
GM_Shadoven |

Each of you gathers your belongings, shoulders your burdens both physical and mental, and begins to move forth. The gloomy day does nothing to lift your spirits given the events of last night, but somehow the sky seems brighter as you begin your journey.
As your journey continues, you march on at a decent pace. The destination lies somewhere to the northeast, an inn by the name of The Friendly Arm Inn. Some of you have perhaps visited it before, and know it to be more a keep than a simple roadside inn, a massive stone fortress along The Coast Way road, halfway between Beregost and Baldur's Gate.
The first hour of your journey passes in silence, with only the gentle sound of the forest surrounding you. Near the end of the hour, the sky opens up and a gentle rain covers the land, soon bringing mist and the soothing sound of falling water into the forest. The forest slowly begins to thin, before, up ahead, a clearing can be seen.
A clearing...with four stone rings arranged in a diamond formation.
A clearing...bearing the signs of violence and the scars of death.
A clearing...containing two bodies, one west, one east.
A clearing...containing the body of your friend and mentor, Gorion, Mage and Scholar of Candlekeep.
A clearing...that brings the memories of the previous night rushing back to those of you who were there for the awful tragedy that befell you.
His body lies where Kemek, Rasp, and Qorin saw him last standing, a grievous wound still prominent upon his chest. His eyes stare wide, open to the sky, staring up into the void. Surprisingly, his body appears to be untouched, though the same cannot be said of the bandit Rasp felled with his arrow. The thugs body lies there, a broken arrow piercing his neck. Dry blood covers a corpse that has been ravaged by local scavengers, though again his gear has been left untouched.
There are no signs of the Armored Figure that instigated the violence the night before, or the remaining Bandit or Monsters you encountered.
What do you do?
Please decide amongst yourselves what your marching order will be in the future, and please refresh yourselves with the exploration rules in the Playtest Packet, as they will be coming up soon.

Qorin |

Qorin stares at Gorion's body for a few minutes. The rush of bloodlust he had felt last night troubled him. He was familiar with the battle rage that brought a kind of delirium when he fought, but last night was altogether different. That had been a sort of madman's craving, a delight not just in combat and victory, but in pain, misery, violence for its own sake.
After time spent contemplating, practicality takes over. He checks Gorion's pockets, looking for anything that might be useful or provide a clue as to the name and nature of their enemy.
I'm a pretty logical point man, unless someone else wants to take it.

Rasp the Rogue |

Rasp sighed and then looked around the camp as well.
This will include the two bodies.
Intelligence (Search): 1d20 + 1 + 1 + 5 ⇒ (20) + 1 + 1 + 5 = 27
I find all the things!!!
"We need to bury him. It's the least we can do."
I'm cool with Qorin taking point.

Uruk K'al-xad |

I'm good with Qorin in th lead. Uruk's instinct would be to cover the rear. Book-ended by haf-orcs!
As it becomes clear that they have come across the body of Gorion and the site of the chaos that led to the group's chance meeting, Uruk offers a silent prayer to Kelemvor to see Gorion to his end in peace. As the other look over the site, the ranger instead casts his eyes to the surrounding area to be sure that nothing or no one will catch the group unawares.
Pereption [Wis: 1d20 + 2 ⇒ (9) + 2 = 11

Qorin |

Once we have them surrounded, we can orc them!

GM_Shadoven |

As everyone moves into the clearing, Qorin begins searching Gorion's body for clues and such. The only supplies he had upon him were two water skins, a week of rations, a dagger, staff, spell component pouch, and a open pouch with a letter. The letter is unsealed, and bears a simple "E" symbol upon the seal.
If you read it...
Please Forgive the abruptness with which I now write, but time is short and there is much to be done. What we have long feared may soon come to pass, though not in the manner foretold, and certainly not in the proper time frame. As we both know, forecasting these events has proved increasingly difficult, leaving little option other than a leap of faith. We have done what we can for those in thy care, but the time nears when we must step back and let matters take what course they will. We have, perhaps, been a touch too sheltering to this point.
Despite my desire to remain neutral in this matter, I could not, in good conscience, let events proceed without some measure of warning. The other side will move very soon, and I urge thee to leave Candlekeep this very night, if possible. The darkness may seem equally threatening, but a moving target is much harder to hit, regardless of how sparse the cover. A fighting chance is all that can be asked at this point.
Should anything go awry, do not hesitate to seek aid from travelers along the way. I do not need to remind thee that it is a dangerous land, even without our current concerns, and a party is stronger than an individual in all respects. Should additional assistance be required, I understand that Jaheira and Khalid are currently at the Friendly Arm Inn. They know little of what has passed, but they are ever thy friends and will no doubt help however they can.
Luck be with us all...
Im getting too old for this...
E
Rasp, the Bandit has dirty woodsman clothing, a simple club and sling, 20 bullets, and 13 Gold Coins.
Ridel, the stone formation does not seem to have any significance that you can see...maybe something Druidic? You come to no other conclusions.
Assuming Rasp begins, it will take about an hour to dig a grave without proper tools to bury Gorion.

Rasp the Rogue |

Unless someone has any objections, I say we go ahead and bury Gorian. We should drag away the bandit's body away from the grave, but Rasp won't bother with him.
"I found some gold and other things," Rasp tells the others. "Everyone feel free to take what you need. We need to make the most of what we have. Gorian would have wanted that, I think.
Rasp took Gorian's dagger and pocketed it. By Tymora, he would shove it in the throat of the Black Knight.
Rasp split the gold as best he could. Giving the other members 3 gold pieces each, but only taking 1 for himself, letting them believe there were 15. He wasn't worried about money -- not anymore.
He handed the letter to Kemek. He didn't want to read it.
He placed two silver pieces on Gorian's eyes, and laid him to rest in the small grave they had dug.
"Does -- does anyone want to say anything?" he asked awkwardly.

Kemek |

Kemek takes the letter, and assists in burying Gorion.
"Goodbye, my friend. May Lathander watch over you."
He reads the letter and offers it to Qorin.

Qorin |

Qorin reads the letter. He stuffs Gorion's water and rations in his pack, more from a sense that he has the strongest back in the group than with any intention to hoard it.
He helps Rasp with the digging and burying. When they have finished, and they stand over the grave, he stands quietly for a time, and then speaks softly.
"You were the wisest among us, but never too wise to share a pint or two with an uneducated brute. You will be missed. I will see you are avenged, and if I can discover your purpose in bringing us together, I will see it is done."

GM_Shadoven |

The grave is finished, and gentle words spoken over the final resting place of a man many knew and respected. The rain continues its cold, unrelenting downpour, and soon each of you are cold and wet. A breeze blows across the clearing, rustling the dead bandits clothing and sending his dirty bandanna drifting through the air.
Ridel, the bandanna catches your eye and as you watch it float towards the east, along the road, you catch a brief glimpse of light glinting off of metal. Someone is out there, and moving your way. What do you do?

Uruk K'al-xad |

Uruk stands aside and offers silence and respect. Clearly hampered in his ability to aid, the ranger does what he can but mostly gets out of the way.
As the words fade and the group stands about Uruk simply asks What shall we do next?

Kemek |

Kemek hears Ridel and blurts out "Do we attempt an ambush?"
He seems startled by his own pronouncement.
"I apologize for seeming over-cautious - it occurs to me that these approaching may be benign or even beneficial, but in our current situation, I am drawn more toward subterfuge and distrust. I think perhaps we should just leave and not encounter these folk, but on the other hand it may be wise to ascertain just who they are and what they might be doing in this part of the forest."
The bondsman is evidently rattled and finding it hard to offer a coherent decisionable point.
decisionable - well if it ain't a "real" word, it should be!

Rasp the Rogue |

"I wouldn't mind a little trouble right now. Besides they might now something about the ones who killed Gorian. I say we ambush them. Those who can hide, should. The rest stay out in the open. Let them think us defenseless. If they are not hostile, we let them pass. But if they mean us harm, their lives are forfeit. Agreed?"

Uruk K'al-xad |

Uruk pulls his bow and looks for a place to hide, As you say no need to reveal our hand. You are right to have apprehension but let us not start conflict if we do not need too.
The ranger looks for a spot to hide in an effort to support the group. Stealth: 1d20 + 4 ⇒ (13) + 4 = 17

Rasp the Rogue |

Rasp chose to hide behind some shrubbery, with his shortbow in his hands. He notched an arrow, just in case.
He hoped these were the same vile monsters that attacked them last night. Normally he preferred to stay out of a fight. But right now, the thought of a little payback sat well.
Dexterity (Stealth): 1d20 + 2 + 1 + 5 ⇒ (15) + 2 + 1 + 5 = 23

Qorin |

Qorin stands beside the grave, his maul in hand, resting on his shoulder as he waits to see what emerges.

Kemek |
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Inspiration strikes Kemek - he quickly throws some leaves over himself and lies down on the ground on his back as if dead.
What kind of check would you like for this GM - Deception or Performance? Either way it is Charisma?
Kemek is a well meaning idiot: 1d20 - 2 ⇒ (1) - 2 = -1
Hahahahahahahahahahahahaha. Well done Kemek.

Uruk K'al-xad |

The whole thing with Kemek made me laugh out loud. The one thing I think PbP doesn't catch well is the humor in some of the things we do or the way rolls go, so that whole thing just was hilarious to me.

GM_Shadoven |

Tessa, you were traveling back towards Candlekeep after visiting the small settlement of Beregost to the east. A storm, followed by being stalked by a wolf pack left you fleeing into the wilderness. You were rescued, unfortunately, by a armored, arrogant man, bearing a holy symbol and mace, traveling with a band of sellswords and brigands. They have not spoken a word to you since pulling you from the jaws of wolves and roughly hauling you along with them. Occasionally one of the mercanaries leers in your direction in a suggestive manner, and you have no doubts as to your fate upon them reaching their destination.
After a day of traveling, the armored man suddenly becomes on guard, and waves his men forward. Dragging you along, they slowly stalk into a clearing, in which you can see...
Tessa, make a Perception roll.
------------------------------------------------------------------------As the rest of you prepare your ambush, figures slowly march into the clearing. 5 men, bearing clubs and slings, with the bearing of brigands and thugs approach you slowly. The man leading them however shows no such caution. A tall man approaches, arrogance and scorn prominent in his expression. He bears a mace and shield, and upon the shield is etched the symbol of a skull over a starburst. He stares at those of you that are visible, sizing you up before speaking.
1d20 ⇒ 17
A Half Orc, an Elf, and a Gondsmen...interesting. Alive or Dead, it does not matter. Men, they may be the quarry we seek. Take them!
The Brigands begin to rush forward as the Armored Man takes up a battle stance. In the Brigands rush forward, Tessa, they forget about you for the moment, leaving you able to move and act freely.
Everyone, Roll Initiative.

Tessa Stormsong |

Tessa Stormsong was intrigued. Like summer rains, that happened often enough and didn't last long, according to most priest-sages of Candlekeep - specially the one called Gorion. He alone managed to capture the young orphan's attention and turn it to dedication, but now he stands at the position of object of that curiosity, instead of its instigator.
Of late the old sage has withdrawn more and more into his thoughts, dark clouds of uncertainty shadowing his usually focused gaze. His lessons had all but stopped, shifting from an over-the-shoulder study guiding to a distant list of topics and tomes. That in itself didn't anger Tessa; his refusal to discuss the matters weighing on his shoulders did.
She loved the man like a father, but there were times when she hated him as an Amnian hates his taxes. Tessa wouldn't care that he be holding conference with ne'er-do-wells and shady folk; she cared that she wasn't invited.
Damn that overprotective fool, I am not one of his precious Netherese tomes to be kept in the dark locked in a box.
A couple days ago, he finally approached her. Tessa was expecting a long sitdown where he would confess his misdeeds and hopefully invite her to participate, but instead he sent her on an errand run.
"It is of the utmost importance for my quest, my fair lady. The man will be expecting you - or at least the bearer of my personal crest; take the item and return to me by the north road. If my plans go through, I will meet you somewhere on the road between The Keep and the Friendly Arms Inn. With the item safe in hand I will finally be able to explain this duty I heave upon you and oh, so much more, my dear pupil. You will have to reign in the roaring dragon you call your curiosity until then - but at the right time I promise that dragon shall have its hoard."
And so she did as she was told, as Gorion knew she would. Not without a veritable avalanche of questions and protests, but she did as she was told. Tessa's suspicions of being offered a fool's errand only heightened when she finally got her hand on The Item: a terribly-worn scabbard with multiple ancient stained spots where blood had touched the leather and been left to dry. The leather apparently had drunk in the blood, to the point where it seemed painted with multiple layers of it.
Veritably fuming, the young loremaster-in-training took the road back to Candlekeep, working out aloud the ways she would exact bloody vengeance on the mage for dispensing with her presence while the really interesting things were going on. Grown used to the road, her suspicions had diminished to the point that she regarded the armed group approaching as the familiar Flaming Fists mercenaries. Only when they failed to recognize the name of their supposed commander did Tessa notice she was in real danger.
She was prepared for this - so she drew her rapier and dagger, her mind swiftly going through all the techniques she learned the last few years. Her train of thought whirled: "Bonetti's defense is fitting in this rocky terrain; I'll start with a Capo Ferro offensive and then switch to". Then the enemy was upon her - four men armed with clubs.
"Wait it was five", Tessa managed to think, before being hit in the back of the head by the fifth attacker.

Tessa Stormsong |

Sorry for the long post, I had to justify her presence there and try to expose a bit of her background. I apologize if it came across as too verbose. Also; Shadoven, I threw you a curveball on The Item - it could be a silly fool's errand to take her away from harm or it could have a higher meaning.
Perception check: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative roll: 1d20 + 4 ⇒ (12) + 4 = 16
"Finally", Tessa thinks as she wriggles free of her rope bindings. "I don't think they expected me to be up at this point. Well, it's their fault for underestimating me. Hmn, like I can brag about that."
Moving to take up a bundle formed by her swordbelts, Tessa springs to action pulling both blades from its sheaths. Using her left foot, she kicks her hat up from the ground, positioning her head at its trajectory. Finally feeling ready for battle, she announces to the bandits:
You just committed your last mistake, you poor fools.

Qorin |

Welcome Tessa. Nice intro!
Initiative: 1d20 + 2 ⇒ (15) + 2 = 17 One thing I love about this new edition is giving the GM the power to make calls again, which I sort of feel was lost in 3.x's attempts to have a rule for every imaginable contingency. I say this, because I just looked at Resolving Ties in Initiative.
As the rabble of thugs enters the clearing, Qorin grins. He may not recognize any specific faces, but it is hard to mistake this lot for anything but bandits. After the previous nights difficulty, and burying Gorion, a battle was just what was wanted.
"Come and die," he snarls, raising his maul.

Uruk K'al-xad |

Init: 1d20 + 2 ⇒ (10) + 2 = 12
Uruk (presumably hidden) waits for his chance to shoot at the hostiles...

GM_Shadoven |

Rolling for Rasp
Rasp Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Armored Man Initiative: 1d20 ⇒ 15
5 Bandits Initiative: 1d20 ⇒ 1
Order of Initiative
Qorin
Tessa
Armored Man
Rasp
Kemek
Uruk
Ridel
Bandits
Qorin and Tessa, you are up. Rasp, Uruk, because of your Stealth, you each get Advantage on your first attack, but it does reveal your position.
The Enemies are 30 feet away, on the East end of the clearing. It is clear ground between them and you.

Qorin |

This scum will NOT take us here, at Gorion's grave. Not when there is so much left undone. The familiar battle fury made Qorin's blood beat through his brain like a drum, and when he looked at his foes, all he saw was their wish to kill him.
Charging straight at the armored one, he screamed and swung. Raging: +2 temp hps, +2 damage, advantage on strength checks and saves.
attack: 1d20 + 4 ⇒ (17) + 4 = 21
attack: 2d6 + 5 ⇒ (5, 2) + 5 = 12

GM_Shadoven |

Charging forward, the Armored Man barely has time to even scream in rage as the furious Half Orc barrels into him, driving him into the ground. Before he can rise, Qorin's maul rises and falls, crushing the poor fool inside his armor. Bone crunches, organs rupture, and blood sprays into the air as the man dies in the first moments of furious combat.

Qorin |

Dat's how we do it in Candlekeep

Rasp the Rogue |

Sorry for the delay. It's getting to be a pattern that life happens on Fridays for me. And I definitely agree with the DM rolling Initiative and Saves for us.
Rasp fires on one of the Bandits with his shortbow.
Shortbow with Advantage: 1d20 + 3 ⇒ (15) + 3 = 18
Shortbow with Advantage: 1d20 + 3 ⇒ (6) + 3 = 9
Damage with Sneak Attack: 2d6 + 3 ⇒ (6, 6) + 3 = 15 Whoa...
"I'm guessing they're hostile."

Tessa Stormsong |

Tessa's eyes quickly run from face to face, judging foe from ally. She decides to make a stand and let the battle lines form after that. Her blades drawn to either side, the bard shouts at the face of the enemy while jumping towards the thickest gathering of thieves.
Glory or death, for true hearts and brave,
Honour in life, or rest in a grave!
Tess will start her Call of Battle bard performance, giving any allies in 25 ft. (plus herself) +1d4 damage on their attacks.

Kemek |

Kemek raises his head and sees Qorin burst the Armored Warrior with his maul. Sizing up the battlefield he calls on Lathander's bounty, casting entangle to catch as many of the rear bandits as he can without capturing his own companions.
Range: 100 ft.
Choose a point on the ground within range that you can see. For the duration, grasping roots and vines sprout within a 20-¬‐foot radius centered on that point and turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the roots. The creature can use its action to make a Strength check against the spell’s DC. On a success, the creature frees itself.
Sadly, the DC is a whopping 9...

Uruk K'al-xad |

Uruk looks to place an arrow in the rear of the group.
Sbow w/ adv: 1d20 + 3 ⇒ (5) + 3 = 8
Sbow w/ adv: 1d20 + 3 ⇒ (20) + 3 = 23
damage: 1d8 + 2 ⇒ (8) + 2 = 10
Annnd I roll max anyway. Funny.

Uruk K'al-xad |

Crit: 1d8 ⇒ 8
Don't have my playtest docs in front of me couldn't remember if it was still max dam or more dice. Also not sure if I add my dex mod again...
Plus bard dice? 2d4 ⇒ (4, 1) = 5

GM_Shadoven |

3d20 ⇒ (7, 5, 17) = 29
As Uruks arrow catches a thug straight through the heart and sending him flying back, Kemek utters a prayer to nature. Moments late the vines and plant life in the area erupt into motion, grasping at the Bandits! One manages to tear himself free, but the other two are held firmly down.

Kemek |

Hadn't noticed Ridel. I'm currently at the inlaws, posting as best I can.
GM - is bard dice added to any/all damage or just physical melee and missile attacks?