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Re: Chapter 1 > Road to Adventure
Posted: Tue Aug 11, 2015 12:24 pm
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.
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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.
Re: Chapter 1 > Road to Adventure
Posted: Tue Aug 11, 2015 12:52 pm
by wordoftheoracle
Ioriston will take the first watch.
Spells studied:
Sleep
Magic Missile
Re: Chapter 1 > Road to Adventure
Posted: Tue Aug 11, 2015 1:10 pm
by mordechiyoel
Baer prays for two cure light wounds
and can take mid-shift due to his dark vision.
Re: Chapter 1 > Road to Adventure
Posted: Tue Aug 11, 2015 6:08 pm
by Belkregos
stitches takes the last shift
makes some coffee and tea (puts some pot in the tea) for the wounded
Re: Chapter 1 > Road to Adventure
Posted: Wed Aug 12, 2015 12:09 pm
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.
Re: Chapter 1 > Road to Adventure
Posted: Wed Aug 12, 2015 12:36 pm
by wordoftheoracle
Marching order should be the usual:
- Fighter
- Rogue
- Wizard
- Cleric
- Fighter
Re: Chapter 1 > Road to Adventure
Posted: Wed Aug 12, 2015 4:44 pm
by Belkregos
agreed with marching order
Re: Chapter 1 > Road to Adventure
Posted: Wed Aug 12, 2015 5:11 pm
by burlyjr
Aslaan thinks then says......."Maybe we should switch something up, this hasn't worked out so good."
Re: Chapter 1 > Road to Adventure
Posted: Wed Aug 12, 2015 5:40 pm
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.
Re: Chapter 1 > Road to Adventure
Posted: Wed Aug 12, 2015 6:40 pm
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.
Re: Chapter 1 > Road to Adventure
Posted: Wed Aug 12, 2015 10:01 pm
by hedgeknight
If Aslaan is leading, I need two Wisdom checks...
Re: Chapter 1 > Road to Adventure
Posted: Wed Aug 12, 2015 11:22 pm
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
Re: Chapter 1 > Road to Adventure
Posted: Thu Aug 13, 2015 1:00 am
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.
Re: Chapter 1 > Road to Adventure
Posted: Thu Aug 13, 2015 4:59 am
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
Re: Chapter 1 > Road to Adventure
Posted: Thu Aug 13, 2015 12:22 pm
by burlyjr
Re: Chapter 1 > Road to Adventure
Posted: Sat Aug 15, 2015 11:34 am
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?
Re: Chapter 1 > Road to Adventure
Posted: Sun Aug 16, 2015 1:21 am
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.
Re: Chapter 1 > Road to Adventure
Posted: Sun Aug 16, 2015 2:32 am
by hedgeknight
The stone sails into the bushes, making some racket...but nothing happens otherwise.
Re: Chapter 1 > Road to Adventure
Posted: Sun Aug 16, 2015 6:03 am
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
Re: Chapter 1 > Road to Adventure
Posted: Sun Aug 16, 2015 12:50 pm
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.