In the morning, you wake up to thin beams of sunlight filtering through the cracks in the shuttered windows of the your rooms. The pain from injuries sustained yesterday are gone- good rest heals everything. You go downstairs to find out that Gundren and Sildar have already left, while Berdach seems to have adopted a disguise. However, what you also notice is that the lantern light in the back room is still burning. Inside, John Redcorn's bloodshot eyes look over a long letter. Besides him, he has a small satchel, a sheathe, and a quarterstaff. When you enter, he looks up at you, a new resolve in his eyes. He speaks to Zee.
"I've sat here all night, thinking about my future, and I've made my decision. I will come with you. I know the road will be dangerous, but if I don't leave now, I know I will never find the courage to do so in the future." He points to the letter.
"That's for my cousin, who lives with his family in Darvian. Enclosed inside is my will. If I would die during the course of my journey, he'll inherit my tavern and everything I own." John hands back Zee's mace and bag of ten gold.
"I can't take this. I'm prepared to earn my pay on the road. As for the mace," he smiles, "frankly, I have no idea how to use it."
After a short breakfast, the party exits the tavern and heads for the city gate as the rising sun paints the sky with orange and purple tints. You quickly navigate through the streets, mostly empty at this hour. On the way, John drops his letter at the post exchange. While you are traveling, Berdach spots a newly tacked poster. A crude drawing of his face is below some words.
"Half-Orc, Wanted Dead or Alive. 200 GP Reward."
Berdach quickly ushers the party past the poster but misses what happens next. A few minutes later, a tall woman heaving a greataxe on her back walks up to the poster, examining it. Her pale face has streaks of black paint, and she raises an eyebrow.
"Hmph. This seems interesting."
Otherwise, the few watchmen you pass pay little attention to you. At the gate, the guard hesitates for a moment when he sees Berdach, but he let's you all go through. You follow the scent of musty hay and animal waste to the city stables.
When the party arrives, the Sildar and Gundren have already saddled up their horses- Sildar’s chestnut stallion towering over Gundren’s spotted pony. As they see you arrive, Gundren calls out.
“Ah, morning to ya, folks. Sildar and I will ride ahead of you, as I need to get to Phandalin early to take care of business. Meet us at the Stonehill Inn when you arrive. I’m glad you’ve joined us- you won’t regret it!”
Sildar comments, “Keep your wits about you on the road. We need the cargo intact. There’s been an increasing amount of bandits and outlaws in the area, mostly humans, after the new taxes.” As he says that, he creases his face in a small frown.
"I wish you good luck and a safe journey, especially to you, bartender."
The party shares their farewells and with that, Gundren and Sildar ride off. Working together, the party hitches the wagon, pulled by two sturdy oxen. Inside, the wagon is packed full of an assortment of mining supplies, tools, and food.
The bovines require some motivation, but eventually they begin dragging the wagon on to the road. As you travel, you watch as the city of Doveheart shrink in the distance. It's a three day trip to Phandalin. You can only wonder what those days will bring you.
(Please head over to the OOC thread, as we have some housekeeping to do).
Murmen spends his time on the journey absentmindedly trying to whittle a block of wood with one hand. It’s not going to well.
Yesterday’s events weren’t too strange for him—it was hardly his first barroom dust up, although these elves seem far more concerned about it than a dwarf would be. He’s not thrilled about having John along, but he isn’t any ruder to him than the others.
"So, what did ye do ta get the law on ye, acrobat?"
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
And off they were to Phandalin. Arikon was glad to be on the road again. Since he had left his family, he always felt better when on the move. Traveling somewhat eased the urge to constantly look over his shoulders in fear that his father's henchmen finally caught up to him. He knew it was foolish. The land was vast and they surely won't expect him to travel this far south. He had lost his pursuers for good, he was sure of it. It was for the best. He had no intention to play the pawn in his father's schemes any longer. He needed to explore his new powers and what they meant for his future life as far away from him as possible. It was for the best for everyone.
Everyone. He shuddered. The dead face of the man with the brass-knuckles came back to him again. 'It surely wasn't for the best for him.', he thought to himself. The young sorcerer tried to force the memory from his conciousness. He stared down the road as he marched alongside the wagon. His mind wasn't obliging. He turned towards the others, watching them as they went about their business. His new companions seemed competent and likeable enough, even though he didn't have a chance to get to know them properly yet. This would change undoubtedly. For now it was a welcome change to travel as part of a group. It was a lot safer and a lot more social.
Arikon was a little suprised that the bartender actually came with them. He thought it had been a boastful proposition in the aftermath of the brawl, but here he was. Hopefully, the man was up to the dangers ahead of them, or it would turn out to be a rather brief adventure for him - ending in death most likely. To be completely honest, the sorcerer wasn't certain that he himself was up to the tasks, but he was willing to find out.
Murmen's words cut through the relative silence and Arikon became interested what the answer to his question would be.
In the morning, Jeb is eager to put the Doveheart behind him. As much as he wishes that the death of the drunkard didn't bother him, it did. His sleep was troubled by a nightmare where he witnessed the drunk man's face change from rage as he assaulted Jeb alongside his partner, to disdain of the punch Jeb threw at him, and finally to horror as Jeb's ability took hold of him draining him of all life; leaving his body a desiccated mummified husk.
Yes, it was definitely time to be moving on. His luck in Doveheart had definitely run out. He never recalled his powers working so severely before. He was powerless to stop it as the man's life was drained away from him.
As the group travels to the stable to meet up with their employers; Jeb shudders at the memory and is thankful for the morning sun and the distraction that their current task provides. He notes that the bartender looking equal parts excited and paniced is accompanying Zee. Jeb makes a point to remember to keep a watchful eye on the greenhorn should any dangerous situations arise.
As they travel to the stables, Jeb greets the others of his little group, "Morning gentlemen. So I see you chose to accompany us after all, barkeep. John was it? Well John, welcome to the life of an adventurer. It is mostly sore feet, sore backsides, just a general soreness all around... but you will have many a good tale to tell. And get to see the world, sometimes a little too much..." Jeb keeps his smile on his face, the young man's concern and predicament in the forefront of his mind. Well does he recall being driven from home at the tender age of 13 to find his way in a cruel and uncaring world. Perhaps John will be an even more welcome distraction on their travels.
Jeb drifts off in thought on his home and his kinfolk. He wonders not for the first time if his Ma and Pa are still living. What about his 4 younger siblings? They'd be practically grown now to, the girls married and possibly their own families to care for. Had it been five years already!? Five hard years of learning to control his troublesome powers, learning to make his way in the world at games of chance.
Yes, perhaps John will provide a distraction; he's already gotten Jeb thinking of home for the first time in years. Home. A word that means more than can be imagined or explained to a drifting grifter. Home. The word takes hold in his mind and he mentally stews on it as they travel.
Things were getting exciting. Zee had a new road companion now, and he loved the notion. John's willingness to get up and leave it all behind to start his own road reminded Zee of the cleric that took him in so many years ago. A tricky old man who always seemed to make life in his village interesting. Zee remembered all the tricks he and the old man would play on people of the town, never knowing the man was a cleric of Loki until he started his own training. Everyone thought the old man a Cleric of Odin and never suspected a thing. Broden, the old cleric had caught Zee setting up the ol' "water bucket on the top of a door" trick and helped Zee perfectly balance it.
Good times. Maybe he would teach John things like this, though it didnt seem like the man was too bright or clever, more of the brute type by the looks. Zee saw the warrior in the man's heart and knew he would be a decent fighter, Zee just had to keep the fellow alive. No hard feat with two clerics on this journey, be he had some small doubts, which quickly brushed off.
Some of the others, especially the dwarf, had reservations, but Zee knew they would probably help man as well if he needed it. They did seem quite capable after all, and very interesting.
This small task of delivery seemed out of place in his mind though. Why would a seasoned veteran and an imposing dwarf need so many to only deliver some goods to a store? Seemed as if the two could do it themselves and not have to worry much about simple bandits. No, there was something else deeper going on. Gunden did mention something about a great find. What could possible need this many skilled adventurers? Possibilities swirled in his mind as he readied his gear, joined John, and then joined the rest for travel.
Zee let the others talk and get to know Redcorn. He knew the more they came to like the average man, the more they would want to help keep him alive, and Zee did want to keep this man alive. It was the first time in a long time he felt responsible for something or someone other than himself. He didn't mush like the pit in his stomach any time he though of what could happen to the man, but brushed it off moments later. How many had he seen die on the road? How many did he like more than Redcorn? How many were brought by Zee? Well 2 of his compaions have died before, but they were easily manipulated rogues who didn't mind killing regular people. He didn't mind that they were used for a better purpose than what they would do on their own. They knew what they were getting into, but Redcorn was different. John was a good man, he could see it, and he didn't want to let this man die for nothing. Maybe Zee would make the man into something great. This would be fun. This would be great. Zee was pumped!
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Drow enthusiast Lover of lore and magic. -The White Crow-
John watches as Doveheart shrinks into the distance. You can make out a single tear welling up in his eye, but he wipes it off and turns to you with a smile.
"Thank you so much for bringing me along! I'll try to help out as much as I can."
As you continue traveling, you can see why the road south is named the "Road of the Ancients." Your feet walk on smooth marble, yellowed with age, plants growing in the cracks that have formed over time. Every few miles, a bust or statue would stand beside the road, but wind and rain have eroded away the fine details, while some sculptures seem to have been blatantly cut away from its pedestal and stolen. The plaques underneath with old elvish script are all that remain to give you an idea of who they once depicted, often great elvish kings, warriors, saints, and philosophers that lived millennia ago. You wonder why the elves would have placed such an effort on building this road long ago, as there's nothing much along it now. It only leads to a pass through the mountains to the Southern Kingdoms.
All the while, John scribbles in a small notebook as the party comes across new sights. He looks at one of the plaques and reads quietly, "My name is Valdithas, king of kings. Look upon my works, ye mighty, and despair!"
He chuckles, "I'm glad that I've learned Elvish for the tavern business."
After a long day of walking, you find a nice spot to rest for the night, with plenty of grass for the oxen to graze on. After starting a roaring campfire, John manages to cook your bland rations into an appetizing stew.
"I hope you enjoy!" he says, but you get the feeling that he's trying too hard to impress you.
After dinner is over, John pulls out his notebook again.
"I wanted to write down the things that happened during the course of our journey. The things I saw today have already amazed me. However, I'm sorry to say I don't know much about you men. I saw the amazing feats of fighting and magic you pulled in the tavern, but from where did you learn that from? How did you become who you are today?"
John seems a bit nervous, unsure if that was the right question to ask. After his impromptu interview, the party will establish a watch and rest for the night. Phandalin is now only two days away.
(OOC: Don't worry about perception checks, you won't be attacked tonight. I just wanted to set up a watch order for the future. Also, for the next day, can you tell me what you are doing along the road? One of you has to hold the oxen's reins, but otherwise you can be inside the wagon, walking along it, and doing whatever you wish. John will spend most the day writing in his notebook. Lastly, kudos to anyone who can identify which poem the quote is from(though it might be easy, idk).
"I was a smith, and a decent one at that. Got in an accident, spilled molten metal all over my hand. It burned, and I wasn't much use at smithin' any more. Took up traveling to try to find some . . .inspiration or somethin'."
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
The young sorcerer gladly walked alongside the wagon as it made its way south to Phandalin. Marching was a rather effective method to get some stamina and harden his body for the tasks ahead of him, training he had lacked during his sheltered upbring. Besides, he enjoyed exploring the landscape. Over the last few weeks the sights nature provided him along the road truly fascinated him. Another thing he hadn't really experienced before.
Arikon chuckled at John's question. "I wish I knew from where my ... abilities originated. But I don't know.", he sighed before continuing, "I have every intention to find out, though."
John bows his head as he listens to Murmen. “I’m so sorry. That must have been painful for you, both physically and spiritually.” He glances at the holy symbol on Murmen’s shield, eager to change the subject. ”Is that the dwarf god Moradin? Did he bless you with powers? How did that happen?”
John turns to Arikon. “You..don’t know? I saw that energy bolt you cast in the tavern, saw the pure force which it impacted that brass-knuckled man. You must be quite powerful. Were you born with your talent?”
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DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral-Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries;Bernard Lionsbane- Solo Curse of Strahd
The young sorcerer twicthed as the bartender mentioned the man with the brass-knuckles. He tried his best not to think of the incident and thus it didn't help to be reminded of the man he had killed at every turn.
"Apparently it's in my family's blood and from time to time the power manifests in a rare few.", he answered John. Arikon knew hardly more about the subject himself and wouldn't share all the details about his heritage with his new companions.
Jeb spends his time walking besides the wagon during their travelling along the road. He takes in the sights of the statues along the way. He is lost in the thoughts of his younger years and home, so while alert to the dangers of the world at large; he lost within the world of his own thoughts on his past.
As they stop for the evening, Jeb busies himself with camp chores, gathering firewood, wiping down and picketing the animals, etc. As John hands him a bowl of stew, Jeb gratefully accepts it. While he eats the wonderful stew and thinking he should have took up with wandering innkeeps before now, he listens in on the conversation between John and the others.
When John directs his inquiry at him, Jeb replies "I left home as a youth of only 13. Forced out by parents as one to many mouths to feed; a likely enough reason to force out their eldest child. So I hit the road with 2 silver coins, my clothes, and a dagger to my name. One learns quickly that silver doesn't stretch far and a dagger doesn't deter most that would prey upon a youth. I fell in with a retired gentlemen who had no younglings of his own. I reckon he took pity on me as I was a no account thief. I stole to survive. Not riches for the likes of me, no. I stole food bread, fruit and the like. Any way this old fellar caught me in the act. He didn't turn me in, nope instead he invited me in and treated me to dinner. He offered me a better way of surviving then stealing my supper. An apprenticeship of sorts. An apprenticeship in guile, skill, and thievery. I traveled with Raul Lionsbane for 2 years. Towards the end of that period, he took to calling me son. One of the proudest moments of my life. In the end the black fever took him. I was alone again; but now I had the skills to afford a better quality of life. I know travel and make my living in games of chance and evidently the odd errand or to."
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
This post has potentially manipulated dice roll results.
John listens intently to the stories shared across the fire. As the stars glow above, the night seems to have an air of calm as John writes in his notebook. When the stories are over, John says, “Thank you so much for that. You didn’t have to share your histories with me, but you did. I’ll take good care of your personal tales.”
After a short breakfast, you continue traveling the next morning. You veer off the Road of Ancients on to a well-trodden dirt path, the Triboar Trail, which will take you all the way to Phandalin. After a few hours, the Ipshur Mountains finally come into view. Towering giants, their snow-capped peaks fade in and out of view as wispy clouds soar past. It would be definitely be challenge to go through them, but luckily you don't have to do so and continue on the dirt road.
You've been on the Triboar Trail for about half a day. As you come around a bend, you hear the sound of rushing water and see a chiseled stone bridge, which crosses a long stream. You spot two dead horses sprawled about fifty feet ahead of you past the bridge, 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, and the bridge glitters with sharp metal caltrops scattered all over.
Just as you begin to register the sight, you hear the twang of bowstrings as arrows shoot out towards you. On the other side of the bridge, five small humanoid figures emerge from the thickets, dressed in dirty leather and holding shortbows, their flat faces sneering at you. Goblins- you’ve been ambushed!
Fortunately, Lady Luck is on your side and you manage to notice the ambushes before their attack. No one is surprised, and the battle begins!
Terrain: Each square is 5 feet. The dense thickets are difficult terrain, but grant half-cover to those inside it, a +2 bonus to AC and Dexterity Saves. The wagon and tree trunks grant 3/4 cover, a +5 bonus to AC and Dex Saves. The river rushes by quickly, and everyone who enters has to make an Athletics check or get pulled down stream, taking damage from crashing against the rocks in the river.
The bridge is completely covered in caltrops. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.
Inititiative (Your mini is your corresponding color below)
Arikon: 17
Berdach: 15
Jeb: 4
Murmen: 5
Zee and John: 7
Enemy Initiative: 13
Goblin A(K7)
Goblin B(M14)
Goblin C(I14)
Goblin D(F5)
Goblin E(C16)
Goblin Stealth: 19
Goblin A vs. Ox:Attack: 16 Damage: 5
Goblin B vs. Ox: Attack: 21 Damage: 7
Goblin C vs. Ox: Attack: 13 Damage: 4
Goblin D vs. Ox: Attack: 8 Damage: 4
Goblin E vs. Zee: Attack: 17 Damage: 5
Four goblins take aim at the oxen pulling the wagon. They concentrate fire on both of them, and the two oxen collapse onto the ground, squealing as the blood pools from their body. One goblin shoots at Zee, striking him in the shoulder for 4 damage. After they fire, the goblins drop to the ground prone, granting ranged attacks disadvantage against them, as well as the bonus they receive from cover.
(OOC: Oculis and Siyaj, I’m sorry I skipped your posts, but you have to fulfill the two post a day requirement. Siyaj, you haven’t posted in over 24 hours. Anyways, during your turn if you move tell me which grid coordinate square you are moving too. Remember you can act in any order. Enjoy the battle!)
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
It eventually had to happen. Still, the Ambush caught Arikon of guard and one of the oxen was already dead when he realised what was going on. The five goblin attackers held a strong position on the other side of the bridge ahead. If him and his companions wanted to drive them off effectively, they most likely would need to expose themselves to the enemy's fire. When the young sorcerer saw an opportunity he got to cover behind a nearby tree (R6) and took aim at one of the goblins (K7) in front of him. "Take cover, John!", he yelled at the bar keeper that stood only a few feet to his left. Arikon hurled an Eldritch Blast in its direction and ironically hoped that it would achieve the same effect as the on night of the bar fight. (Attack: 12 Damage: 5 Spell Sniper feat should ignore their cover)
After the blast had left his hands, he would crouch in the cover of the tree waiting for another opportune moment to act.
As they packed up the wagon to get moving in the morning, Berdach couldn't help but think about the problem he was facing. It all arouse from him getting involved with the wrong group. He had done nothing wrong, but, was not apparently wanted for murder. Was he exposing the people in the new group to the same problem. Where they going to be tainted by being associated with him, rather than by their behavior? The more he thought about this, the more Berdach realized he couldn't expose these good people to the same dangers he was facing. He slowly dropped to the back of the wagon, and then, wandered off the trail heading into the wilderness to seek his own path, and avoid posing a danger to the people he was with.
ooc Last night it became apparent to me that this was not the right campaign for me to be in. It took me a little while to come up with the appropriate closing post. Sorry I didn't get the chance to post this before the battle started. I wish the rest of you players good luck.
Zee turns to John and yells, "Get inside the wagon," which he gracefully complies in the wake of the goblin arrows. Zee then whispers a prayer and points to Jeb, Murmen, and Arikon. You are now under the effects of a bless spell. Zee moves to Q8 and takes cover in the thicket.
Berdach spots an opportunity- a spot for him to jump across the river. He runs ten feet before jumping another ten, crashing into the thicket at M13, catching the goblin off guard! He pulls his rapier and strikes with advantage. Attack: 21 Damage: 11
This post has potentially manipulated dice roll results.
Goblin Ambush
Goblin Save: 22
Goblin A vs. Berdach:Attack: 18 Damage: 6
Goblin C vs. Berdach: Attack: 15 Damage: 7
Goblin D vs. Berdach: Attack: 23 Damage: 8
Goblin E vs. Murmen: Attack: 18 Damage: 7
Despite their marksmanship skills, Arikon and Jeb's attack both fail to hit, barely missing. Murmen's pillar of flame engulfs the goblin just before Berdach skewers him with his rapier. (Jeb, you would have to ready an attack if you wish to hit a goblin when it moves. Even so, sacred flame is strictly a damage spell and won't push him out of cover).
The goblins are shaken by Berdach's unexpected appearance. After standing back up, three of them take sights on him, while the fourth shoots at an exposed Murmen. Berdach is hit several by arrows and falls backwards into the river, crashing against the rocks and pulled downstream. Murmen takes a good hit through his armor for 6 damage. The goblins fall back to the ground once more, prone.
(Please head over to the OOC thread, as we have some housekeeping to do).
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Murmen spends his time on the journey absentmindedly trying to whittle a block of wood with one hand. It’s not going to well.
Yesterday’s events weren’t too strange for him—it was hardly his first barroom dust up, although these elves seem far more concerned about it than a dwarf would be. He’s not thrilled about having John along, but he isn’t any ruder to him than the others.
"So, what did ye do ta get the law on ye, acrobat?"
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
And off they were to Phandalin. Arikon was glad to be on the road again. Since he had left his family, he always felt better when on the move. Traveling somewhat eased the urge to constantly look over his shoulders in fear that his father's henchmen finally caught up to him. He knew it was foolish. The land was vast and they surely won't expect him to travel this far south. He had lost his pursuers for good, he was sure of it. It was for the best. He had no intention to play the pawn in his father's schemes any longer. He needed to explore his new powers and what they meant for his future life as far away from him as possible. It was for the best for everyone.
Everyone. He shuddered. The dead face of the man with the brass-knuckles came back to him again. 'It surely wasn't for the best for him.', he thought to himself. The young sorcerer tried to force the memory from his conciousness. He stared down the road as he marched alongside the wagon. His mind wasn't obliging. He turned towards the others, watching them as they went about their business. His new companions seemed competent and likeable enough, even though he didn't have a chance to get to know them properly yet. This would change undoubtedly. For now it was a welcome change to travel as part of a group. It was a lot safer and a lot more social.
Arikon was a little suprised that the bartender actually came with them. He thought it had been a boastful proposition in the aftermath of the brawl, but here he was. Hopefully, the man was up to the dangers ahead of them, or it would turn out to be a rather brief adventure for him - ending in death most likely. To be completely honest, the sorcerer wasn't certain that he himself was up to the tasks, but he was willing to find out.
Murmen's words cut through the relative silence and Arikon became interested what the answer to his question would be.
In the morning, Jeb is eager to put the Doveheart behind him. As much as he wishes that the death of the drunkard didn't bother him, it did. His sleep was troubled by a nightmare where he witnessed the drunk man's face change from rage as he assaulted Jeb alongside his partner, to disdain of the punch Jeb threw at him, and finally to horror as Jeb's ability took hold of him draining him of all life; leaving his body a desiccated mummified husk.
Yes, it was definitely time to be moving on. His luck in Doveheart had definitely run out. He never recalled his powers working so severely before. He was powerless to stop it as the man's life was drained away from him.
As the group travels to the stable to meet up with their employers; Jeb shudders at the memory and is thankful for the morning sun and the distraction that their current task provides. He notes that the bartender looking equal parts excited and paniced is accompanying Zee. Jeb makes a point to remember to keep a watchful eye on the greenhorn should any dangerous situations arise.
As they travel to the stables, Jeb greets the others of his little group, "Morning gentlemen. So I see you chose to accompany us after all, barkeep. John was it? Well John, welcome to the life of an adventurer. It is mostly sore feet, sore backsides, just a general soreness all around... but you will have many a good tale to tell. And get to see the world, sometimes a little too much..." Jeb keeps his smile on his face, the young man's concern and predicament in the forefront of his mind. Well does he recall being driven from home at the tender age of 13 to find his way in a cruel and uncaring world. Perhaps John will be an even more welcome distraction on their travels.
Jeb drifts off in thought on his home and his kinfolk. He wonders not for the first time if his Ma and Pa are still living. What about his 4 younger siblings? They'd be practically grown now to, the girls married and possibly their own families to care for. Had it been five years already!? Five hard years of learning to control his troublesome powers, learning to make his way in the world at games of chance.
Yes, perhaps John will provide a distraction; he's already gotten Jeb thinking of home for the first time in years. Home. A word that means more than can be imagined or explained to a drifting grifter. Home. The word takes hold in his mind and he mentally stews on it as they travel.
Things were getting exciting. Zee had a new road companion now, and he loved the notion. John's willingness to get up and leave it all behind to start his own road reminded Zee of the cleric that took him in so many years ago. A tricky old man who always seemed to make life in his village interesting. Zee remembered all the tricks he and the old man would play on people of the town, never knowing the man was a cleric of Loki until he started his own training. Everyone thought the old man a Cleric of Odin and never suspected a thing. Broden, the old cleric had caught Zee setting up the ol' "water bucket on the top of a door" trick and helped Zee perfectly balance it.
Good times. Maybe he would teach John things like this, though it didnt seem like the man was too bright or clever, more of the brute type by the looks. Zee saw the warrior in the man's heart and knew he would be a decent fighter, Zee just had to keep the fellow alive. No hard feat with two clerics on this journey, be he had some small doubts, which quickly brushed off.
Some of the others, especially the dwarf, had reservations, but Zee knew they would probably help man as well if he needed it. They did seem quite capable after all, and very interesting.
This small task of delivery seemed out of place in his mind though. Why would a seasoned veteran and an imposing dwarf need so many to only deliver some goods to a store? Seemed as if the two could do it themselves and not have to worry much about simple bandits. No, there was something else deeper going on. Gunden did mention something about a great find. What could possible need this many skilled adventurers? Possibilities swirled in his mind as he readied his gear, joined John, and then joined the rest for travel.
Zee let the others talk and get to know Redcorn. He knew the more they came to like the average man, the more they would want to help keep him alive, and Zee did want to keep this man alive. It was the first time in a long time he felt responsible for something or someone other than himself. He didn't mush like the pit in his stomach any time he though of what could happen to the man, but brushed it off moments later. How many had he seen die on the road? How many did he like more than Redcorn? How many were brought by Zee? Well 2 of his compaions have died before, but they were easily manipulated rogues who didn't mind killing regular people. He didn't mind that they were used for a better purpose than what they would do on their own. They knew what they were getting into, but Redcorn was different. John was a good man, he could see it, and he didn't want to let this man die for nothing. Maybe Zee would make the man into something great. This would be fun. This would be great. Zee was pumped!
Drow enthusiast
Lover of lore and magic.
-The White Crow-
Part 2: Road to Phandalin
(OOC: Don't worry about perception checks, you won't be attacked tonight. I just wanted to set up a watch order for the future. Also, for the next day, can you tell me what you are doing along the road? One of you has to hold the oxen's reins, but otherwise you can be inside the wagon, walking along it, and doing whatever you wish. John will spend most the day writing in his notebook. Lastly, kudos to anyone who can identify which poem the quote is from(though it might be easy, idk).
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
((I got the quote, ozymondais I believe. I'll post once I get off work in the morning.))
Drow enthusiast
Lover of lore and magic.
-The White Crow-
Murmen shrugs.
"I was a smith, and a decent one at that. Got in an accident, spilled molten metal all over my hand. It burned, and I wasn't much use at smithin' any more. Took up traveling to try to find some . . .inspiration or somethin'."
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
The young sorcerer gladly walked alongside the wagon as it made its way south to Phandalin. Marching was a rather effective method to get some stamina and harden his body for the tasks ahead of him, training he had lacked during his sheltered upbring. Besides, he enjoyed exploring the landscape. Over the last few weeks the sights nature provided him along the road truly fascinated him. Another thing he hadn't really experienced before.
Arikon chuckled at John's question. "I wish I knew from where my ... abilities originated. But I don't know.", he sighed before continuing, "I have every intention to find out, though."
John bows his head as he listens to Murmen. “I’m so sorry. That must have been painful for you, both physically and spiritually.” He glances at the holy symbol on Murmen’s shield, eager to change the subject. ”Is that the dwarf god Moradin? Did he bless you with powers? How did that happen?”
John turns to Arikon. “You..don’t know? I saw that energy bolt you cast in the tavern, saw the pure force which it impacted that brass-knuckled man. You must be quite powerful. Were you born with your talent?”
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
The young sorcerer twicthed as the bartender mentioned the man with the brass-knuckles. He tried his best not to think of the incident and thus it didn't help to be reminded of the man he had killed at every turn.
"Apparently it's in my family's blood and from time to time the power manifests in a rare few.", he answered John. Arikon knew hardly more about the subject himself and wouldn't share all the details about his heritage with his new companions.
Jeb spends his time walking besides the wagon during their travelling along the road. He takes in the sights of the statues along the way. He is lost in the thoughts of his younger years and home, so while alert to the dangers of the world at large; he lost within the world of his own thoughts on his past.
As they stop for the evening, Jeb busies himself with camp chores, gathering firewood, wiping down and picketing the animals, etc. As John hands him a bowl of stew, Jeb gratefully accepts it. While he eats the wonderful stew and thinking he should have took up with wandering innkeeps before now, he listens in on the conversation between John and the others.
When John directs his inquiry at him, Jeb replies "I left home as a youth of only 13. Forced out by parents as one to many mouths to feed; a likely enough reason to force out their eldest child. So I hit the road with 2 silver coins, my clothes, and a dagger to my name. One learns quickly that silver doesn't stretch far and a dagger doesn't deter most that would prey upon a youth. I fell in with a retired gentlemen who had no younglings of his own. I reckon he took pity on me as I was a no account thief. I stole to survive. Not riches for the likes of me, no. I stole food bread, fruit and the like. Any way this old fellar caught me in the act. He didn't turn me in, nope instead he invited me in and treated me to dinner. He offered me a better way of surviving then stealing my supper. An apprenticeship of sorts. An apprenticeship in guile, skill, and thievery. I traveled with Raul Lionsbane for 2 years. Towards the end of that period, he took to calling me son. One of the proudest moments of my life. In the end the black fever took him. I was alone again; but now I had the skills to afford a better quality of life. I know travel and make my living in games of chance and evidently the odd errand or to."
Murmen shrugs.
"It's not so uncommon for dwarven crafters. I'm not special, lad."
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
(OOC: Oculis and Siyaj, I’m sorry I skipped your posts, but you have to fulfill the two post a day requirement. Siyaj, you haven’t posted in over 24 hours. Anyways, during your turn if you move tell me which grid coordinate square you are moving too. Remember you can act in any order. Enjoy the battle!)
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Murmen will move up to R13 and mutter something under his breath, causing a rain of fire to fall on the goblin directly in front of him
(Sacred flame, DC 13 Dex save or 4 radiant)
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
It eventually had to happen. Still, the Ambush caught Arikon of guard and one of the oxen was already dead when he realised what was going on. The five goblin attackers held a strong position on the other side of the bridge ahead. If him and his companions wanted to drive them off effectively, they most likely would need to expose themselves to the enemy's fire. When the young sorcerer saw an opportunity he got to cover behind a nearby tree (R6) and took aim at one of the goblins (K7) in front of him. "Take cover, John!", he yelled at the bar keeper that stood only a few feet to his left. Arikon hurled an Eldritch Blast in its direction and ironically hoped that it would achieve the same effect as the on night of the bar fight. (Attack: 12 Damage: 5 Spell Sniper feat should ignore their cover)
After the blast had left his hands, he would crouch in the cover of the tree waiting for another opportune moment to act.
As they packed up the wagon to get moving in the morning, Berdach couldn't help but think about the problem he was facing. It all arouse from him getting involved with the wrong group. He had done nothing wrong, but, was not apparently wanted for murder. Was he exposing the people in the new group to the same problem. Where they going to be tainted by being associated with him, rather than by their behavior? The more he thought about this, the more Berdach realized he couldn't expose these good people to the same dangers he was facing. He slowly dropped to the back of the wagon, and then, wandered off the trail heading into the wilderness to seek his own path, and avoid posing a danger to the people he was with.
ooc Last night it became apparent to me that this was not the right campaign for me to be in. It took me a little while to come up with the appropriate closing post. Sorry I didn't get the chance to post this before the battle started. I wish the rest of you players good luck.
Jeb drops to one knee to minimize his target area as he draws his shortbow and nocks an arrow.
He fires upon the goblin Murmen hopefully chased out into the open with his pillar of flame.
Attack with Disadvantage: 16
If out in the open due to Murmen's fire rolling attack without disadvantage: 12
Damage: 6
Player Turns Continued
Zee turns to John and yells, "Get inside the wagon," which he gracefully complies in the wake of the goblin arrows. Zee then whispers a prayer and points to Jeb, Murmen, and Arikon. You are now under the effects of a bless spell. Zee moves to Q8 and takes cover in the thicket.
Berdach spots an opportunity- a spot for him to jump across the river. He runs ten feet before jumping another ten, crashing into the thicket at M13, catching the goblin off guard! He pulls his rapier and strikes with advantage. Attack: 21 Damage: 11
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Goblin Ambush
Goblin Save: 22
Despite their marksmanship skills, Arikon and Jeb's attack both fail to hit, barely missing. Murmen's pillar of flame engulfs the goblin just before Berdach skewers him with his rapier. (Jeb, you would have to ready an attack if you wish to hit a goblin when it moves. Even so, sacred flame is strictly a damage spell and won't push him out of cover).
The goblins are shaken by Berdach's unexpected appearance. After standing back up, three of them take sights on him, while the fourth shoots at an exposed Murmen. Berdach is hit several by arrows and falls backwards into the river, crashing against the rocks and pulled downstream. Murmen takes a good hit through his armor for 6 damage. The goblins fall back to the ground once more, prone.
Player turns are up. Battle map:
Yes, I finally did it!
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd