Chapter 1 > Road to Adventure

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hedgeknight
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Re: Chapter 1 > Road to Adventure

#141 Post by hedgeknight »

The group makes it back to the wagon, albeit much slower than going to the goblin's hideout. Three demihumans hauling two heavy humans ain't easy! In fact, it is late in the day with the sun setting when they arrive back where the wagon and oxen are hidden. Nothing seems to have been disturbed; the oxen are chewing their cud contentedly.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

You will need to set watches for the night and spellcasters will need to pray/memorize spells; please update your spell lists with your next post.
Winter is coming...
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wordoftheoracle
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Re: Chapter 1 > Road to Adventure

#142 Post by wordoftheoracle »

Ioriston will take the first watch.

Spells studied:

Sleep
Magic Missile
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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mordechiyoel
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Re: Chapter 1 > Road to Adventure

#143 Post by mordechiyoel »

Baer prays for two cure light wounds
and can take mid-shift due to his dark vision.
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Belkregos
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Re: Chapter 1 > Road to Adventure

#144 Post by Belkregos »

stitches takes the last shift
makes some coffee and tea (puts some pot in the tea) for the wounded
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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hedgeknight
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Re: Chapter 1 > Road to Adventure

#145 Post by hedgeknight »

The night passes and morning comes with no sign of goblins and all your wounds are fully healed. With spells ready, you prepare to travel back to the goblin hideout.

I need marching order and two Wisdom checks from whoever is in the lead.
Winter is coming...
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wordoftheoracle
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Re: Chapter 1 > Road to Adventure

#146 Post by wordoftheoracle »

Marching order should be the usual:
  • Fighter
  • Rogue
  • Wizard
  • Cleric
  • Fighter
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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Belkregos
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Re: Chapter 1 > Road to Adventure

#147 Post by Belkregos »

agreed with marching order
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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burlyjr
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Re: Chapter 1 > Road to Adventure

#148 Post by burlyjr »

Aslaan thinks then says......."Maybe we should switch something up, this hasn't worked out so good."
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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scbeachbum
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Re: Chapter 1 > Road to Adventure

#149 Post by scbeachbum »

burlyjr wrote:Aslaan thinks then says......."Maybe we should switch something up, this hasn't worked out so good."
Kelton agrees, while he touches his neck.
Dreys is still alive....
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burlyjr
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Re: Chapter 1 > Road to Adventure

#150 Post by burlyjr »

Ok, Kelton. I'll move to the front and you move to the rear and let's try that. If that doesn't work, we will send the horses in first.
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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hedgeknight
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Re: Chapter 1 > Road to Adventure

#151 Post by hedgeknight »

If Aslaan is leading, I need two Wisdom checks...
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Belkregos
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Re: Chapter 1 > Road to Adventure

#152 Post by Belkregos »

as the group start to walk stitches looks around and to whomever is in the front

HEY! remember to skip the traps the gobo pointed out
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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mordechiyoel
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Re: Chapter 1 > Road to Adventure

#153 Post by mordechiyoel »

Baer advises, "have the trap finder go first, traps
and other nasties can do more damage than we think,"
the dwarves cleric suggests.
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Re: Chapter 1 > Road to Adventure

#154 Post by Belkregos »

OOC: just as a note, with the new rules, trap finding is a perception check which is wisdom based, basically anyone in the group will be better at finding a trap than stitches, his modifier is +0
he'll go in front anyways, sneak up or whatever, just let me know
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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burlyjr
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Re: Chapter 1 > Road to Adventure

#155 Post by burlyjr »

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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hedgeknight
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Re: Chapter 1 > Road to Adventure

#156 Post by hedgeknight »

By group vote, Aslaan leads the way down the trail this time and even though he is reminded about the "traps" the goblin Dwimp led them around previously, he still overlooks the first one. Not 20 minutes on the trail and suddenly, Aslaan cries out...as he steps in a snare loop and is jerked into the air, suspended upside down!
Luckily, the snare does more damage to his ego than his physical body and after a few moments, his companions cut him down and the group continues onward.
Another 10 minutes pass and this time Aslaan barely avoids stepping into a concealed pit...in fact, if Stitches had not grabbed him by the shirt, he might have very well pitched forward and been seriously injured on the rocks at the bottom of the pit.

But, by the grace of Tymora, the group makes it back to the cave where all is quiet. Stitches scouts ahead and finds no sign of goblins posted outside (of course, that doesn't mean there aren't any hidden somewhere!) nor near the entrance. All is quiet...too quiet.

Actions?
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wordoftheoracle
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Re: Chapter 1 > Road to Adventure

#157 Post by wordoftheoracle »

Ioriston whispers:

"I have an idea how to draw out any hidden guards. It seems too quiet."

Ioriston casts Prestidigitation to create a small object and throws it in a high arc across to the west bank of the river.
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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hedgeknight
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Re: Chapter 1 > Road to Adventure

#158 Post by hedgeknight »

The stone sails into the bushes, making some racket...but nothing happens otherwise.
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Re: Chapter 1 > Road to Adventure

#159 Post by Belkregos »

stitches just shakes his head and after a second starts to sneak in

stealth: [1d20+7] = 9+7 = 16

he'll take a look and come back
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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hedgeknight
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Re: Chapter 1 > Road to Adventure

#160 Post by hedgeknight »

Stitches eases up to the cave opening and waits for a few seconds before ducking inside. He hugs the wall, fully expecting to be the target of archers, but nothing threatens him. Allowing his eyes to adjust he ventures in a bit further, checking out the chamber where the wolves were kept. He finds nothing there but lots of hair and some blood. The blood is in drag marks that run the length of the room down the steps he just climbed and then...he loses them.
Must have taken the dead dogs up or down stream, he thinks, before returning to his friends outside.
Winter is coming...
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