Chapter 1 > Road to Adventure

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scbeachbum
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Re: Chapter 1 > Road to Adventure

#81 Post by scbeachbum »

"my thinking is we must save Mr Rockseeker; but we don't need to go into this blind. Blind ambition may get us killed. Stitches, hold up." Kelton looks around and looks toward loriston, " what is your thinking here? what are your thoughts?" Kelton will give the entire party a chance to voice their opinons. "whatever we do, Im with Stitches, we at least need to see if there is a way to hide the wagon."

Once everyone has voiced their opinion, he will help look for a place to stash the wagon. "it seems to me to be pointless to go on to Phandalin. The supplies are for who looks to be abducted."

ooc: do we know what is actually in the wagon? I didn't know if we had been told. if we do not know, Kelton will look into the wagon to see what it holds.

"Im thinking there may be something of substance here?"
Dreys is still alive....
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hedgeknight
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Re: Chapter 1 > Road to Adventure

#82 Post by hedgeknight »

From the bottom of page 1 of this thread:
Two oxen are pulling the wagon and it is packed full of an assortment of mining supplies and food. This includes a dozen sacks of flour, several casks of salted pork, two kegs of strong ale, shovels, picks, and crowbars (about a dozen each), and five lanterns with a small barrel of oil (about 50 flasks in volume).
Looking around the area, you can easily find a place to hide the wagon off the trail and tie up the oxen. Dwimp says the Cragmaw hideout is about five miles northwest.
Dwimp is not sure exactly where the castle is except it is toward the northeast, deeper into Neverwinter Woods.
Winter is coming...
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mordechiyoel
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Re: Chapter 1 > Road to Adventure

#83 Post by mordechiyoel »

"Methinks we should rescue Sildar and then go after me cousin," Baer answers.
"I just need some time ta pray and den I am ready to go !" the cleric says,
ignoring the banter between his companions.
"We need da decide now."
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Belkregos
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Re: Chapter 1 > Road to Adventure

#84 Post by Belkregos »

stitches is already standing at the head of the trail leading to the goblins lair, tapping his foot and itching to go

ready to go?...

clear the gobos, free the boss man, get paid, get drunk, get laid, and do it again, now thats a plan...we agree?... lets go then
Stitches:- 1st lvl Halfling-Rogue: basics HP:9, AC:14, init.:+3, Sw/Bow: +5 to hit/1d6+3 dam +Sneak attack!
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Re: Chapter 1 > Road to Adventure

#85 Post by wordoftheoracle »

Ioriston eyes Stitches:

"Aren't we anxious... You do know we won't find 'boss man' until we reach the Cragmaw Castle. We will head to the goblin lair first and save Sildar. This will be most beneficial."

Ioriston speaks to Dwimp:

"Lead us to the cave. Once we arrive, my best advice would be to run away. The short ugly one over there..."


Ioriston points at Stitches.

"He will not settle for merely killing you. He will, more than likely, eat you alive if you remain. It is by the grace of your knowledge of the cave's locale that he lets you live. Again, when we get to the cave... run."


Ioriston to Stitches:

"Perhaps we should let friend Dwimp run point. Besides that, I am ready unless our cleric would like some time to recover his prayers. In which case, I would like to recover from my spellcasting as well."

Ioriston is ready to follow the trail.
PC History:

Ioriston Erudleaf - Level Three Elven Wizard, Hedge's Adventures in the Realms (5e)
Loche - Level Three Pict Thief, The Lost City of the Pharaohs (1e)
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burlyjr
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Re: Chapter 1 > Road to Adventure

#86 Post by burlyjr »

I'm trusting that you have enough control, fear or whatever you may have over this foul beast that he will lead us to the cave and not into a trap. If so then we should head out before something else comes along.
As the light changed from red to green to yellow and back to red again, I sat there thinking about life. Was it nothing more than a bunch of honking and yelling? Sometimes it seemed that way.
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Re: Chapter 1 > Road to Adventure

#87 Post by hedgeknight »

Cragmaw Hideout 1

Once a group decision is finally made, and stashed the wagon and oxen, Dwimp leads you down the trail. Doing as he is told, he points out a snare and a pit not more than 20 minutes along, making sure all of you avoid them. He smiles and nods his head at your expressions; you note his teeth have been filed sharp so they appear fierce and jagged.

The trail continues on until you see a large cave in the hillside about five miles from the scene of the ambush. A shallow stream flows out of the cave mouth, which is screened by dense briar thickets. A narrow dry path leads into the cave on the right-hand side of the stream.
Cragmaw Hideout 1A.JPG
Cragmaw Hideout 1A.JPG (67.07 KiB) Viewed 690 times
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Alright fellers > what are your actions from here?
Also, did you decide to take a short rest before setting out down the trail or just come straight on?


Current Stats:
Aslaan > down 3 hp
Kelton > down 4 hp
Stitches > down 3 hp
Last edited by hedgeknight on Wed Aug 05, 2015 4:06 pm, edited 1 time in total.
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burlyjr
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Re: Chapter 1 > Road to Adventure

#88 Post by burlyjr »

Let's not waste any time, we should get up there before they decide to come out. Maybe we can catch them off guard.]
As the light changed from red to green to yellow and back to red again, I sat there thinking about life. Was it nothing more than a bunch of honking and yelling? Sometimes it seemed that way.
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Re: Chapter 1 > Road to Adventure

#89 Post by wordoftheoracle »

We decided to rest prior to travel.

Ioriston:

"Let's charge in before they get any intelligence about our position or intention. Knowledge is a powerful thing. Let's deny them this with an expeditious charge!"

Ioriston to Dwimp:

"Run away. Come back to the cave in a day or two and you will find this cave vacant."


Ioriston:

"We should order ourselves single file, but we should have a strong rearguard once again."
PC History:

Ioriston Erudleaf - Level Three Elven Wizard, Hedge's Adventures in the Realms (5e)
Loche - Level Three Pict Thief, The Lost City of the Pharaohs (1e)
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Re: Chapter 1 > Road to Adventure

#90 Post by hedgeknight »

Stiches only >
I need you to make a Stealth check
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Belkregos
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Re: Chapter 1 > Road to Adventure

#91 Post by Belkregos »

hedgeknight wrote:Stiches only >
I need you to make a Stealth check
Stitches:- 1st lvl Halfling-Rogue: basics HP:9, AC:14, init.:+3, Sw/Bow: +5 to hit/1d6+3 dam +Sneak attack!
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Re: Chapter 1 > Road to Adventure

#92 Post by hedgeknight »

Stitches only >
While the rest of his companions talk rather loudly about storming the hideout, Stitches is quietly watching the brush and surrounding thickets...and to his mild surprise, he sees two other Goblins about to fire on the group! Looking at the map above, you can see the goblins are in that clearing on the upper right side of the map behind some thick brush. They are about to drawn down on Ioriston and Aslaan. Actions?
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Belkregos
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Re: Chapter 1 > Road to Adventure

#93 Post by Belkregos »

Stitches fires an arrow at the surprised goblin and warns his companions on the impeding attack

to hit: [1d20+5] = 12+5 = 17 advantage [1d20+5] = 7+5 = 12

damage (+sneak att) [2d6+3] = 5+3 = 8

TO THE RIGHT, TWO GOBOS, TWO GOBOS, TO THE RIGHT!!!
Last edited by Belkregos on Wed Aug 05, 2015 7:55 pm, edited 2 times in total.
Stitches:- 1st lvl Halfling-Rogue: basics HP:9, AC:14, init.:+3, Sw/Bow: +5 to hit/1d6+3 dam +Sneak attack!
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Re: Chapter 1 > Road to Adventure

#94 Post by Belkregos »

following round:

with his cover and hidden place blown he fires at the second goblin

initiative: [1d20+3] = 11+3 = 14

attack- to hit:[1d20+5] = 11+5 = 16 damage: [1d6+3] = 2+3 = 5
Stitches:- 1st lvl Halfling-Rogue: basics HP:9, AC:14, init.:+3, Sw/Bow: +5 to hit/1d6+3 dam +Sneak attack!
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Re: Chapter 1 > Road to Adventure

#95 Post by hedgeknight »

Acting fast, Stitches fires an arrow and the rest of you hear a high pitched scream to your right somewhere in the thicket.
TO THE RIGHT, TWO GOBOS, TWO GOBOS, TO THE RIGHT!!!

Actually there is only one goblin since Stitches drilled the other with an arrow through its left eye socket! Looking to your right, you see one goblin flailing around on the ground dying, while a second goblin is drawing an arrow to fire.

Initiative and actions!
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Re: Chapter 1 > Road to Adventure

#96 Post by wordoftheoracle »

Initiative: [1d20+2] = 18+2 = 20

Ioriston points a chilly finger at the goblin and lets fly a Ray of Frost.

Ranged Spell Attack: [1d20+2] = 8+2 = 10

Ray of Frost Damage: [1d8] = 8
PC History:

Ioriston Erudleaf - Level Three Elven Wizard, Hedge's Adventures in the Realms (5e)
Loche - Level Three Pict Thief, The Lost City of the Pharaohs (1e)
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Re: Chapter 1 > Road to Adventure

#97 Post by hedgeknight »

And just that quick, the current threat is over > both goblins down and dead.
Kelton doesn't even have time to unshoulder his axe!

Once the threat is over...you begin to look around...and you notice Dwimp is gone...must have bolted during the very brief skirmish.

Actions? Moving forward?
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Re: Chapter 1 > Road to Adventure

#98 Post by wordoftheoracle »

Ioriston:

"Dwimp told us that there couldn't be more than forty goblins with a bugbear chief. While that isn't a whole army, let's proceed with caution. Our half-a-thief should take the point position as our brief goblin encounter would attest."
PC History:

Ioriston Erudleaf - Level Three Elven Wizard, Hedge's Adventures in the Realms (5e)
Loche - Level Three Pict Thief, The Lost City of the Pharaohs (1e)
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Re: Chapter 1 > Road to Adventure

#99 Post by burlyjr »

Only forty????
As the light changed from red to green to yellow and back to red again, I sat there thinking about life. Was it nothing more than a bunch of honking and yelling? Sometimes it seemed that way.
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mordechiyoel
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Re: Chapter 1 > Road to Adventure

#100 Post by mordechiyoel »

"Da element of surprise is gone now dat dat little bastard gots away," Baer says, clearly unhappy
at that change of events. "Casters in da middle, at least one fighter in da back, and let da trapfinder
lead the way,"
he smiles at the rogue.
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