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Jusst so we know everything is kosher, I rolled perception vs stealth IRL before I made my post... not sure if that's a PbP taboo but it seemed the easiest way for me to get my head around how to write the scenario...if that's a no go I'm sorry guys, I'm happy to do the rolls openly in future if need be.
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Jusst so we know everything is kosher, I rolled perception vs stealth IRL before I made my post... not sure if that's a PbP taboo but it seemed the easiest way for me to get my head around how to write the scenario...if that's a no go I'm sorry guys, I'm happy to do the rolls openly in future if need be
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The shrine was quiet as Moragul pushed the door open, its rusted hinges complaining with a creak. He stepped inside first, keen orcish eyes adjusting to the dim interior. The air was still, sprinkled with the faint scent of blood and sweat. Broken benches and scattered debris cluttered the floor. Moragul moved carefully, axe in hand as he entered. Only a few steps in he heard it; the twang of a bowstring followed by the woosh of an arrow flying through the air. Ambush! vs. Moragul FF: 1d20 + 5 ⇒ (12) + 5 = 17
The missile strikes true, thunking into the druid's meaty chest. Initiative Craig: 1d20 + 1 ⇒ (9) + 1 = 10
Enemy takes 10 = 13.
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Hey guys, long day at work today so sorry for the super delayed post. I take it the consensus is to enter the shrine? If so, who is the brave soul who wants to enter first? Not that bravery is required to open a door or anything, I just need a marching order for....DM stuff... no need to worry :D
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No need to apologize Craig, like Tern said I'm sure everyone will get their turn. I'm gonna to let you guys come up with a plan before I move things along, so take your time and once I think I have it figured as to what you wanna do, I'll confirm here before progressing
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The final volley of two arrows sink into either shoulder of the sentry, sending her reeling into the shrine wall. She slides down to the ground in a slump, the life fading fast from her eyes. The wolf stands mesmerized, staring at Craig as if waiting for a command. Shortest combat in history! Well done guys, the shrine awaits, as does this wolf.
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Craig Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Enemy taking 10 on initiative = 12
Tern's acid splash fails to land, as Moragul advances into melee. The sentry's eyes widen as the massive bear-like druid emerges from the darkness, and she hurriedly tries to spur her wolf to defend. Apologies for the brief post gang, it's been a day. Map is up on roll20, feel free to place your tokens in a different location if you think I've gotten it wrong :) Block 1, let's do this!
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Will save vs. Charm Animal: 1d20 + 1 ⇒ (6) + 1 = 7
Craig's finishes his prayer as he moves within range of the mangy wolf, and the spell instantly takes hold. The wolf's snarl melts into numbness, it's tail flicking in quiet submission. A heartbeat later, three arrows fly from the darkness—Macharius’s and Valtyra’s shots striking true, burying deep in the hobgoblin’s shoulder and thigh. She stumbles with a grunt, still clueless to who—or what—had struck. She's down to roughly half hp, and the wolf is charmed. I'll give 24hrs for anyone who hasn't acted to take a surprise round; after that, I'll bot actions as we'll move into initiative order. Great ambush so far, let's see if we can keep it going! I'll adjust the map soon, but for now it's safe to assume that anyone who fired an arrow is roughly 30ft away, behind the wall. Everyone else can either be there, or up next to Craig and Tern which is 25ft from the hobgoblin.
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You guys are currently taking cover in the remains of the building to the south of the shrine, so the wolf is within range of Craig's calm animals. I figured that he is going to cast, then Val, Macharius and Thess simultaneously take their shots. Reknar, Moragul and Tern can act as well, my guess is that Tern might join the archers and throw a spell, Rek and Mor charge in to skewer that poor scout if she's still alive, or deal with the wolf if he makes his save?
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Aelethea, Moragul, Tern:
Aelethea clasps Tern’s shoulder, her expression firm beneath the hood of her drawn cloak. “I’ll keep these ones breathing. Don’t be a hero.” "Good luck" She says to Moragul with a nod before closing the tavern door and taking up post at the large window. A heavy CLUNK confirms that the door has been barred again, and Moragul and Tern head off into the night. The pair move low and fast between the burning buildings and drifting smoke. The crackle of flames and distant clash of steel still echo around, but they manage to pass unseen, guided by a newfound sense of urgency.
Everybody, all together now!: At the shrine, tucked behind the smashed remnants of a scorched wooden wall, Valtyra and Macharius crouch in the shadows, bows drawn and eyes locked on a lone hobgoblin sentry pacing before the shrine’s battered doors. Thess slips away from the rest of the refugees as Reknar calls to her, bow in hand. Her one good eye darts from the half-orc to the sentry, then back again "I'll try." she says, drawing an arrow and moving to join Valtyra and Macharius. Craig fixes his gaze on the snarling wolf at the sentry’s side, his posture tense with anger. Then—without a sound—Tern and Moragul melt out of the smokey night haze, appearing at the group’s flank like ghosts. Thess nearly looses her arrow in surprise, only to catch herself with a sharp breath.
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All good Tern, no stress my guy. I'm so as it stands you guys have successfully delivered Oreld and his merry men (and women) to the tavern, and you are now en route to the shrine. I'm going to say that Aelethea and Shi'ra stay behind to guard the civillians; haven't heard from AJM in a few days so I'm assuming that he's tied up with house things. Plus, there's quite a few non combatants there now, makes sense to leave someone behind to provide support
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Just gonna delay my response a little here guys, maybe one more day. I want to give Aelethea, Moragul and Tern the chance to perhaps make their way to the shrine so that we can carry on as a group again.
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Moragul is definitely a hit first, axe questions later kinda guy.
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If that were a tagline on a movie poster, I'd totally go watch it
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Trading Post:
Craig and Macharius finish packing the last of the fresh meat, wrapping their bounty in linen cloth salvaged from Kining's store. Macharius finishes cleaning the blood from his hatchet, casting a keen elven eye of the carcass one last time to make sure every useful cut has been salvaged. Rauland stands motionless, almost seeming embarrassed as Valtyra tightens the last of the troublesome straps. "Thank you... it's trickier than it looks..." his voice trails off. Kining emerges from her quarters, donned now in a suit of fitted scale armour. Her smithing hammer hangs at her side, and she now brandishes a stout, well oiled flail. She nods, listening to the group discuss the plan. "Aye, priestling. Yer plan is sound; I'll stay back with this lot, I'm sure between me and the two farmhands there," she gestures toward Rauland and Thess "we can at least hold off any gobs stupid enough to try their luck. Long enough fer you four to come and give them a good kick up the backside, anyways." she state matter-of-factly. She turns her gaze to Thess, and heads back inside momentarily before returning with a small padded gambeson. Approaching the girl, she holds it up as if sizing a ballroom gown before pressing it into her hands. "Here girl. Ye've already lost an eye; lets try our best to keep the rest of ye intact, shall we?" her voice is stern, but somewhere underneath there is a hint of compassion. Thess heads inside and returns momentarily, suited up and ready to go. You head off, leading the trail of refugees close behind. The sky boils with black smoke from the fires still burning, and the sounds of the enemy echo faintly — hobgoblins barking orders, goblins chittering with glee, bugbears snarling in the alleyways. The exertion of this night is starting to set in, a weary feeling that washes of each and every one of you. As you press on toward the shrine, a short way that somehow feels like miles, you each steal a glance toward one another. Realizing that there are others depending on you, you steel yourselves against the wave of fatigue. Sleep is for the weak anyway, and tonight you are fast becoming fledgling heroes. Narrowly avoiding the numerous patrols and skirmishes around, you reach the Riverwood Shrine. A wooden deck surrounds the front of an octagonal structure with broad archways leading into a place of worship. To its left stands a moss-encrusted stone monument. Carved birds, branches, and fruits decorate the wooden supports of the temple’s entryway. A dead villager is curled up on the wooden deck before the temple, not too far from the corpse of a dead horse. A lone wolf prowls out front, pacing in circles but never straying too far from the wooden deck. It eyes the horse carcass hungrily. Not far behind, a rusty skinned hobgoblin leans against the wall of the shrine, longbow in hand. Every now and then she grunts at the wolf, tugging the heavy chain connected to an iron collar around its mangy neck.
Craig:
The dead villager is clearly Father Noelan. Oreld's: "Sounds good ta me, feller. Youse all handle the fighting, we'll take care of ol' Vane here." The gap tooth man replies, motioning toward the others to take up a handle on the stretcher. Vane offers no response, having slipped into a deep sleep. Aelethea gives one final glance over the shelves, satisfied that she has found everything worth taking. She leads the way, darting ahead to make sure that your route takes you wide around any of the goblin patrols that are stomping through the streets and alleys. Eventually, you reach the inn. Jet, the tavernkeeper, spies you through a large window at the front of the tavern and unbars the door before ushering you and your motley crew inside. Aelethea perception: 1d20 + 7 ⇒ (11) + 7 = 18
Moragul As you are about to enter the tavern, you spy a large number of silhouettes to the south. The four at the front are unmistakeable; Craig, Macharius, Reknar and Valtyra seem to be headed to the Riverwood shrine, an ensemble of refugees in tow. The path toward the shrine is currently clear; if you leave now, your group could make it unnoticed and rejoin the others.
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@Craig, I love where you're at with this. I've actually got a second tab in the campaign tracker for the NPCs, as they become pretty important in your next phase of the module. Just don't get too attached to your alphabetised names; I plan to introduce them all to you guys once you finish in Phaendar. I'm probably going to offer a few each out to you guys to build statblocks for if you want; the book offers options for PCs to choose the levelling track for the NPCs based on the skills and abilities you need within your camp
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Tern said wrote: I may have made him angry. Man, you crack me up every time Tern! That post was gold :) Valtyra said wrote: Ouch! sorry about the thumb! Reknar said wrote: Sorry to hear that - but indeed spring is coming and it is time for handiworks around the house! Protect those hands! Thanks for the well wishes gang, I'll definitely take care next time. Also Rek, it's coming up on winter here in Australia, which I guess is just as good a reason to reseal a drafty window :). @Aelethea, do not stress! I'll keep botting you if we need to move on, I think you guys are pretty much done at Oreld's once you decide how to transport Vane on his sweet new stretcher.
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Trading Post:
Thess takes the arrows from Reknar without a word, her fingers wrapping tightly around the fletching. "Still got a few left," she mutters, checking her quiver with a glance. "But more won't go astray. Thanks." When Craig and Reknar speak of keeping her out of the fight, she doesn’t argue, but there’s a flicker of defiance in her tense jaw. She slips the arrows into the quiver and takes the offered backpack from Craig without comment. It's a little too big for her slight frame, but she starts fastening straps and buckles. She’s not moving like someone helpless. Not anymore. Reknar said wrote: "You ever used a blade before?" Rauland shifts awkwardly under Reknar’s question. His eyes dart to the blade, then back to Reknar. "A little," he says. "My father… he showed me some." He swallows, mustering some bravery before taking one of the longswords from the Half-Orc: "I won’t freeze up. If it comes to it, you can count on me. I promise." He glances toward Thess—still busy with the pack—and something firms in his posture. He draws himself up a little straighter, though he doesn’t quite meet Reknar’s eyes. He takes the suit of studded leather, and gives his best shot at donning it. Clearly not familiar with the process, he begins to blush as he struggles to fasten the strap on his jerkin. One more day to give Val the chance to pipe in, otherwise you're off to the shrine! You guys have Kining, Rauland, Thess, and 4 commoners in tow. If you guys could let me know the plan for them (head to the inn, follow you guys at a distance, follow closely etc) that would be awesome Oreld's: Tern gives Pippin an affectionate stroke across his soft grey feathers, the smoky tips catching faint glints of torchlight. The owl blinks slowly, white-feathered face stoic and unimpressed. Tern taps gently at the bird’s little clawed feet—his usual cue. Pippin tilts his head, big dark eyes watching the tapping finger. For a heartbeat, it looks like he might oblige—his talons flex slightly. Then snap!—a sharp little lunge of his beak at Tern’s hand, missing by mere inches. Luckily, Tern jerks back instinctively and avoids the deadly strike. Pippin fluffs up with exaggerated dignity, turning his back to the group and letting out a faint hoot that sounds suspiciously judgmental. Laughter stirs among the commoners in the cellar. A gaunt older man near the back, calls out; “Better company, you said? Looks like it’s got the same temperament as the hobbs out there…” he says, chuckling through gapped teeth. One by one they emerge, grasping at bundles of their remaining worldly possessions. The gap tooth man turns to your group. "So, where'r we goin'? And what are we doing about poor ol' Vane?
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Trading Post:
When Reknar offers the nod and the praise, Rauland just gives a weary, small shake of his head. “We stayed hidden because we didn’t have any other choice.” Thess stands silently behind him, the bow still in her hand, though now it hangs low at her side. The ruin of her left eye is barely visible beneath the grubby improvised bandage, She doesn’t speak until Reknar offers to help. At that, she hesitates—but not out of pride. Her shoulders stiffen, her hand twitches as if she might refuse the help and and wave it off. But then Rauland turns to her, gives a small nod, and says gently, “Let 'em look, Thess. They won’t hurt you.” Thess finally unwinds the cloth, her fingers clumsy with fatigue. The wound beneath is unmistakable. Not just swollen shut—the eye itself is gone, destroyed, a jagged red crater of torn flesh and bruising. She doesn’t flinch. Doesn’t cry. Just keeps still and lets the air touch it. “I know it’s gone,” she says, quiet and calm in a way that sounds somehow worse than if she were screaming. “I just don’t want it to rot.” Craig and Reknar begin their work in quiet tandem — Reknar carefully trims away the dead edges of flesh, working fast and sure, barely grazing the still-living tissue. His callused hands are steady as stone. Craig follows behind, pressing an herbal balm from the trading post store into the angry tear with practiced fingers. He is firm, but not aggressive — clearly the touch of someone who knows how to mend a wound. The priest finishes the job, applying a final, neat wrap of linen to bandage the wound with a tight spiral and a careful tie. The bleeding's stopped. The swelling's already starting to ease under the mix of herbs and Craig’s steady hands. Thess blinks, slow and measured, the tension in her shoulders easing at last. She doesn’t say thank you. But she nods. Once. Once we've heard from Val and Mac I'll move you guys along. Feel free to continue the roleplay with these two, each other, or Kining and the rest of the survivors.
Oreld's: Aelethea Spellcraft: 1d20 + 4 ⇒ (12) + 4 = 16 Aelethea Perception: 1d20 + 7 ⇒ (5) + 7 = 12 Aelethea kneels beside the crumpled hobgoblin corpse, the glint in her eyes cold and calculating. She’s fast and efficient, fingers moving like she’s done this before. She rolls the body over, ignoring the smear of blood across the floor, and starts her search—belt pouches, boots, beneath the armor plates. Once satisfied, she turns her gaze toward the shelves and beings methodically inspecting and pocketing worthwhile goods. Tern's soothing voice seems to quieten the whimpers coming from below. The cellar door opens slowly, revealing three wide-eyed refugees. "Is Vane...?" begins one before glancing back at the prone alchemist lying nearby the stretcher. "Are you going to take us away from here?" says another. I've taken the liberty of botting Aelethea for now. Her search revealed the following items;
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Great news gang! I actually started on a rudimentary spreadsheet tonight, which I didn't think I'd get to seeing as how I drove a nail through my thumb this afternoon trying to install a new window in my house (typing has been rough)! Anyways, here it is! I'll put a copy in the campaign info and my GM alias as well for ease of access.
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Trading Post:
Craig, the animals each take 5 minutes to butcher, so if more than 1 person has survival it means that you can gain more provision points with the same amount of time.
Craig kneels beside Reknar, laying a firm hand on his chest. A soft, warm glow spreads from his palm as the worst of the wounds closed. Outside, Mac stands over the fallen horse, hefting his axe with both hands. He goes to work, hacking through the carcasses with a mix of determination and brute force. It's not pretty — more splintered bone than clean cuts — but he gets the job done. Eventually, he manages to salvage enough meat to make it worthwhile, though it's clear finesse wasn’t part of his plan. That's 4 extra provision points to be added to the tally when I calculate it later on. Inside the store, Valtyra moves with focus, gathering supplies off half-toppled shelves — dried goods, spare tools, anything that might help. Her hands are quick, efficient, as she moves through the shop which she knows all too well.
Then, you hear the smithy doors creak open. A fit looking young man not older than seventeen steps out, clearly one used to hard labour on one of the outlying farms. He holds an everburning torch high in one hand, its flickering light catching the nervous edge in his expression. A long knife hangs at his belt, and his posture is tense. Behind him trails a girl, perhaps fifteen, her steps slow and unsteady. A blood-soaked cloth is tied across the left side of her face, crudely bandaged. Despite the injury, she clutches a shortbow tightly in her hand, her good eye looking sharp and alert. The boy looks over the group — the corpses of the hobgoblins, the wounded being tended, the butchered horse — and swallows hard. “I saw what you did,” he calls out, voice steady but edged with urgency. “You killed them. All of them.” He steps closer, holding the torch out before him like a peace offering. “I’m Rauland. This is my sister, Thess. We’ve been hiding in the smithy since the attack. She was hit when something exploded nearby — alchemist’s fire, I think. Shrapnel caught her in the face. I… I didn’t know what else to do. I just kept us hidden.” Thess said nothing, her good eye locked onto the group. Her grip on the bow hasn’t loosened. Rauland’s voice dropped. “We want to come with you. We can fight. We’ll pull our weight. I just—” he looked back at Thess, his jaw tightening, “—I have to look after my sister. Please. Don’t leave us behind.” As you are all pretty local to the area, you would probably recognize these two. They come from a small farm not far from the outskirts of town. This pretty much concludes all of the main interactions at the Trading Post. If someone would like to respond to young Rauland and Thess, go for it. Once you guys are ready to move along let me know; I'm happy for you to roleplay amongst yourselves to decide if you'll head to the shrine, cut back to the others at Oreld's or beeline straight back to the Inn. Also, I'm assuming that you while collecting goods, Val filled the water canteens. When you've decided a plan of action, I'll write up a little conclusion post for this area before moving things along. You guys have done great work so far, I've been enjoying reading your interactions with the NPCs and each other! Oreld's: The heavy thud of Moragul's axe against the trapped door echoes through the room. After a few hard swings, the door gives way with a splintering crack. The path to the next room is clear, the heavy wood of the door has been hacked to pieces. The tension in the rooms relaxes immediately as everyone realizes they haven't been sprayed with deadly acid. Within the next rom lies a workshop and what looks to be a part-time clinic, with a comfortable bedroom just beyond that. The workshop has shelves upon shelves of miscellaneous alchemical supplies and concotions, as well as equipment used to brew and mix ingredients. A cellar door here has a rug hastily kicked over it, easy enough to spot for those who know to look for it. As you enter the room, you can hear the muffled sound of crying coming from beneath the floorboards. Anyone who inspects the workroom can make an Appraise, Craft (alchemy) or Spellcraft check to select some key ingredients for use in crafting alchemical items later on.
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Sorry for the confusion Moragul, that's my bad with the vague description. So the door in front of you leads to the back room of the store, where you'll find a door leading into the shop's basement (where Mr Oreld squirreled away the customers who were at his place when the attack occurred.)
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@Moragul, go nuts if you wanna try break the door. Hardness 5, HP 10 or break DC of 15. The door opens outwards so trying to kick it in shouldn't trigger anything.
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@Reknar, Aha, that makes sense! So the -1 is because of the armor check penalty, and the magical buckler doesn't have said penalty. Gotcha, sounds aces to me.
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Can you refresh my memory, how exactly do bucklers work in PF1e? I recall being able to equip one with a 2h weapon, taking a -1 penalty to hit? Not sure if that was just a house rule in my group though....
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Trading Post:
Kining's glare is sharp at first, but it fades fast. The lines in her face seem deeper in the firelight, and her eyes drift past Craig and Valtyra to the rising smoke curling from the rooftops. “Hells…” she sighs. She turns away for a moment, hiding the flicker of pain in her expression as she looks at what’s left of her forge. “I hammered every blade in that store with these two hands. Burned through more coal than the town’s got patience for. And now you’re askin’ me to strip it bare, walk away like it’s already gone... and it is, ain’t it?” She doesn’t wait for an answer. “Right. Fine. But we do this smart. Take what’s worth carrying, leave the dead weight. Nails, wedges, axes, fletching tools—you know what’s needed, girl.” She nods sharply to Valtyra, tossing her the singed keyring from her belt. Then she steps up to Craig, looking him in the eye. “You got a silver tongue, priestling. But this ain’t about talk. You keep those supplies safe. You keep her safe.” She nods toward Valtyra. “Don’t make me regret handin’ over my life’s work to a lad I once caught piss-drunk in my rain barrel.” She turns finally to face Macharius as he asks about the raised floor. "Ain’t like I got any other use for it right now... If you’re fixin’ to get yourself killed, you might as well take it. It’s got more life left in it than most of us.” She says, turning and walking toward the trapdoor before thumping it open with her fist. She reaches down into the opening, drawing out a small buckler bearing the countenance of a roaring bear. “That was my brother’s. Last thing of his I’ve got left. Made it m’self, years back... she muses before handing it over. She shoulders past them toward the store entrance, already barking orders like it’s another day in the forge: “Move it! We’ve got maybe ten minutes ‘fore the bastards are knockin’ down the back door.”
Kining's store contains the following useful items:
The shield she handed over to Macharius is a +1 buckler. In addition, any reasonable basic equipment you might be looking for is likely available (crafting kits, basic spices, tools etc). The smithy itself is still yet to be searched, and there are the freshly slain horse and goats still in the pen. Anyone with Survival can take 5 minutes to carve some meat for extra provision points if you so desire. Reknar:
As you take a vigil outside the shopfront, you can hear groans coming from the Smithy itself. Sounds like they're coming from the hayloft in the south end of the building. Oreld's: Among the clutter, Tern spots what he needs:
Tern lays the canvas flat, places the broom handles lengthwise on either side, and folds the edges over the poles. He lashes them tightly using lengths of cord and strips from the harness, double-knotting the ends with steady hands. The result isn’t pretty, but it looks solid—enough to bear a body through the forest if it has to. Vane lets out a sharp breath as Tern lowers the stretcher beside him. Tern, you've crafted a workable stretcher using the tools at hand. It'll hold together for now, though rough terrain or a heavy jostle might test its limits. You can move one unconscious or injured person with assistance from another, or drag it solo using the harness at reduced speed. If you guys use the aid another action the bonus to the perception and disarm becomes +8, meaning a success requires a roll of 10 and 7 without accounting for stats. I'm sure Aelethea can handle it with her 18 DEX and +7 perception, we'll give one more day for a response before I figure out how to approach this :)
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@Rek, that's good to know dude, thank you :D I run my life one information dump at a time, that's the best way to do business haha The more eyes we have across it the better I say, but eventually I think we are going to need a sheet to track items, NPC and provision points. The logistics for the second part of the module are pretty heavy, so I'll probably make a spreadsheet and share it via google drive with everyone :)
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Val, here's what you find on the Hobs; wrist sheath loaded with a masterwork dagger
and the rest of the unclaimed loot obtained so far:
I'm assuming the rest of you guys claimed the other potions of guidance, wands and scrolls?
I'll have to figure out a loot spreadsheet for this soon, I'll work on it over the weekend
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Trading Post:
The warmth of Erastil's divine energy radiates from Craig's holy symbol, granting a slight reprieve from the painful wounds sustained during the battle. Valtyra moves with practiced efficiency, kneeling beside the fallen hobgoblins to retrieve her axes before rifling through their gear. Her sharp eyes scan for anything useful—coin, weapons, or perhaps a clue as to where this army of goblinoids appeared from.. Reknar, his senses still keen from battle, catches the sound of movement from within the shop front. Wood scrapes against wood—the unmistakable sound of a heavy beam being dragged away from the door. A moment later, it creaks open just enough for a wary eye to peek through. Then, with a grunt, the door swings fully open, revealing Kining, the forge’s no-nonsense dwarven owner. Soot-streaked and still gripping a hefty smith’s hammer, she eyes the scene with a hard glare, as if expecting more trouble. Behind her, four nervous commoners clutch makeshift weapons — a hammer, a poker, tongs and a carving knife — the fear still evident in their wide eyes. The interior of the shop is drab and dominated by sacks of seed, bolts of cloth, barrels of nails, and staples like flour and salt. Kining’s small bedroom is off to one side, and shows even less decoration than the glum shop. “Well, took ye long enough,” Kining grumbles, her voice as gruff as ever. But there’s a subtle shift in her posture—a loosening of the tension in her shoulders, a flicker of relief behind her sharp gaze. Her eyes flick to the fallen hobgoblins, then back to the warriors. “Guess I owe you a drink. Or a few." She catches sight of Valtyra rummaging through the hobgoblin corpses. "Damn it, girl, is this really the time fer lootin’?!" she barks, stomping forward, her soot-streaked face twisted in frustration."Ye just pulled me out of a burnin’ building, an’ now ye wanna play grave robber?" After a beat, she sighs. "Hells… maybe ye got the right idea. If they got steel worth takin', best it go to someone who knows how to use it." You can see that the usually dour woman is especially irritable at the situation, exacerbated even more so by her dwarven grudge against goblinoids. One of the commoners exhales shakily, lowering his weapon. “Are… are they all gone?”
Sense Motive @ Trading Post DC 2 (Dwarves aren't good liars I guess):
Though Kining groans, you can see she is clearly happy that the hobs are being looted instead of her store. She's not know for her philanthropy, and for those that have had dealings with her in the past you know that the thought of her donating goods to your cause would be very painful for her. Looking inside the shop, you see many supplies that would be perfectly suited for the venture you are about to take into the Fangwood. Craig perception: 1d20 + 4 ⇒ (6) + 4 = 10
Macharius:
As the door swings open and you catch a glance inside, you notice something strange about the floor near the counter. It looks like hinges, barely poking up above the floorboards. A trapdoor perhaps? Oreld's: "By Old Deadeye’s damn antlers, lad, ya really think I’m in any shape to be fiddlin’ with a trap? Hells, I barely got outta that last mess with my guts still inside me!" He winces, trying in vain to stand. "But lucky for you, I ain’t so banged up I can’t give instructions. Just don’t go blunderin’ it, ‘less you want yer skin sloughin’ off like a a snake sheddin’ on a hot rock.!" Vane groans, adjusting himself and pointing weakly toward the door. "Right, so here’s the deal. There’s a string looped ‘round the knob—tug too fast, an’ you’re gettin’ a faceful o’ acid, an’ so’s anyone dumb enough to be standin’ behind ya." He sucks in a breath, gritting his teeth. "You gotta ease that door open real slow, just a crack. Reach in with somethin’ thin—knife, wire, whatever ya got—an’ slip it ‘round the string. Cut it or unloop it real careful-like, no sudden pulls, or it'll trigger anyway." So gang, to disable the trap I need a Perception DC 18; and a Disable Device DC 15. Due to Vane's fine instructions, whoever decided to attempt the checks can do so with a +6 circumstance bonus.
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Haha, I know right! I went ahead and assumed that Moragul would just give him one berry, that was enough to do the trick. I think that could be a cruel and unusual form of torture... beating someone to the brink then stuffing them with goodberries to do it all over again. Wouldn't that just be the worst day ever?
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Trading Post:
Craig exhales slowly, drawing his bowstring taut as he utters a quiet prayer to Erastil, the words barely audible over his heavy breathing. Old Deadeye guides his hand, and as he releases the arrow, it whistles through the air, striking true —burrowing into the crippled hobgoblin’s hip with a meaty THUNK. The creature staggers, snarling through gritted teeth, but before it can regain its footing, Valtyra steps forward. With a sharp inhale, she lets fly a handaxe; an impossible, arcing shot that cuts the distance. The weapon spins end over end in a deadly whirl. It tumbles through the air, once, twice — then a third rotation before finding its mark. The axehead cleaves into the hobgoblin’s back with a wet CRACK, burying itself between its shoulders. The brute stiffens, a shuddering breath escaping its lips, before its legs give out beneath it. It collapses in a heap, the axe’s haft still quivering from the force of the throw. A heartbeat of silence follows, before the low din of the battle raging on elsewhere becomes apparent once more. Combat is over team, epic finish too I might add! Feel free to act as you will.
Oreld's: Vane lies on the shop floor, his breath shallow and his skin clammy with shock. Tern kneels beside him, his voice steady and comforting despite the urgency in his eyes. Aelethea steps in to lend aid. She works quickly, her hands pressing torn cloth against the wound in his chest. She lacks the skill of a practiced healer however, and blood seeps between her fingers and the cloth as she fights to slow its escape. Moragul takes one of the goodberries and firmly pushes it between Vane’s lips, rubbing his throat to coax him into swallowing it. The unconscious man doesn’t resist — he can’t — but the magic takes hold all the same. A faint color returns to his cheeks. His breathing steadies, the ghost of a sigh escaping his lips. His eyes snap open, and he groans as he slowly sits up with a wince. He squints at the party, then at the dead hobgoblin, before grabbing at his stomach. "By Erastil's beard, I feel fuller than a harvest barrel! How many healing tonics did you use?" he mutters. "I mean... thanks for the rescue. This bastard came outta nowhere, one minute I'm dealing with a few customers, the next it seems like th' whole town is afire! I jammed those other folks down in the cellar 'n locked it up, but I wasn't staying down there, no sir! I wadn't about to let no looters in here, but as soon as I got back inside and set up that trap on the door back there, that feller spotted me and must've thought I looked like right good target practice. Next I know, I'm down here with that spike stickin' in my belly!" Vane says, clearly exacerbated and a little overfull from his surprise goodberry.
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Tern, your post genuinely made me laugh out loud. Saying comforting words then rolling a bluff was priceless, well played :)
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Trading Post:
Reknar's first thrust is parried by the Hob, narrowly deflecting the sharp steel point with his longbow. He's not so lucky on the second however; Reknar drives the spear through tattered leather armour with a sickening squelch, dropping him almost instantly.
The third and final hobgoblin turns his head left to right, frantically assessing the situation. He looks down at his wounded thigh, then turns on his heels and begins limping off as fast as he can. He shouts something in the goblin tongue. "Bragz'nik, zaga! Urg'zok—Grimka, Hulsk—grotz'bak!" Haven't had a chance to update the map, but the Hob that Craig shot is the last remaining. He is currently fleeing south, due to his wounded condition he has only managed to make it 40ft with his full action. Rek, I can't see the map right now but if that guy is in your reach feel free to make an AoO. Craig and Val, your turn!
Goblin translated: Brothers, help! There are warriors at the forge, Grimka and Hulsk are dead!
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Trading Post:
Macharius leaps from the rooftop, his axe flashing in the dim light of the moon as he descends like a thunderbolt. The unfortunate hobgoblin beneath him barely has time to register the shadow falling upon it before the weapon cleaves through its skull, killing it instantly. Nearby, Craig calls out, his voice sharp with urgency. Even as he shouts, he raises his longbow and looses an arrow. The shaft flies true, burying itself deep into another hobgoblin’s thigh. The creature snarls in pain, stumbling back as dark blood seeps from the wound. At Craig’s call, Valtyra bursts from the smithy, her eyes locked on the remaining foe. With a fluid motion, she hurls a throwing axe through the air. The weapon spins end over end before slamming into the hobgoblin’s side, biting deep. It howls in agony, staggering as it clutches the gaping wound. It's up to Reknar now to take his turn before the remaining hobs. I messed up before, so Rek is going to take his AoO from the hobgoblin archers before taking his turn in full. This could swing the tide and end the fight!
Oreld's: Moragul stalks forward, his steps slow and deliberate like those of an executioner heading toward the chopping block. The wounded hobgoblin snarls defiantly, but there is no escape. With a brutal swing, Moragul buries his axe in the creature’s chest, silencing its cries in an instant. The battle should be over, but a ragged breath draws attention. Vane Oreld lies nearby, barely clinging to life, his wounds grievous. Blood pools around him, his chest rising and falling in shallow gasps. If aid does not come soon, it may be too late… Combat is over guys, well done. Feel free to act as you will, the stage is all yours.
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No need for perception Val, you can definitely hear what's going on
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Reknar: Oh snap, I didn't convey who was shooting very well. That's my bad, I had the hobs numbered 1 - 3, and the shots were in order so unfortunately the guy you can reach is not your man :(. Don't stress though, I believe in you! Plus Val and Mac will join the fray soon, you'll have these guys on their heels in no time :)
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Reknar: Absolutely dude, feel free to roll for it on the start of your next turn before taking your action. I'll let you narrate how that looks :P
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Trading Post:
Arrow vs. Rek: 1d20 + 3 ⇒ (8) + 3 = 11 Arrow vs. Rek: 1d20 + 3 ⇒ (8) + 3 = 11 Arrow vs. Rek: 1d20 + 3 ⇒ (18) + 3 = 21 Damage: 1d8 ⇒ 7 The earth elemental rumbles across the smithy floor until it finally reaches the stone wall. It presses forward, rocky form melting into the surface as if sinking into liquid, rippling for a heartbeat before vanishing entirely. A faint tremor runs through the ground as it disappears into the earth. From the south, the three hobgoblins tighten up their formation in response to Reknar's deadly spear thrusts. Their bows already drawn as the leader barks a sharp command and all three archers unleash their shots—each one aimed at Reknar. The first two arrows whistle past harmlessly, but the third makes contact, clipping the half-orc in the shoulder. Meanwhile, Macharius stands atop the roof, his silhouette outlined by the flickering glow of flames consuming the thatch. Without hesitation, he swings his axe, hacking away at the burning material before the fire can spread further. Each strike sends smoldering straw tumbling down, smoke billowing into the night air. With determined efficiency, he carves away the worst of the blaze, beating out the remaining embers with his boot. Craig, Val, you guys are up!
Oreld's:
Claw: 1d3 + 1 ⇒ (3) + 1 = 4 Shi'ra actually hits with her second claw attack as well. So all up our melted friend has taken 11 points of damage. I'll wait for Moragul to respond before taking his turn, as I feel that the big guy's action could be a pivotal moment in the fight. Reknar: Reknar Perception: 1d20 + 4 ⇒ (17) + 4 = 21 These hobgoblins have clearly survived an encounter with something dangerous. Purple bruises and swelling on their faces and exposed forearms suggest something has bludgeoned them pretty aggressively; your soldierly instincts indicate that this group are licking their wounds, and won't take much to put down.
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No need to apologise! I'm sorry that the post I out up was a bit rushed, I've had the tightest schedule today but I wanted to move things along a little. If anything needs to be clarified just hit me up here.
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Trading Post group (Craig, Mac, Rek, Val):
Mac Initiative: 1d20 + 1 ⇒ (13) + 1 = 14 Craig Initiative: 1d20 + 1 ⇒ (7) + 1 = 8 Reknar Initiative: 1d20 + 2 ⇒ (11) + 2 = 13 Valtyra Initiative: 1d20 + 1 ⇒ (7) + 1 = 8 Mac throws the brand to the ground, burning his hand slightly but removing the source of heat from the roof. The fire remains, though it's intensity is greatly reduced. Mac takes 2 damage from the hot iron. Fire damage: 2d4 ⇒ (1, 1) = 2 Craig's shot spuds into the wooden fence as the hobs make their way around the corner. The lead scout fires at Craig, as the remaining two take pot shots at Reknar with their bows. Craig takes 2 damage from the hobgoblin longbow.
As Valtyra approaches the small elemental, it is obvious that it shares no common language with her. It recoils, not completely sure of Valtyra's intentions but seemingly relaxed by her calm tone. The small creature lumbers toward the south side of the smithy, turning it's eyes toward the stone wall.
I Should have established this earlier, but here is the initiative order moving forward.
Block 1, feel free to act
Oreld's group (Aelethea, Moragul, Tern): The hobgoblin steps back, narrowly avoiding Tern's attempt at a tackle as the arrow wooshes past. He draws a heavy mace from his belt, lashing out at the man with fury.
Back to you gang!
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Hey gang! Sorry for the radio silence today, I've finished my epic journey through the outback and I'm home safe. I'm gonna give Aelethea a little more time (mostly because I'm pretty exhausted too) but if we don't see any updates in roughly 16hrs, which coincides with my lunch break at work, I'll throw up a post then.
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Congrats Tern and Aelethea on the new homes, I get that it'll be abusy time for you guys for the next few days (I bought my first home last year and the administration nearly killed me). Happy to slow things down if need be, let you guys concentrate on your IRL stuff. @Reknar, the wall around the animal pen is indeed a fence. I see no issue with ranged or melee attacks being made from either side.
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Just an FYI gang, I'm about to head off on a cross country drive. As Val and Aelethea haven't put anything up yet, I'll hold off on my post until tomorrow. Likely roughly 24hrs from this post, just wanted to let you guys know. If anyone who has already acted wants to update the map, it should be all good now so feel free to do that :)
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My bad on the map guys, forgot to change the player tab to the new one. Adjusting that now
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That was a wild post! Please forgive me if I make any mistakes for this part, there are a lot of moving parts. Roll20 has been updated, apologies for the map quality but if you zoom in to 100% or more it should suffice. If I've placed your tokens in a spot that you're not happy with, feel free to shift them within reason. Please don't shift yourself into the other group :P
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Trading Post group (Craig, Mac, Rek, Val):
Perception: 1d20 + 2 ⇒ (6) + 2 = 8 Perception: 1d20 + 2 ⇒ (2) + 2 = 4 Perception: 1d20 + 2 ⇒ (10) + 2 = 12 Chance for fire to spread (50%, Highs): 1d100 ⇒ 12 The thatch roof, still damp from the heavy rain a few days ago, seems to be resisting the flickering flames building up around the hot iron. For now, only the section in contact with the burning piece of metal is catching. Valtyra
Mac
Craig and Rek
Oreld's group (Aelethea, Moragul, Tern): Gonna assume Moragul is hanging near Tern for now. Melty Hob perception: 1d20 + 5 ⇒ (12) + 5 = 17 Tern
Aelethea
Anyone who enters or looks inside
Initiative Aelethea: 1d20 + 6 ⇒ (11) + 6 = 17
I'm going to say he heard you Tern, but he hasn't seen any of you yet. We'll stick with block initiative here, so PC's first followed by the hob. Feel free to act in any order!
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So we did the unthinkable; we split the party. I think it's a rock solid plan though, and if you pull it off the rewards in the long term are significantly better so kudos to you guys! Sorry to push things along again, I felt it was appropriate and I wanted to maintain momentum. If any has any actions they would have done prior to leaving the tavern feel free to let me know here, or at the start of your next post. If nobody says otherwise, I'm going to assume the loot is divvied up as per Reknar's suggestion, so if you haven't done so already amend your equipment accordingly. If anyone wants to fill in the gaps and take any of he unclaimed gear go for it. See below for the list Masterwork backpack - Reknar
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The door of the tavern shudders as Reknar pushes it open, the heat of the burning town rushing in like a living thing. Smoke curls through the air, thick and choking, carrying the stench of scorched wood and spilled blood. As you all step outside, it becomes clear that the town was a battlefield lost before the fight had even begun. The streets are a vision of ruin: bodies sprawled in the dirt, homes collapsing under the relentless hunger of fire, and in the distance, the screeching laughter of hobgoblins reveling in their dominance. Phaendar had been shattered in moments. There would be no reclaiming it tonight — maybe not ever. Trading Post group (Craig, Mac, Rek, Val):
Reknar, Craig, Mac, and Valtyra slip behind the tavern, staying low, their footfalls muffled by the ceaseless roar of chaos. The crack of splintering wood sounds nearby as a hobgoblin hacks through a barricaded door. The plea of someone trapped inside turned to a shriek, then cuts off with a sickening crunch.
You all press on, evading the enemy and reaching your goal. A signpost by the road announces the clapboard wooden shop and barnlike smithy sharing a single large, stone wall to be the Phaendar Trading Company. The smithy’s double doors stand open, revealing a large, still-glowing forge within. Two slaughtered goats and a dead horse fill an adjacent animal pen. Many fresh scratches and dents mar the trading post’s heavy wooden door, and a chair leg juts through one broken window. Small flames lick at the thatch rooftop where a red-hot iron has been tossed.
Oreld's group (Aelethea, Moragul, Tern):
Aelethea, Moragul, Tern, and Shi’ra dart across the road, taking shelter within the skeletal remains of a collapsed shopfront before pressing on through the chaos toward Oreld's. A guttural voice barks out an order to a hobgoblin patrol nearby. The group manages to take cover between two relatively intact buildings, watching as the warband of goblinoids pass dragging a half-dead villager behind them.
Eventually, you all make your way to your destination. Oreld’s Fine Shop — labeled with a small shingle hanging out front — is one of the few buildings in town made entirely of stone. Mortared white blocks form the walls of this odd shaped cottage. Scorch marks that shift in color from black to dark blue to glimmering violet mar one wall. The door to the shop stands open and bloody footprints lead inside.
Both groups make it to their destinations unscathed. If I'm moving too fast let me know; getting the hang of this pacing thing while trying to maintain a post a day is tricky.
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