Welcome, ladies and gents, to a Lost Mine of Phandelver campaign. This is a module for 1st level adventurers set in the Sword Coast. We have established the characters and notes, so welcome...
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Our story begins on the Triboar Trail. A few days ago in the city of Neverwinter, your mutual friend, a dwarf who goes by the name of Gundren Rockseeker, has sought each of you out with a job opportunity. He has asked you to escort a wagonload of provisions to the rough-and-tumble settlement of Phandalin; around a couple of days travel south-east of Neverwinter. The dwarf seems very keen about this travel, though has been fairly secretive on the details of the mission. All he has mentioned is that one of his brothers has found "something big", and would provide each of you ten gold pieces for the safe escort of the provisions to a place called Barthen's Provisions, a trading post in Phandalin.
After getting your gear together, Gundren meets with the group while accompanied by a human warrior named Sildar Hallwinter. He informs the group he needs to ride ahead to "take care of some business" before the provision wagon arrives, bidding the group farewell as he and Sildar mount onto a pair of riding horses and head off down the trail.
We now pick up in the present, where the group have spent a few days travelling down the Triboar Trail from Neverwinter and have turned East towards Phandalin. So far the journey has been quiet and uneventful, though it is known that the territory can be dangerous. Bandits and outlaws are known to lurk along the trail, so even in these quiet times, everyone keeps an eye out for anything out of the ordinary.
I would like everyone to give a brief description of what their character looks like. Perhaps mention something you may have told the group about yourself as you travelled along the trail. Perhaps share how you know Gundren and what your current goals are.
As for the carriage, there are a couple of seats to be filled, one for the driver of the cart and one for a passenger. If you have a particular marching order then perhaps work out who is out the front, scouting the path ahead, and who is keeping towards the back to ensure nobody of ill repute is following you.
*Kres is a short Aarakocra, he stands around five foot three, his feathers are white around his head while the feathers on his body are a burgundy colour. He is wearing basic traveling clothes and has a quarter staff, which he seems to be using to help him walk along along the path, he sticks pretty close to the guard around the middle of the pack while they converse as they travel. As he became more open to the others, they would have found out that he met Gundren in a tavern during a tavern brawl. Kress also tells of his monastry in the mountains, that he has sent out of to hone his skills as an adventurer.*
*In the back of the cart sat an Air Genasi, five foot nine with light blue skin and long silver hair currently blowing in the wind. Wearing basic brown traveling clothes he seems to be toying with his sickle in hand, he puts it away and turns next to him.*
In a fairly deep voice and a bit of an echo he asks. "So mister warrior... slidar was it? The name is Haize Inair do you happen to know about this mission we are going on?" his silver eyes gleaming with excitement.
While the wagon moves steadily along the trail, a solitary figure strides about 25 yards ahead. Occasionally he darts to one side or the other and ducks behind some cover, popping up again somewhere further ahead, eyes ever on alert for signs of danger. Randaler is a young human ranger hired by Gundren to be a scout for this mission. Randaler is a bit of a loner, and most he has revealed about himself to this point is that he has spent most of his life in the woods and forests of the region, and is very familiar with the local elves. He is armed with a longbow slung on his back, and a dagger at his side. He is also carrying a quarter staff.
Randaler, you look ahead of the group, taking a scouting position in front of the cart. As you come around a bend, you spot two dead horses sprawled about fifty feet ahead of you, blocking the path. Each has several black-feathered arrows sticking out of it. The woods press close to the trail here, with a steep embankment and dense thickets on either side.
Randaler signals to the group to stop, and warns them to make ready to fight. He then takes a closer look at the horses and peers into the woods looking for any signs of an impending ambush. Unslinging his bow, he notches an arrow, and looks for a target.
Chad Gloomblast, human wizard, early 20s, brown hair and a mustache
I’m riding as passenger next to whomever will be the wagon driver. I’m wearing a purple cloak, stolen from Jim Darkmagic, after I left his magic school. The rest of my clothing is a dark grey. I learned enough from Jim Darkmagic, who seemed to be just milking my rich family for money at this point. I’m holding my hand out practicing my Prestidigitation. I’m creating doves that fly away into the trees. Sometimes sparks shoot out instead.
As we approach the dead horses, I hop off the wagon and pull out my wand from the holster a cached to my belt. Of course I throw open my cloak first for dramatic effect. The tip of the wand glows a purple glow.
Realgâr Rubyrump, is a dwarf with a long, thick brown-red beard brown-red hair. It has braids going though five gold coins with the middles hollowed out to decorate it and proudly shows what he values in the world. He stands roughly 4'5" and is a typical sturdy dwarf, weighing about 200 lbs. He wears modest hide armor and has two handaxes on each hip and a dagger attached to his thigh. On his back he carries a small war drum and his prized possession, his bagpipes. You all know he is a dwarf bard, something very uncommon and is an aspiring intern for Acquisitions Incorporated. Even though he values fortune and fame with his stage name Gem, he respects the rule of law and values good. He is a distant cousin of Gundred and is doing this because Gundred crossed paths with him in Waterdeep and he needed a few coins. However, his long term goal is recovering his family's ancestral instrument, stolen many years ago.
"Aye lads, it looks like our ranger has spotted somethin'."He gives a tug on the reins and brings the wagon to a halt to see Kres on the side get into a battle stance and his new friend Chad jump off from the passenger seat. He puts a hand on an axe just in case.
Randaler carefully moves closer to the two felled horses. As he checks them he can tell that their saddlebags have been looted. As he investigates, everyone hears some rustling from the nearby bushes. There is some high pitched cackling noise as from the nearby bushes, four figures jump out; two on either side of where the wagon has pulled up.
The creatures are short, around three and a half feet tall with ugly pasty features. Their messy black hair is tied back as two of them step forward with their scimitars, the others with shortbows readied. They are easily identified as goblins, one of the smaller races that use their numbers to attempt to overwhelm their enemies.
For initiative, I will roll everyone's initiative and list them below. The following post will have an ordered initiative. For ease of use we will go round by round, and players who have their initiatives beside one another without any NPCs or monsters can take their turns in whichever order they wish, meaning for ease of posting you don't have to wait for someone specifically.
Chad Gloomblast:3 Haize Inair:9 Kres:22 Realgar Rubyrump:21 Randaler Foundling:14
Rounds of Combat
You can find the full rules of how combat works in the basic rules found here. On your turn, you have a total movement based on your character's speed, an action, and a bonus action. Once per round you have access to a reaction, which are used in response to certain triggers. You may not have any at this point in time, but they will be listed in your ability descriptions.
An action will most likely be used to take an attack action, using your weaponry to attack a creature. Spellcasters have spells, many of which take an action to complete, so may be using their spells in place of their weaponry. If you need any advice on how to take your turn, please feel free to ask.
In this instance, if Kres, Realgar, Randalar, and Haize want to take their turns first, then the goblins will get a chance to take their turns. After that Chad takes his turn and the first round of initiative will be completed. Initiative is static, so we just repeat the process until the encounter is ended one way or another.
The goblins were very loud in their entrance, meaning nobody is surprised by their appearance. There are two goblins on either side of the party and their wagon, the goblins with scimitars around 20 feet away from them and the goblins with bows around 40 feet away. They don't seem too trained on anyone in particular, with Randaler ahead of the group nearby the two dead horses and the others around the sides of the wagon. The horse pulling the wagon stops moving once the reins are dropped for the fight.
He yells "Green Flame!"casting Faerie Fire on the goblins. He will center the 20 ft cube (range 60ft) to to affect the maximum number of goblins. They all must make a DEX ST (DC 12) or be surrounded by green light and give advantage on attacks made on them.
*All attacks on goblins shrouded with green light grant ADVANTAGE*
On my turn, I will stay by the wagon if an archer is still in range of my fire bolt, I will strike one that has not been hit if both archers are dead, I will hit one with the scimitar.
“I’ll show you magic you little bastards” I say under my breath. I hold my wand out, unsure if this is going to work. Chad has trained with his spells, but never used them in combat. The tip glows a bright purple and a fire bolt is launched out into the woods.
(I'll get to Chad's turn when it comes around. Thanks for the pre-post though)
Kres leaps off the carriage and rushes into melee with the first goblin with a scimitar. He brings the quarterstaff down at the goblin, but it seems to be blocked by a wooden barrel top strapped to the goblin's arm as a makeshift shield. While the goblin is cowering beneath the shield, Kres comes in with a kick, winding the goblin and almost taking it out in a single blow. (Goblin 1: 6 damage taken)
Randaler turns away from the dead horses as he hears the goblins jump out from hiding. After seeing Kres and Realgâr make moves on the goblins, Randaler takes aim at one of the archers and lets loose an arrow at him.
Randaler knocks an arrow and lets it loose at the goblin archer. The goblin, seeing the other archer, manages to duck from the arrow, narrowly avoiding a deadly shot. The arrow flies over its head, causing a superficial cut on its scalp, but otherwise leaving it unharmed.