A Fistful of Coppers: Treasure of the Phandelver Mine

Game Master Loup Blanc

A Western take on classic fantasy.


151 to 200 of 442 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

On the way out, assuming the wolves are still friendly, Dom let's them out.

"Feel free to tear those bastards a new hole, boys."


Male Human Paladin (Oath of Vengeance) 3 | HP: 23/28 | AC: 15 | Init: +2 | Perception: +2 | Lay on Hands: 0/10

Jed groans as the others have to help him walk out of the cave. "I f*cking hate goblins..." he mutters, still lightheaded from blood loss.


Drake treats Simon's wounds, before furrowing his eyebrows and double-checking what he sees. When the eldritch power finally clears from his vision, he shakes his head as his face reddens. Without saying anything to Dom, he finishes binding the wounds before hauling "Simon" up onto his shoulder to carry her out of the caves. He gives a sigh of relief that Dom has managed to get Jed to come to, and then motions for the other man to carry their rescued captive out as well. "Yeah, don't we all. Let's get out of here," he replies, shrugging "Simon" up higher onto his frame. "I'm done with this damned cave and these damned goblins. Let's get back to the wagon."


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

"Hear, hear!" Dom says as he carefully loads up Sild in the back of the wagon.

"Why don't you all take a nap in the back, while I steer us into town. I want to get to Phandalin as soon as possible, so we can get a preacher or doctor to come take a look at us."


"I'll stay up, I'm feeling fine," Drake says, clambering up beside Dom at the front of the carriage. He keeps his hand on the grip of his revolver for the duration of the ride, looking back to check on the sleeping and unconscious in the back. He then turns to Dom as they ride, a serious look on his face. "You don't seem like a fool, Dom. You know when to hold your tongue, don't you?" A flicker of the green light that swam in his eyes when he faced the goblins resurfaces, but only for a moment. "I don't expect to hear you telling anyone about what happened in those caves, understand? We killed those goblins and the last of them ran off, nothin' more. Are we clear?"


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

Dom gave Drake a long hard look and then shrugged.

"The goblins are dead or running, Drake. If you don't want folk to know the particulars as to how that was accomplished, it don't make no never mind to me. I can keep my yap shut. Seen enough weird in the world not to give much of a damn about it so as long as it don't harm nobody."

He continues driving the wagon. But after a long silence, Dom says, "Phandalin's a good place. Got good folk in it. Plenty of them ran from one awful thing or another. It's a good place to become someone else, if you reckon you have a need for it. Trust me. I know."


Male Human Paladin (Oath of Vengeance) 3 | HP: 23/28 | AC: 15 | Init: +2 | Perception: +2 | Lay on Hands: 0/10

Jed slumps in the back of the wagon, one hand pressed to his injuries and the other loosely clutching his rifle. "F*cking green skinned rats..." he mutters, turning enough to spit over the edge. "They better hope I never meet them again." He grumbles under his breath, but seems to exhausted to complain further.


1 person marked this as a favorite.
HP:19/20 | AC:14 | Str +3 Dex +4 Con +2 Int +2 Wis +2 Cha +2 Honor 10 | Init +2 | Per +2 Passive 12 | Unarmed +4 1d4+2 Shortsword +4 1d6+2 Dart +4 1d4+2 10/10 Shortbow 1d6+2 20/20 Ki:2/2

Lying in the back of the wagon, Siann drifts between the blackness of unconsiousness and semi-awake dreaming. The murmur of the men's conversation penetrates into her dreams....

....Siann lay on the setee, tired from the recent sleigh ride with her brother and uncle. A fire burnt brightly, casting warmth over her as she could hear her father and uncle talking nearby quietly. The comforting sounds were lulling her into sleep, when she realized something was wrong. Unable to open her eyes, she realized that her corset was much too loose....no not her corset....her wraps! The scene of the dream had changed, now she was standing on the train platform at Phandalin, having just stepped off. But, everyone was looking at her! What was wrong? Then she realized that the confortable tightness of the wraps that hid her femininity were loose, hanging off of her, concealing nothing! Desperately ,she tried to re-wrap herself, but the wraps moved like snakes and grew longer and more tangled. A few titters and chuckles grew into gales of laughter as the other travellers laughed at the folly of the girl who pretended to be a boy....

Thankfully, Siann consciousness slowly faded from that horrible scene, descending into the welcoming darkness...


"I ain't lookin' to become someone else," Drake replies, shifting in his seat. His eyebrows furrow as he looks out over the long road to Phandalin, releasing a long sigh. "For the most part, anyone who knew the name Drake Wills is a dead man... there's not much point in takin' a new name if nobody remembers the one you've got." Drake rolls his neck until he hears a satisfying crack, then relaxes back against the wagon, the small grouping of gunshot scars--what looks like a blast from a shotgun, most likely--showing on the skin of his collarbone. Another two scars sit dead center on his jugular, and he rubs them self-consciously before tugging the shirt back into place. "What happened back there is just somethin' I'd have rather forgot, but it seems I won't get the chance."


With a short detour to unchain the wolves--who happily shake out their muscles and bound back into the cave, tongues lolling from fierce mouths--the party makes their way back out of the cave, into the afternoon light. As the day is coming to a close and a burning orange sunset fills the western sky, our heroes slap the reins and the wagon sets off down the road to Phandalin.

Deciding that getting to town as quickly as possible is the most prudent choice, Dom and Drake guide the wagon through the night, rolling ever onward toward the safety of their destination. Sild comes to briefly at one point, but beyond showing life is still in him, it doesn't mean much. The night passes uneventfully, and as dawn is at hand and the sun's light is visible at the horizon, the wagon rolls around the bend and comes into view of Phandalin from the wooden hillside.

The town is very much still a frontier settlement, consisting of forty or fifty simple log buildings, with the occasional old fieldstone foundations. There are some older ruins from former attempts at settlement, mostly a fort that fell some hundred-odd years ago--low stone walls crumbling and covered in ivy and briars here and there, robbed for stone to lay foundations on newer buildings. The cart track you've been following widens out to a muddy main street of sorts, and most of the buildings standing now are built along the sides of this road as it climbs uphill to a ruined manor house on the east side of town.

Remembering his time here in the past, Dom starts to steer the wagon toward the Stonehill Inn, and when he feels Sild Winter's weak hand on his shoulder, he looks to see the retired marshal nodding. "Stonehill. Get some lodgings." Dom pulls the wagon up to the door and hops out to knock and secure lodgings--smoke is coming from the chimney, so someone's probably up. After a few seconds, it cracks open and Dom sees a familiar face: Tobias Stonehill, who took the place over not long before Dom left the town three years ago. He blinks a few times, and then breaks into what looks like a surprisingly nervous grin. "Dom? Domingo Santana? By the gods, it's good to see you. Come on in, you need a room?"

By now Siann is also essentially walking wounded at 0/1 HP, so you're conscious enough to RP if you want. Everyone can say their piece or nothing if you've nothing to say, but I'm assuming you're gonna get rooms and go to sleep until the afternoon so as to rest up. You've technically gotten a long rest by now, I suppose, but your characters do need restful sleep.


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

It takes Dom a few moments to connect the dots, but eventually he recognizes who's speaking to him.

"Toby? Damn good to see ya. We, uh, we need rooms. I hope you don't mind if we settle up in the morning. We're pretty banged up. I do got money though, rest assured. And, please, send for a doc or a preacher. Sild and Simon here got banged up pretty severe."

Does my Rustic Hospitality background feature come into play here? Beyond that, Dom heads to the nearest available bed and collapses into it.


HP:19/20 | AC:14 | Str +3 Dex +4 Con +2 Int +2 Wis +2 Cha +2 Honor 10 | Init +2 | Per +2 Passive 12 | Unarmed +4 1d4+2 Shortsword +4 1d6+2 Dart +4 1d4+2 10/10 Shortbow 1d6+2 20/20 Ki:2/2

Siann blinks as the wagon bounced through the ruts of the main street. From where she lay in the wagon bed, she could see the buildings sliding past.

A quick peek under the scratchy blanket that covered her, revealed her unpleasant dreams were grounded too much in reality. In order to bandage her wounds, someone had had to remove and adjust some of her wraps, revealing to anyone with half a brain her true gender.

With a sigh, she sat up and quickly brought the blanket around herself, steadying her self with her other hand as the wagon came to an abrupt stop, Dom being hailed by an old friend.

Wincing at the sharp pain from her back, Siann "Yeah, I sure did. Thank to whoever stitched me up..." she says, looking at her companions thoughtfully.


Indeed, it does.

"Morning's now, Dom. You drove all night?" Toby gives another thin smile, then frowns and looks around. "Yeah, you c'mon in, your friends, too. I'll get you keys, just head on up to some rooms quick. Get some sleep, we'll talk it out this afternoon. I'll get help, don't you worry."

The man quickly ushers the party into the common room of the inn, which is about what you'd expect: wooden construction and furnishings, with a short bar for serving drinks and tables and chairs about for dining. A fireplace is already crackling on one wall, and the scent of baking bread wafts from a doorway to the kitchen. Toby fetches a few keys and hands them to the group--as few as three or as many as five, depending on if anyone wants to share rooms. After that he leads you up to rest. "I'll have Sister Garaele come over later on when I can, but for now, you folks just rest up. Feel free to come on down when you're up to it." If anyone asks about his nervous behavior, Toby glances over his shoulder. "Oh, it's just that--well, I'll explain later. Just get some rest. It is good to see you, again, Dom."

Seeing as you're all tired and many of you are heavily wounded, I think it's safe to assume you do just take the rest. Since this is a long rest, you regain all your hit points, especially since you're also being looked in on by a healer while you sleep. Finally, I'll take the narrative liberty of having everyone wake up and come down at more or less the same time.

It's early afternoon when our heroes come to, rested and well. Between sleeping off the fatigue and whoever Sister Garaele might be, their wounds aren't so bad and the soreness of yesterday's troubles is fading fast. Hunger and thirst aren't so easily dealt with by sleeping, though, so sooner or later they all make their way down to the common room, which has a few locals here and there--they look mostly like farmers or miners, and give furtive glances from behind tankards of ale or cider. Toby is quick with another nervous smile and gets the party a table in the corner and a hearty meal to eat: fresh-baked bread, some cheese, and a meaty stew. Once everyone's gathered, including Sild Winter, who starts off by giving his rescuers thanks, Toby comes and joins them himself.

"Well, Dom, and the rest of you, too. I'm right glad some new folks have come to Phandalin, and if you're traveling with this old dog, then I'm guessing you're just what our town could use. We've got a problem, folks, a gang in town again--and worse than the Hogans were, Dom. The Redbrands, they call themselves, on account of the red shirts they wear. They hassle everyone in town, except the Mining Exchange, and last week when Sal Dender, the woodcarver? When he stood up to some of 'em, they shot him dead, right in the street. Took his body and his family, and now we don't even know where his poor wife and kids are." Toby shudders and shakes his head. "Mayor West won't do a thing about it, and I can't see why beyond he's afraid of them. We all are. But Dom, you brought down the Hogan Gang. It's more 'n I'd like to ask, but..." He trails off, looking at the party with hopeful eyes.


Male Human Paladin (Oath of Vengeance) 3 | HP: 23/28 | AC: 15 | Init: +2 | Perception: +2 | Lay on Hands: 0/10

Jed, already half asleep in the back of the wagon, hauls himself over the edge, grunting in pain as hitting the ground aggravates his injuries. "If anyone wakes me before I get eight hours, I'm gonna break their nose..." He heads straight upstairs and all but collapses in the bed he's provided.

He makes his way down to the main room once they've slept off their injuries and digs in to the hearty stew. It certainly beats trail rations any day. "Any chance they're bribing the mayor? Or maybe blackmail. Or is he just too cowardly to get someone to stand up to them?" he asks once Toby's story is done.


Drake doesn't sleep well, but rests well enough that he isn't tired when he wakes up and heads downstairs to eat with the others. He passes Simon in the hallway, giving them a slight nod before he speaks. "You and I, we'll... need to talk later, I have a feelin' you'll know about what." With his message delivered he joins Dom and Jed downstairs, digging into the food before Toby tells them about the gang troubling Phandalin. He listens quietly, taking in everything said before he tilts the bowl of stew to his lips and drains the broth before wiping the bottom of the bowl with his bread. "You happen to know of a place I could purchase some things?" Drake rolls his shoulders until he hears a satisfying crack, then leans back in his chair. "We had a clear out a cave full of goblins on the way here, I'd like to restock before I go carve a swath through a batch of half-baked ruffians."

"Where do these sons of b#~*@es hole up? That's probably the best place t'find 'em."

"L̛e͘̕͠a̵̛v͡e̸ ̨̡t͟hę͏ ҉͝b̵͡o̡͝dí̢e̢s͝ ẃ̴̡he̵n̢͡͞ ̀͠ýo̢͝u̵͝'̛re̢͏ ̴͝d̨́ó͘n͜e,͢ D̡r͢͟aḱe͜.́ ̶̢I̵̧͞'̕͡v̨e̡ b̀͞e͠é̶n̡ ҉g̷ęt͡҉t̵i̶̡nǵ̡ h͘ung̵͝r̨͡y̕͟.̡͜"


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

Dom sleeps like the dead. When he wakes, he can't remember getting patched up, but given how he was shirtless with his shoulder bandaged up, he must have gotten a visit from Sister Garaele.

He gets up gingerly, gets dressed and heads down to "breakfast". When he sits down, he wishes that he could say that the first thing he wanted to ask for was a bowl of stew, but that'd be a lie. He was a drunk after all. And it took a lot of willpower not to ask for a glass of something hard. Still he cleared his throat and dug into his meal.

He listened to Toby describe the situation with the Redbrand Gang and sighed.

"Damn. I was kind of hoping for a nice relaxing stay.But you know I'll help, Toby. I won't speak for the others here, I damn near got them killed yesterday."

And then Jed and Drake asked their own questions, clearly willing to help.


HP:19/20 | AC:14 | Str +3 Dex +4 Con +2 Int +2 Wis +2 Cha +2 Honor 10 | Init +2 | Per +2 Passive 12 | Unarmed +4 1d4+2 Shortsword +4 1d6+2 Dart +4 1d4+2 10/10 Shortbow 1d6+2 20/20 Ki:2/2

Siann stepped off the wagon, blanket wrapped tightly around her slight frame and retreated like the others to her room.

Shortly thereafter , a discrete knock at her door announced the Sister's arrival. As the older womand tut-tutted about her, she came up short as she realized that Siann was a woman like her. The stern gaze was softened by the curious raised eyebrow.

Red cheeked, Siann took this opportunity to tell the Sister her whole story and why she tried to appear as a boy. Equal parts understanding and disapproving, the Sister agreed to not tell anyone, Siann vowed she'd tell her companions when the time was right...besided, one already knew, she just didn't know which one.

Wounds cleaned and bound tightly, Siann bid the Sister a fond farewell and collapsed onto the bed, asleep instantly.

Waking refreshed and mostly pain free, she ran through a series of streches and forms to loosen her body. Then she carefully wrapped her body tight, flattening the tell-tale roundness of her feminine form.

Entering the hallway to descend to the great room, she ran into Drake. His words were a relief to hear, and she nodded earnestly to him, "Yes, please, I'd appreciate a chance to explain. I want to tell the others...at the right time."

Joining the others for breakfast, she dug in with gusto, famished, listening as Toby explains the situation.

Nodding , she agrees with the others, "Miscreants and dogs like these should be put down."

She then looks over at Dom, "Nonsense, Dom. We were all there of our own volition. You don't bear responsibility for our actions."

Her piece said, she grabs more food and continues to feed her hungry body.


Siann, I like your notes on the overnight stuff, just one comment--Sister Garaele is a youngish elf, rather than an older human woman. Everything else works well enough!

Toby looks incredibly grateful that our heroes are willing to help, and he eagerly answers their questions. "I don't think they're bribing Harden, he's just... well, when you get right down to it, he's got less spine than a one-sheet bulletin. Speaking of, I think we have some for other troubles..." He trails off for a moment, but snaps his focus back with a nervous chuckle. "Anyway, you could go talk to him if you wanted to see for yourselves. The town hall's just across the square a ways.

"The Redbrands usually drink over at the Sleeping Giant, dirty place down the road toward the manor. You can find some of their boys there most days, but as far as their hideout..." Toby looks like he's trying to think, but he's cut off by a new arrival: a young boy who comes running over and puts his hands on the table, jumping up and down.

"I know! I know!" The boy is wide-eyed and excited, and Toby tries to quiet him down to no avail. "Me and Carp, that's Missus Alderleaf's son, we were playing in the woods and he said he found a secret tunnel, but then some of those bad guys in red shirts came up and yelled and we run away!" He pauses to take in a deep breath and his eyes go even wider. "Are you gonna get the bad guys like in the tenpiece stories?"

"Pip, I thought your mother and I said no more of those," Toby frowns. "I'm sorry folks, he's got a wild imagination sometimes. I don't know what gets into him."


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

"Alright, son. Tell us where you're friend saw the Redbrands."

WIS (insight): 1d20 + 4 ⇒ (1) + 4 = 5

To see if the kid is telling the truth.


"Where's this secret tunnel, then? If we can find that, it'll make our job a lot easier." Drake leans down, looking at the child. He turns his head then, speaking again to Toby. "I don't suppose you heard my question about a general store, or somethin' like it. If I'm gonna be clearing out your town of brigands, I'd like something with a bit more firepower. Anywhere I can find that?"

Insight: 1d20 + 3 ⇒ (9) + 3 = 12


Male Human Paladin (Oath of Vengeance) 3 | HP: 23/28 | AC: 15 | Init: +2 | Perception: +2 | Lay on Hands: 0/10

"You never know what kids will get up to. Sometimes they learn a lot more than you realize. It can't hurt to take a look. A cave would be a good place to hideout."


Young Pip nods his head eagerly, then stops, then shakes it. "Uh, no. I mean, I don't know. But Carp does, he was gonna show me but then the bad men showed up and we run off but if you talk to him he could tell you or show you and I can take you there!"

"Pip, no. I don't want you or your sister leaving the Inn for the next couple days, at least until this is dealt with." Toby pats his son's shoulder and glances back at the group. "Truth be told, I've got personal concern, too. Things are real bad, and with Sal dead and all, everyone's afraid. Especially since Lena, bless her heart, she cussed one of 'em out a couple weeks back when he came in drunk and, er, made implications to our barmaid. I don't know that my family's in danger, but I don't want to take a risk."

He sighs and runs a hand through his hair. "Qelline Alderleaf and her boy, they live on a farm down southeast in town, head past the town hall and turn left and you'll get there. As far as a general store, that'll be Elmer Barthen's place, but he doesn't have weapons. For that you'd need the Lionshield Coster. Let Jeanine know I sent you and she should be happy to do business."

"You should probably swing by Barthen's first, though," Sild says, speaking up for the first time. The older man has bandaging still wrapped around his head, and he moves stiffly, but overall he's well enough. "That's where the supplies were supposed to go. As for myself, I'm heading to the town hall. I'll speak with the mayor and set up an office. Was supposed to do that anyway. You should stop by later on, if you have the chance. Dealing with these layabouts is important, but I'd like to speak with you about our other work--and our missing employer." He looks each of the posse in the eyes before nodding and standing up. "When you have the time."

So where to? Barthen's to drop off the supplies and get paid, and then the Coster? Or are people splitting up to tackle different goals within the same period?


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

"Sild brings up a good point. First things first. We'll head to Barthen's, then we'll hit up the Coster to resupply. Toby, in the meanwhile, try and keep your head down. You have my word that I'll look into the Redbrand Gang."

Unless someone has a wildly different idea I say we be off.


Everyone else down with that? I'll move us forward once I see someone else agree, or put forward somewhere else they want to go.


Male Human Paladin (Oath of Vengeance) 3 | HP: 23/28 | AC: 15 | Init: +2 | Perception: +2 | Lay on Hands: 0/10

"Works for me. Let's get this done so we can move on to the work we were actually hired to do here."


"Sounds like a plan," Drake replies halfheartedly, eyeing the dusty street outside the inn. He snorts once with derision, shaking his head to himself slightly. 'Last time I rode through here, I would've been the one they'd be lookin' to run out of town... and now I'm tryin' to play the big damn'd hero. That was before the ambush, before the... before you showed up.' Drake shifts uncomfortably in his seat, patterned deer skull on his tattered poncho wrinkling up as he leans forward to put his elbows on the wood again.

"W͟it́͜h ̵̀͜a̸ n̢̢a̴͞m̨ȩ̴̶ ̢̀̕l̸͟͝i̶k̕è ̴t̶̵h̢ȩ͢ ̡͘͝o̶͜n̶e̴͢ ̴͜yo̶̧ú̸̸ ͜t͟ǫ̢o̵̧̕k̶,̨̢́ ̡͟y͠o̸͘u̧ s̴ho̸̕u̡͟ld ̀̕͢h́͞a̴͘v̸e̡̛ ͏̧̀k̴̀n͡ó͟͡ẃ̶͟n i̛ţ̛͢ ͝w͠͠a̴͢s̢ ̴͠o͝n̷l͡y ̶a̴̛͘ ͜͞m͞at̴̴͞e̸r̵͜ ̧͢o͞͞f͡ ̕͢t̢į̀͠m͜e҉̴͘.͞ Ẁ̀͢e̶̶̢n̵̨d̴̢̀i͘g̡͠os̷͝͞ ͢a̵͞r̷͢e ҉n̨̧͡a̸şt͢y͢͠ ̨b̨́̕us̵i̕n̵es̶̛͏s̵҉, ̡Dr͘͜a̡k̀e̵.̕.̛́͠.̡ ̧̛I̶̴͞ ͟w̛ó̡u͢ļ͜d́͘ ̴̡͘ķ́͝n̴̢͟òw̷.̨͘ ͘I҉͏t̵'̴̛͟s̴ ̨͡a̕͜ ẁ̶o͢ņ̧d̢͠e͜r͢͠ ̶͠y̴͠o̡u͠ ͠a̸̴n͘͜d̢̀͝ ̶͜y͢o̶u̵ŕ lítt̴͘l҉e̶̛ ҉̛ba̸n̨͏d ḿ̷̷a̢d͏e̵ ̴̨̧i̷t͘͞ ̷à͘ś͜ f͝ar̶̷͞ ̴́a҉̶ś͘ ͜y͝͝ou̡ ͏di̵d͞ b̕͞e̵̕f̵̀or҉e̡͜͡ ͏t̶̴́he̕҉ ̵́͢l̵̡aw͏ c͜͠à͏u̢gh̵̡̡t͜ ̧́ư͏͝p̴̢͟ ̴̡̢ẁ̷̡i̴̡t̵͠h̴͢͝ ̴̧̛y̢͢o̵͢͟ư͢.͡ ̶̀̕B̷̡a̧n̸̨ḑi̷̕͠t̵r̀y̴͏ ͟͠i̷͏s̕͞͏ ̧́on̕͜e ̧̛t̕͢͝h͠i̷̕ng,̷͘͟ ̸̵͘b҉út̨ ̴̛c͘an̴͟n͜҉ib̷̛à̸͟l̕i̸͡s͝m̢҉?̕͠
͏͜
̷̶Y̢͝͏o̕u̶'͟d̴͟͠ ́͘h҉͠a̷͢v̡͘e҉ t͏ò̷̀ ̨̢b͏҉e͠͏ ̨s̶o̷me͘ sor͏͘͡t ̴o͘f͘҉͏ m̕͘o͟͡n͜s̴t̀͘e҉͝r̶̶,̧̕͠ ͝͏D̶̸rą̴̛k͏͜è͡."̀

The voice cackles again, a sound not unlike the scraping of nails across stone. It dies down after a moment, but Drake can still feel the creature's breath on the back his neck... the empty eye sockets still staring through the back of his skull. "́҉̡D͠o̕n̶'t̷̡ ̷͠w҉͡ơ͞r̡̛͘r͠y,̧ ͢I̧̡ ̵̵d̨͢͠oub̸t̡̛ s͝o҉̧͠m̸̧̧ę͘ m͡͠o̵n͘s̢t̢é̴r̶͞ ́ẃ͠i͘l̶͢͏l ̢̛sh͏̡ǫw̨̕ ̶̡́ù͝p͢͏ óu҉t̀ ò̡f͠ ͝tḩ͢e̕ ́bl̛̀͘ú͝e͞ ̛̀̀á͜ǹ͜d͜ ̸̸s̶̨͠la͜ų̸̀g͢͞h̶̛t̀̀e͡͏r y̷o̷u̕͢ ͟a͢l̢̀ĺ̷ ̸̡l̷ì̷͟ḱ́e͟ ͘͞p͘͜i͘͏ģ̴̵s̴͡.̢̛.̶̀.̵ i̛͝͡f͝ ̛t̨͏h͜ȩy͏ d̛o, ́͢I͠'͏l̵͏̶l͢ ̴e҉͢͜a̷͞t ͏͏̕yo͏u̢͠ ̵͞l͟a̶̕s̴͞t͏̡.̡"̕͞͡ Drake feels the icy touch of one of the Wendigo's talons trace along his heart, and then the presence vanishes again to the recesses of his mind.
̡


The party exits the Stonehill Inn and takes the wagon back up the road they came in on just a short way, some hundred-odd feet, to stop it in front of Barthen's Provisions. Shortly after the horses come to a halt, the door to the store opens and a lean, balding human, perhaps fifty years old, steps out, dressed in the plain clothing and apron of a shopkeeper. "Dom Santana, that you? And friends. Good to meet you all." He nods and extends a hand in greeting. "Elmer Barthen, proprietor here. Guessing you boys are delivering Rockseeker's equipment?" He turns and calls, "Hans! Thistle!" and as a pair of apparent teenagers--a human and a half-elf--come out of the shop to help unload the wagon, he pulls a scrap of paper from his apron. "Was expecting you in today, although Gundrenn himself ain't been by. 'Bout the only business I could rely on, what with those Redbrand no-goods about."

As the wagon gets unloaded and Barthen tallies the goods to account for them, he invites you into the store--it stocks most mundane supplies and gear, although no weapons. If anyone mentions Gundrenn's apparent capture to the man, he gives a shocked look and a somber shake of his head. "Well that's a damn shame. Gundrenn's not just bringing mining back to town, he's a good friend, has been nigh on twenty years. I'd hope you folks would be able to find him if you can. I know his brothers made camp somewhere nearby town to wait for him, too. Course, I'd be happy if you could take care of them Redbrand fellas while you're at it!" He shakes his head again and moves behind the counter. "Well, you didn't come to hear me prattle on half the day. Here's your pay, fifty dollars each." He hands over stacks of bills, tied together with cord. "Hope you can put it to good use."

- - - - -

The next stop is the Lionshield Coster, so named for the Lionshield Trading Company based back east. The posse heads in through the front door, off a road from the town square, and enters the store, a little smaller than Barthen's, with similar items on the shelving--and again, no weapons. Currently at the counter, going over some account books by the look of it, is a human woman in working clothes. She looks up as the party enters with a thin frown. "Can I help you folks?"


HP:19/20 | AC:14 | Str +3 Dex +4 Con +2 Int +2 Wis +2 Cha +2 Honor 10 | Init +2 | Per +2 Passive 12 | Unarmed +4 1d4+2 Shortsword +4 1d6+2 Dart +4 1d4+2 10/10 Shortbow 1d6+2 20/20 Ki:2/2

Siann nods as the others agree to Dom's plan, eyeing Drake out of the corner of her eye, noticing that strange look come over his eyes as it does sometimes, as if he was seeing or hearing something no one else could.

Back out on the rutted street , she momentarily felt exposed...a fraud, but saw that no one looked askance at her...and her wraps were as they should be.

Chin high, she walked with the other to the Provisioner, taking her cash with a nod. Depositing the funds in her pack, she joined the others in entering the Lionshied establishment, "I think my friends have need of your wares." she responded, looking at the woman frankly.

A woman. Running her own business. Interesting.


"Toby told us to let you know he sent us over here," Drake says, remembering the tip from the innkeeper. "I was told you'd have weapons for sale, but I'm not seeing them. I'm guessing you're keeping them somewhere else, what with the town's recent problems an' all." Drake looks past the woman into her back room, assuming the weapons are there. "I--we, I suppose--are here to deal with the local bandit problem here in Phandalin. I'd prefer t'do so armed to the teeth, if you catch my meaning. We ran into some trouble with a group of goblins on the way here, and I'd rather be loaded and ready when I have to deal with these no-good sons of b*tches. Now, I don't know what all you have, but I'd like to take a look through it if'n you don't mind."


"Need of my...?" The woman cuts off as Drake mentions Toby, and explains a little more about what the group is doing in town and at the Coster. Mention of the bandit problem gives her a sour look, and she nods, hooking a thumb at the door behind the counter. "Yep, I keep the guns in back. Less likely someone'll come in and get grabby, and means I only deal with the people I want to. Course, if Toby sent you over and you're fixing to help out with our town's problems, then I'd be obliged to sell you some firepower."

She waves the posse into the back room, which has shelves and racks of weapons and ammunition, ranging from rifles to old-model muskets to swords and bows. "Don't have quite as much as I'd like, but hopefully it'll do you for now. My last couple shipments got hit on the way here from Neverwinter, bandits or some such. Doubt it's the Redbrands, so probably goblins or the like. Mostly supplies, not guns, so at least there's that." She turns and sets her hands on her hips. "Take a look around, you see anything to your liking let me know."

The Coster has at least 1 or 2 of pretty much any weapon, sold at book price. You can go ahead and do your shopping now, feel free to RP the process if you so desire. I'll move on once everyone says they're good to go. And Happy New Year, by the by!


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

Dom finds an old cavalry saber and smiles. The weapon was beautifully balanced. He then trades in his rifle and $30 for a used revolver, and the saber.

• Sold rifle $35
• Bought revolver $40
• Bought saber (scimitar) $25


HP:19/20 | AC:14 | Str +3 Dex +4 Con +2 Int +2 Wis +2 Cha +2 Honor 10 | Init +2 | Per +2 Passive 12 | Unarmed +4 1d4+2 Shortsword +4 1d6+2 Dart +4 1d4+2 10/10 Shortbow 1d6+2 20/20 Ki:2/2

Siann eschews the more modern weapons, browsing through the more traditional.

She picks up a couple of shortbows, testing thier pull before settling on a well made shortbow. She then begins to pull out arrows, slightly bending them to get a sense of thier spine, laying out 20 arrows that meet her requirement.

She meticulously counts out the 17 dollars and lays them on the table, not really raising her eyes to the sales-woman, unaccountable shy in front of this obviously capable woman.


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

"Hold on. Almost forgot to sell you the rifle ammo."

18 rifle bullets = $0.90; Sold for half = $0.45.


Drake peruses the selection, before setting his small axe on the counter and finding a large, wicked-looking hunting knife with a sheath. He then finds and gathers ammunition for his revolver, before narrowing his eyes and finally picking up a shotgun from the wall, and slinging it over his shoulder so it hangs at his back. He gathers ammunition for that too, and finally walks up to the counter with his stack of bills in hand. "Should be... I think $65.40, I believe." He slaps the bills down on the counter before digging through a small pouch for the silver coins, and then gives the woman a nod. "I'm just about spent, so I think that's all for me."

Drake has purchased:

Shotgun ($50)
Shotgun Ammunition; 20 ($2)
Shortsword ($10)
Revolver Ammution; 34 ($3.40)

Drake has sold:

Handaxe ($2.50)


Jeanine trades the cash for gear with professional ease, handing back change and sliding across weapons with nods and thanks. She gives Siann an appraising look as though wondering about the youth's shyness, but doesn't say anything on it. Once the deals are finished, though, she slides her lockbox back under the counter and leans forward on her arms. "Pleasure doing business with all of you. Now, normally I would warn you folks away from the Sleeping Giant saloon, but seeing as you're looking for trouble, that's where you're like to find it. Usually there's a few of them no-goods in there all times of day, or out on the porch, drinking and raising a ruckus. Everyone else avoids the place, too, so if there's trouble, nobody from town'll get hurt."

She heaves a breath and stands back up, patting her hands together. "Well, unless you need anything else, I've got work to do and papers to go over. I hope to see y'all again."

Where to now? You've been pointed toward the Sleeping Giant as well as Alderleaf Farm for dealing with the Redbrands, in one manner or another.


HP:19/20 | AC:14 | Str +3 Dex +4 Con +2 Int +2 Wis +2 Cha +2 Honor 10 | Init +2 | Per +2 Passive 12 | Unarmed +4 1d4+2 Shortsword +4 1d6+2 Dart +4 1d4+2 10/10 Shortbow 1d6+2 20/20 Ki:2/2

Siann raises her eyes to meet Jeanine's, then drops them quickly, sure the woman can see through her ruse.

Gathering up her new possessions, she waits for the others, suggesting, "Let's get rid of the bandits in town, generate some good will with the townsfolk..."


"The Sleeping Giant?" Drake repeats, both to confirm the name and to agree with Siann about their next stop. "Time to crack a couple skulls, then. Let's get a move on then, shall we?" He roughly swings the shotgun back around onto his back, catching the leather thong attached to it and holding it taught against his chest. He heads through the door without saying a word, assuming the others follow on their way to clear out the bandits in the saloon. His hand rests on the grip of his revolver the entire walk there, as if he's ready to kick in the door and start shooting.


That's our two.

Having finished their shopping at the Coster, the posse decides to make for the Sleeping Giant, heading back across the town square and up the road toward the manor. The ramshackle saloon is at the east edge of the town proper, the last building along the road before it trails off toward the crumbling mansion. When the party arrives, four human men linger on the covered porch, perched on ale barrels, the railing, or just leaning against the wall. They all wear grimy scarlet tops--two have shirts, one a vest, and the last a knee-length jacket--and even as you approach, they fix their sullen stares upon you.

When you come to a stop (presumably) just shy of the porch, the one leaning on the railing leans over and spits a wad of tobacco on the ground near your feet. "Well, boys, what do we have here?" He sneers at our heroes, his voice a gravely snarl. "We got ourselves a pack of little pups. What you come here for, pups? You gonna bark at us?" He makes some yipping noises, and his companions give a collective harsh, dangerous laugh. You note that they all have weapons on them--a pistol on a hip each, and two bear hunting knives.


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

Dom stared a moment at the wad of chew that nearly landed on his broken in boots. He then looked at the men, and gave what he hoped was a disarming smile.

"Just looking for a place to get a drink. Maybe play a hand or two. Been ages since I had some cards in my hand."

Trying to be seen as non-threatening.

CHA: 1d20 + 0 ⇒ (6) + 0 = 6

And failing.


"Pups, huh? Well, who knew?" Drake asks, sauntering up to the steps as he locks eyes with the man. "Nah, I ain't here to bark at anyone, and it don't seem like it'd do much good with you anyway... I'll let you in on a little secret instead," Drake utters almost with a whisper, his hand sliding down towards his gun as he remains trained on the man who spoke. "You've got about another three seconds to make your peace, because I ain't real responsive to beggin'." As he finishes his sentence, Drake's hand draws the revolver fast as lightning, and as he spins the weapon on his finger he brings it up and levels it at the head bandit, ready to fire.

I'm Going For My Guns, in case you couldn't tell.


The speaker of the group shakes his head and sneers at Dom. "Then how's about you get along down to the Stonehill, stranger? They got some real nice treats for a pup like you." He turns at Drake's comments, on edge as soon as he steps forward. When he goes for his gun, all the bandits do as well--and a fight is upon you.

Hmm. I know that we PM'd about this, Drake, but I'm going back and forth on how best to work with Going for Your Guns in the PbP format; it's unfortunate to try and start the combat, then wait for the GM to roll initiative, then wait for your post again... I'll say from now on, when you Go for Your Guns, roll your own initiative with Advantage, and then roll whatever you want for your first round of actions. (I didn't make it clear in the post, but you don't even have to attack if you Go for Your Guns, you just get a bonus if you do.) BUT, when rolling that round of actions, make sure to roll/note any effects of Advantage (the extra attack roll, any bonus damage you get) separately, in case you get beat out.

For now I'll roll initiative for everyone here to keep things going, but feel free to declare that you've Gone for your Guns if you like, and roll an extra initiative of your own.

As the fighting starts, it's clear that Drake is fast, but the Redbrands are faster! They've taken initiative for now (somehow), but I'll hold off on rolling their dice for right now in case anyone else wants to Go for Their Guns and try to seize initiative.

Rolls:
Dom: 1d20 + 4 ⇒ (16) + 4 = 20
Drake: 1d20 + 4 ⇒ (5) + 4 = 9 Advantage: 1d20 + 4 ⇒ (16) + 4 = 20
Jed: 1d20 + 2 ⇒ (3) + 2 = 5
Siann: 1d20 + 2 ⇒ (3) + 2 = 5
Redbrands: 1d20 + 2 ⇒ (19) + 2 = 21 Holy smokes!


HP:19/20 | AC:14 | Str +3 Dex +4 Con +2 Int +2 Wis +2 Cha +2 Honor 10 | Init +2 | Per +2 Passive 12 | Unarmed +4 1d4+2 Shortsword +4 1d6+2 Dart +4 1d4+2 10/10 Shortbow 1d6+2 20/20 Ki:2/2

Sry, Siann goes for her guns as well...

Initiative: 1d20 + 2 ⇒ (5) + 2 = 7

Oh well!


Male Human Paladin (Oath of Vengeance) 3 | HP: 23/28 | AC: 15 | Init: +2 | Perception: +2 | Lay on Hands: 0/10

"Let's just do this."

Go for my Guns: 1d20 + 2 ⇒ (18) + 2 = 20


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

I think Dom would have been caught unaware by this. So I'll hold off.


Alright, so unfortunately everyone's fallen behind... so we'll see how bad it can go.

The Redbrands, surprisingly quick on the draw, open up on the newly-arrived heroes, one firing at each. The ruffian who shoots at Dom misses, but the rest at least graze their targets, sending sears of pain across thighs and ribs. 6 damage to Drake, 5 each to Jed and Siann. The party is now up--stick it to 'em, lads.

Rolls:
Versus Dom: 2d20 ⇒ (6, 2) = 8 Miss; I realized after rolling this doesn't have Advantage, but it doesn't matter
Versus Drake: 2d20 ⇒ (7, 12) = 19 Hit Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Versus Jed: 2d20 ⇒ (12, 13) = 25 Hit Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Versus Siann: 2d20 ⇒ (9, 17) = 26 Hit Damage: 1d8 + 2 ⇒ (3) + 2 = 5


Drake flinches for a moment as the bullet grazes his shoulder, but he doesn't break eye contact with his assailant. "Time's up," Drake says, as his barrel draws even with the bandit on the porch. As he fires the gun the man catches a glint of arcane power in Drake's eye, and if the bullet strikes him the man can feel the magic eating away at his flesh as it spreads through his body.

Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 1d6 + 4 ⇒ (2) + (3) + 4 = 9

Casting Hex. He's going to have disadvantage on Wisdom ability checks.


Male Human Paladin (Oath of Vengeance) 3 | HP: 23/28 | AC: 15 | Init: +2 | Perception: +2 | Lay on Hands: 0/10

"Screw this." Jed slings his rifle over his shoulder and fires at the nearest enemy.

Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 2d10 + 4 ⇒ (6, 4) + 4 = 14 Criticals are automatically x2 damage right?


HP:19/20 | AC:14 | Str +3 Dex +4 Con +2 Int +2 Wis +2 Cha +2 Honor 10 | Init +2 | Per +2 Passive 12 | Unarmed +4 1d4+2 Shortsword +4 1d6+2 Dart +4 1d4+2 10/10 Shortbow 1d6+2 20/20 Ki:2/2

Siann tries to dodge the Redbrand's quick draw and shot, but a bullet grazes her arm nonetheless.

Wincing, she leaps forward, vaulting the porch railing, her sword and fist seeking vulnerable spots on the closest bandit....

Attack, Sword: 1d20 + 4 ⇒ (19) + 4 = 23
Attack, Hand: 1d20 + 4 ⇒ (1) + 4 = 5

Damage , sword: 1d6 + 4 ⇒ (2) + 4 = 6


Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)
HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 | Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

Dom angrily shouts at the fellow that shot at him. And without knowing he marks him with a spell. He then draws and fires.

Hunter's mark as a bonus action. Drawing a single revolver.

Revolver (no aim): 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d8 + 4 + 1d6 ⇒ (6) + 4 + (3) = 13

He then tries to dive behind cover.

Not sure what's available, but if he can move behind something he will.


Having survived the Redbrands' initial attack, the posse responds in kind. Drake brings up his gun with a glint of eldritch power in his eyes, and his bullet blows through his target's side, making the man grunt and press a hand to the wound. Jed brings up his rifle and blasts another of the thugs, the rifle bullet blowing through his shoulder and drawing a howl of pain and rage. Siann follows up Jed's shot with a leaping thrust of her sword, and the man gives one blood-spattered cough as he doubles over and drops to the ground, the revolver tumbling from his hands. Dom draws his own revolver, and without realizing it, he too is filled with mystical energy that guides his aim, putting a round in the gut of his attacker, who clutches at the wound.

Criticals in 5E do automatically deal double damage, no need to confirm. There is also cover about for people to move into should they desire--behind a barrel or crate stack, around the corner of the building, something like that.

The bandits, two of them heavily injured, respond as they can. The man eyed and shot by Drake continues to attack the hexslinger, and fires another shot from his revolver--this one is more on-center, and Drake feels it punch through a meaty section of his upper arm. Dom's attacker returns fire on him, but the shot ricochets off his cover. Both men fall back through the double doors of the saloon, although they take up position at the windows, leaving them slightly exposed when they poke out to keep track of the posse. The uninjured man draws his knife and lunges at Siann with a growl, but the attack is hasty and clumsy--he misses by a mile.

Party's up! Siann, you do get an opportunity attack against one of the retreating men if you want to use your reaction. Otherwise, there's one man on the porch and two inside, who have three-quarters cover each. Of course, you could give chase in after them if you want to risk it--you haven't heard anything from inside, so there's no obvious reinforcements or anything.

Rolls:
Attack vs. Drake: 1d20 + 4 ⇒ (13) + 4 = 17 Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Attack vs. Siann: 1d20 + 4 ⇒ (1) + 4 = 5
Attack vs. Dom: 1d20 + 4 ⇒ (11) + 4 = 15

151 to 200 of 442 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / A Fistful of Coppers--Treasure of the Phandelver Mine--Gameplay All Messageboards

Want to post a reply? Sign in.