Chapter 1 Transcript
The Frostyear Guardians, Book I:
The Heroes of Adrest
6 Ches, 1491
It is nearing the end of winter; warmth and life finally returning to the land. As one would travel the main trade road that linked Baldur's Gate to the south and Daggerford to the north, they might find a small fork which after a few miles would lead to the Highroad. The Highroad is an ancient stone causeway some 10-20 feet above the swampy ground. It runs for a few miles and stops. On the hill that makes up the southern base of this ancient bit of engineering squats the village of Ardrest. Most people would just pass over Ardrest, save that as one follows the Trade Way north it crosses between the Misty Forest and the Trollbark Forest, neither of which are fully safe at night. The Southern end of the town is dominated by the local inn, the Decrepit Crab. To the northeast lies most of the village’s farming land before it gives way to the Highmoor. Like many towns in the Forgotten Realms Ardrest is built on the ruins of a much older age. The homes are mostly squat wooden structures, many of them not even built to human proportions. Some of the larger, more important buildings (temple, townhall, inn) are partially built up using the preexisting stone ruins. Across the road from the inn, is a simple marketplace, made mostly of tents and a few permanent buildings. Contrary to the town’s humble origins, some of the town’s low buildings are sporting long cloth streamers in various bright colors. Tall poles have been driven into the ground and brightly colored pennants flap in the breeze. The town is preparing for it’s local festival, the Fortyear festival, a celebration of the Spring Equinox that is celebrated once every 14 years. Several traveling merchants have pulled their carts to the edge of the market in hopes of unloading their goods. It is midday, the equinox and the festival is still about two weeks away. Those of you in Ardrest might have noticed that despite winter coming to an end, and the bright decorations all around, none of the townsfolk seem very festive. HESKHAX:Heskhax, dragonborn, stands a few paces from the door outside the town's inn, tall and imposing in his chain mail."You. I have questions about foul --\" he begins, but the person gives him a wary look before continuing inside.
"Stand and deliver, for I must know--\" he growls at the next passersby, but they ignore him too.
"...this is not going well,\" he grumbles to himself. RODERIC THE RED: Roderic the Red, dressed in bright red robes, with a long, grey beard flecked with ginger leans over the bar on his stool there by the fire. His Pirate flag cape tied poorly about his neck. MANDAR IRONCLANG: As a quite large dwarf is gambling in the same inn. He looks quite often to an older man doing some cheap tricks for some locals. but the items why he stands out is a pirate flat he wears on his back. RODERIC THE RED: (Confident) “A flagon of ale that if you put water on the fire, I can *hicc* I can relight it again!”
(Confident) “Any takers?”
He belches loudly to punctuate his point. MANDAR IRONCLANG: “So who is that guy with his pirate flag ? I'll ask the other gamblers.” Many of the townsfolk would be actively trying to give the Dragonborn outside as wide a berth as possible while still being able to slide into the main source of ale in the town. Drinking seems to be the major pass time right now. Within the inn, one of the patrons, looks up from his ale long enough to point at the man in the flag and refer to him as a old drunk. On the other hand, the barkeeper, a heavyset dwarven woman, slides another mug over to Roderic. “Eh, lets just say it worked fer ya before you burn down my inn, old timer.” HESKHAX: Heskhax crosses his arms and glowers at the townspeople filing into the inn. “I will ask within,” he rumbles to himself before taking up most of the doorway in his entrance.
Once in, he steps heavily toward the bar and the innkeeper. Not one for social graces, he directly asks, showing his many sharp teeth: “Tell me, dwarf, about this place. Know that your answer aids the will of Torm the True!” YLVA: At the inn, on the counter, ylva enjoys a meal by herself , only rising his head to see the dragonborn coming in and the dwarf antics, while humming a tune. BARTENDER: Sets down the mug she was cleaning, giving the much taller blackscaled figure a steady look up and down, with a look of "you better not be causing trouble." The rest of the townsfolk appear to be actively looking for something in the bottom of their flagons. The woman then offers a wide smile.
(Friendly) “Welcome to the Decrepit Crab, sir! All about this place, eh? Well, this here is the finest inn and ale in Ardrest. The only one too. It was founded by my pop. It's a strange name, eh? You see one day he was walking down by the moors and he says he hears this sad wailing…”
She proceeds to launch into a long fantastical story about a supposedly magical crab and her father. HESKHAX: Heskhax frowns deeply at the bartender's story. Halfway through, he looks to Ylva, who is seated nearby. “You, elf. Tell me at once, and no stories! What do you know of this festival?” YLVA: Ylva, who was listening to the story about the crab, is suddenly dragged backn to reality by the voice of the dragonborn.
(Elvish) “Holy heavens.”
“You are talking... To me?” HESKHAX: (Serious) “Yes. I will have nothing useful from crab stories! You will tell me of the festival.” MANDAR IRONCLANG: I pick up my dice from the gambler's table and walk over to the old wizard with the pirate flag. HESKHAX: (Serious) “Torm has no interest in crabs!” he says, making a fist for emphasis. Anyone can give me a history check for what they know about the festival. Ylva History check [[1d29+History (Int)]] = 14+0 = 14
WHISPER TO YLVA: You would know the Fortyear Festival is held once every 14 years and marks the end of winter and the beginning of the planting season in the general area. The actual equinox night is celebrated with a great deal of drinking and revelry, following several days of sobering up. You believe it started about 100 years ago. MANDAR IRONCLANG: (Excited) “Hey, you magician are you up for a game of chance, If you win I want to know where you got that flag from if I win I buy you 3 beers. How does that sound?” RODERIC THE RED: “A fair wager, but be warned, if you cheat me, you'll burn.” Roderic the Red history check [[1d20+2]] = 15+2 = 17
WHISPER TO RODERIC THE RED: You would know the Fortyear Festival is held once every 14 years and marks the end of winter and the beginning of the planting season in the general area. The actual equinox night is celebrated with a great deal of drinking and revelry, following several days of sobering up. You believe it started about 100 years ago either to celebrate a victory over evil spirits or ward them off. YLVA: Ylva notices the armor of the dragonborn, taking a look to both symbol's worn by the warrior.
(Friendly) “So you are among the faithful? I would be glad to tell you what I know.” RODERIC THE RED: Roderic polishes off the whole flagon, turns to mandar and rubs his hands together, producing a thin waft of smoke. HESKHAX: Heskhax's gruff demeanor softens some when Ylva mentions faith. “I have sworn my life to the service of Torm the True,” he says, his voice calmer. “What have you learned?” YLVA: (Cheerful) “Let's not forget our manners, servant of Torm. My name is Ylva, servant of Lliira.”
“The festival is to commemorate the end of winter and the beginning of the planting season. Towns people celebrate by drinking and revelry. I believe this celebration started about.... 100 years ago.” RODERICK THE RED: (Cheerful) “The drinking is why I'm still around, dragonborn, madam elf. There's an official hangover period too, you see!”
Roderic almost falls off his stool as he leans towards the two speaking HESKHAX: (Impressed) “Ah...a servant of Lliira,” Heskhax replies with approval. “It is good to meet you. I am called Heskhax. Torm often guards and aids the other gods of what is good and true. I know Lliira, the Joybringer, is one of these.” YLVA: Turning to see Roderic.
(Confused) “Oh, so you are a townspeople?” HESKHAX: Looking over his shoulder at Roderic, Heskhax frowns at the man's pirate flag and drunken state. “I have no interest in the drinking,” he says. “You are here for the festival, to perform as a clown?”
He shakes his head. “No. You are too old.” YLVA: Ylva strike a look of disdain to the paladin.
“Hear now. The man is being polite in helping you in your quest for knowledge. Maybe this hangover period is essential to the festival.” RODERICK THE RED: Roderic laughs almost mechanically, a blank expression, more vacant on his face.
“No harm done, the reptile didn't mean to offend, it's probably just his nature” HESKHAX: “I did not mean offense. Perhaps he is a performing clown. See his strange cloak,” the dragonborn says to Ylva. He bears his teeth to Roderic with a speed that seems instinctual. “You know little of my nature. But I do not wish to argue. It has no use.” He then beckons Roderic with an armored hand.
“Come, old man. I will buy you a drink...in the spirit of the festival.” He nods to Ylva, as if to demonstrate his attempt at friendliness. YLVA: Happy to see the gesture, Ylva smiles.
(Cheerful) “Hope we can all get along” RODERICK THE RED: (Cheerful) “If you're talking drinks, you're talking friends.”
“Though I'm not a clown, I am a powerful and mighty magician, ask anyone here what I can do you extinguished fires.”
Roderic looks around, clearly confused.
(Confused) “There was a *hicc* pardon... *hicc*... A dwarf here, no? Am I "seeing dwarves" drunk again?” YLVA: (Cheerful) “Of course not. Hes there” WHISPER FROM SALEEK: Would i be able to saying just flew in after a morning of hunting, perhaps with a couple of rabbits?
WHISPER TO SALEEK: That's fine, are we saying you are a fairly regular visitor to the town? The rest of the party would be in the inn if you want to make yourself known or there is a market outside.
WHISPER FROM SALEEK: I would like to say I visit the town fairly regularly, I'm a ranger, so I figure I camp outside, but come to town to trade. I think I have 15 gold on me because of my background, perhaps I got that gold trading pelts.
WHISPER TO SALEEK: That sounds good to me, they'd be more than happy to buy what you hunted. So how long would you say your character has been camped in the general area of the town? Would you like me to make an introduction for your character?
WHISPER FROM SALEEK: I figure since we're starting at level 1, I've been at this for about 6 months, prior to this I was a spy. I'll introduce myself (I'm at work at the moment so it might be awhile until i can engage) MANDAR IRONCLANG: Mandar was standing behind Roderic. he seems to see that Roderic was way drunker then he thought.
you seem way too drunk magician, let's play the game tomorrow. Because I want to know the truth about that sail. RODERICK THE RED: Roderic turns to Mandar.
(Confused) “Oh.. You were real? Maybe that means.. Nevermind *hicc*”
“My cape has a long and terrible story attached to it, one that needs a long time to tell..”
“When I was just a lad, before my powers came to me, I was pressed into service as a cabin boy by the crew of the dread pirate ship 'The Leaping Merman', Captained by the infamous 'Bill the Barrel'”
(Sad) “Life was tough, and I had no friends aboard of her... I was too young to be torn from hearth and home..”
He sways, a single tear trickles down his cheek. Then his face goes blank and he stares at a wall for an uncomfortabley long pause. MANDAR IRONCLANG: can I do a check if I remember one of the names of ships and pirates? SALEEK: The doors to the inn suddenly burst open, the light from the high sun drawing a shadow over the approaching figure. The large feathered man comes in and sits at one of the bar, he nods at the bartender and asks for a drink. Wings tucked behind him, opens his beak and let's the ale fall down his gullet. RODERICK THE RED: I assume, GM? Contrary to the way the townspeople reacted when the dragonborn entered the inn, there is only a passing glance at the entering humanoid bird. The tavern girl, a human youth of maybe about 15, approaches him and supplies him with a mug of ale as the general din of the town tavern returns. Mandar Ironclang trying to remember the ship and the pirate [[1d20]] = 20 WHISPER TO SALEEK: As someone who as been in the area for a while, you would know that the winter that is ending was particularly harsh for the village, game was particularly scarce until you reached the woods to the south or west. It's safe to say that the tales and adventures of Bill the Barrel were either your favorite childhood adventures or cautionary tales. You could probably even tell Roderic things with that roll, haha. Up to you how you want to play it. I'm just kidding by the way, everyone's back story is their own… WHISPER FROM SALEEK: I'll keep that in mind. RODERICK THE RED: Roderic seems to come back into the room, shakes himself out.
(Proud) “Terrible way for them all to die!” MANDAR IRONCLANG: (Baffled) “wait I heard all of them mysteriously disappeared on sea?” RODERICK THE RED: (Amused) “Yes *hicc* I have heard that's the myth 'the mystery of the Leaping Merman' haha. The truth is, the Merman burnt to the waterline, along with that bugger Bill the Barrel” MANDAR IRONCLANG: (Doubtful) “And why would you know this ?”
wanting to do a insight check think he is lying. RODERICK THE RED: “Because I did it... One too many floggings awakened something in me, something which I still honestly struggle to control. The drink sends it to sleep I think” Mandar Ironclang roll for insight [[1d20 + Insight (Wis)]] = 15 + 5 = 20 RODERICK THE RED: He's not lying. HESKHAX: Heskhax interjects after roughly thrusting a tankard of ale at Roderic. “Struggling to control dark impulses is important.” He grimaces for a moment, as if considering a painful thought. “I respect that, old man. But drink...it cannot be trusted for this.” MANDAR IRONCLANG: I sit down on a stool nearby. trying to order a drink with my hand. SALEEK: saleek motions to the tavern girl, for another drink.
(Suspicious) "lots of new faces around town..." RODERICK THE RED: (Excited) "Aaahh! Thanks, scales! The bread of Life *burp* who knew it was actually a liquid! " HESKHAX: The dragonborn sneers in response to being called 'scales.' A faint froth of acid bubbles in his mouth as he lifts his upper lip in a scowl. "You say you burned the ship? With the sailors aboard? But you are not imprisoned," he says, stating the obvious. He lifts his chin as he squints his red gaze at Roderic. SALEEK: (Serious) the bird man looks over at the dragonborn and the others making a fuss
“hey, you guys are scaring the locals." YLVA: Ylva steps in at the sign of hostilities
(Disgusted) "Unecesary violence is not allowed. Even less now that a festival is upon us. If you are going to continue the hostilities, I am gonna have to ask you to leave" HESKHAX: "I am asking the man a question about his boast," the knight of Torm says, calmly but sternly down to Ylva as he crosses his armored arms. "A question is no violence. And I will not break this village's peace. I only want to know if I am sharing a drink with a murderer." YLVA: (Disgusted) “Whatever happened in the past, past is. Is what we do today what matters" SALEEK: "this winter was hard enough for these people, game and trade has been scarce, all your talk of murder and pirates arent doing them any favors. enough lives were lost. " YLVA: Ylva nods in approvement to the words of the Aarakocra. HESKHAX: Heskhax shakes his long, horned head. "The company we choose to keep matters. Torm is our example in this. He chooses the company of worthy peers, such as Helm, Bahamut, and Sune, the patron of your goddess Lliira,\" he says to Ylva. \"But I have asked. It is his choice to answer, or not,\" he says, indicating Roderic with brief gesture of his mailed hand. He does nod heavily toward the Aaracokra. \"You are right in that. After a hard winter, the people of this place will find solace in their festival. This is good - it will give them strength to stand tall in the year to come. I will not disrupt it.\" Finally, satisfied, he leans against the bar, falling quiet. SALEEK: (Friendly) *Saleek motions over to the dragonborn*
how about a drink stranger...my name is saleek, elf, would you join us? HESKHAX: "Thank you,\" Heskhax dourly replies to Saleek's offer. \"I am Heskhax.\" He remains unseated - weighing over 400 lbs in his armor, he might break a chair - but moves to stand closer to the man. \"From your words you care for the people of the village. Do you live in this area?\" He asks for a tankard of water from the barkeeper. TAVERN GIRL: Brings by fresh tankards of ale, and one of water, for the assembled groups of strangers, looking up at them all with wide blue eyes. SALEEK: "i live...around here. but i come here often for trade. ive grown close to these people." TAVERN GIRL: "You all look so impressive... Are you real live adventurers? That's so great! I ain't never met a real adventurer. Have you killed any dragons, that's what you guys do, right?" YLVA: Ylva stops to accept the drink. But turns to see the girl. (Mocking, Elvish) Oh hey there SALEEK: “if i do my job right, ill never see a dragon.” *saleek chuckles and tussles the tavern girls hair* YLVA: (Mocking) I do have seen dragons.... Small dragons.... Kobolds they are calles SALEEK: (Elvish) not a fan of children… HESKHAX: "\"Thank you,\" the black-scaled dragonborn says to the tavern girl as he accepts his water. \"Here,\" he adds, taking a copper piece from his pouch and handing it to her. \"A blessing on you,\" he says, his voice rough and almost a growl. It is calm - this is how he normally speaks, it seems. SALEEK: “so, it has been some time since ive really left this area, tell me, what has been happening out there in the world.” General state of the world check [[1d20]] + general state of the world = 19 TAVERN GIRL: Smiles at the dragonborn and slips the coin into her bodice. Then impishly smiles up at him.
(Amused) "Thank you for parting with part of your horde, Mr. nice-dragon." WHISPER TO YLVA: I'll say the year is roughly 1491 DR, you've heard tell there there is some Cult causing serious problems far to the north in Waterdeep and some stories of necromancers further south in Baldur's Gate. More locally, it was generally mild winter for most. In your travels you've heard some rumors of monsters: some goblins moved into the woods to the West and some people have said something is stirring up undead in the south. (if you want to add more, go ahead) YLVA: (Serious) "It's well known the world is wild and always changing. Cults on the north of waterdeep. Necromancy is taking its toll on baldies gate, crazed goblins in the west. "
(Cheerful) “But as I said, the actions one takes upon the situation are what matters” Ylva Perception check [[1d20+Perception (Wis)]] = 16+3 = 19
Saleek scans the room [[1d20+Perception (Wis)]] = 5+3 = 8 As the sun begins to set and darkness settle in, more and more of the locals begin to filter into the Decrepit Crab, taking seats and drinking their ale quietly. There is a clear divide between the social groups, with the townsfolk and the merchants each occupying their own spaces, and all of them separate from your little group. In time, their tongues loosen and in a few places the atmosphere almost seems like a town preparing for a proper festival. The more keen eared of you can pick out snatches of conversation as you form your own little group near the inn's main bar. Mandar Ironclang Perception roll for looking at pepole entering the bar and criminal activity [[1d20 +Perception (Wis)]] = 2+3 = 5
Roderic The Red Rolls [[1d20 + Perception (Wis)]] = 13+3 = 16
Heskhax rolls [[1d20]] = 8 As the evening progresses the inn steady fills, and with the crowds and drinks the volume gradually rises, letting you over hear the occasional conversation. TOWNSPEOPLE: "I heard that the Kelsey girl's run off. She and that Hornsby boy ain't been seen in days."
"Farmer Fiskel says the swamp's commin' into the north fields even faster this year. That's what he gets for planting' that much if you ask me!"
"Any of ya seen Ol' Sam about? The old drunk, last time he got lost we found him at the old family farm, poor thing hadn't eaten in a week!"
(Heard by Ylva and Roderick) "Blacksash they're upping their fees again this year. If they get any worse we'll have to start selling land. I wish the Ansil and his guards were worth a lick of salt."
(Heard by Ylva and Roderick) "I heard we got druids in the south woods now, well at least maybe they'll have better potions than ol' Mal. My cousin drank something he got from her, said he was spitting out toenails for a week! Fool should've known better then to trust that witch."
"You hear? My sister's cousin said she saw Marti comin' outta the woods the other night. Only she was naked, right? I wouldn't of minded seeing that. Quiet! You know she's got ears like a hawk, that girl!" HESKHAX: Heskhax quietly sips from his tankard of water as he listens to the local gossip. Even in this time of festival, he maintains a serious expression. RODERICK THE RED: Roderic has hit a plateau in his drunkenness and is now listening intently for any information he might be able to profit from, he leans in closer to the group.
(Serious) "I think.. I think that there's a little more to ardrest than just levity, did anyone hear that about the 'blacksash'?" WHISPER TO SALEEK: Given how long you've been in and out of the town, you would know that is a group workers that you often see hanging about together wearing matching black scarves. They seem to do a lot of the heavy labor around the town and there's normally a least a few that deliver large barrels of ale to the Decrepit Crab. If you're the type of hunter who paid much attention to people, politics, and that sort of thing you can give me an insight roll. Saleek [[1d20+Insight (Wis)]] = 18+1 = 19 WHISPER TO SALEEK: You would have definitely seen them over the course of the six months you've been around often posing and looking tough. Generally always moving in groups and at times seem to almost be patrolling the town. As a group they've been involved in more than a few drunken fights, often with members of the local town militia. You don't have anything to prove it but you definitely have a feeling that more to the group then they are showing. SALEEK: (Serious) "...what about the blacksash..?" RODERICK THE RED: “Something about them 'upping their fees again' they said they may need to start selling property to pay them.. They mentioned the.. Ansil? And his guards, and how they're not worth their salt" SALEEK: (Worried) "I have a hunch that group is up to something that would put these people in harm's way..." YLVA: (Serious) "You may be onto something. I have heard about this too while treating patients. Wanna ask for information?" HESKHAX: (Suspicious) "The people of this place wore unhappy looks in the road outside. It is no mood for a festival. The greed of whoever collects these 'fees' weighs on them!"
(Angry) "Sounds like thieves asking for protection money. I have little patience for bandits preying on simple folk! " YLVA: (Disgusted) "The festival should relive people and give them happiness. If you plan on doing something, count me in" HESKHAX: Heskhax makes a fist with the hand he rests on the bar. Anger remains in his voice, though it is kept restrained and low. \"I have not spent much time in the towns and cities...but the knights of Torm know that lawbreakers are drawn to gold.\" He reaches his other hand up to stroke his scaled chin. \"If illegal extortion is harming the town, then merchants will be among the victims.\"
He glances to the barkeeper. \"This one only speaks of crabs. I will go find a merchant's shop...they will know.\" With that, he starts toward the door. YLVA: Ylva remans seated. Turning to the innkeeper
(Curious) "Say innkeeper, you don't know anything about this issue, do you?" RODERICK THE RED: (Excited) "Oh! Killing for money! I feel the call of the sea once more!! " MANDAR IRONCLANG: I come closer trying to listen with the party is saying about ansil. "I would like to help in the search for this ansil. " YLVA: (Cheerful)"You are welcome to help us. All the help we can get is useful" WHISPER TO RODERICK THE RED: In responce to your memory roll: you do not recall hearing the name Blacksash before in the limited time you've been in Ardrest. WHISPER TO SALEEK: Yes, you'd probably have come across a good number of the names of the townspeople. The tavern owner is Mendra Deephammer, the Tavern girl is named Marti, and you would know that the captain of the local militia was named Ansil Ironfist. SALEEK: (Worried) *Saleek addresses the taverkeeper*
Mendra, you can talk to these people, they mean you no harm" BARTENDER: (Friendly) *Looks over favoring the elf with a wide smile* Oh... Ahhh, what issue was that, dear? Sorta professional habit not to eavesdrop on the patrons, ya know. I sure do hope your dragon friend didn't take anything personal. He did ask me to tell him everything. *She stops to smile at Saleek,* well, if you vouch for them, that's good enough for me! What's your question, hun?" YLVA: (Friendly) “I thank you for willing to help us. I assure we don't mean any trouble, but perhaps you have heard or know about ilegal foundings? Or other delictive activities??" Heskhax: across the road from the inn is a small market place, mostly stalls and tents, a few merchants selling things out of their wagons. With the sun beginning to dip, it looks like most of them are beginning to close up shop. Further up Ardrest's main street you can see some sort of general store, and you can hear the banging of a smithy somewhere deeper into the village. HESKHAX: Heskhax heads to the general store and enters if it's open. MENDRA THE BARTENDER: (Friendly) "Ahhh... illegal? You'd have to ask Ansil about that, hun. He's the one that hands out the Lord's Alliance's laws around here. Just between you an' me, I think he might be overworked and under powered to really do much, 'round here. It ain't really right, but what can ya do, eh?" MANDAR IRONCLANG: (Curious) “This Ansil person where can we find them?” RODERICK THE RED: Roderic staggers in an over exaggerated manner over to rhe closest grouo of locals
(Friendly) “Happy fortyears to ya! Say, I've *hicc* I've heard a lot about the ummm.... Backlash? Backsash? Blacksash?”
Roderic attempts to note any reaction they might have to the name.
(Friendly) "I mean.. Who is he, what are they? Is it a she? Forgive an old stranger for his intrusion, just *burp*... "
He stares blankly for a moment
(Friendly) "Jus wondrin'" Heskhax: you enter the town general store, it is the sort of store you would expect in a small town, filled with many odd and ends that might be useful to the townspeople. (You could buy general equipment here if you were so inclined) A bell at the door announces your entrance, and from out behind the counter walks a halfing man with graying hair. He looks you up and down slightly nervous at first then relaxes a little as he sees your holy symbol. MENDRA THE BARTENDER: (Friendly) "Ansil? Well he keeps an office by the town jail, just down the road, next to the townhall. Though it's getting late, I suspect that he's likely to be out on patrol 'round the edge of town... it's his job an' all." Roderick the Red Roll [[1d20+Persuasion (Cha)]] = 16+4 = 20 MANDAR IRONCLANG: (Curious, Dwarfish) "Thank you for your help. and can I get a new ale? " as I put down 5 silver coins and give them to the bartender. YLVA: (Pensive) "I have not made acquittance of this \"Ansil\" my time here. Might as well pay him a visit, he may know someday we can help" TOWNSPEOPLE: (Tense) *to Roderic: one of the locals grabs you, pulling down onto a bench* Not so loud, you old sot! They ain't that bad a lot, but you get them in the wrong mood and you're likely in for a beatin'! Heskhax: at a quick glance, yes, it is just you and the shopkeeper. MENDRA THE BARTENDER: Smiles, taking the coins and slipping them into her bodice in a way that makes it clear where the young tavern girl learned her skills from. She gives Mandar a wink. (Affectionate) "Ahhh, well for that bit of coin you could get most anything here... on the menu that is." HESKHAX: The dragonborn approaches the proprietor and looks him over for a quiet moment. \"Halfling. I serve Torm the True,\" he says, his voice gruff, direct. \"Is all well in this town? I fear it is not. We are alone...speak honestly. You have nothing to fear from me.\" RODERICK THE RED: Roderic grips the local and holds them in place on the bench, talking seriously now.
(Serious) “Tell me everything you know, stay quiet though, you say they're not a bad lot, but then that they'd beat an old man... Explain.” MANDAR IRONCLANG: (Curious) "we should probably visit him tomorrow morning? I say to the group at the Inn " ORO SHORTBARREL: “*to Heskhax:* Aye, well first off, the name's Odo, Odo Shortbarrel. And you might be? No reason not to be civil, right? We got our share of troubles in town for sure, but then again don't everyone? *he takes a quick glance to the front door* what particularly are you asking about?" YLVA: (Cheerful) "You are right. It's Etting late and we won't have much luck" TOWNSPEOPLE: "*to Roderic:* Look, old timer, them blacksash boys, well, they decided to gang up some years back, said if the Lord's Alliance ain't protecting the town they'd do it themselves. They like to throw their weight around sometimes, you know collecting for the defense fund they calls it. Sure beats that time goblins done attacked the village though..." HESKHAX: "\"Call me Heskhax,\" he says in curt reply. He'd closed the door behind himself, and keeps his eyes on the halfling when Shortbarrel looks to the door. \"How is business? The town guard looks after you and does their duty?\" " RODERICK THE RED: "Where can we find them, do they have a leader? Do the town's guards not do anything about them? " ODO SHORTBARREL: "*To Heskhax: Spits then rubs it into the floorboards.* The town guard? You mean Ansil and the half dozen boy's he managed to convince that those thugs ain't the better choice? Their heart's the right place, but I wouldn't trust them to protect me from a stiff breeze." HESKHAX: "Heskhax snorts angrily at what Odo has to say about the guard. A hissing, acidic sizzle escapes his nostrils. He bares his teeth, but takes a moment to calm before speaking. \"To hear this...angers me. With no guard, you must have problems with thieves.\" TOWNSPEOPLE: (Tense) *to Roderic:* Find 'em? Well that ain't hard or nothing, reckon there'll be a barrel or two of ale coming in before the night is through. he just gives a shrug when you ask about a leader or town guard" ODO SHORTBARREL: *to Heskhax:* Ahh, don't you go worrying about me none! We Shortbarrel's ain't never let ourselves be bullied and I ain't gonna be the one to let the family down. I knew most of those boys from when they were only up to my knee! They wouldn't dare!" HESKHAX: (Serious) "It's others from this town, then, who are causing this trouble. Boys grown up into \"thugs\". They take coin from you, Shortbarrel? Monthly payments?" ODO SHORTBARREL: Gives a shrug as he moves back around the counter and hops up onto a stool, getting a little closer to looking the massive dragonborn in the face.
"They're welcome to try! I'm still spry enough to give them a good thumping. I never paid them a copper. Others... well I can't speak to them." HESKHAX: Heskhax shows his fangs in a grin that appears humorless. \"Hah,\" he utters, not much laughter in it. \"That is good. Torm smiles on those who resist injustice.\"
\"What about your neighbors, Shortbarrel? They may be suffering. Someone is paying these thugs.\" ODO SHORTBARREL: (Confident) "If they're dumb enough to buy into the promises of protecting the town that's on them ain't it? Let a goblin come for my shop, I'll give them just as good a thumping!" HESKHAX: (Tense) "Aye, it's on them. But less gold in their pockets means they will buy less...and that means less gold in yours. And these thugs...they will only grow bolder. In time, they won't buy from you. They will take. You may handle one goblin, old halfling, but not five men. See sense...and tell me a name.\" ODO SHORTBARREL: "A name? Well, I know some of the boys... they ain't that clever that they could put all this together... I never heard a name for a leader though... Some of them work down on the Underbarrel farm. They ain't hard to find, look for the black scarves. That's the best I can do for ya, friend." HESKHAX: "\"Underbarrel,\" the dragonborn repeats, grinding the word unhappily in his mouth. \"That will do.\" Then he turns and leaves, rather rudely, though he has enough care not to slam the door behind him. \"I won't be able to get answers alone,\" he mutters to himself. He returns to the inn." As everyone returns to the inn, the sun dips below the horizon, bathing the town in darkness. The tavern girl moves around, making sure all the lamps are lit. Occasionally, you might be able to catch a flicker of torchlight moving around outside, but other then that it would seem that the entire town is either at the Decrepit Crab or at home. HESKHAX: When Heskhax arrives at the inn, he walks to Ylva and Saleek. \"I have learned something...and I will need help. The both of you, I think, are righteous. Let us get a private room...and talk tonight. Later, after the town sleeps.\" He glances around the bar, at those he has not yet met. \"Invite those you think are trustworthy.\" SALEEK: "Aye, we'll meet here in the morn. I'll take my leave ...mendra, Marti, as always, it's been my pleasure." YLVA: Rest well Saleek
I have to attend to my rites before anything else, might as well wait for later HESKHAX: Heskhax tries to arrange a room for the night. It would be 5s for the night, or 1s to sleep in the common room, not that you would want that
Even with the influx of people they still have a half dozen rooms available, the rooms are big enough that you can all fit there to meet, but probably couldn't sleep more than 2 or 3 with any level of comfort. Each has a bed, a table and a small window. The rooms you would get would be at the back of the Crab, in the opposite direction of the main road. Heskhax rolls [[1d20]] = 16
GM rolls [[1d20+6]] = 11+6 = 17
Ylva Perception [[1d20+Perception (Wis)]] = 3+5 = 8
Roderick the Red Roll [[1d20+Perception (Wis)]] = 3+3 = 6
Mandar Ironclang perception [[1d20 + Perception (Wis)]] = 7+3 = 10 The time is just after sunset. Heskhax had just asked Ylva and Saleek to join him for a meeting in a private room that he had (I assume) paid the innkeeper for a room. Roderic was still talking conspiratorially with some townsfolk in the common room and we last left Mandar at the bar. All told I'd say knock off a silver for the ales, and 5 for anyone who wants their own room for the night. YLVA: Ylva arrives to the room, humming a tune and expecting to see what the paladin has to say. RODERICK THE RED: Roderic uses what little self control he may have left to stop himself drinking more, he turns in for the night in the common room, his intention is to speak with the others in the morning to discuss what they have found out about the blacksash. HESKHAX: When Ylva (and maybe also Saleek) have entered his room, Heskhax closes the door. \"I do not yet know who to trust. But the two of you will help the people here,\" he begins. \"I spoke to a storekeeper. The town guard are useless...lawless thugs control this place. They wear black scarves, and we can find them at a farm owned by Underbarrel. We should try to capture one...and see what can be learned.” SALEEK: "I've been in the area for the last 6 months, I've certainly seen many of black scarf wearing individuals. Always getting into drunken brawls, with the local militia. apparently patrolling the town. " WHISPER TO SALEEK: You would have also heard of Kelvin Underbarrel, a local brewer. His farm is outside of the town to the east a few miles. He has at least some of the Blacksashes making deliveries into town for him. YLVA: (Disgusted) “It had become something usual in town then.... I've been here for a week but didint noticed. My lack of vision could have made the problem worse, what are we going to do?” HESKHAX: (Confident) "We can go to this Underbarrel farm and demand these Blacksashes act according to the law! I can cite them the laws of Torm for guidance."
(Suspicious) "But brigands do not tend to listen willingly to the teachings of Torm. So I will bring my hammer, and we should bring others who are capable. We will make our case, one way or the other." YLVA: (Doubtful) "I wonder if a direct approach is the best options. What do the others think?" MANDAR IRONCLANG WHISPER TO GM: I would go out the tavern when the others are going into the room, searching for this guy I only know as in Ansil. SALEEK: "Im familiar with underbarrels farm, I've seen the black sashes make deliveries for him...I propose I scope the place out, I can get an aerial view." HESKHAX: (Impressed) "Hrm. A good idea, Saleek. I agree." SALEEK: "I'll be back in an hour, and we'll discuss my findings."
And with that, saleek departs, and flies off. The sun has just set and Saleek would know roughly the direction of the Underbarrel farm, it being in the opposite direction of the forests he would normally frequent. Give me a survival check to see how easily you can can find it. WHISPER TO MANDAR: Being that you've not actually met Ansil before how are you going about trying to find him? Are you sneaking are you asking the guards? MANDAR WHISPER TO GM: I heard from the barkeeper that he had a base at the jail. And patrolled outskirts of town. So i would look around there. Looking for a man playing gaurd or with striking look. WHISPER TO MANDAR: Ardrest is roughly divided into two parts by a small slope that rises up just north of the Decrepit Crab. It doesn't take you terribly long to spot the 3 guards on patrol in the lower section around the inn and the nearly deserted marketplace. Two seem to be local men, but one is a dark haired dwarf in proper armor. He makes the rounds slowly, leaning on his spear as he walks with a slight limp. HESKHAX: Heskhax chooses to wait in his room. He allows Ylva to stay if she wants. Either way, he kneels and starts silently praying to Torm, for the Aarakocra to be safe and successful in his task.
He also prays for Torm to guide Roderic to redemption for the killing he's done. YLVA: Ylva walks out to the town to take a walk, as usual when the sun sets It is quickly growing dark, though the moonlight provides enough light to see by especially for those with darkvision. There are several guards patrolling the area with lit torches. Ylva thanks to your perception and darkvision it's not particularly hard to notice that there are a pair of burly men in dark clothing loitering around in an alleyway just up the hill from the crab. GM rolls [[1d100]] = 83 Heskhax's prayers, while personally enriching, do not produce any obviously divine response. Roderic is likely already sleeping off the ale in some corner of the common room. HESKHAX: Heskhax feels fulfilled. He prays because it is the right thing to do, rather than for any outcome. He is merely a servant of something greater than himself. His regular prayers help keep the hateful influence of his black draconian blood at bay.
After he finishes praying, Heskhax will go outside, to watch the road. Saleek rolls [[1d20+Survival (Wis)]] = 7+3 = 10 WHISPER TO SALEEK: Though it is not immediately easy for you to find the right farm among the several that are to the east of Ardrest, you do eventually find one that your nose tells you is used for brewing. There is a barn, a large building you take to be the brewery, and a small farmhouse. There are a few carts and what you guess to be barrels of ale scattered about. There are lamps lit in both the farmhouse and brewery building. SALEEK: Saleek spends some time flying around at a great distance scoping the place out for movement before touching down some 30 feet away and stealthing his way closer to inspect. Saleek [[1d20+Stealth (Dex)]] = 7+6 = 13 The main road through Ardrest runs north to south; the town is roughly divided into two parts by a small slope that rises up just north of the Decrepit Crab with the inn and marketplace to the south of the rise and the rest of the buildings to the north. Heskhax is standing outside the inn watching the road and Ylva is strolling. All and all it seems like a quiet evening. Mandar, Yvla, Heskhax, and Saleek you can all make perception rolls. Ylva Perception check [[1d20+Perception (Wis)]] = 14+5 = 19
Heskhax Perception [[1d20]] = 4
Mandar Perception [[1d20+Perception (Wis)]] = 14+3 = 17
Saleek [[1d20+Perception (Wis)]] = 3+3 = 6 SALEEK: Saleek gets as close to the farmhouse as he can, making sure to scan his surroundings, for any onlookers. Saleek: There are perhaps three or four large men in the area of the brewery; you believe they were wearing scarves though it was hard to pick out details. Although you lack the night vision of some of the rest of the party, you are pretty sure none of them saw you approach the farm house. The first thing you would notice about the house is that although it was a normal sized building, everything except the outside porch seems to be built at half scale: twice as many rooms and stories in the same space.
Peering into the window you can see a fairlt large room lit by a fireplace. On a couch, a wiry halfling man, blonde hair fading into gray, is reading from a book, there is a delighted halfling child on his lap. Above the mantle, there appears to be hung what you would have to call a great sword, though it would be closer to a rusty piece of jagged iron with a handle.
For those still in town: starting at the north end of Ardrest and heading south, one might pass (roughly speaking) the townhall and jail, the shrine, the blacksmith, Odo's general store, the Decrepit Crab, and the marketplace in that order. There are other buildings of course, I'm working on a map of the town for you all. SALEEK: Saleek makes his way to the barn, taking care to inspect the carts scattered about on the way there. Saleek: you leave the farmhouse the man continues to read and make your way to the brewery building. There are a few workers in their blackscarves scattered about, but you feel confident that no one at the farm seems to have seen you. The cart nearest the brewery is an unexceptional open top carts with several barrels stacked around the edges and the center of the bed open. Roll a perception check. MANDAR WHISPER TO GM: I'll be asking about what he would be doing in this town. where he protects the town people from and how it is in the money department. I' ll be closely looking for signs that, he and his group might be interested or a problem from moving operation' s around here. GM WHISPER TO MANDAR: (We can RP it out at your leisure here if you like or I can summarize) Ansil is a middle aged dwarven warrior who looks like he knows how to handle himself in a fight. He takes his job protecting the village seriously but would make no secret of the fact that he and his mean are tasked above their means. You would get the feeling he is practical and lawful. As Yvla take her nightly stroll, she heads to the north, nearing the town shrine. It is a roughly circular building that seems to have been built out of mismatched stones taken from the various ruins in the area. It is not dedicated to a particular god, but rather serves all the needs of the locals in one place.
Your keen elven senses alert you to the sound of a struggle in the alley just south of the shrine. For a moment you think you see one of the town militia struggling with a small child, then another small figure appears from behind. The guard's torch drops to the ground as he slumps against the shine wall, clutching his chest. The two small figures run towards the south.
Saleek: You see some sacks, tarps, or maybe blankets in the bed of the cart. As near you can tell from the outside the Brewery building is full of barrels, grain, and brewing equipment. The 3 men you can see are wearing the Blacksash scarves though. SALEEK: saleek makes his way to the final building, the brewery. Saleek [[1d20+Stealth (Dex)]] = 17+6 = 23 Saleek: inside you see 3 Blacksash members, a dwarf and two humans loitering about and talking with each other. You can't quite make out what they are saying but you think it is something about a girl and what the boss would think. Their conversation is cut short by a half-orc who is large even by the standards of his race shouting at them to get back to work. SALEEK: with this information, saleek flies off and makes his way back into town. YLVA: Ylva rushes to the scene to check the man. The guard is injured, but you don't believe fatally; he's been stabbed multiple times in the chest and back. He coughs weakly but tells you to warn the others before slumping back against the wall.
When we last left, Heskhax was just outside the Decrepit Crab and Roderic was asleep inside. Mandar would appear walking towards the inn while making conversation with another dwarf. Saleek would be making his way back to town from the Underbarrel farm. Ylva you would be the only one aware right now that something was amiss. YLVA: (Alarmed) “I can't leave you here, not in this state. Can you walk? Let me take you to somewhere safe before doing anything” The guard manages to stumble to his feet though he leans heavily in Ylva for support. \"Ansil... h- he'll know what to...\" Immediately to the south there is a sudden loud crashing sound and sudden gout of fire raising into the sky. Just down the hill, in the marketplace, Ylva, you can make out the silhouettes of a half dozen small humanoids around the remains of a burning cart. MANDAR WHISPER TO GM: (maby for this pace rp this conversation would be hard ) but I would have asked him what he thinks are the most dangerous parts of town if there any bigger criminal organizations here he thinks are a problem. (I would try to convince him I was someone interested in living here) GM WHISPER TO MANDAR: (We can recount the conversation in whisper as we go if we like, also my posting ability is much higher on the weekend) Generally, he would let you know that Ardrest itself is pretty safe, the further out from the town you get the more you have to worry about monsters. He would say that Ardrest is too small and too quiet for anything big like the Zhentarim to bother with. He would say the Blacksashes (if you ask) are more of a local gang than anything, but they do seem to be bringing in new members.
I'm going to play you had several hours between when saleek left and the fight began, so we could work out a full conversation before his patrol got him back to the Crab and we go into initiative order. Saleek [[1d20+Initiative]] = 17+4 = 21
Heskhax [[1d20+Initiative]] = 2+1 = 3
Mandar Initiative [[1d20 + Initiative]] = 5+3 = 8
Ylva [[1d20+Initiative]] = 15+3 = 18
Aris Ambermaw rolls [[1d20+3]] = 5+3 = 8
Saleek, you are still heading back, but make a perception roll for me. Saleek [[1d20+Perception (Wis)]] = 4+3 = 7 Saleek is making his way back to Ardrest, flying his way through the night sky, fortunately it is a clear night and thanks so some lights from the village it is relatively easy to find.
Ylva, you cast your spell (fell free to describe it), the guard looks slightly bolstered by your magic as he leans on his spear (I'll say you cast it before we entered initiative). The flames, small creatures, and the party are all south of you. What do you want to do? SALEEK: saleek makes his way back to the inn to inform his new companions of his findings. YLVA: "Lady Lliira, hold this brave warrior on your arms so it may walk and run with joy another day. " Holding hey holy symbol in a hand and caressing the wounds with the other, Ylva shines light on the guard Once checking the guard condition, Ylva rushes towards the flames The flame is about 60 feet south of you (about 30 from the rest of the party FYI), when you make it about half way, your keen elven eyes can pick out the shapes of the small figures that seem to be gleefully dancing around the broken cart. They are about the size of emaciated children with pointed ears, overly large noses, and rags for clothing. Even as a fledgling adventurer you would recognize goblins. You could reach them if you dashed, but wouldn't be able to take another action.
Also that guard feels amazing thanks to your magic, for the next 6 seconds.
The goblins look up at an armored elf woman charges into their midst, most of them scattering from sudden and unexpected appearance. One of them screams in broken common \"We seen! not good!\" However, two of them draw small daggers and close in on Yvla. GM rolls [[1d6]] = 4
GM rolls [[1d20]] = 9
GM rolls [[1d20]] = 1 Yvla proceeds to easily brush one goblin's crude knife aside. The other decides to throw his dagger at the elf, and promptly screams out \"no fair\" as it vanishes into the darkness somewhere. Meanwhile, those of you at the inn hear a high pitched scream just to the north of the inn's main entrance as two goblins come around the corner, struggling to hold a dark haired human girl between them. As she kicks at them you can recognize the dark hair of the tavern girl, Marti.
Mandar it's your turn, you can 2 goblins to the north carrying Marti, 2 to the northwest attacking Ylva, 2 that have run more or less towards you. There are 2 that have retreated to the west, you could reach them if you dashed. MANDAR: I will run up to the one that are closest to me and go in with a strike of my shortsword and a use a bonus action to also hit with my elbow. at the closest of the 2 goblins.
Mandar shortsword strike to hit [[1d20 + 5]] = 14+5 = 19 damage [[1d6 + 3]] = 4+3 = 7 and for my elbow strike [[1d20 + 5]] = 1+5 = 6 for damage [[1d4 + 3]] = 4+3 = 7 The first goblin goes down easily to your sword, your elbow strike does not go as well, when you slam your funny bone right into a crude goblin shield. There is a shout to the north. Aris would you please introduce yourself?
Aris there are 4 goblins just south of you, 2 to the left dragging a human girl and 2 to the right fighting an elf near a flaming cart. Further south there is one goblin in the street and two that are further back in the market. ARIS AMBERMAW: "\"MY CART!\" I run in closer from down the road towards the fire. \"You get away from that!\" and I'll try to attack one of the goblins near the elf and cart"
Aris casts eldritch blast [[1d20+4]]= 17+4 = 21 damage [[1d10]]=5 The goblin screams out as the beam of dark energy strikes it in the chest, it claws feverishly at the energy trying to make it stop. He is still alive but not looking good. Heskhax it is your turn, there are 7 goblins left, 4 north of you, 1 near Mandar in the road and 2 further west in the field. HESKHAX: Heskhax spots the goblins carrying Marti, the tavern girl. For the paladin, saving the innocent takes priority over slaying the goblins. He charges at the two of them, ignoring attacks from any other goblins in his way, trusting in his armor and his faith to see him through. Hammering one of the goblins down could be too risky - he might hit Marti instead. And Heskhax knows his own strength. Accidentally striking her might kill her.
"The two goblins hear 400 pounds of armored, sprinting dragonborn roaring at them: \"DROP THE GIRL! NOW!\"
Heskhax [[1d20 + Intimidation (Cha)]] = 6+4 = 10
GM rolls [[1d20-1]] = 2-1 = 1 The two goblins look nervously at each other and unceremoniously drop Marti on her rear into the mud. They draw crude curved blades and point them at the massive draconic figure. (We'll see what they do when thier turn comes up) ANSIL IRONFIST: A booming voice calls out from the black haired dwarf in heavy armor that was standing near Mandar. He un-slings his shield from his back and points his spear at something to the south.
"We're under attack! Protect the townsfolk, 10 gold for every one of these bastards you kill!" Saleek [[1d20+Perception (Wis)]] = 18+3 = 21 At his point Saleek, you are close enough to Ardrest to catch sight of the the large fire burning in the market place and you hear screams drifting up to you. I saw you're about 100 ft the Decrepit Crab at this point. Below, you can pick out about a dozen figures fighting around a burning cart with possibly more moving in the shadows just outside the firelight.
You | GM
At that distance, at night, with fire, smoke and all that it would be pretty confusing... you can see figures moving throughout the town and a couple other smaller fires burning, and of course for the fact a 400 lbs dragon man tends to stick out like a sore thumb... so yes you locate Heskhax near the inn pretty easily.
You can make out 7 thanks to the light from the fire, 2 right next to the cart and someone you think could be Yvla. There is a dark haired human just north of them. Across the road is a group of 4 figures, one is Heskhax, one seems human, the other two are smaller. To the south of that there is a dwarf fighting one other. Then to the west of that are 2 more that have moved into the carts and stalls of the market SALEEK: Saleek attempts to position himself in the middle of the ensuing chaos, and begins to rain chaos from above.
Saleek Notches an arrow [[1d20+6]] = 17+6 = 23 and let's loose, dealing [[1d8+4+2]] = 3+4+2 = 9 piercing damage on a hit. The goblin closet to the cart is having a very bad evening. First, he lost his dagger trying to throw it a Yvla, then he had been shot with some sort of strange energy, and now that the burning had just begun to fade, a flying bird man appeared over the inn building at embedded an arrow into the goblin's chest. The goblin slumps back into the burning cart, gives up, and dies.
It's now Ylva's turn, there are 6 goblins remaining, the closest 1 is trying to stab you with his knife. 2 more are about 20 feet to your left. 1 is about 30 feet to your south fighting Mandar and the other 2 have run back into the market area.
YLVA: (Cheerful) "You will not harm the good people!"
Toll the dead damage [[1d8]]= 4 if the goblin fails a Wis save DC 13 A Goblin rolls [[1d20-1]] = 14-1 = 13 A GOBLIN: The goblin seems to have a particularly strong will and doesn't seem to be effected. "Nope, nope! Me trying to!" GM rolls [[1d20+4]]=11
GM rolls [[1d20+4]]=11
GM rolls [[1d20+4]]=18
GM rolls [[1d20+4]]=11
GM rolls [[1d20+4]]=9
GM rolls [[1d20+4]]=19
GM rolls [[1d20+4]]=18
GM rolls [[1d4-1]]=0 The goblin then proceeds to attempt to stab at Ylva again, but his short dagger cannot seem to find a way through her scalemail. The two goblins facing down Heskhax look towards each other, then back at the large dragonborn, then back at each other and bolt. One runs up the hill, almost smacking into Aris. He takes a wild swing with his curved blade but it goes wide. The other goblin wings his scimitar at Heskhax. The handle of the crude weapon catching the dragonborn on the chin for a total of 1 point of damage as the goblin runs down the alleyway to the east.
Meanwhile, from somewhere in the marketplace two crude arrows fly out, but thump harmlessly into the roof of the Decrepit Crab.
And it is now Mandar's turn, he is currently engaged with one goblin, he can see 4 to the north still and in the confusion the 2 in the marketplace have slipped out of sight.
Aris your initiative is the same as Mandar's so you can act too. There is a goblin who just missed you, 1 you see running away from Heskhax to the east, 1 fighting Ylva by the cart to the west, and 1 fighting Mandar further south. MANDAR: I'm first going into the goblin with a stab from my shortsword. and hitting him with a unarmed strike as a bonus action if he still stands after that.
Mandar shortsword to hit [[1d20 + 5]] = 9+5 = 14 damage [[1d6+3]] = 2+3 = 5 and for unarmored strike [[1d20+5]] = 20+5 = 25 and damage [[1d4+3]] = 2+3 = 5
Mandar crit dice [[1d4]] = 1
I will shove my blade into his face and with a punch, I launch the blade through his skull. (this might be a bit gruesome). I also want to use my 25ft of movement to get closer to the goblins in the north.
"Two green bastards down That 20 gold, Ansil. " ARIS: "\"You little green shits, now what am I supposed to do\". Aris is going to attack the goblin closest to the cart"
Aris casts Eldritch Blast [[1d20+4]] = 4+4 = 8 for [[1d10]] = 4 damage on hit The goblin manages to raise his crude shield just in time as the energy leaps from her finger tips, leaving the wood smoldering but the goblin unharmed. HESKHAX: Heskhax growls after he catches a blow on the chin. As the goblins run away, before doing anything else, he hurriedly tells Marti: \"Get up and get into the inn!\" Heskhax it's your turn, the two goblins near you have run off one north and the other east. One goblin is still trying to stab Ylva by the cart. HESKHAX: Heskhax scowls as Marti lies in the mud. It pains him to leave her lying there, but if she's attacked by a returning goblin, he can call on Torm to heal her. There is something else pressing: Ylva's being attacked. Warhammer in hand, he charges over to where she's battling the creature, aiming a heavy strike at the goblin.
Heskhax [[1d20+6]] = 9+6 = 15
Heskhax [[1d8+4]] = 3+4 = 7 The goblin is so focused on trying to find a way past Ylva's shield and armor, he never sees the massive dragonborn baring down on him, there is a solid, sickening thunk, as the hammer collides with the goblin skull and slumps forward and slides off Ylva's shield. MARTI: Stands up, making a rude gesture at the fleeing goblin, before trying to fix her muddied and torn dress and moving towards the door of the inn. ANSIL IRONFIST: Shouts back at Mandar, before disappearing around the corner of the inn, his spear in hand. Within a few seconds there is the sounds of more combat.
"Good on ya, Lad! Keep these people safe!" And we're back up to the top of the round, Saleek will go first. From your vantage point above the inn, you can make out all 4 remaining goblins the 2 in the market place, the 1 running east, and the 1 fighting a human woman you don't recognize. YLVA: "Goblin stains don't wash off metal " HESKHAX: (Passonate) “Armor is made to become bloody. Our spirit is what we must keep clean. Now, for the rest of them!" YLVA: (Alarmed) "Not to me!" Saleek Spots the goblin running east, and attempts to immobilizing it by shooting an arrow at it's knee [[1d20+6]] = 20+6 = 26 [[1d8+4+2]] = 3+4+2 = 9 SALEEK: He looks on pensively...like a man with questions. A GOBLIN: Screams out, his knee absolutely obliterated by the arrow, it collapses to the ground pitifully, clutching it's leg. That brings Ylva back up, 1 goblin is north of you, you recall 2 more ran into the market place somewhere but you cannot currently see them. YLVA: Ylva turns to see the goblin up north. Once again, she raises one hand and starts chanting
(Elvish) "Stop your villainous actions and rest with your kind
Toll the dead [[1d8]] = 3 if goblin fails a Wis save DC 13
A goblin rolls [[1d20-1]] = 9 The goblin near Aris cries out in pain, clutching his head as it filled with a horrible unearthly ringing.
A goblin rolls [[1d20+4]]= 21
A goblin rolls [[1d20+4]]= 6
A goblin rolls [[1d20+4]]= 20
A goblin rolls [[1d20+4]]= 24
A goblin rolls [[1d20+4]]= 26
Goblin Boss rolls [[1d20+4]]= 18
A goblin rolls [[1d6+2]]=3
A goblin rolls [[1d6+2]]=4
Goblin Boss rolls [[1d6+2]]=6
The wounded goblin near Aris screams out, swinging his scimitar wildly it finds purchase, hitting you for 3 points of damage. Two arrows fly out from the marketplace, one clipping Saleek for 4 points of damage.
There is a loud, but high pitched roar from the center of the market to the west, as a larger goblin steps into the opening wearing what on a normal person would be a rusted, bloodied chainmail shirt, and on him looks like a oversized dress. He roars and hurls a javelin at the closest party member, being Heskhax, which hits 6 damage.
YLVA: (Alarmed) "What is that thing!?"
Mandar and Aris you'll be up next, you can see one large goblin in the market and one fighting with Aris.
ARIS: "Going to keep at it!"
Aris casts Eldritch Blast [[1d20 +4]] = 19+4 = 23 for [[1d10]] = 2 damage on hit Aris the beam of energy whips out from your fingertips, striking the golbin in the shoulder, he is looking badly wounded but still alive. Mandar, you can see the goblin to the north about 60ft that is fighting with Aris, to the West you can clearly see the armored goblin that just appeared. It is about 30 feet away in the marketplace.
MANDAR: I walk up to the armored goblin and slash it following up to an uppercut.
attack roll [[1d20 + 5]] = 6+5 = 11 damage [[1d6+3]] = 2+3 = 5 and for unarmed strike [[1d20 + 5]] = 8+5 = 13 and for damage [[1d4+3]] = 2+3 = 5
As you swing, the larger goblin reaches over behind the cart next to him, and grabs one of the smaller goblins by the scruff of the next pulling the stunned creature in front of your blade. The unexpected nature of it, is enough to make your blade go wide, but your fist still makes a solid impact with the smaller goblins teeth.
Heskhax it is your turn, there is the goblin about 10 feet north of you, struggling against the unknown human woman, while about 20 feet south of you Mandar is engaged with 2 goblins. Marti for her own part, is near the door of the inn, gawking at the fight.
The Unknown woman is a small human woman with dark hair who is using some sort of magic to attack the goblins (it's Aris).
HESKHAX: Heskhax snarls as the larger goblin's javelin slams into his chainmail, just below the shoulder. The impact staggers him, though not for long. He lets out a draconic roar to match the goblin's and charges at it, shield raised and hammer poised for a strike.
Attack at larger goblin: [[1d20+6]]= 5+6 = 11, Damage: [[1d8+4]] = 3+4 = 7
The large goblin has at least some skill with his blade, managing to deflect your hammer as you swing. He grins wickedly up at the dragonborn showing many crooked and broken teeth. From somewhere behind you, you hear the human girl shout out:
MARTI: "You can do it mister dragon! Kick that monster's ass!
Saleek will be up next, you are on the ground near the kneecapped goblin, from your vantage point you can see the goblins to the north and west and the bigger goblin as well.
Saleek Makes sure the downed goblin stays where it is, then turns and fires at the larger goblin [[1d20+6]] = 5+6 = 11 dealing [[1d8+4+2]] = 8+4+2 = 14 damage on a hit.
unfortunately the arrow goes wide, the smoke from the flaming cart sending up heat waves which make it hard to aim.
Ylva is up next, basically in the same position that Heskhax was in, 1 goblin just north, 2 and the big one to the west.
YLVA: Ylva bends one knee while holding her holy symbol. She chants playfully and extends one hand towards Heskhax, shining a bright light on him
(Elvish) "Heal the wounds of the brave warrior!"
Healing word [[1d4+3+3]] = 4+3+3 to heal Heskhax
HESKHAX: Heskhax's reactions are slowed by his wound as he matches hammer for scimitar with the large goblin. The injury to his shoulder causes his shield to drop, opening him to attack. Then the light of Lliira shines, animating him with renewed energy, and his defensive stance firms again. \"You cannot win!\" he growls into the goblin's face as they lock in melee.
GM roll [[2d20kl1+4]] = 7,14+4 = 11
Goblin C [[1d20+4]] = 9, Goblin F [[1d20+4]] = 9, Goblin G [[1d20+4]] = 6, Boss [[1d20+4]] = 20
GM rolls [[1d6+2]] = 4
YLVA: Ylva rattles her symbol to produce sweet sounds. She raises the symbol towards the big creature
Toll the dead [[1d8]] = 8 if the large goblin fails a Wis save DC13
Goblin Boss rolls [[1d20-1]] = 13-1 = 12
The goblin furthest north, takes his blade in both hands and swings with all his might at Aris's midsection, but the wounded goblin is clumsy and slow and Aris easily steps out of the path of the blade. The goblin looks around, surveying the situation and backs away from Aris and then begins to run to the north.
To the south and west, the largest of the goblins is clutching his head in pain and barking orders in what you guess to be the goblin tongue. The goblin who just had his teeth broken by Mandar's fist, spits out blood as he drops the shortbow he was using and attempts to stab Mandar with a knife, a blow Mandar parries easily. Another goblin rushes Mandar from behind a barrel. The swing from the crude club, is also dodged by Mandar.
The leader of the goblins, manages to drop his blade just below the rim of Heskhax's shield, the weapon too dull to penitrate the dragonborn's armor, but enough to knock some of the wind out of him (4 damage). Using the momentum the goblin then tries to bring his sword down into the Heskhax's side, but Heskhax can easily get his shield in the way this time. The goblin then quickly leaps back from Heskhax and puts his two suborndinates between himself and the angry dragonborn.
After that it's going to be Mandar and Aris's turns. 1 goblin running to the north, 2 and the big one in the market
MANDAR: I will slash the goblin that tried to smash my face with a turnaround slash. and if he still stands I punch him if he falls over dead I will punch the teethless goblin.
attack roll slash [[1d20+5]] = 4+5 = 9 damage roll [[1d6 + 3]] = 4+3 = 7 and unarmored strike [[1d20+5]] = 9+5 = 14 damage roll[[1d4 + 3]] = 4+3 = 7
“scales we should watch out getting overrun here in the open. "
You smash your fist into the goblin's face, sending him sprawling with the force of your punch.
Aris is up next: The goblin that was fighting you is running north, two are in the marketplace, one small and one larger.
Aris casts Eldritch Blast [[1d20+4]] 13+4 = 17 for [[1d10]] = 4 damage Easily. Your eldrich blast leaps from your fingers, snaking through the air and striking the goblin squard in the back with red/black energy. He falls face first into the road, not moving.
Heskhax it's your turn, there are two goblins left, a normal one and the big one, both in front of you.
HESKHAX: After taking another hit to his midsection, Heskhax blocks the cut of a scimitar. Then he lifts his shield in front of his face and rears his head back. He takes a step forward and swiftly lowers his shield, blasting from his exposed maw a torrent of sizzling acid onto the smaller goblin and the leader behind.
As Heskhax's draconic maw opens, the larger goblin uses his trick of grabbing the smaller goblin and throwing it in front of him like a shield, this would have worked if Heskhax had been trying a normal attack, but they are both caught full in the face with the spray of caustic acid. The smaller goblin screams and twitches as it is burned (go ahead and roll your damage, but unless you get 2 ones the little goblin is dead).
GM rolls [[2d6+2]] = 6
Saleek will be up next, only the largest goblin is left (probably) and it is dealing with a faceful of acid. The badly wounded goblin near you is still trying to crawl away, but is going no where pinned by your arrow.
HESKHAX: Heskhax rolls [[2d6]] = 5+1 = 6
That'll do it. Both goblins scream. There is the smell of acid and burning goblin as the little one collapses in a heap and the bigger one tosses its corpse to the side.
HESKHAX: Heskhax looks to Mandar with his red eyes after serving the goblins a fatal blast of acid breath. Green, smoking flecks of acidic spittle remain hissing on his teeth as he addresses the dwarf.
(Tense) "Don't call me 'Scales'!"
SALEEK: Saleek tries another arrow towards the larger goblin [[1d20+6]] = 20+6 = 26 dealing [[1d8+4+2]] = 1+4+2 = 7 piercing damage on a hit
Saleek rolls [[1d8]] = 1
although the landscape is chaotic around him, saleek notches an arrow, and focuses. the crackling of the fire dies down, so does the clashing around him, until all is left is his heartbeat and his own breathing. he takes a deep breath in, and looses the arrow. by the time he breathes out, the large goblinoid figure on the ground, a single arrow in the center of his head.
satisfied, saleek turns his attention the goblin at his feel, and bends down, getting to eye level.
(Threatening) "talk..."
A GOBLIN: "It hurts! No hurt more! Me be good gob, yea. Nice bird?"
SALEEK: "Good goblins talk... Who sent you, why are you here. ",
MANDAR: (Alarmed) "That Just happend ,everone alright ?",
HESKHAX: Heskhax raises his hammer to strike the goblin leader when Saleek's arrow suddenly pierces its skull. The dragonborn turns quickly to see Saleek lowering his bow. \"Good! He returned,\" he says, in fierce, pleased surprise.
(Serious) "I am hale enough, dwarf. We must see if any of the townsfolk are wounded."
YLVA: (Cheerful) "Everything is fine over here !"
MANDAR: (Alarmed) "Ironfist is still in the Inn. There might be more inside as he hasn't come out yet. "
HESKHAX: (Doubtful) "Aye, that, or he's a coward. From my talk with the shop owner, it is more likely he hides while we fight."
WOUNDED GOBLIN: "No hurt! No hurt! Boss, he says go take shinnies from big 'uns and take big 'uns too then get more shinnies."
ANSIL IRONFIST: Paces around the corner of the Crab, spear in hand, his weapon and armor stained with goblin blood. He surveys the carnage before the inn and nods.
(Panting) "Aye... well that was quite a scrap- Gods damn it all, just how many of the little bastards were there?"
HESKHAX: "Heskhax dourly notes the blood coating Ironfist. He grunts when the bloodstains prove him wrong about Ironfist's cowardice. \"Enough. Where is the town guard? It is only you?\"
MANDAR: (Alarmed) "Where there alot of goblins inside ?"
SALEEK: "who are the \"big uns\"?"
ANSIL: "Ahhhh, well there was only three of my boys on patrol tonight. Should be up in the village proper. *He looks behind him for a moment* Gods damn unusual to get so many... and in the damn town too.
Damn it all... Good job you lot, we'll talk more once I make sure none of those fools used the wrong end of the spear.
He begins moving north into the town, a slow process between dwarven legs and his slight limp.
GOBLIN: Looks at the birdman, as if he had two head, and way a human sized bird. Then points a shaky hand at Saleek."
HESKHAX: Heskhax scowls and then makes a brief round of the battle's area, searching for wounded townsfolk or buildings that were set on fire or were broken into by goblins.
The town is a mass of chaos and confusion. There are several small fires burning and some of the more with it townsfolk manage to organise a bucket brigade, many of them talking gloomily about the attack being a bad omen. Several of the homes are damaged, some people wounded, but so far the goblins appear not to have killed anyone in the attack.
SALEEK: Sleek let's out a heavy sigh, frustrated at situation.
"Who sent you "
"Give me a name, and a location. And maybe you get to live. "
MARTI: The fighting done, the tavern-girl runs over from her vantage point by the entrance to the inn, and throws herself onto Heskhax, loudly proclaiming him her hero.
SALEEK: Saleek unsheaths both of his shortsword and crosses them over the goblins neck.
HESKHAX: Heskhax spots one of the wounded townsfolk, sheathes his warhammer, and slings his shield over his back. \"You. Can you walk?\" If they can, he will guide them to the town's shrine. If they can't walk, he'll try to pick them up and carry them.
(Annoyed) "Leave me be, girl. Work to be done. Find one of the wounded and help them."
GOBLIN: (Panicked) "No hurt! No hurt! Noch! Noch big boss in big cave! We come day from there *he points in northwestern direction* lil' boss Murg with us. Says we get lots of shinnies then he be even bigger boss! Murg says he not even scared of crooked lady! Murg strong he wears metal like big 'uns!"
MARTI: (Affectionate) "Ohhhh you! That's just what a hero would say! Always thinking of others!"
SALEEK: “Who is the crooked lady."
HESKHAX: Heskhax snorts, a puff of acidic steam escaping his nose. \"You do the same, if you're thankful,\" he says, grimacing, as he helps the wounded to the town's shrine.
GOBLIN: (Scared) "Crooked lady scary! Real bad! Dey say she eats goblins or worse!"
MARTI: "Plants a kiss on the dragonborn's cheek and then scampers off into the night
SALEEK: Saleeks eyes dart around for anyone who got be listening in, and he kneels down, getting very close, one sword pointed at the goblins heart.. "Does she live in town or in the cave with your boss. ",
GOBLIN: (Scared) "Ohhh... no no... Crooked Lady is bad, if she live she eat us. Maybe not Murg... or maybe eat Murg first? Me not know where she is. She scary! Me happy not see her!"
Saleek nods at the goblin, and moves over to it's wounded knee attempting to stabilize the bleeding. [[1d20+Medicine (Wis)]]= 20+1 = 21
GOBLIN: Whimpers distrustfully, but is too hurt to move. The goblin goes wide eyed as you set his leg right, clearly not expecting kindness.
SALEEK: Saleek takes out his rope, and begins tying up the goblin.
"Not the most comfortable I know, but I still have more questions, and I have to make sure the townspeople are alright. "
Saleek ties up the goblin and holds him up, helping him towards the tavern.
GOBLIN: "*Whimpers as it is tied up* Me be good goblin..."
HESKHAX: Having helped some wounded townsfolk to the shrine where priests can tend them, Heskhax returns to the tavern. He takes a knee outside and catches his breath.
RODERICK: As Heskhax kneels outside of the inn, the door swings open, there stands Roderic, a ball of fire swirls in his hand as his red robes flutter with magical energy, behind his eyes a violent light glitters
(Confused) "What? "
YLVA: (Mocking) "Fashionably late I see"
The people of Ardrest are all up and about; wounds are bandaged and fires extinguished by the exhausted people and it is deep into the middle of the night by the time things calm down and people begin exhaustively stumbling back home. As the townspeople worked many complained loudly and you all gather from the scraps you heard while trying to sort yourselves out or helping that this attack was on a level not seen in decades. Goblins are a problem in the area (goblins are a problem in every area) but they usually are seen in small groups mugging travelers.
Ylva, the guard you had healed, his midsection now heavily bandaged, would seek you out at the inn, to specifically thank you. Outside of his uniform and armor, you can see he's a local youth, rather lanky, probably not even two decades old yet.
TOWNSPERSON: "Thank you, Misses! If it weren't for ya, those goblins would have stuck me like a pig. Master Ironfist done give me a good boxing 'round the ears for being so careless, but he says you all are all right by him. And you should see him in the morning for what you was promised."
YLVA: (Proud) "I am glad to see you are fine. You should get some rest, you have done well today"
(Cheerful) "We all have done great today"
TOWNSPERSON: The youth smiles at Ylva, gleefully shaking her hand, with a look on his face that says he's either star-struck or in love, before turning smartly and trying to puff himself up as large as possible as he makes his way back towards his home for the night.
MANDAR: I sit down after the fires have been quelled.
(Tired) "that was a lot more work then I wanted to do today."
HESKHAX: Heskhax finds himself standing against a wall in the inn's common room, arms crossed. Perhaps he wanted to make sure all was well before going to his rest.
He glances over at Mandar.
(Confident) "You fought well, dwarf. "
MANDAR: (Tired) "you as well, but I think I will call it a day."
HESKHAX: "I will as well. There will be more fighting before these townspeople can rest easy..." Heskhax returns to his room, removes his armor, wears his priestly vestments and lights a few candles. Then he prays to Torm, who rewards his faith and defense of the town with spellcasting. After lengthy time in prayer, he sleeps.
Saleek Rolling for level 2 HP: [[1d20+3]] = 7+3 = 10
MANDAR: I go to the innkeeper after I talk to Heskhax.
MENDRA: "Hallo, short, dark an' 'andsome. Need somethin' for the night?"
MANDAR: "I want one drink before bed "
MENDRA: Smiling, she pours an ale for Mandar, this one one the house.
SALEEK: Saleek walks into the tavern, holding a goblin.
(Serious) "Mendra...do you have someplace quiet for me to...work. "
MENDRA: The dwarven woman arches an eyebrow, and has a look as if she is about to ask rather impolitely what a goblin is doing in her bar, but lets of a tired sigh.
(Tired) "If you two are plannin' to get messy, there's a shed out back. Just don't be makin' too much work, eh Saleek?"
SALEEK: "I can't promise anything...thank you. ",
With everyone returned to some part of the crab and Saleek doing *things* to a goblin out back, we'll fade for the night. You'll all get your long rest and level up and you can decide on your course of action when day breaks.
Comments