We appreciate your concern honored one of Hextor, and will indeed 'miss' the protection of the 'warlord'. I have been warned by those over me that the path before us is fraught with danger, but I was determined to make the journey. Alas, my masters relented and allowed me to make preparations to go."
"These few that are with me were all that could be hired to guard and serve me, so hopefully we will be able to keep each other safe."
Damandor then leans closer to the Cleric of Hextor and whispers, "Besides, if I die out in the wastelands, there will be one less cleric in Bastion of a, oh how did you put it ..., ah yes ..., 'a feeble old god, for feeble old men', wouldn't that make Hextor smile if I died in the wasteland."
"We await your decision honored one of Hextor."
Damandor stands straight again, and waits patiently for the cleric's reply. He also stands ready to take action if need be.

Anyssa the Clumsy |

Monty Haul |

The priest spends a few moments studying Theriandor's letter and eventually makes a few marks across the top - a series of symbols and letters, presumably some kind of official code. Nodding to the guards at the gate he waves you through.
"Be on your way," he instructs as he hands you back your paperwork, "the city is well rid of you." Moving along the queue, he is soon interrogating the next lowlife looking to exit the city, leaving you free to leave Bastion. As you make your way to the gates, the guards look you over but make no move to search any of you or the donkey laden with your supplies.

Damandor Yolanux |

Once the party is out of the gate and out of ear shot of the guards, Damandor says, "Well that turn out better then I thought it would, for a moment their I thought we were going to have to fight our way out of the city."
"Although, what I whispered to the cleric there at the end, left a bad taste in my mouth. I'll have to atone to Corellon for going along with that Hextor brute, that his deity is better then mine."
"As I said before we left the city, I think that we should head south as the guard would expect us to do. Then once out of sight of the city, we can make our way to Sander's Point. Unless anyone has a better idea. I'm certainly open to other ideas as I've never been outside the city. I hope the cleric at the gate was exaggerating the need for protection."

Flint Earthbrother |

"Although, what I whispered to the cleric there at the end, left a bad taste in my mouth. I'll have to atone to Corellon for going along with that Hextor brute, that his deity is better then mine."
"Your faith was tested and I think you paseed."
"I hope the cleric at the gate was exaggerating the need for protection."
"At least where beasts may be concerned I may be able to offer assistance."

Garret Highhill |

"Although, what I whispered to the cleric there at the end, left a bad taste in my mouth. I'll have to atone to Corellon for going along with that Hextor brute, that his deity is better then mine."
"Well, at least you didn't have to act like you just came out of the Shire. Now I feel dirty."

Anyssa the Clumsy |

Damandor Yolanux wrote:"Although, what I whispered to the cleric there at the end, left a bad taste in my mouth. I'll have to atone to Corellon for going along with that Hextor brute, that his deity is better then mine.""Well, at least you didn't have to act like you just came out of the Shire. Now I feel dirty."
"You get used to it. Acting like less than what you are, I mean. It's not like you don't know the truth. It's just an act." She shrugged. "It's what I've been doing every day for years."

Monty Haul |

Having passed through the gates, Damandor leads you along the road heading south, joining the large number of miners heading into the hills where they will work the various mines dotted around the area. There are one or two patrols from the city, although none of them trouble you as you follow the road a mile or so until out of sight of the city. Once free of the watchful eye of the guards at the gates, you turn west into the hills, leaving the road and forging your way through the rugged terrain. Your small group spends the morning and most of the afternoon climbing ever higher, picking your way around ravines and gullies as you work your way westward and slightly northerly, aiming to rejoin the coastline and then travel along the outskirts of the wasteland towards Sander's Point.
Come midafternoon, you reach the highest point in the hills and begin to work your way down the other side. As you crest the spine of the hilly range, you see the broad expanse of the wasteland spreading out before you, seemingly an endless, barren scrubland. A few miles to the north, you can see the ocean and far off to the northeast, smoke from the city of Bastion. Beginning your descent, you head down the other side of the hills, picking your way carefully through the afternoon as you make sure to put as much distance between yourselves and the well patrolled road as possible.
By evening, you are several miles into the hills, a fair distance from the nearest road. On this side of the hills there are no mines or other valuable assets to protect, so your chances of meeting any patrols are next to zero. Nonetheless, the risk of encountering bandits, dangerous animals or magical beasts wandering out of the wasteland grows greater the farther you are from the city.

Flint Earthbrother |

And a post to get us off that number...
Noticing that it is evening, Flint sugessts they stop for the night.
"We've been walking all day, and the mule needs rest as much as we do. If we decide to keep going, those who can't see in the dark will need torches or sunrods, which become beacons for bandits. That on the other hand, will be unavoidable if we wish a fire at our campsite."

Damandor Yolanux |

Damandor:
In jest Damandor says to Garret, "How's your hearing my friend, it could prove just as valuable as a good pair of eyes."
Stopping for the night is alright with me and I'm happy to have the chance to rest and commune with Corellon, and I'll be happy to take a turn at watch."
Grunthor:
Once a campsite is found, Grunthor sees to the mule, and gets his gear that the mule was carrying.
"I would be happy to take last watch early in the morning."
After eating something, he prepares to sleep until his turn at watch.

Monty Haul |

Flint and Grunthor are able to find a reasonably secluded gulley and you set about establishing a camp. It is likely to be freezing out here, and if it rains you are in for an unpleasant night - a fire is going to be pretty much a necessity. Grunthor has had plenty of practise at digging a deep fire pit and he and Ivan build a small wall of earth. Once complete, you judge that it should hide the light from anyone further down the gulley, while still providing warmth to your party.

Damandor Yolanux |

"I will be happy to take a turn at watch after my evening meditation."
Damandor makes himself comfortable as possible near the fire and then begins his evening meditation and prayer to Corellon. He then spends some time reading the tome that was recovered from the crate. He then has something to eat and prepares to take his turn on watch.

Flint Earthbrother |

Damandor Yolanux |

After Damandor spends time in study and meditation, he has the following spells memorized: 0 - Guidance, Resistance, Stabilize; 1 - Bless, Shield of Faith.
During his watch he get the following on his checks: Perception (Sight): 1d20+4=24, Perception (Sound): 1d20+4=22, Wow! Nothing is getting by Damandor on his watch.
After sleeping Grunthor wakes early in the morning and prepares to take his turn at watching over the camp.

Monty Haul |

As the night wears on, those of you on watch continue to stoke the fire, providing what relief you can from the bitter cold. Late in the night, during Grunthor's watch, there is a slight smattering of rain. It isnt the oppressive downpour you usually see in Bastion, but given the cold it is enough to ensure you all have an unpleasant night - what little sleep you get coming in short, uncomfortable bursts.
The morning comes without incident. The air is clear and crisp and you are greeted with a spectacular view of the wasteland, stretching out before you to the western horizon. Although not a true desert, vegetation and free standing water is very scarce and the barren, hilly landscape seems to go on forever. To the north, you see the coast which presumably will lead you to Sander's Point. Breaking camp, your small group begin to work their way down out of the hills, you would judge you should reach the sea by noon at which point you will be able to head west, skirting the wasteland and hopefully avoiding the beasts known to live there.
Can I get perception checks during the morning from everyone?

Damandor Yolanux |

As the group travels on the next morning Damandor keeps a watch out for any trouble.
Perception (Sight): 1d20+4=16

Garret Highhill |

Garret gets up, rubbing his eyes groggily.
Perception: 1d20-1=11

Flint Earthbrother |

Damandor Yolanux |

I'll make the Perception check for Grunthor, as his player is still on vacation and I don't know how often he has access to the internet.
Grunthor:
Grunthor surveys the land around them as the party travels on.
Perception: 1d20+3=18

Monty Haul |

Your small band begins to head down out of the hills, picking your way along the ravines and gullies. By late morning, you are about to enter the wasteland proper - the coast a few miles away. As you travel, Grunthor and Damandor gradually become aware of movement in the hills behind you. Although not close, the two of them are convinced that someone is tailing you as you make your way down through the hills.

Damandor Yolanux |

Your small band begins to head down out of the hills, picking your way along the ravines and gullies. By late morning, you are about to enter the wasteland proper - the coast a few miles away. As you travel, Grunthor and Damandor gradually become aware of movement in the hills behind you. Although not close, the two of them are convinced that someone is tailing you as you make your way down through the hills.
"I believe that we are being followed. Anyone have any suggestions as to what we want to do about those that are following us?"

Monty Haul |

Waiting until you are heading down into a small gully - Flint, Garret and Grunthor break away from the group and begin to double back, hoping to surprise whoever it is who is tailing you. Anyssa, Damandor and Ivan continue on with the mule. There is not a lot of foliage or other cover, however the terrain is very uneven and it is relatively easy to conceal your progress.
Can I have perception checks from everyone and stealth checks from Flint, Garret and Grunthor?