Bert: On the hand there is a mark on the finger where it looks like the ring was removed from.
Krakkan will leave the Goblin with Kella and help dig a grave.
Bert, exploring the whole town, especially slowly as stealthed will take a while, maybe a couple of hours. If you are still happy to explore everywhere I will let you know what you find, otherwise let me know how much you explore.
This post has potentially manipulated dice roll results.
Hawk will explore with Bert. He will keep his hands on the grip of his short-swords (still sheathed away).
He suggests they start with the two Towers (one north of the pig farm, and the one east).
Investigation: 8Perception: 16
We should check around if we find any more casualties, or Greenies.. We can then find a way to get to the Keep and see if there are any survivors there!
Bert agrees with Hawk and suggests closing the drawbridge to provide some security from any of the goblins' friends outside. After they check out the tower and the other building!
Bert's fine taking some time to explore with Hawk, telling everyone else what they're doing and leaving them to rest, bury the dead, watch over the captive and Kella, etc.
"I think it was your idea originally? Or someone else's. Wasn't mine - I just remembered it. Let's go look at the buildings we haven't yet, and see if there's any other clues after we pull up the drawbridge. Won't do much good if the giants come back and throw boulders though so we should think about our next steps. There might be something interesting in that keep, or maybe that's where the villagers are hiding? Once we look through the rest of the town for survivors or other interesting things, we can maybe try to call over to the keep to see if there's anyone still there, and see how easy it'd be to fix the bridge."
(If you wanted to look at less that is also fine. That route will take about 2 hours to go round. Once you both confirm how long you are looking/where I will post what you find)
Oh, Ok... given that Forge is the the only one back at the inn with the goblin and Kella, then I’ll have Zook go back to the inn as well and help Forge keep watch over the goblin. He’ll also visit with Kella about what she’s seen in her travels, her life as a monk and of course, work in those big questions about the meaning of life and what she thinks is our place in this vast, crazy world.
With everyone moving about doing different things, Forge is remaining with the goblin because he doesn't want to leave it alone with Kella. He continues his watch upon the goblin as well as Alf continuing his watch of the area from above.
(I will update with the scouting mission in the morning as it will be a long post. I will take the perception and stealth rolls you made. Investigation isn't required as that is in depth, not the sort you would do while scouting)
Zook (Forge, you would hear this as well as it is in the inn):
Kella is vague about her travels. "When you have travelled as much as I have, it all blends into one"
She does, however, have an answer to your big questions. "I believe the meaning of life to make a difference. Which blends into our place in the world is. If we don't make a difference, positive or negative, then your life has no meaning. It doesn't matter if the difference is to one person or to many, but I came here on my travels so I can make a difference of sorts."
Mandaway, you and Krakkan get the body buried, takes about half an hour including finding a shovel. So you have an hour and a half ish before the others get back.
For the scouting mission, I will number each building you visited in order. I have also assumed you do not engage any goblins and that you will go back if things are of interest, maybe with others, for investigation:
1: The Inn 2: The barn has a dirt floor. Five draft horses and five riding horses are confined to the wooden stalls that line the north and south walls. Hanging on the walls are bits, bridles, and leather saddles. Two wooden ladders allow easy access to the hayloft, however, you don't think there is anyone in here other than horses as you move quickly through. 3: East watchtower: The door is slightly ajar and looking in you see a goblin staring at a locket, not seeming to notice you. 4: Northeast watchtower: Some escaped pigs are roaming around it but the tower is empty. 5: You close the drawbridge together, it takes one of you in each tower to use the winches simultaneously. 6: Building: It looks like it has already been rummaged through. The interior is in disarray and there is nothing of value. 7: Windmill: Nightstone’s windmill stands atop a 10-foot-high grassy hill. Two sets of goblin tracks are clearly visible in the muddy path that leads up the hill to an open doorway in the northwest side of the windmill. The windmill’s interior is dark, gloomy, and filled with wooden gears and cogs that help turn the millstone. Two goblins are climbing among the rafters near the roof, roughly 25 feet above the floor. They don't notice you. 8: Southwest tower: Everything minus the outer wall has been demolished by a falling rock. 9: Bridge: A 15 ft section of the bridge has collapsed. (jumping rules states: When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.) 10: Damaged house: Searching through the rubble you find an elderly man and woman who have been killed. As you are looking around, a tressym flies out and hides in a corner. 11: You see two abandoned goblin sized sacks in the tower, one filled with stolen utensils (worthless) and three vials of perfume (worth 5 gp each). The other contains a stuffed blood hawk (worthless) and a battered copper flagon emblazoned with the grinning visage of a halfling (worth 1 gp). 12: Intact farm building: The front door hangs open and there is nothing of value left. (this is the farm with the goblins wearing pumpkins. 13: Next building: The door is locked with runes burned into it. 14: The building is surrounded by flowerpots. You find a dead male halfling 15: The building has been totally ransacked, in the field you see a human male who was unlucky enough to be crushed by a rock. 16: This is the trading post, full of various bits and bobs (some of them now broken) with a goblin putting items into a sack. 17: Once again, been searched with a lot of worthless items on the floor
Bert returns from the scouting mission with Hawk and fills them in on what they found. (He suggested to Hawk that they grab the perfume and the flagon and leave the goblins and other things alone.) He notes the locked warded house and the keep bridge and the stable full of horses that probably need food. But mostly he focuses on the goblins and the bodies.
"There's a goblin in the east watchtower, two in the windmill, one goblin looting the trading post, one body surrounded by flowerpots over there, and two bodies in that damaged house over there. They may have had a flying cat? Has our goblin friend woken up and started talking? Before we engage his four friends we might try talking to him to see if there's any way to get answers and potentially go our separate ways peacefully. Otherwise they are too much of a threat to leave behind us, and besides, they are the reason we're here and hoping for a reward."
This post has potentially manipulated dice roll results.
Hawk let's Bert summarize their discoveries, and agrees on the idea to wait before attacking any more Goblins for now. He also adds to the story that they pulled up the drawbridge for now, so we are officially isolated.
The only living things on this island right now are us and those few Greenies left.. but we have yet to reach the keep, but the bridge to get there is broken!
–––––––––––––––––––––––
During the exploration, Hawk would spend a little time in the damaged house (area 10) when he sees the Tressym. He will grab out some food, some delicious dried fish (at least that's what Hawk likes to eat) and sit down a few feet away from the Tressym, calling out to it in a soothing voice: Hey there little fella, where these your human friends? I am sorry this happened to them! Is there anybody else that can take care of you? Can you survive on your own? (He knows the feline can't necessarily understand it all, nor respond, but he is trying to make it feel safe, and trying to get a feel of whether the creature would need someone to take care of it, do you need Insight check?)
Bert: On the hand there is a mark on the finger where it looks like the ring was removed from.
Krakkan will leave the Goblin with Kella and help dig a grave.
Bert, exploring the whole town, especially slowly as stealthed will take a while, maybe a couple of hours. If you are still happy to explore everywhere I will let you know what you find, otherwise let me know how much you explore.
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Hawk will explore with Bert. He will keep his hands on the grip of his short-swords (still sheathed away).
He suggests they start with the two Towers (one north of the pig farm, and the one east).
Investigation: 8 Perception: 16
We should check around if we find any more casualties, or Greenies.. We can then find a way to get to the Keep and see if there are any survivors there!
(Stealth if required: 15)
Dungeon Master – MelGon's Tales from the Yawning Portal
Hawk of the Night (Hawk) – Level 2 Tabaxi Ranger – Swift's Storm King's Thunder
Lavandula Angustia – Level 1 Tiefling Rogue – LMoP campaign, DM: novaskyr
Bert agrees with Hawk and suggests closing the drawbridge to provide some security from any of the goblins' friends outside. After they check out the tower and the other building!
Hawk nods: The drawbridge? I completely forgot about that, what a great idea Bert!
Dungeon Master – MelGon's Tales from the Yawning Portal
Hawk of the Night (Hawk) – Level 2 Tabaxi Ranger – Swift's Storm King's Thunder
Lavandula Angustia – Level 1 Tiefling Rogue – LMoP campaign, DM: novaskyr
Bert's fine taking some time to explore with Hawk, telling everyone else what they're doing and leaving them to rest, bury the dead, watch over the captive and Kella, etc.
"I think it was your idea originally? Or someone else's. Wasn't mine - I just remembered it. Let's go look at the buildings we haven't yet, and see if there's any other clues after we pull up the drawbridge. Won't do much good if the giants come back and throw boulders though so we should think about our next steps. There might be something interesting in that keep, or maybe that's where the villagers are hiding? Once we look through the rest of the town for survivors or other interesting things, we can maybe try to call over to the keep to see if there's anyone still there, and see how easy it'd be to fix the bridge."
(are you planning on looking at all buildings or just a couple?)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
If you look at everything, would you move like this?:
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
To keep things simple, sure!
(If you wanted to look at less that is also fine. That route will take about 2 hours to go round. Once you both confirm how long you are looking/where I will post what you find)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
I'm good with that - it skips the places we've been and tries to find any survivors or items of note...
(I'm good with that plan, let us know where we have to make rolls, and what kind of checks are required)
Dungeon Master – MelGon's Tales from the Yawning Portal
Hawk of the Night (Hawk) – Level 2 Tabaxi Ranger – Swift's Storm King's Thunder
Lavandula Angustia – Level 1 Tiefling Rogue – LMoP campaign, DM: novaskyr
If Krakken helps Mandaway with the burial, then let's assume that Zook accompanies Bert and Hawk as they scout the rest of the village.
Perception: 18
Stealth: 24
(Edit: See below. Zook will remain at the Inn with Forge.)
So someone left Kella with the captured goblin? What did she say?
Also did Forge see anything else moving in the village? If so, we'll keep the figures and locations in mind as we scout.
Oh, Ok... given that Forge is the the only one back at the inn with the goblin and Kella, then I’ll have Zook go back to the inn as well and help Forge keep watch over the goblin. He’ll also visit with Kella about what she’s seen in her travels, her life as a monk and of course, work in those big questions about the meaning of life and what she thinks is our place in this vast, crazy world.
With everyone moving about doing different things, Forge is remaining with the goblin because he doesn't want to leave it alone with Kella. He continues his watch upon the goblin as well as Alf continuing his watch of the area from above.
(I will update with the scouting mission in the morning as it will be a long post. I will take the perception and stealth rolls you made. Investigation isn't required as that is in depth, not the sort you would do while scouting)
Zook (Forge, you would hear this as well as it is in the inn):
Kella is vague about her travels. "When you have travelled as much as I have, it all blends into one"
She does, however, have an answer to your big questions. "I believe the meaning of life to make a difference. Which blends into our place in the world is. If we don't make a difference, positive or negative, then your life has no meaning. It doesn't matter if the difference is to one person or to many, but I came here on my travels so I can make a difference of sorts."
Mandaway, you and Krakkan get the body buried, takes about half an hour including finding a shovel. So you have an hour and a half ish before the others get back.
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
".....and may smooth waters bear you to your chosen shore."
Mandaway smiled up at the goliath as he finished speaking then turned and headed back to the temple to start cleaning it up.
After he had done so he headed back to sit with Kella and the others and wait for the scouts report.
For the scouting mission, I will number each building you visited in order. I have also assumed you do not engage any goblins and that you will go back if things are of interest, maybe with others, for investigation:
1: The Inn
2: The barn has a dirt floor. Five draft horses and five riding horses are confined to the wooden stalls that line the north and south walls. Hanging on the walls are bits, bridles, and leather saddles. Two wooden ladders allow easy access to the hayloft, however, you don't think there is anyone in here other than horses as you move quickly through.
3: East watchtower: The door is slightly ajar and looking in you see a goblin staring at a locket, not seeming to notice you.
4: Northeast watchtower: Some escaped pigs are roaming around it but the tower is empty.
5: You close the drawbridge together, it takes one of you in each tower to use the winches simultaneously.
6: Building: It looks like it has already been rummaged through. The interior is in disarray and there is nothing of value.
7: Windmill: Nightstone’s windmill stands atop a 10-foot-high grassy hill. Two sets of goblin tracks are clearly visible in the muddy path that leads up the hill to an open doorway in the northwest side of the windmill. The windmill’s interior is dark, gloomy, and filled with wooden gears and cogs that help turn the millstone. Two goblins are climbing among the rafters near the roof, roughly 25 feet above the floor. They don't notice you.
8: Southwest tower: Everything minus the outer wall has been demolished by a falling rock.
9: Bridge: A 15 ft section of the bridge has collapsed. (jumping rules states: When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.)
10: Damaged house: Searching through the rubble you find an elderly man and woman who have been killed. As you are looking around, a tressym flies out and hides in a corner.
11: You see two abandoned goblin sized sacks in the tower, one filled with stolen utensils (worthless) and three vials of perfume (worth 5 gp each). The other contains a stuffed blood hawk (worthless) and a battered copper flagon emblazoned with the grinning visage of a halfling (worth 1 gp).
12: Intact farm building: The front door hangs open and there is nothing of value left. (this is the farm with the goblins wearing pumpkins.
13: Next building: The door is locked with runes burned into it.
14: The building is surrounded by flowerpots. You find a dead male halfling
15: The building has been totally ransacked, in the field you see a human male who was unlucky enough to be crushed by a rock.
16: This is the trading post, full of various bits and bobs (some of them now broken) with a goblin putting items into a sack.
17: Once again, been searched with a lot of worthless items on the floor
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Bert returns from the scouting mission with Hawk and fills them in on what they found. (He suggested to Hawk that they grab the perfume and the flagon and leave the goblins and other things alone.) He notes the locked warded house and the keep bridge and the stable full of horses that probably need food. But mostly he focuses on the goblins and the bodies.
"There's a goblin in the east watchtower, two in the windmill, one goblin looting the trading post, one body surrounded by flowerpots over there, and two bodies in that damaged house over there. They may have had a flying cat? Has our goblin friend woken up and started talking? Before we engage his four friends we might try talking to him to see if there's any way to get answers and potentially go our separate ways peacefully. Otherwise they are too much of a threat to leave behind us, and besides, they are the reason we're here and hoping for a reward."
Hawk let's Bert summarize their discoveries, and agrees on the idea to wait before attacking any more Goblins for now. He also adds to the story that they pulled up the drawbridge for now, so we are officially isolated.
The only living things on this island right now are us and those few Greenies left.. but we have yet to reach the keep, but the bridge to get there is broken!
–––––––––––––––––––––––
During the exploration, Hawk would spend a little time in the damaged house (area 10) when he sees the Tressym. He will grab out some food, some delicious dried fish (at least that's what Hawk likes to eat) and sit down a few feet away from the Tressym, calling out to it in a soothing voice: Hey there little fella, where these your human friends? I am sorry this happened to them! Is there anybody else that can take care of you? Can you survive on your own? (He knows the feline can't necessarily understand it all, nor respond, but he is trying to make it feel safe, and trying to get a feel of whether the creature would need someone to take care of it, do you need Insight check?)
(Animal Handling, if necessary: 17)
Dungeon Master – MelGon's Tales from the Yawning Portal
Hawk of the Night (Hawk) – Level 2 Tabaxi Ranger – Swift's Storm King's Thunder
Lavandula Angustia – Level 1 Tiefling Rogue – LMoP campaign, DM: novaskyr