All - As you decide among yourselves how to proceed, you do see a general store across the street called The Pack Mule. They carry all items valued at 5gp or less, listed under the Adventuring Gear section of the PHB at their listed prices if you'd like to purchase anything before you depart.
Kor shakes her head. "Nah nothing you need to worry 'bout. I'll be on my way then." She makes a mental note to herself once the job is done to find what her Captain left for her here.
The next morning, chewing through a breakfast of eggs and sausage, Kor makes her way to the store. She goes in to purchase a crowbar, a sledgehammer, and a grappling hook (6g). Never know when these things come in handy.
All - The houses on the outskirts of town are humbler than those nearer to the town center, but the children play just as enthusiastically. As you're walking along, a bright red rubber ball suddenly bounces off of Kor's head, bounces a few more times on the street, then comes to rest in the grass growing alongside the road. Two human children, a boy and girl, point and laugh from a small yard nearby. The girl calls out "Tag! You're it!" before both of them begin to jump, tumble, and run around the small yard.
Kor, you're it!
If you'd like to play tag-ball, declare a target (you can target one of the children or one of your fellow party members) then make a STR (Athletics) check to see how well you throw the ball. If Kor chooses a party member, that party member will have to make a DEXSaving Throw (Roll1d20 and add your Dexterity Modifier) to see how well they dodge the ball. If it's equal to or greater than Kor's check, the ball misses. If it's lower, the ball hits and that party member is then it.
This post has potentially manipulated dice roll results.
Kor - The kids squeal in glee as they run from you. The boy tries to turn at the last second and catch the ball, but it slips right past his fingers and hits him in the chest. He laughs as he picks himself up and throws the ball at Tok!
The child couldn't have rolled any higher than a 20 so your throw automatically hit.
All - The children's mother appears from inside their home to stand in the doorway and calls out "Time to come inside!" The kids reluctantly file toward the door and the mother says, "Say goodbye to your friends, I'm sure they're busy and must be on their way." The children say goodbye and wave before racing inside. The woman gives you all a wave and shuts her door, leaving you all in the cool, but sun filled yard. You travel down the road leading north-west out of Hill's Edge for about an hour. The morning chill gives way to mid-morning warmth and the sky is mostly clear except for a few wisps of cirrus. As you begin to crest a hill in the road, you hear before you see, a man cursing and attempting to stay atop a bucking horse. The man's clothes appear to be finely crafted, and you see that the large, powerful mare he’s struggling against bears an expensive looking saddle. The man quickly loses his seat and falls to the ground with a thud. He continues to curse the horse as he picks himself up and spits in disgust as he sees his now ripped sable cloak. The man angrily approaches the horse, but suddenly jumps back as its hind leg viciously lashes out at him. The horse snorts and paws the ground as the man stands outside kicking range, his hands on his hips. He turns his body slightly in your direction as you approach, keeping an eye on the horse, as he says “Hail! Care to purchase a horse possessed by Asmodeus himself?”
Felmar & Doc - The man mumbles something under his breathwith one hand on his hip and the other massaging the bridge of his nose, eyes closed. He then sighs and says, "I will pay one of you twenty gold pieces if you can calm her or five if you can at least retrieve my saddlebag."
This post has potentially manipulated dice roll results.
Doc looks between Felmar, and the horse, "Well you get the saddle bag while I try to calm the beast, maybe without the saddle bags it will be easier to calm." Perception roll for seeing if there is anything specific that might be causing the horse to spook. Perception: 19 Animal handling: 4
This post has potentially manipulated dice roll results.
Doc - You see no obvious threats in the area that would spook the horse, but you do notice that the horse keeps it eyes on the man at all times. You manage to approach the horse without it reacting much to you. As you go to grab its reins, you hear a scuffle behind you and see Kor charging forward. The horse suddenly rears and lashes out at you with a steel shoed hoof!
Attack: 19 Damage: 10
Kor - The horse startles and rears when you charge it. You manage to get your arms around its large neck, but it begins bucking wildly!
Horse STR check: 15
All - Doc receives a mighty blow to the chest, knocking him to the ground as Kor steps over him and begins wrestling with the horse. She manages to get her arms around the neck of the terrified horse and holds on. The horse is immobilized for now. What would you like to do?
Tok - It's a bit of a struggle trying to release the saddle as Kor and the horse are wrestling in the road, but you're able to work the clasp on the girth cinch and it falls to the ground with a thud. It is too heavy to carry or move with your mage hand, but it's free of the horse.
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All - As you decide among yourselves how to proceed, you do see a general store across the street called The Pack Mule. They carry all items valued at 5gp or less, listed under the Adventuring Gear section of the PHB at their listed prices if you'd like to purchase anything before you depart.
Felmar goes in and purchases a Healing Kit, using the 5 gold he was given for accepting the job
Kaelan Thornfell - Wildhunt Shifter Beast Barbarian - Horde of the Dragon Queen
Gustuck "Grumpy Gus" Clayshaper - Deep Gnome Astral Self Monk - Malady of Minarrh
Shelmo Sherrinford - Fairy Inquisitive Rogue - Vae Victus
Solstice Nightchill - Winter Eladrin Hunter Ranger - The Yawning Portal
Captain Duskstar - Human Hex "Gun" Warlock - Airships and Whiskey
Kor shakes her head. "Nah nothing you need to worry 'bout. I'll be on my way then." She makes a mental note to herself once the job is done to find what her Captain left for her here.
The next morning, chewing through a breakfast of eggs and sausage, Kor makes her way to the store. She goes in to purchase a crowbar, a sledgehammer, and a grappling hook (6g). Never know when these things come in handy.
All - The houses on the outskirts of town are humbler than those nearer to the town center, but the children play just as enthusiastically. As you're walking along, a bright red rubber ball suddenly bounces off of Kor's head, bounces a few more times on the street, then comes to rest in the grass growing alongside the road. Two human children, a boy and girl, point and laugh from a small yard nearby. The girl calls out "Tag! You're it!" before both of them begin to jump, tumble, and run around the small yard.
Kor, you're it!
If you'd like to play tag-ball, declare a target (you can target one of the children or one of your fellow party members) then make a STR (Athletics) check to see how well you throw the ball. If Kor chooses a party member, that party member will have to make a DEX Saving Throw (Roll1d20 and add your Dexterity Modifier) to see how well they dodge the ball. If it's equal to or greater than Kor's check, the ball misses. If it's lower, the ball hits and that party member is then it.
Tok will pick up a rations (1 day) , a waterskin and a signal whistle.
A mischievous glint rose in Kor's eyes. She leans back and immediately chucks the ball back at the kids. "Heads up, you scallywags!"
Athletics 16
Kor - The kids squeal in glee as they run from you. The boy tries to turn at the last second and catch the ball, but it slips right past his fingers and hits him in the chest. He laughs as he picks himself up and throws the ball at Tok!
The child couldn't have rolled any higher than a 20 so your throw automatically hit.
Boy's throw to hit Tok:
166Dex Save: 18 (in game log)
Tok saw Kor rocket the ball back at the children and was on his toes to dodge their return throw
Dunno when I became the grownup, but last I was checkin’ we had some’ere to be!
As he said this, Felmar keeps walking so the group doesn’t see his amused smirk. He’s a Dwarf after all has a tough reputation to maintain!
Kaelan Thornfell - Wildhunt Shifter Beast Barbarian - Horde of the Dragon Queen
Gustuck "Grumpy Gus" Clayshaper - Deep Gnome Astral Self Monk - Malady of Minarrh
Shelmo Sherrinford - Fairy Inquisitive Rogue - Vae Victus
Solstice Nightchill - Winter Eladrin Hunter Ranger - The Yawning Portal
Captain Duskstar - Human Hex "Gun" Warlock - Airships and Whiskey
All - The children's mother appears from inside their home to stand in the doorway and calls out "Time to come inside!" The kids reluctantly file toward the door and the mother says, "Say goodbye to your friends, I'm sure they're busy and must be on their way." The children say goodbye and wave before racing inside. The woman gives you all a wave and shuts her door, leaving you all in the cool, but sun filled yard. You travel down the road leading north-west out of Hill's Edge for about an hour. The morning chill gives way to mid-morning warmth and the sky is mostly clear except for a few wisps of cirrus. As you begin to crest a hill in the road, you hear before you see, a man cursing and attempting to stay atop a bucking horse. The man's clothes appear to be finely crafted, and you see that the large, powerful mare he’s struggling against bears an expensive looking saddle. The man quickly loses his seat and falls to the ground with a thud. He continues to curse the horse as he picks himself up and spits in disgust as he sees his now ripped sable cloak. The man angrily approaches the horse, but suddenly jumps back as its hind leg viciously lashes out at him. The horse snorts and paws the ground as the man stands outside kicking range, his hands on his hips. He turns his body slightly in your direction as you approach, keeping an eye on the horse, as he says “Hail! Care to purchase a horse possessed by Asmodeus himself?”
Ye need to work on yer sales pitch friend!
Kaelan Thornfell - Wildhunt Shifter Beast Barbarian - Horde of the Dragon Queen
Gustuck "Grumpy Gus" Clayshaper - Deep Gnome Astral Self Monk - Malady of Minarrh
Shelmo Sherrinford - Fairy Inquisitive Rogue - Vae Victus
Solstice Nightchill - Winter Eladrin Hunter Ranger - The Yawning Portal
Captain Duskstar - Human Hex "Gun" Warlock - Airships and Whiskey
“I’m clumsy enough, without needing help from your friend there.”
Felmar & Doc - The man mumbles something under his breath with one hand on his hip and the other massaging the bridge of his nose, eyes closed. He then sighs and says, "I will pay one of you twenty gold pieces if you can calm her or five if you can at least retrieve my saddlebag."
Felmar looks over at Doc
Ye any good with beasts?
Kaelan Thornfell - Wildhunt Shifter Beast Barbarian - Horde of the Dragon Queen
Gustuck "Grumpy Gus" Clayshaper - Deep Gnome Astral Self Monk - Malady of Minarrh
Shelmo Sherrinford - Fairy Inquisitive Rogue - Vae Victus
Solstice Nightchill - Winter Eladrin Hunter Ranger - The Yawning Portal
Captain Duskstar - Human Hex "Gun" Warlock - Airships and Whiskey
Doc looks between Felmar, and the horse, "Well you get the saddle bag while I try to calm the beast, maybe without the saddle bags it will be easier to calm." Perception roll for seeing if there is anything specific that might be causing the horse to spook. Perception: 19 Animal handling: 4
Felmar waits to see the how Doc does before going for the saddle bags
Kaelan Thornfell - Wildhunt Shifter Beast Barbarian - Horde of the Dragon Queen
Gustuck "Grumpy Gus" Clayshaper - Deep Gnome Astral Self Monk - Malady of Minarrh
Shelmo Sherrinford - Fairy Inquisitive Rogue - Vae Victus
Solstice Nightchill - Winter Eladrin Hunter Ranger - The Yawning Portal
Captain Duskstar - Human Hex "Gun" Warlock - Airships and Whiskey
Kor lowers her body and nods at Doc. "Lemme make this a bit easier for you." She then rushes in and attempts to put the frenzied horse into a grapple.
Grappling Check 18
Doc - You see no obvious threats in the area that would spook the horse, but you do notice that the horse keeps it eyes on the man at all times. You manage to approach the horse without it reacting much to you. As you go to grab its reins, you hear a scuffle behind you and see Kor charging forward. The horse suddenly rears and lashes out at you with a steel shoed hoof!
Attack: 19 Damage: 10
Kor - The horse startles and rears when you charge it. You manage to get your arms around its large neck, but it begins bucking wildly!
Horse STR check: 15
All - Doc receives a mighty blow to the chest, knocking him to the ground as Kor steps over him and begins wrestling with the horse. She manages to get her arms around the neck of the terrified horse and holds on. The horse is immobilized for now. What would you like to do?
Tok will use Mage Hand to attempt to free the saddle bags and pull them away
Tok - It's a bit of a struggle trying to release the saddle as Kor and the horse are wrestling in the road, but you're able to work the clasp on the girth cinch and it falls to the ground with a thud. It is too heavy to carry or move with your mage hand, but it's free of the horse.