(OOC: I was waiting for a couple of you guys to respond to Zogar, ill give you guys a little bit if you want to do anything with the prisoners and army group then ill get you guys sent on your way)
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P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
Gabriel just watches his companions interactions with the group of prisoners, he just shrugs when the moment comes for them to decide "I say kill them - why risk them going back to their old ways. They made a choice and they should pay."
"Dude, chill. These are a bunch of scared, hungry kids. We don't need to kill them, I feel pretty confident that they're not going to go back to the cult."
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Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
I have to agree it's more that Drows head I want they aren't a threat at this moment but if they do become one well im gonna have to put some to sleep. Vaunea says quitly so the younger ones can't hear him.
As you discuss Alfrost approaches the group "If you are done here we will be taking the prisoners back to the capital, from what they have said we believe that they were just born into a bad situation and they will be given adequate food and quarters but will continue to be monitored. If there is anything else you need from us please ask but if not we must make our way back and I'm sure you must continue with your mission. Also, if any of you do see Ishmir please tell me and stay away from him, he is very dangerous and I would like to take care of him myself." Then if there are no more questions Alfrost will leave and your cargo and transportation will be given back to you
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P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
Gabriel just scowls looking at his companions"This weakness is what will get us all killed - we are at war and war isn't pretty, showing this mercy may get us killed later on. They are the enemy of our country. You have no solid ground to stand on that they won't go back. However, do what you all want and just let me know when it is time to move on, since clearly I'm in the minority on the decision."
You all begin to head off, you also see a bag with enough for 10 gold between all of you guys with a note "You have been a great assistance, consider this a reward for your assistance. -Alfrost. You travel off and make your way through the forest, getting farther and farther away from the regular patrols as it becomes night. You have about a two days travel left till you reach town and it is now night, what would you like to do.
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P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
Zogar you see a few distant groups of people but you can't really make out who or what they are. Vaunea and Or'vill you don't see anything out of the ordinary, just a bird here and there. Then at the end of your watch Or'vill you hear something it sounds almost like speaking but in a language you can understand and a lot of movement then a group of about 5 goblins runs out of the forest and seeing your they run around and behind you and stay behind you watching the forest intently. One comes up to you and in surprisingly clear common for most goblins points and the forest "Bad things, bad things hurt us. We give shiny things, you help us." It says as it holds out its hand with a few rings and coins Or'vill you don't see anything in the forest but the goblins seem pretty darn scared. The rest of you as you feel goblins running across and past you start to wake up. (Also forgot to add you all are now level two after the previous fight and interrogation)
As Zogar awakens he applies Blessing of the Forge to his armor. (Same as every day, but making sure I clarify as we seem to be getting into it.)
Blessing of the Forge (Special)
At the end of a long rest, you can imbue magic into a weapon or armor by touching a nonmagical version. Until your next long rest or you die, the object grants a +1 bonus to either AC or attack and damage rolls. You can't use this feature again until you finish a long rest.
He then looks around to see what the goblins might be running from. He also wonders whether they're being truthful.
“Lead us, we will follow towards the disruption.” Or’vill picks up his guns and readies himself. Also makes sure everyone is up and understands what happened.
(OOC: Got long rest and use fixed for simplicity )
You're pretty sure the goblins aren't lying to you Zogar. The goblins lead you to a camp in tatters you also notice a few injured goblins on the ground. As you go forward a goblin stays behind to help out the injured ones seemingly uses magic to heal up a few of them. You continue through the camp with a few dead but it seems that the bulk of the goblins are ok. You don't see anything out the of the ordinary until a goblin points to a point on the ground that shows a lot of footsteps "That, they appeared there very fast. They hurt us very bad with big monsters." The goblin says as you notice a rock next to where they seemingly appeared, a scorch mark with a simple I on it and nothing else. What would you guys like to do
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P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
This post has potentially manipulated dice roll results.
Zogar uses his Hunter's Intuition to see if he can determine anything by the tracks left at the sight of the battle.
Hunter's Intuition Survival: 8
Hunter’s Intuition WGtE
When you make a Perception or Survival check, you can roll one Intuition die and add the number rolled to the check.
If he picks up tracks of something that left the scene (non-goblin), he'll imprint it.
Imprint Prey WGtE
Once per short rest as a bonus action, choose one creature you can see within 30 ft. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Survival check to track it.
When tracking your quarry, double the result of your Intuition die. When your quarry is within 60 ft., you have a sense of its location: it can’t be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover.
Vaunea will keep his axe prepared Keep your eyes peeled everyone
At level 2 with my barbarian skill I have "Danger Sense"
you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
You look around for a few minutes but you can tell that the footprints all originate from that one spot and can see that there was about 6-8 figures all seeming humanoid. Besides the tracks leading around the village there's really nothing else in the village.
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P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM:
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(OOC: I was waiting for a couple of you guys to respond to Zogar, ill give you guys a little bit if you want to do anything with the prisoners and army group then ill get you guys sent on your way)
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM:
Gabriel just watches his companions interactions with the group of prisoners, he just shrugs when the moment comes for them to decide "I say kill them - why risk them going back to their old ways. They made a choice and they should pay."
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
"Dude, chill. These are a bunch of scared, hungry kids. We don't need to kill them, I feel pretty confident that they're not going to go back to the cult."
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
"No, we're not killing them. They're victims. Let's cure the source of the problem."
I have to agree it's more that Drows head I want they aren't a threat at this moment but if they do become one well im gonna have to put some to sleep. Vaunea says quitly so the younger ones can't hear him.
DP IF wish to join my dnd 5e homebrew discord serve you may just please read the rules and follow them. https://discord.gg/jqhgxPSswx
As you discuss Alfrost approaches the group "If you are done here we will be taking the prisoners back to the capital, from what they have said we believe that they were just born into a bad situation and they will be given adequate food and quarters but will continue to be monitored. If there is anything else you need from us please ask but if not we must make our way back and I'm sure you must continue with your mission. Also, if any of you do see Ishmir please tell me and stay away from him, he is very dangerous and I would like to take care of him myself." Then if there are no more questions Alfrost will leave and your cargo and transportation will be given back to you
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM:
Gabriel just scowls looking at his companions "This weakness is what will get us all killed - we are at war and war isn't pretty, showing this mercy may get us killed later on. They are the enemy of our country. You have no solid ground to stand on that they won't go back. However, do what you all want and just let me know when it is time to move on, since clearly I'm in the minority on the decision."
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
You all begin to head off, you also see a bag with enough for 10 gold between all of you guys with a note "You have been a great assistance, consider this a reward for your assistance. -Alfrost. You travel off and make your way through the forest, getting farther and farther away from the regular patrols as it becomes night. You have about a two days travel left till you reach town and it is now night, what would you like to do.
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM:
Zogar will take first watch as we camp.
Hunter's Intuition based Perception: 14
Vaunea will take second Perception 5
DP IF wish to join my dnd 5e homebrew discord serve you may just please read the rules and follow them. https://discord.gg/jqhgxPSswx
Third watch for Or’vill: 7
Zogar you see a few distant groups of people but you can't really make out who or what they are. Vaunea and Or'vill you don't see anything out of the ordinary, just a bird here and there. Then at the end of your watch Or'vill you hear something it sounds almost like speaking but in a language you can understand and a lot of movement then a group of about 5 goblins runs out of the forest and seeing your they run around and behind you and stay behind you watching the forest intently. One comes up to you and in surprisingly clear common for most goblins points and the forest "Bad things, bad things hurt us. We give shiny things, you help us." It says as it holds out its hand with a few rings and coins Or'vill you don't see anything in the forest but the goblins seem pretty darn scared. The rest of you as you feel goblins running across and past you start to wake up. (Also forgot to add you all are now level two after the previous fight and interrogation)
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM:
(ooc: assuming we got our long rest as we wake up?)
(ooc: Also, are we doing rolls for hit die when leveling or fixed?)
Roll for hit die if we're using that. 2
(ooc: ick)
As Zogar awakens he applies Blessing of the Forge to his armor. (Same as every day, but making sure I clarify as we seem to be getting into it.)
At the end of a long rest, you can imbue magic into a weapon or armor by touching a nonmagical version. Until your next long rest or you die, the object grants a +1 bonus to either AC or attack and damage rolls. You can't use this feature again until you finish a long rest.
He then looks around to see what the goblins might be running from. He also wonders whether they're being truthful.
Hunter's Intuition based Perception: 15
Insight: 12
“Lead us, we will follow towards the disruption.” Or’vill picks up his guns and readies himself. Also makes sure everyone is up and understands what happened.
(OOC: Got long rest and use fixed for simplicity )
You're pretty sure the goblins aren't lying to you Zogar. The goblins lead you to a camp in tatters you also notice a few injured goblins on the ground. As you go forward a goblin stays behind to help out the injured ones seemingly uses magic to heal up a few of them. You continue through the camp with a few dead but it seems that the bulk of the goblins are ok. You don't see anything out the of the ordinary until a goblin points to a point on the ground that shows a lot of footsteps "That, they appeared there very fast. They hurt us very bad with big monsters." The goblin says as you notice a rock next to where they seemingly appeared, a scorch mark with a simple I on it and nothing else. What would you guys like to do
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM:
Zogar uses his Hunter's Intuition to see if he can determine anything by the tracks left at the sight of the battle.
Hunter's Intuition Survival: 8
When you make a Perception or Survival check, you can roll one Intuition die and add the number rolled to the check.
If he picks up tracks of something that left the scene (non-goblin), he'll imprint it.
Once per short rest as a bonus action, choose one creature you can see within 30 ft. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Survival check to track it.
When tracking your quarry, double the result of your Intuition die. When your quarry is within 60 ft., you have a sense of its location: it can’t be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover.
Vaunea will keep his axe prepared Keep your eyes peeled everyone
At level 2 with my barbarian skill I have "Danger Sense"
you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
DP IF wish to join my dnd 5e homebrew discord serve you may just please read the rules and follow them. https://discord.gg/jqhgxPSswx
You look around for a few minutes but you can tell that the footprints all originate from that one spot and can see that there was about 6-8 figures all seeming humanoid. Besides the tracks leading around the village there's really nothing else in the village.
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM: