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Chapter 1a - back on the road, and then off


Blaeringr

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continued from: Interval - Aldpine


5th of Renewal, year 20


After a good sleep, and a warm breakfast, the group is back out on the road again.

Maybell has a possible lead at a couple lumber camps, a little off the beaten trail. (Diplomacy and then survival rolls)

Or, the adventurers could really go off trail and try searching the wilderness near where Neil marked on the map for them (survival rolls)

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[fieldset=Maybell Springfield][table=2,1] [r=1,1][img2=150]https://i.imgur.com/F9acM1T.png[/img2] [r=2,1][center][b][url=https://www.myth-weavers.com/sheets/?id=2839749][font=palatino linotype][size=4][color=Sienna]Maybell Springfield[/color][/size][/font][/url][/b] [I]Gutsy Halfling Bard 1[/I] [b]HP:[/b] 15/15 [b]AC:[/b] 17 [b]Spell Slots:[/b] 1/2 L1 [b]Focus Points:[/b] 1/1 [b]Halfling Luck:[/b] 1/1 [b]Class DC:[/b] 17 [b]Status:[/b] Normal and Healthy [/center][/table] [spoiler=Statblock] [CENTER][table=3,1][r=1,1][URL="https://www.myth-weavers.com/sheets/?id=2839749"][size="4"][b]Maybell Springfield[/b][/size][/URL] [r=2,1] [B]Female Halfling Bard 1[/B] [r=3,1] [B]Neutral Good Entertainer[/B] [/table] [/CENTER] [table=2,1][r=1,1][B]STR:[/B] 8/-1 [B]DEX:[/B] 14/+2 [B]CON:[/B] 12/+1 [B]INT:[/B] 14/+2 [B]WIS:[/B] 12/+1 [B]CHA:[/B] 18/+4 [r=2,1][B]Saves:[/B] For 4 Rex 5 Wil 6 Per 6 [B]Speed:[/B] 25 [B]AC:[/B] 17 [B]Languages:[/B] Common, Elven, Dwarven, Halfling [/table][/spoiler] [/fieldset]
Maybell Springfield
F9acM1T.png
Maybell Springfield
Gutsy Halfling Bard 1
HP: 15/15
AC: 17
Spell Slots: 1/2 L1
Focus Points: 1/1
Halfling Luck: 1/1
Class DC: 17
Status: Normal and Healthy
 

Statblock

 

Maybell Springfield Female Halfling Bard 1 Neutral Good Entertainer
STR: 8/-1
DEX: 14/+2
CON: 12/+1
INT: 14/+2
WIS: 12/+1
CHA: 18/+4
Saves: For 4 Rex 5 Wil 6 Per 6
Speed: 25
AC: 17
Languages: Common, Elven, Dwarven, Halfling

 

Maybell did her very best the next day as they left town to turn the mood around and memories away from the little candy incident. Stories were told, breakfast was very much remarked upon and then she was all business with going out into the trail, sharing with the team what Jane had told her about lumberjack encampments near their objective area to get information from. If they agree to going, she'd happily offer guidance with the map Jane marked for her and then attempt to establish communication to inquire about the goblins.

 

Diplomacy

Name
Diplomacy
11
1d20+7 4
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image.jpeg.a7481a41d1d5d3c341abb56a5a4796ed.jpeg

Chelia Gremaris Elven Fighter 1

HP: 17/17 | AC: 18 (19 with shield) | speed: 30 | hero: 1/1

Perception: +6 | Fort: +6 | Ref: +6 | Will: +4

conditions: none

 

Chelia had awoken a couple of times during the night, but it had always been a false alarm. She was happy to be back on the road.

"If I see this map correctly, one of the camps is on the way to the target area and the other is beyond it," she said, "so I would go to the first camp as it's on the way, or with only a very minor detour. They probably know more about the target area, even if they don't know about those sickened creatures."

 

OOC

none

 

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Khaine - Human Monk 1


HP: 21/21 | AC: 19 | Speed: 25ft | Hero: 0/3 | Focus: 1/1 

Perception: +4 | Fort: +7 | Ref: +9 | Will: +6 

Statistics | Equipment | Abilities | Skills

Conditions :


Khaine had slept well, though he had been a little quiet on his return. He work early and had worked through some stretches and practice stances before most others had risen. He washed himself and then enjoyed a good breakfast. It could be rations from here on out so he made sure to enjoy himself. Maybell had some leads at the nearby lumber camp and that gave them a next step on their goal of retrieving the goblin artifact. He seemed in a good mood after breakfast.

"Lead on! We should get there with plenty of sun in the sky. Hopefully someone there can point us towards a likely goblin hiding spot and we can wrap this up in the next day or two!"

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weylin(1).png.e4bb6feffe4438da76babea0d7b960e2.png  WEYLIN "The Drake" RYDER

Half-Orc Sorcerer (Bronze Dragon) CG

HP 16/16 AC: 15  Speed 25ft

Fort 5 Ref 5 Will 6

Class DC: 17 Spell Slots: 3  Focus points: 1/1

Str 10 Dex 14 Con 14 Wis 12 Int 10 Cha 18

Status: Rested and Prepared


The night passes well for Weylin, having gotten a decent night's rest after the previous evening's excitement. Back on the road, the sorcerer deferred to the wisdom of the group, navigating on land, especially strange, new lands, was not in his wheelhouse, but he perked up a bit at the idea of asking around. "I can sweet talk and befriend most folks, if we were to stop by a lumber camp."

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6th of Renewal, year 20 - Elbow Ridge Camp


The trail to the camp is easy enough to follow, and it's very clear you're out past the frontier here as you don't see a single homestead out past Aldpine. The region would make for some really nice cozy woodland villages. For all you know there may be a few out there in this region, tucked away and quietly building new lives on this new land.

The five adventurers arrive at Elbow Ridge Camp late in the evening, and set up their accomodations for the night nearby, and enter the camp the next morning.

The camp itself is a layout of several log buildings - dorms, workshops for tools and other gear, and quarters for the camp boss - Aldus Rin.


Players are again invited to make diplomacy rolls as the process of asking around looking for specific information: Gather InformationYou canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts.

Success You collect information about the individual or topic. The GM determines the specifics.
Critical Failure You collect incorrect information about the individual or topic.

 

Edited by Blaeringr (see edit history)
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[fieldset=Maybell Springfield][table=2,1] [r=1,1][img2=150]https://i.imgur.com/F9acM1T.png[/img2] [r=2,1][center][b][url=https://www.myth-weavers.com/sheets/?id=2839749][font=palatino linotype][size=4][color=Sienna]Maybell Springfield[/color][/size][/font][/url][/b] [I]Gutsy Halfling Bard 1[/I] [b]HP:[/b] 15/15 [b]AC:[/b] 17 [b]Spell Slots:[/b] 1/2 L1 [b]Focus Points:[/b] 1/1 [b]Halfling Luck:[/b] 1/1 [b]Class DC:[/b] 17 [b]Status:[/b] Normal and Healthy [/center][/table] [spoiler=Statblock] [CENTER][table=3,1][r=1,1][URL="https://www.myth-weavers.com/sheets/?id=2839749"][size="4"][b]Maybell Springfield[/b][/size][/URL] [r=2,1] [B]Female Halfling Bard 1[/B] [r=3,1] [B]Neutral Good Entertainer[/B] [/table] [/CENTER] [table=2,1][r=1,1][B]STR:[/B] 8/-1 [B]DEX:[/B] 14/+2 [B]CON:[/B] 12/+1 [B]INT:[/B] 14/+2 [B]WIS:[/B] 12/+1 [B]CHA:[/B] 18/+4 [r=2,1][B]Saves:[/B] For 4 Rex 5 Wil 6 Per 6 [B]Speed:[/B] 25 [B]AC:[/B] 17 [B]Languages:[/B] Common, Elven, Dwarven, Halfling [/table][/spoiler] [/fieldset]
Maybell Springfield
F9acM1T.png
Maybell Springfield
Gutsy Halfling Bard 1
HP: 15/15
AC: 17
Spell Slots: 1/2 L1
Focus Points: 1/1
Halfling Luck: 1/1
Class DC: 17
Status: Normal and Healthy
 

Statblock

 

Maybell Springfield Female Halfling Bard 1 Neutral Good Entertainer
STR: 8/-1
DEX: 14/+2
CON: 12/+1
INT: 14/+2
WIS: 12/+1
CHA: 18/+4
Saves: For 4 Rex 5 Wil 6 Per 6
Speed: 25
AC: 17
Languages: Common, Elven, Dwarven, Halfling

 

Onto the camp, Maybell sets herself up to her usual task of making introductions, feeling out the mood of the area, get as much information as she can and then prod for what their group was after. She did not set her up to play today beyond maybe demonstrating a note or two if necessary... it was early in the day and if they got the information they needed, perhaps their group could cover some ground and get to their destination.

 

She inquires about the area they are traveling to, about whenever people have seen the sick goblins their employer mentioned and whenever there was anything... off about the place they were traveling to.

 

Diplomacy

Edited by daltar (see edit history)
Name
Diplomacy
21
1d20+7 14
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Khaine - Human Monk 1


HP: 21/21 | AC: 19 | Speed: 25ft | Hero: 0/3 | Focus: 1/1 

Perception: +4 | Fort: +7 | Ref: +9 | Will: +6 

Statistics | Equipment | Abilities | Skills

Conditions :


Khaine left the info gathering to the halfling, she had a knack for it, and he would likely get in the way. Instead he busied himself with checking out the surrounding area, trying to get the lay of the land, looking for slight trails heading to and from the camp.

Name
Survival
9
1d20+4 5
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image.jpeg.a7481a41d1d5d3c341abb56a5a4796ed.jpeg

Chelia Gremaris Elven Fighter 1

HP: 17/17 | AC: 18 (19 with shield) | speed: 30 | hero: 1/1

Perception: +6 | Fort: +6 | Ref: +6 | Will: +4

conditions: none

 

In the camp, Chelia would say little but keep an eye on Maybell as she did the talking. She also kept an eye out for any strange things that could be out of place in a camp like this.

 

OOC

none

 

Name
perception
17
1d20+6 11
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weylin(1).png.e4bb6feffe4438da76babea0d7b960e2.png  WEYLIN "The Drake" RYDER

Half-Orc Sorcerer (Bronze Dragon) CG

HP 16/16 AC: 15  Speed 25ft

Fort 5 Ref 5 Will 6

Class DC: 17 Spell Slots: 3  Focus points: 1/1

Str 10 Dex 14 Con 14 Wis 12 Int 10 Cha 18

Status: Relieved and ready to party


Weylin would find where the loggers drank and ate at, then buy a couple rounds for the loggers off-duty. Sprinkling in questions about the area and specifically any unusual sights or events that have happened recently.

 

Scene ideas and/or intentions


Intending to butter up the loggers with booze so they will be a little less guarded

Name
Diplomacy
26
1d20+7 19
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kek-tok-sm
 

 

Hakaja Kek

HP: 22/22 ~ AC: 18 ~ Speed: 25
Fort: +5 ~ Ref: +7 ~ Will: +6 ~ Per: +6

Sheet link

 
 
Kek prefers to let Maybell do the talking. While she gathers information, the medic studies the passing inhabitants with silent and unnerving intensity.

Spoiler

Kek is concerned that the goblin plague could spread. He will stare at everyone in a way that probably comes off as creepy, trying to see if there are any signs of sickness or plague among the lumberjacks.

 

Name
Medicine
15
1d20+4 11
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Khaine explores a bit

Khaine gets an idea of the various trails that are used by the camp to various work sites, but nothing that really stands out as significant to their goals.

Maybell works the crowd

Turns out there are a few guys who were part of a camp in that region that were abandoned. Not all the workers know why, but there were rumors...most thought they ended up encroaching on goblinoid territory, and the camp boss was unable to negotion rights, which led to the some lumber parties being raided by goblinoids.

Weylin finds a witness

Jerome was with the group that tried to set up a camp near Finger Canyon. It's a hilly area with some good lumber, a few sources of very rare woods. The hills there are cut up by a series of small streams that have cut some steep passages deep into the hills.

His group, as he tells it, were setting up a site near some jadewood trees, prized for it's strength and the vibrant patterns in the wood, when they were attacked. It was evening and dark out, and a group of mostly goblins came out of the darkness. They were sickly looking, and seemed to be sweating slime, but still seemed strong enough.

They were outnumbered, just the three of them against perhaps eight, but Jerome got away because the goblins stopped to eat his two companions, and didn't try chasing Jerome when he fled. The goblins didn't all immediately pile onto their two victims. They seemed as interested in biting into any leather items lying around as human flesh. One was tearing bites out of a spare boot while another was peeling leather wraps off of an axe handle.

Suspicious camp boss

The camp boss sn gets wind off thekind of questios th group is asking in his camp. He doesn't like them putting frightening ideas inhis workers' heads about dangerous boogey men out in the woods, and is soon demanding they leave. Good think Weylin has gotten a fairly specific lead for the location.

How well these adventurers can track their way through the wilderness with actual roads or signs going to their destination is another question though.

Question for the players:

During exploration, what is the primary focus of your character?

Sample exploration activities:

  • Survival to keep the group oriented and looking for signs of the creatures you're looking for.
  • Perception to keep the group alerted to threats (scouting).
  • Stealth to help the group avoid notice.
  • Other appropriate?

 

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[fieldset=Maybell Springfield][table=2,1] [r=1,1][img2=150]https://i.imgur.com/F9acM1T.png[/img2] [r=2,1][center][b][url=https://www.myth-weavers.com/sheets/?id=2839749][font=palatino linotype][size=4][color=Sienna]Maybell Springfield[/color][/size][/font][/url][/b] [I]Gutsy Halfling Bard 1[/I] [b]HP:[/b] 15/15 [b]AC:[/b] 17 [b]Spell Slots:[/b] 1/2 L1 [b]Focus Points:[/b] 1/1 [b]Halfling Luck:[/b] 1/1 [b]Class DC:[/b] 17 [b]Status:[/b] Normal and Healthy [/center][/table] [spoiler=Statblock] [CENTER][table=3,1][r=1,1][URL="https://www.myth-weavers.com/sheets/?id=2839749"][size="4"][b]Maybell Springfield[/b][/size][/URL] [r=2,1] [B]Female Halfling Bard 1[/B] [r=3,1] [B]Neutral Good Entertainer[/B] [/table] [/CENTER] [table=2,1][r=1,1][B]STR:[/B] 8/-1 [B]DEX:[/B] 14/+2 [B]CON:[/B] 12/+1 [B]INT:[/B] 14/+2 [B]WIS:[/B] 12/+1 [B]CHA:[/B] 18/+4 [r=2,1][B]Saves:[/B] For 4 Rex 5 Wil 6 Per 6 [B]Speed:[/B] 25 [B]AC:[/B] 17 [B]Languages:[/B] Common, Elven, Dwarven, Halfling [/table][/spoiler] [/fieldset]
Maybell Springfield
F9acM1T.png
Maybell Springfield
Gutsy Halfling Bard 1
HP: 15/15
AC: 17
Spell Slots: 1/2 L1
Focus Points: 1/1
Halfling Luck: 1/1
Class DC: 17
Status: Normal and Healthy
 

Statblock

 

Maybell Springfield Female Halfling Bard 1 Neutral Good Entertainer
STR: 8/-1
DEX: 14/+2
CON: 12/+1
INT: 14/+2
WIS: 12/+1
CHA: 18/+4
Saves: For 4 Rex 5 Wil 6 Per 6
Speed: 25
AC: 17
Languages: Common, Elven, Dwarven, Halfling

 

Maybell is quick to sing the praises of the Drake for finding out the information about the goblin raids. Seems exactly like the group their employer set them up to find. The information about leather and... eating human flesh is a vital if grim clue... then again, maybe they will be able to make use of it. Good to know what can work as a distraction against the sick goblins. And yet... a preference for human flesh? There's a lot of occult lore that pings to such things... but she may need to come into contact with one of these goblins to be able to determine more.

 

For her part, she leaves the directions to the more adventuresome of their party, meanwhile she uses her own talents to try and detect magic constantly.

 

OOC

Maybell is going to be detecting magic for her part!

 

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Khaine - Human Monk 1


HP: 21/21 | AC: 19 | Speed: 25ft | Hero: 0/3 | Focus: 1/1 

Perception: +4 | Fort: +7 | Ref: +9 | Will: +6 

Statistics | Equipment | Abilities | Skills

Conditions :


Khaine did not like the description of these goblins. Better that the group found the goblins rather than the goblins found the party. As such, he would do his best to make sure the group moved quietly. Better to ambush these dangerous creatures than be ambushed!

Name
Stealth
15
1d20+7 8
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image.jpeg.a7481a41d1d5d3c341abb56a5a4796ed.jpeg

Chelia Gremaris Elven Fighter 1

HP: 17/17 | AC: 18 (19 with shield) | speed: 30 | hero: 1/1

Perception: +6 | Fort: +6 | Ref: +6 | Will: +4

conditions: none

 

While moving around, Chelia keeps on guard, looking around to spot any ambush, hopefully in time.

 

OOC

exploration activity: scout

 

Name
perception
15
1d20+6 9
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