Stowing the elixir away in her pack, Harley retreated to one of the corners of the small cabin and set out her bedding. When she awoke in the morning, she performed her obsessive cleaning of her gear before munching on some rations and getting ready for the day. She didn't really speak much, except to be polite, and kept mostly to herself.
Dunndero awakens feeling refreshed and rested, steps outside the cabin to conduct 15 minutes of morning stretches and exercises, before returning to the cabin to munch some of his daily rations and gear up, ready to start a new day of adventures.
Settling in for the night, Satoru and his tall Companion curl up in separate bedrolls and talk in hushed tones about the events of the day: what happened, what could have happened, how much more they could have done and how much they regretted it. Well, tomorrow was truly another day. And it was time to get more…involved.
After taking first watch Larz says his nightly prayers and lays down for a much needed rest. Again his Uncle visits his dreams. This time his dreams don't bring the same sorrow, the difference is this time his Uncle was the same thrill seeking dwarf he remembered from his childhood the dwarf awakens with a totally different out look on the situation he finds himself in.
After saying his morning prayers the young cleric gets a bite to eat and reflects on his new life choice of adventuring. Yesterday's fight definitely changed his out look, he realizes that his Uncle choose to put himself in parrel the life of an adventurer is just that choosing to fight for what's right. He to has chosen the same life and could possibly die, and that's his choice to make.
As Larz packs his gear and alters the vow he made upon learning of his Uncles passing. He's not going to question his Uncles choices or morn his passing. He lived and died on his own terms and Larz vows to respect that. That being said Larz still vows to find those responsible for his death and to send them into the after life as painfully as possible, put he'll do so in honor of his Uncles not for revenge.
The group left the cottage and started across the glade heading southwest when they get about a about 45 minutes away from the glade, as they travel through the marshy area of the Darkwood, they come across some tracks that are disquieting. what appears to be a large man sized snake with a pair of claws so that it pulls itself along as it slithers cross their path. like it was out there in the forest last night moving east to west. The tracks cause them to pause briefly before taking up their journey again.
((ooc when 2 people have posted regarding this then Ill advance the game..))
Lucian leans over and looks at the tracks and tries to recall anything he knows about what could leave these tracks in the natural world and comes up blank, however something is nagging him about the tracks left and he starts thinking of it with some of his other knowledge and realizes this is the spoor left by a Tatzlwyrm.
Tatzlwyrms resemble human-sized snakes with two arms and a dragon's head. Distant relatives of true dragons, tatzlwyrms possess only a meager level of intelligence. They can speak (with a thick, hissing accent), but their ability to reason is limited and they can't use magic. They do possess a level of cunning, however, and some have been known to build rudimentary traps and even lairs. They are not treasure-hoarders, though, so don't expect to find a tatzlwyrm sitting atop a bed of coins.
Some tatzlwyrms have managed to forge working relationships with dragons, though it's a rare occurrence. From time to time, dragons have used them as messengers (because they can speak their language, however crudely), scouts (due to their smaller size), guides (when they're familiar with a particular mountain), and even muscle (harassing foes not worthy of a dragon's direct attention).
Tatzlwyrms don't work with kobolds, though—tatzlwyrms eat kobolds
Tatzlwyrms hibernate in cold weather, and when they feel winter approaching they seek out underground lairs, mountain crevices, or even hay lofts. On one notable occasion, townsfolk reported being briefly overrun by tatzlwyrms after a conflict between spellcasters in the nearby hills caused a sudden blizzard. Local scholars still debate whether the cause of the influx was the sudden change in weather or if the creatures were drawn to one of the other magic users staying in town who were part of the same pilgrimage as those doing battle.
When confronted, tatzlwyrms are more likely to attack than retreat. Indeed, they sometimes lie in wait on purpose, taking advantage of their scales' natural camouflage and awaiting the chance to unleash their signature move: belching poisonous vapor into an opponent's face. Since this breath attack doesn't have much range, the wyrms usually need to grab their foes first and bring them close to their mouth
Breezy comes over to look at the tracks. The small leshy studies the tracks, and then says to the others,
"We can track them if you want. Might be better than letting something ambush us."
Survival (Tracking): 1d20+7=20
Nature: 1d20+7=20
Breezy knows the Tatzlwyrms are not uncommon in The vale. Though they normally arent found this far south, staying more in the northern area of the forest.
Lucian nods softly to Breezy, then speaks up to the rest of the group, "It's a Tatzlwyrm. Looks like a large human sized serpent with small arms. They are intelligent enough for speech, but not at all friendly or reasonable. They are smart enough to set traps and lay in wait. Considering we are on a game trail, we should keep our eyes open. It may be trying to fill it's belly before it hibernates for the winter. If we come across it, close fighters need to be careful. It will try to grab you and if it does, The thing will blast poison in your face as a short ranged breath weapon."