This post has potentially manipulated dice roll results.
Jardor decides to continue to steer clear of the larger village for the time being. His presence made things there worse, he should probably stay away until invited back. He gives the two goblins permission to go with Gara, and turns to doing what work he can to help the smaller village while continuing to work with Impisi to make him a suitable mount.
Jardor would like to begin working on a harness and saddle for Impisi. Probably rope work and leatherworking if that is available in the village, but I doubt he has those skills himself. So going to spend a bit of time this week trying to find someone with those skills in the village to commission a piece...please let me know how much gold I will need to spend on that. Afterwards will spend time training Impisi and hunting in the wilderness...we will need to continue to live off the land until any crops we plan have time to grow. If he finds any creatures that have a hope of being domesticated he will try to bring them back to the village alive rather than killing them. (Thinking of my minecraft games...lol).
Day 1: Work on & comission harness and saddle work for Impisi (raw d20, I imagine add investigate or persuasion maybe?)18 Day 2: Train Impisi, if rope harness is already ready attempt to fit it on him: 6 Day 3: Hunt with Impisi, I assume survival: 14Survival Impisi: 7 Day 4: Train Impisi 14 Day 5: Hunt with Impisi, I assume survival: 13Survival Impisi: 7 Day 6: Train Impisi 7 Day 7: Hunt with Impisi, I assume survival: 18Survival Impisi: 4
Let's go (I'll do Gathrik retroactively if he posts, for now, I'll have him help out everyone)
Gara:
You got your helpers and you get the rope as described earlier. IT takes you 2 day to find a good house though
There's no need to specifically look for herbs to cultivate as you can bring small saplings etc from the small village.
Trying to build rapport with other goblins are not very successfully. Most of the goblins you met are not important or influential enough look for leadership positions, with so many dead in the scavenger attack.
You meet one fairly interesting goblin, a local merchant, who own a shop with the curious name "Anne & Hagen's". Though having no political ambitions, he is interested in the party and wishies to meet others when it is suitable. He is not aprticularly rich, but he offers to buy some of the hides you hunted for a bit of coin (cancelling out living costs in the village)
Magic teaching is proceeding well enough.
Roll investigation
Jardor:
Although you don't find good enough materials on the first day, you find plenty on the second day, as you successfully bring down a bear. You do it well enough to at least partially redeem youself in Impisi's eyes after last week
A proper military saddle beyond the skills and equipment of the local craftsmen, but a standard riding saddle is 10 gp, discounted to 5 since you brought the materials.
Note that actually trying to ride Impisi will need another rodeo attempt.
You try and hunt on day 3, and this time Impisi shows you that he's every bit as strong and brings another bear down by himself.
You do notice somthing strange, you wanted to go southwest, deeper into the forest, but Impisi gradually shifted south.
On subsequent days when you go south west, you find very few animals and birds there and Impisi looks very... uneasy.
Nasaar
You successfully fix most of the damaged buildings in the large village.
Training the bonecrushers goes below expectation, with them getting often distracted. When you tried to take them for a walk south on day 6, they were spooked by something and fled back to the village trying to drag you with them (you can roll STR to resist).
Serit
Finishes clearing the fields outside the smaller village
Day 6. Searching and narrowing down the location throughout the week, Serit finds a what looks like an old mine in the north hills. Most equipment is buried but looks like it can be salvaged or repaired. The picks are slightly rusty, and the wood handles need replacing but the metal, but the metal seems solid. You make the first steps in into the mine to work out what resources it was mining. Roll perception.
Day 7. Now that Gara isn't here to ecourage him, Serit sleeps in until midday on a Sunday. He is woken by a goblin who says there's somthing wrong with one of the houses, "the one the guest was staying in"
Gara, reviewing what you heard the week's performace at meeting goblins around, you do note that almost every goblin with influence and amibitions is dead. The only 2 still alive are Brizz'Nat the caster, and Naz'Tog the freshly crippled guard sergeant. The merchant is a tentantive third, but he does not appear to have political ambitions or much influence.
This post has potentially manipulated dice roll results.
Perception for day 6: 20
Day 7: Serit stretches mightily, tucks his flail in his waist and pushes the goblin ahead of him, "You speak as if I cared where the pink skin stayed, show me." He would follow after the goblin.
Would it be possible for Gathrick, Glork and Klorg to train fighters in the large village?
Did i gather any herbs for myself during the week? ( Any herbs we find or cultivate with the herbalist are shared 1/3 me and 2/3 him and the assistans).
I would introduce An’Hagen to Gathrick, Nassar, Glork, Klorg and the herbalist (I name him Bulbo if thats ok). Maybe the trader can organize supplies for Bulbo.
What is the situation in the large village at the end of this week 4? I assume housing is ok now, medical supplies are low but improving, food is low and fighting power is low.
Unless i get a report from the small village about what is going on in the south, i will spend each day in the morning setting up fields and cultivating food, i will try to involve as many of the locals as possible hoping to find one goblin smart and charismatic enough to lead this farming project. (Nature,Survival, Herbalism but medium strength so i go with a +4 for farming)
In the evenings i will spend a lot of time in the library to study poisons ( intelligence +4) but i will also spend some time each day to check on Brizz’Nat, An’Hagen, Glork and Klorg and Bulbo just to stay in touch on how everything is going or if they need help with anything.
Rolls for week 5, modifier for farming and studying(+4) already included
This post has potentially manipulated dice roll results.
Nasaar: you arrive back in the viillage in a somewhat embarassing but safe way.
Serit (day6, will run day 7 after this): the cave looks completely safe and ordinary at first glance. Walk a little deeper feel the need to reasses your first opinion of the mine as a bear trap snaps shut on your leg. 22. You take 2 damage and roll STR to free yourself from the trap.
Gara: quick note "Anne & Hagen's" is the name of the shop, not the goblin (he is called Hegar). You find only a couple of herbs to keep for yourself, but I assume you brought some saplings from the smaller village to plant.
Serit roars as the trap snaps shut on his leg and thrashes his arms about. He reaches down and grips the trap and attempts to pull the trap open.
Strength check: 4
Not only does Serit not manage to undo the bear trap, he causes a lot of noise in the process. You are now able to hear multiple shrill voices and steps coming towards you. The cave is certainly not as empty as it appeared.
Gara: quick note "Anne & Hagen's" is the name of the shop, not the goblin (he is called Hegar). You find only a couple of herbs to keep for yourself, but I assume you brought some saplings from the smaller village to plant.
Couple of herbs, is that one of each? (Desinfecting, advantage on short rest, advantage on medicin check and healing potion)?
Also i made a mistake, i am not studying poison, but medicin in the afternoons/evenings. But i understand if it is to late to change now.
This post has potentially manipulated dice roll results.
Having skinned the bears and provided the meat to the village to supplement their supplies, Jardor seeks someone in the village with a little knowledge of tanning that can make leather barding for Impisi out of the hides. As they discuss price he includes any remainder of the hide as part of the compensation.
Persuasion for Bartering: 15
Jardor will want to touch base with the others before we enter week 5, talk about what we have accomplished and experienced. Maybe the spooky stuff to the south will come up and we can go explore that on day 1 of the new week. I will hold of on RPing that until Serit gets out of his current situation, assuming he does.
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 6d4)
Manages to free his leg just in time to see 2 ugly short humanoids enter view, wearing crude leather armor. They speak in an incomprehensible language but appear excited to see you caught. One of them takes aim with a sling at you. Attack: 10 Damage: 6, with the rock bouncing off the wall not too far from you. Do you want to run away or fight?
Jardor
Normally a hide barding for a large beast would be around 40 gold. However, with the materials provided and th friendly disposition in the small village, you can get one for 12 gold. It would take a couple of days to make.
Feel free to conduct whatever in-party RP you need.
Nasaar goes to the large village for this week.
he works half of ht etime fixing up the buildings.
1... carpentry: 9
2... carpentry: 8
3... carpentry: 12
4... carpentry: 6
5... carpentry: 7
6... carpentry: 13
7... carpentry: 7
He spends the second half working on training his two bonecrushers.
1... animalhandling: 13
2... animalhandling: 5
3... animalhandling: 14
4... animalhandling: 20
5... animalhandling: 22
6... animalhandling: 6
7... animalhandling: 22
1 Healing Potion for everyone!
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Day 1: Clear land 9
Day 2: Clear land 5
Day 3: Look for resources 13
Day 4: Look for resources 7
Day 5: Look for resources 14
Day 6: Look for resources 14
Day 7: Look for resources 9
Jardor decides to continue to steer clear of the larger village for the time being. His presence made things there worse, he should probably stay away until invited back. He gives the two goblins permission to go with Gara, and turns to doing what work he can to help the smaller village while continuing to work with Impisi to make him a suitable mount.
Jardor would like to begin working on a harness and saddle for Impisi. Probably rope work and leatherworking if that is available in the village, but I doubt he has those skills himself. So going to spend a bit of time this week trying to find someone with those skills in the village to commission a piece...please let me know how much gold I will need to spend on that. Afterwards will spend time training Impisi and hunting in the wilderness...we will need to continue to live off the land until any crops we plan have time to grow. If he finds any creatures that have a hope of being domesticated he will try to bring them back to the village alive rather than killing them. (Thinking of my minecraft games...lol).
Day 1: Work on & comission harness and saddle work for Impisi (raw d20, I imagine add investigate or persuasion maybe?)18
Day 2: Train Impisi, if rope harness is already ready attempt to fit it on him: 6
Day 3: Hunt with Impisi, I assume survival: 14 Survival Impisi: 7
Day 4: Train Impisi 14
Day 5: Hunt with Impisi, I assume survival: 13 Survival Impisi: 7
Day 6: Train Impisi 7
Day 7: Hunt with Impisi, I assume survival: 18 Survival Impisi: 4
Founding Member of the High Roller Society. (Currently trying to roll max on 6d4)
Let's go (I'll do Gathrik retroactively if he posts, for now, I'll have him help out everyone)
Gara:
Jardor:
Nasaar
Serit
Investigation 15
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Gara, reviewing what you heard the week's performace at meeting goblins around, you do note that almost every goblin with influence and amibitions is dead. The only 2 still alive are Brizz'Nat the caster, and Naz'Tog the freshly crippled guard sergeant. The merchant is a tentantive third, but he does not appear to have political ambitions or much influence.
Perception for day 6: 20
Day 7: Serit stretches mightily, tucks his flail in his waist and pushes the goblin ahead of him, "You speak as if I cared where the pink skin stayed, show me." He would follow after the goblin.
Would it be possible for Gathrick, Glork and Klorg to train fighters in the large village?
Did i gather any herbs for myself during the week? ( Any herbs we find or cultivate with the herbalist are shared 1/3 me and 2/3 him and the assistans).
I would introduce An’Hagen to Gathrick, Nassar, Glork, Klorg and the herbalist (I name him Bulbo if thats ok). Maybe the trader can organize supplies for Bulbo.
What is the situation in the large village at the end of this week 4? I assume housing is ok now, medical supplies are low but improving, food is low and fighting power is low.
Unless i get a report from the small village about what is going on in the south, i will spend each day in the morning setting up fields and cultivating food, i will try to involve as many of the locals as possible hoping to find one goblin smart and charismatic enough to lead this farming project. (Nature,Survival, Herbalism but medium strength so i go with a +4 for farming)
In the evenings i will spend a lot of time in the library to study poisons ( intelligence +4) but i will also spend some time each day to check on Brizz’Nat, An’Hagen, Glork and Klorg and Bulbo just to stay in touch on how everything is going or if they need help with anything.
Rolls for week 5, modifier for farming and studying(+4) already included
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Nasaar lets the bonecrushers pull him back to town, not really wanting to find out what spooked them.
Nasaar: you arrive back in the viillage in a somewhat embarassing but safe way.
Serit (day6, will run day 7 after this): the cave looks completely safe and ordinary at first glance. Walk a little deeper feel the need to reasses your first opinion of the mine as a bear trap snaps shut on your leg. 22. You take 2 damage and roll STR to free yourself from the trap.
Gara: quick note "Anne & Hagen's" is the name of the shop, not the goblin (he is called Hegar). You find only a couple of herbs to keep for yourself, but I assume you brought some saplings from the smaller village to plant.
Serit roars as the trap snaps shut on his leg and thrashes his arms about. He reaches down and grips the trap and attempts to pull the trap open.
Strength check: 4
Not only does Serit not manage to undo the bear trap, he causes a lot of noise in the process. You are now able to hear multiple shrill voices and steps coming towards you. The cave is certainly not as empty as it appeared.
Roll STR again
Couple of herbs, is that one of each? (Desinfecting, advantage on short rest, advantage on medicin check and healing potion)?
Also i made a mistake, i am not studying poison, but medicin in the afternoons/evenings. But i understand if it is to late to change now.
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]1 desinfecting, 1 advantage on short rest.
Sure, change to studying medicine. It's consistent with Gara's earlier actions so I will allow it.
Serit renews his attempts to free himself before the mysterious footsteps and noise catches up to him trapped.
Strength check: 7
Having skinned the bears and provided the meat to the village to supplement their supplies, Jardor seeks someone in the village with a little knowledge of tanning that can make leather barding for Impisi out of the hides. As they discuss price he includes any remainder of the hide as part of the compensation.
Persuasion for Bartering: 15
Jardor will want to touch base with the others before we enter week 5, talk about what we have accomplished and experienced. Maybe the spooky stuff to the south will come up and we can go explore that on day 1 of the new week. I will hold of on RPing that until Serit gets out of his current situation, assuming he does.
Founding Member of the High Roller Society. (Currently trying to roll max on 6d4)
Serit
Jardor
Serit, being the boisterous and bullying beast he is, snarls and engages the two strange things.
Initiative: 14
(Sorry to extend this and I am sure this will end badly for Serit but let's go!)
OK.
Enemy 1 12, Enemy 2 3
Go ahead and attack.