Eldon looked perplexed. So it seems Gundren got captured. But that's odd. Gundren couldn't be captured by mere goblins, right? And who all those "cragklargmaws"?
Turning to the Goblin: Friend, tell me, who is Klarg? Does he know magics?
Turning to the rest of the party. I really could do with a breather, but we need to find the camp location. That magic will wear off and at least one of us must know the the way to their camp.
OOC: do follow the goblin as a group and take a rest after we found the camp location, or should we split? What do you guys think?
OOC: Strength in numbers, but Grol will be compelled to go wherever the greatest danger in order to provide as much protection for his comrades as he can.
I would also vote to all go as a group, but then I don't really have any abilities that I've expended. If most people want to rest first and just get directions, I'd rather all stay than split
"Yes, they sure seemed focused on just the one target. Seems they knew who was the most dangerous one, eh?" Chuckling to himself, Ramón cut four notches into the handle of one of his axes with the blade of the other."Never mind who killed how many though, five goblins and two hobgoblins is a fair amount for a group of strangers. I'll be sticking with you lot if you're going after the goblin camp, seems the best bet of figuring out how to get Gundren back. Are we following the mad little thing or staying here for a time?"
It won't come out of italics. If I can figure out how to fix this I'll come back and edit it again.
This post has potentially manipulated dice roll results.
Sol says I say we follow our dear friend back to the border of camp and then "keep watch" once we get to the edge. Our buddy here will make sure that we don't hit any nasty surprises on the way back to camp.
Not sure which would be applicable but Sol tries to recall if he knows anything about a furry one with big muscle that works with goblins: History/Nature: 4
I would say go as a group. I have used both of my spell slots but the do come back on a short rest. But it may save us more by not tripping traps etc... on the way back to the camp.
You follow the Goblin through the woods. After 10 minutes he points out and walks you around a snare trap. After another 10 minutes he guides you around a pit trap.
You walk on but as the time passes (and 3 miles down the trail) the charm spell starts to wear off. Suddenly he stops on the trail. Turns, realizes he's been leading you to his hideout.
He screams "Tricksters!" and starts to run down the trail
The axe lodges in the back of the goblin's skull. He crashes to the ground on the trail. Green blood leaking out of the wound onto the path. He expires.
"Where magic and words fail, steel holds strong. His escape could have led to many troubles, good work" Malakadin says to Ramon as he eases his own hand away from the Javelins on his back.
"A small breather yes, Gundren has been taken prisoner, we cannot leave him without assistance for too long"
Regarding healing during the Short Rest
Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
"Aye, by Eldath, I could use a bit of a breather. Excellent work Ramon, it seems Beshaba is not directing her ire upon us today, that could have been disastrous if it got away."
Sol will look around and see if there appears to be a safe spot slightly off the beaten path, then realize it's not his specialty and turn to Ramon "Would you happen to see a safe spot, perhaps blessed by Eldath, to settle down for a few minutes?"
"I think I see a good spot over here! A moment to sit before the final trial sounds perfect." Sitting down against a convenient tree, Ramón relaxes and starts humming tunelessly to himself.
Will edit as needed when we get a response to my crummy survivalism.
Eldon looked perplexed. So it seems Gundren got captured. But that's odd. Gundren couldn't be captured by mere goblins, right? And who all those "cragklargmaws"?
Turning to the Goblin: Friend, tell me, who is Klarg? Does he know magics?
Turning to the rest of the party. I really could do with a breather, but we need to find the camp location. That magic will wear off and at least one of us must know the the way to their camp.
OOC: do follow the goblin as a group and take a rest after we found the camp location, or should we split? What do you guys think?
Walking off into the woods he says "Klarg is big furry leader. No magics just big muscles he has."
OOC: Strength in numbers, but Grol will be compelled to go wherever the greatest danger in order to provide as much protection for his comrades as he can.
I would also vote to all go as a group, but then I don't really have any abilities that I've expended. If most people want to rest first and just get directions, I'd rather all stay than split
"Yes, they sure seemed focused on just the one target. Seems they knew who was the most dangerous one, eh?" Chuckling to himself, Ramón cut four notches into the handle of one of his axes with the blade of the other. "Never mind who killed how many though, five goblins and two hobgoblins is a fair amount for a group of strangers. I'll be sticking with you lot if you're going after the goblin camp, seems the best bet of figuring out how to get Gundren back. Are we following the mad little thing or staying here for a time?"
It won't come out of italics. If I can figure out how to fix this I'll come back and edit it again.
Puff - Air Genasi Fighter (1), Coliseum of Conquest (recruiting)
Ramon - Dwarf Ranger (2), Lost Mines of Phandelver
Sol says I say we follow our dear friend back to the border of camp and then "keep watch" once we get to the edge. Our buddy here will make sure that we don't hit any nasty surprises on the way back to camp.
Not sure which would be applicable but Sol tries to recall if he knows anything about a furry one with big muscle that works with goblins: History/Nature: 4
I would say go as a group. I have used both of my spell slots but the do come back on a short rest. But it may save us more by not tripping traps etc... on the way back to the camp.
PC: Sven Gard Lvl 2 Fighter LMOP OTR
Well, it seems we have an agreement to follow our "friend" then.
OOC: So we follow, discover location of the camp, and then take a short rest to recuperate.
You follow the Goblin through the woods. After 10 minutes he points out and walks you around a snare trap. After another 10 minutes he guides you around a pit trap.
You walk on but as the time passes (and 3 miles down the trail) the charm spell starts to wear off. Suddenly he stops on the trail. Turns, realizes he's been leading you to his hideout.
He screams "Tricksters!" and starts to run down the trail
Furry and muscled and works with Goblins sounds like a Bugbear to you.
OOC: Can I cast Command or has the beast run outside of my range?
Eldon shoots with a sling to stop the goblin.
Attack: 5, Damage: 5
OOC: Eldon really needs to work on his aim. That's a second roll of 1 to hit in short period of time.
He wouldn't have run out of range yet if you act fast.
Wisdom Save roll (have to beat 10): 19
The Goblin resists the spell.
OOC: Backfilling Grol's narrative:
Grol, seeing the creature beginning to flee, raises his hand, casts Command.
"HALT, you pathetic creature!" he bellows. To absolutely no effect.
Ramòn hurls an axe at the fleeing goblin, trying to take it down before it can alert anyone else.
Attack 15 Damage 4
Puff - Air Genasi Fighter (1), Coliseum of Conquest (recruiting)
Ramon - Dwarf Ranger (2), Lost Mines of Phandelver
The axe lodges in the back of the goblin's skull. He crashes to the ground on the trail. Green blood leaking out of the wound onto the path. He expires.
"Where magic and words fail, steel holds strong. His escape could have led to many troubles, good work" Malakadin says to Ramon as he eases his own hand away from the Javelins on his back.
Well struck, lad! Well struck!
Grol says giving Ramon a slap on the shoulder.
Now that we know which trail to follow, perhaps we could take a breather? Eldon asks.
"A small breather yes, Gundren has been taken prisoner, we cannot leave him without assistance for too long"
Regarding healing during the Short Rest
Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
"Aye, by Eldath, I could use a bit of a breather. Excellent work Ramon, it seems Beshaba is not directing her ire upon us today, that could have been disastrous if it got away."
Sol will look around and see if there appears to be a safe spot slightly off the beaten path, then realize it's not his specialty and turn to Ramon "Would you happen to see a safe spot, perhaps blessed by Eldath, to settle down for a few minutes?"
PC: Sven Gard Lvl 2 Fighter LMOP OTR
Healing role 9
Survival check to find a good camping spot 23
"I think I see a good spot over here! A moment to sit before the final trial sounds perfect." Sitting down against a convenient tree, Ramón relaxes and starts humming tunelessly to himself.
Will edit as needed when we get a response to my crummy survivalism.
Puff - Air Genasi Fighter (1), Coliseum of Conquest (recruiting)
Ramon - Dwarf Ranger (2), Lost Mines of Phandelver