This post has potentially manipulated dice roll results.
The massive blonde bearded warrior was strong but not very bright, and it was only now that it dawned on him that the untangling had been fairly pointless and that he should have had focused his efforts to bending open the metal jaws, growling to the enormous beast as he does just that.
Yes, we will do that. And the little one wishes to know your name.
Atlhletics: 23 Another roll if help action is provided: 14
Cork looks up at the beast. Not realizing he was on the same thought track as Thurodim, he blurts out a similar query.
"Of course. Forgive our rudeness, but the little one has asked us about your name. I realize that in the struggle to escape, we neglected to ask it of you. Amongst your kin, do you have a name or title?"
The kenku will then amble over to provide help to Ember while he listens for a reply.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Thurodim prys open the jaws of the trap just long enough for the creature to remove its leg. It starts limping weakly, but seems to be able to keep its balance.
It growls again in response to Cork and Thurodim’s questions.
"You can call me Ak’Hela. I thank you for your help. I dread to think what would have happened if you hadn’t come to my aid. I usually avoid these parts, but I felt a shift in the air, and wanted to see what it was. I foolishly fell in their trap and almost lost my antlers. I know not why they wanted it."
At Cork’s question about others, Ak’Hela cocks its head to the side.
"I have lived a long time in this land, never have I seen another one of my kind. If you do, I would love to meet one."
It turns its head back towards the forest, then back to you.
"I must go. I have been gone for too long. If you return to the forest one day, find me, and I’ll find a proper way to thank you for your kindness."
The massive blonde bearded warrior is relieved to have finally set the enormous horned beast free of the cruel trap, growling a response.
You have nothing to thank us for, we just did our duty and righted a wrong done by evil people. Good luck now Ak'Hela and stay safe, we will return when we find anyone like you.
He then bows his head to the horned beast and lets it depart.
The beast bows its head back at Thurodim. The massive beast doesn’t give off the slightest hint of hostility towards your group. Whether it’s because you saved this creature from being maimed or because it’s too weakened to fight you, it’s not clear to some of you.
As it’s about to leave, it begins to sniff the air loudly in your general direction. The purpose of this is not clear, but it begins to limp away on its own before disappearing completely in the woods.
You are now left alone in this clearing with the dead and unconscious bodies of your former foes. With all the time that has passed, the sun begins to set on the horizon.
The massive blonde bearded warrior scratches his head as he looks around at the fallen hunters around him, not sure how to deal with the aftermath of the fierce battle, looking to his more sensible companions to handle that.
Somewhat in awe of the huge beast, somewhat horrified by his recent acts of violence, Cork just watches Ak’Hela as it leaves.
Then, feeling anxious, he moves back to the chains and traps. He examines this contraption to try to get an idea for how it worked... how where they able to snare the beast? Were these chains hidden somehow?
But his heart isn't really in it. This has been a long day.
Investigation: 5
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PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Ozyre gathers up as much of the large and cumbersome chain as he reasonably can, for whatever he might later find them useful for.
Once it seems that the others are mostly idling, the gnome suggests a simple getaway. "I say we just leave for town and agree not to worry about it. The unconscious can tend to the less fortunate how they see fit, once they come to. But first..." He hops over to a nearby tree, takes out a knife, and etches "Don't do it again, please!" into the bark.
Ozyre looks at the setting sun, and then remembers that you aren't supposed to do that, so instead looks at a part of the sky that's pretty close to the setting sun. "I can lead the way back. Gnome-o-vision comes in handy once again!" Once all have concluded their business, Ozyre lead the group back to Dawn's Point, unless anyone wants to try out a different course of action, in which case he's all ears.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Ozyre is able to gather 3 10-feet lengths of chains to use as he sees fit. They’re made of iron and every other ring has two small pointy hooks protruding on either side.
As the group leaves the clearing where they made potential enemies and one big furry friend, they begin walking back towards the main road leading back into town.
They eventually reach the mill where they had met Lydia, the halfling tenant of the mill.
(Is there something you wish to do here or would you prefer to just skip the rest of the way back to town?)
Ember will quickly search the pockets of the unconscious baddies for anything of interest (especially anything that might say who their boss is), put some flowers on the dead not-as-baddie, then trot after the group.
As it grows dark and difficult to see, she takes Ozyre's hand--for both practicality and comfort--and chatters away about the whole encounter, mimicking the best moves with her new fancy rod-stick. She quiets, with furtive glances at Cork and Big Man, whenever she nears portions where people were killed, however, before skipping ahead and chattering on again.
Apart from the weapons they carried with them, Ember finds coin pouches containing a grand total of 4 gold and 7 silver, a deck of playing cards, a dozen bolts for thé crossbows and an apple. They all wore various forms of leather armor.
Eventually, you reach the gates to enter town, just as the sun is about to set. The guards shut the large wooden doors behind you and begin to light lanterns in preparation for the night shift. You recognize the two currently posted, as they were the same ones you met when you left the day prior. They have a look of surprise on their faces but they simply nod and let you go on your way.
[Sound of Cork Popping] is silent (as usual) on the long walk back to town. He keeps pace with the others, dragging his rolling chest of belongings behind him. Unlike on the outward journey yesterday, he seems to have no interest in stopping to examine insects or plants this day. He trudges on, head down.
Once inside the town gates, he gives a mute sigh and then looks to Ozyre, Ember and Thurodim, waiting for one of them to set their destination.
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Ember gives the guards a little sass as they enter, sticking her tongue out at their surprise. But then Aggie tugs on her earlobe and quietly chitters into her ear.
As they head back towards, presumably, the other Big Man’s place of business, she sidles up to Cork and offers him her fancy rod. “Here, you can have it, Cork. It’s a great bonker. And really strong I guess if it held a forest god!”
Aganazzar encourages her on with a little pat to her shoulder. “It was a… bad thing they were doing. Real bad. They hurt her,” she says with a little growl. “And they were gonna… gonna kill us for not letting them do it. Protecting yourself was self-defense, okay?” Her brow furrows as she thinks of what Grandpa would say, kicking a rock out of her path in the road.
“And, um… I think strength and power aren’t anything of true value until… until they’re used to protect others. And you protected us too.”
Tired and weary, the massive blonde bearded warrior simply grunts as he passes the guards at the gate, then making his way to the Wailing Wench to report to the hairy one, hoping it would be quick since he was in deperate need of meat, drink and rest.
Ozyre gives a smile and a thumbs up to the guards as he passes by, then lets Thurodim lead the way to the tavern and the awaiting bugbear by the light of the lanterns. As the party passes through the streets, the tinker keeps an eye out for any establishments that look like they might sell tools or scrap. After all, it's been a while since he's gotten to make something with his own two hands, what with being busy with travel and a lack of opportunities along the way; he's got an idea or two on what to do once the very-well-earned reward is taken.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
As you make your way through the darkened streets, they feel for the most part empty. You reckon that most people would have headed home by now or are hanging out in the various taverns and inns. There is the occasional pair of guards on patrol, carrying a lantern to light their way.
As they walk through the merchant square near the center of town, Ozyre spots a few shops that might have the specific items he’s looking for. There is an establishment that looks like a forge. It is divided in two parts, the shop itself, which is currently closed, and the workshop, which is this open area with a furnace, an anvil and tools racks. The sign above the door reads "Razzle Bros’ Smithy". There is another shop, also currently closed, which you think could be worth a look. It is called "Miss Lavigne’s Goods and Sundries".
You eventually all reach the docks where you find the Wailing Wench, the inn owned by your current employer. Lights can be seen shining through the windows, and you can hear chatter and laughter from the outside. It seems like it is much more lively and packed at this time of the day.
This post has potentially manipulated dice roll results.
The massive blonde bearded warrior steps into the Wailing Wench, and seeing the lively crowd he picks up the little one to let her ride on his shoulders to keep her safe from the drunkards likely found at the bar. Glancing back to make sure the birdman and the diminutive giant kept up, then efficiently making his way through the crowd and up the stairs to meet with their furry client.
Perception to spot the bugbear in case he is downstairs: 13
When Thurodim goes to pick up Ember, he finds her nowhere to be found. As he looks around, however, he might spot her red hair moving beneath tables and between legs, grabbing handfuls of food from the plates of unsuspecting patrons--with Aggie acting as her lookout.
Thurodim frantically looks around for the little one, and finally spots her red hair popping up by a plate of food, the popping up at another table a moment later. Thurodim lets out a tired sigh, shaking his head but then he smiles. This wasn't the first time the little one helped herself to food in this way. He turns to continue upstairs, expecting the little one to catch up.
Most patrons being on varying levels of intoxication, they do not notice the small child clearing out the rest of the plates. Ember manages to grab a couple of small loafs of hard bread, some bits of mostly cooked fish and some sort of thick and bland porridge-textured mush.
Heading up the stairs, the party spots Brugg fairly easily, his rotund frame unmistakeable. He sees you approach and smiles, then cocks his head over to the office door, beckoning you to follow him in.
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The massive blonde bearded warrior was strong but not very bright, and it was only now that it dawned on him that the untangling had been fairly pointless and that he should have had focused his efforts to bending open the metal jaws, growling to the enormous beast as he does just that.
Yes, we will do that. And the little one wishes to know your name.
Atlhletics: 23 Another roll if help action is provided: 14
Cork looks up at the beast. Not realizing he was on the same thought track as Thurodim, he blurts out a similar query.
"Of course. Forgive our rudeness, but the little one has asked us about your name. I realize that in the struggle to escape, we neglected to ask it of you. Amongst your kin, do you have a name or title?"
The kenku will then amble over to provide help to Ember while he listens for a reply.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Thurodim prys open the jaws of the trap just long enough for the creature to remove its leg. It starts limping weakly, but seems to be able to keep its balance.
It growls again in response to Cork and Thurodim’s questions.
"You can call me Ak’Hela. I thank you for your help. I dread to think what would have happened if you hadn’t come to my aid. I usually avoid these parts, but I felt a shift in the air, and wanted to see what it was. I foolishly fell in their trap and almost lost my antlers. I know not why they wanted it."
At Cork’s question about others, Ak’Hela cocks its head to the side.
"I have lived a long time in this land, never have I seen another one of my kind. If you do, I would love to meet one."
It turns its head back towards the forest, then back to you.
"I must go. I have been gone for too long. If you return to the forest one day, find me, and I’ll find a proper way to thank you for your kindness."
The massive blonde bearded warrior is relieved to have finally set the enormous horned beast free of the cruel trap, growling a response.
You have nothing to thank us for, we just did our duty and righted a wrong done by evil people. Good luck now Ak'Hela and stay safe, we will return when we find anyone like you.
He then bows his head to the horned beast and lets it depart.
The beast bows its head back at Thurodim. The massive beast doesn’t give off the slightest hint of hostility towards your group. Whether it’s because you saved this creature from being maimed or because it’s too weakened to fight you, it’s not clear to some of you.
As it’s about to leave, it begins to sniff the air loudly in your general direction. The purpose of this is not clear, but it begins to limp away on its own before disappearing completely in the woods.
You are now left alone in this clearing with the dead and unconscious bodies of your former foes. With all the time that has passed, the sun begins to set on the horizon.
The massive blonde bearded warrior scratches his head as he looks around at the fallen hunters around him, not sure how to deal with the aftermath of the fierce battle, looking to his more sensible companions to handle that.
Somewhat in awe of the huge beast, somewhat horrified by his recent acts of violence, Cork just watches Ak’Hela as it leaves.
Then, feeling anxious, he moves back to the chains and traps. He examines this contraption to try to get an idea for how it worked... how where they able to snare the beast? Were these chains hidden somehow?
But his heart isn't really in it. This has been a long day.
Investigation: 5
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Ozyre gathers up as much of the large and cumbersome chain as he reasonably can, for whatever he might later find them useful for.
Once it seems that the others are mostly idling, the gnome suggests a simple getaway. "I say we just leave for town and agree not to worry about it. The unconscious can tend to the less fortunate how they see fit, once they come to. But first..." He hops over to a nearby tree, takes out a knife, and etches "Don't do it again, please!" into the bark.
Ozyre looks at the setting sun, and then remembers that you aren't supposed to do that, so instead looks at a part of the sky that's pretty close to the setting sun. "I can lead the way back. Gnome-o-vision comes in handy once again!" Once all have concluded their business, Ozyre lead the group back to Dawn's Point, unless anyone wants to try out a different course of action, in which case he's all ears.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Ozyre is able to gather 3 10-feet lengths of chains to use as he sees fit. They’re made of iron and every other ring has two small pointy hooks protruding on either side.
As the group leaves the clearing where they made potential enemies and one big furry friend, they begin walking back towards the main road leading back into town.
They eventually reach the mill where they had met Lydia, the halfling tenant of the mill.
(Is there something you wish to do here or would you prefer to just skip the rest of the way back to town?)
Ember will quickly search the pockets of the unconscious baddies for anything of interest (especially anything that might say who their boss is), put some flowers on the dead not-as-baddie, then trot after the group.
As it grows dark and difficult to see, she takes Ozyre's hand--for both practicality and comfort--and chatters away about the whole encounter, mimicking the best moves with her new fancy rod-stick. She quiets, with furtive glances at Cork and Big Man, whenever she nears portions where people were killed, however, before skipping ahead and chattering on again.
(If needed: Investigation 18))
Apart from the weapons they carried with them, Ember finds coin pouches containing a grand total of 4 gold and 7 silver, a deck of playing cards, a dozen bolts for thé crossbows and an apple. They all wore various forms of leather armor.
Eventually, you reach the gates to enter town, just as the sun is about to set. The guards shut the large wooden doors behind you and begin to light lanterns in preparation for the night shift. You recognize the two currently posted, as they were the same ones you met when you left the day prior. They have a look of surprise on their faces but they simply nod and let you go on your way.
[Sound of Cork Popping] is silent (as usual) on the long walk back to town. He keeps pace with the others, dragging his rolling chest of belongings behind him. Unlike on the outward journey yesterday, he seems to have no interest in stopping to examine insects or plants this day. He trudges on, head down.
Once inside the town gates, he gives a mute sigh and then looks to Ozyre, Ember and Thurodim, waiting for one of them to set their destination.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Ember gives the guards a little sass as they enter, sticking her tongue out at their surprise. But then Aggie tugs on her earlobe and quietly chitters into her ear.
As they head back towards, presumably, the other Big Man’s place of business, she sidles up to Cork and offers him her fancy rod. “Here, you can have it, Cork. It’s a great bonker. And really strong I guess if it held a forest god!”
Aganazzar encourages her on with a little pat to her shoulder. “It was a… bad thing they were doing. Real bad. They hurt her,” she says with a little growl. “And they were gonna… gonna kill us for not letting them do it. Protecting yourself was self-defense, okay?” Her brow furrows as she thinks of what Grandpa would say, kicking a rock out of her path in the road.
“And, um… I think strength and power aren’t anything of true value until… until they’re used to protect others. And you protected us too.”
Tired and weary, the massive blonde bearded warrior simply grunts as he passes the guards at the gate, then making his way to the Wailing Wench to report to the hairy one, hoping it would be quick since he was in deperate need of meat, drink and rest.
Ozyre gives a smile and a thumbs up to the guards as he passes by, then lets Thurodim lead the way to the tavern and the awaiting bugbear by the light of the lanterns. As the party passes through the streets, the tinker keeps an eye out for any establishments that look like they might sell tools or scrap. After all, it's been a while since he's gotten to make something with his own two hands, what with being busy with travel and a lack of opportunities along the way; he's got an idea or two on what to do once the very-well-earned reward is taken.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
As you make your way through the darkened streets, they feel for the most part empty. You reckon that most people would have headed home by now or are hanging out in the various taverns and inns. There is the occasional pair of guards on patrol, carrying a lantern to light their way.
As they walk through the merchant square near the center of town, Ozyre spots a few shops that might have the specific items he’s looking for. There is an establishment that looks like a forge. It is divided in two parts, the shop itself, which is currently closed, and the workshop, which is this open area with a furnace, an anvil and tools racks. The sign above the door reads "Razzle Bros’ Smithy". There is another shop, also currently closed, which you think could be worth a look. It is called "Miss Lavigne’s Goods and Sundries".
You eventually all reach the docks where you find the Wailing Wench, the inn owned by your current employer. Lights can be seen shining through the windows, and you can hear chatter and laughter from the outside. It seems like it is much more lively and packed at this time of the day.
The massive blonde bearded warrior steps into the Wailing Wench, and seeing the lively crowd he picks up the little one to let her ride on his shoulders to keep her safe from the drunkards likely found at the bar. Glancing back to make sure the birdman and the diminutive giant kept up, then efficiently making his way through the crowd and up the stairs to meet with their furry client.
Perception to spot the bugbear in case he is downstairs: 13
When Thurodim goes to pick up Ember, he finds her nowhere to be found. As he looks around, however, he might spot her red hair moving beneath tables and between legs, grabbing handfuls of food from the plates of unsuspecting patrons--with Aggie acting as her lookout.
((Sleight of Hand: 17 with help from Aggie)
Thurodim frantically looks around for the little one, and finally spots her red hair popping up by a plate of food, the popping up at another table a moment later. Thurodim lets out a tired sigh, shaking his head but then he smiles. This wasn't the first time the little one helped herself to food in this way. He turns to continue upstairs, expecting the little one to catch up.
Most patrons being on varying levels of intoxication, they do not notice the small child clearing out the rest of the plates. Ember manages to grab a couple of small loafs of hard bread, some bits of mostly cooked fish and some sort of thick and bland porridge-textured mush.
Heading up the stairs, the party spots Brugg fairly easily, his rotund frame unmistakeable. He sees you approach and smiles, then cocks his head over to the office door, beckoning you to follow him in.