The Wilderness
Rolls
Perception (Adv; only applies for the next hour, though, since wolf form ends after that) - (1d20+5, 1d20+5)
1d20+5 : (20) + 5 = 25
1d20+5 : (10) + 5 = 15
The off-road going is hard on the wagon, and several times the journey is held up by a wheel getting stuck in an unseen divot or finding an easier way around a series of hills. What's more, the sky begins to darken with the onset of evening.
From what the adventurers can tell, they're still several hours from Beregost. They can try to continue the difficult journey in the dark, stop and rest for the night, or make their way back to the road where the going is easier.
Rolls
History scouting check - (1d20+6)
(3) + 6 = 9
Stitch help - (1d20+6)
(9) + 6 = 15
She stretches and sighs. "Well, that was something!" she says. "I've never been not a half-elf before. Anyway..." she smiles.
"It smelt like there's a river up ahead. We might need to return to the road or find a place to ford," she explains, pulling out her old book in which she had scribed a map onto. It was rudimentary, but perhaps her past self had noted something useful here.
"Dieter. Runeson, she calls, holding up the map. "You've been here before right? Where might we be? Any suggestions?"
(Stella will cast guidance if either of them make an ability check. +1d4 to your roll.)
Aiwë beams at Stella. "That was incredible! Your parents will be so excited when they hear!"
As the others look around and think, Shelur watches the bandits. "Maybe we should just go back to the road. We won't be on it long, and we're not exactly going to be making a subtle entrance in Beregost, anyway."
Then she turns to Dieter. "I'm going to search them again, make sure they didn't try to be clever and pick up any rocks or something."
She leaves her weapons where they can't try to reach or disarm her of them—she's pretty sure she can take them in a wrestling match—and approaches. "Be good, so I don't have to be rough," she tells them, as chipper as asking their favourite song.
Rolls
Sleight of hand - (1d20+3)
(8) + 3 = 11
"Get over here, girl!" His bound hands strain against the ropes, trying to grab at her clothes or arms.
Rolls
Marl vs Aiwe (adv pack tactics) - (1d20+4, 1d20+4)
1d20+4 : (9) + 4 = 13
1d20+4 : (12) + 4 = 16
2nd attack (adv pack tactics) - (1d20+4, 1d20+4)
1d20+4 : (14) + 4 = 18
1d20+4 : (11) + 4 = 15
Rolls
Grapple - (1d20+5)
(19) + 5 = 24
Rethink your choices (intimidation) - (1d20+5)
(20) + 5 = 25
"What exactly are you trying to accomplish, Marl? Because Jeram was far more skilled than you, got a lot more loot than you, and paid a lot more for it. Jeram is out of chances, and you are on your. Last. One." Aiwë looks sternly at the other bandits as she says this. "So what do you want?"
To Dieter she mouths a single word. "Chill!"
wow it’s like she knew I was going to loose my cool.
When Marl makes his move, a red star ripples into existence atop her hand, but she discards the burning projectile after a moment one she sees does indeed have it handled. It's a welcome change to see how capable this group might really be; she'd had her doubts after Aiwe mentioning how casually Dieter had died before, and Stella demonstrating they had no survival skills. Well, at least people-survival skills.
Still, if Marl continues to insist on being a problem, she'd personally have no issues with removing him.
When the bandit kicks at Aiwe and she quells the man, Stella stands warily some distance behind, taking notes.
The Chill — Hobgoblin Mercenaries. Especially dangerous.
Blacktalons — Mostly Humans (led by Taurgosz?)
Sheemish isn't going to press the group on this, just putting his thoughts out there