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In Dwarvish: Well, Ser Bartolomeus did suggest that we make our way to Phandalin, to rest, secure supplies, ask questions, surrender this subdued goblin to whatever law enforcement bodies exist, and see if we can find out some more information about either the castle, or the hide out, or indeed, what Veit's cousin may have been involved in.
 
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@ravenvii , Some geography questions.

1) Was Phandalin our original destination ?
2) What direction were we traveling to get to our destination ?
3) Where are we in relation to Phandalin and the hideout and what is our estimate of time to get to both destinations ?

>>> Yes, Phandalin was your original destination. The trail you're on leads to Phandalin. The town is about a half's day journey away. The hideout, well, the goblins are ambushing travelers from this hideout, so it would stand to reason that it's not far, no?
 
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For my part, I would counsel that we seek further information as to what might await us before launching into a chase to rescue the individuals who contracted us to deliver these goods.

Speaking to Syllin, Bart, and Portia: The goblin is your problem so deal with it how you wish but don't involve me and know that I'm unhappy whatever you decide. In any case, you have discovered much information that will allow us to rescue the prisoners so I will not complain overly much.

I'm not sure what additional information we require that you can trust. We know the prisoners are north of here in a bandit camp of 20 or so goblins. Bartholomeus might have a better idea of what to ask if anything.
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In Dwarvish: Well, Ser Bartolomeus did suggest that we make our way to Phandalin, to rest, secure supplies, ask questions, surrender this subdued goblin to whatever law enforcement bodies exist, and see if we can fins out some more information about either the castle, or the hide out, or indeed, what Veit's cousin may have been involved in.

Speaking to Syllin in elvish: What is it you are saying ? I don't speak dwarfish.
[doublepost=1456769366][/doublepost]
>>> Yes, Phandalin was your original destination. The trail you're on leads to Phandalin. The town is about a half's day journey away. The hideout, well, the goblins are ambushing travelers from this hideout, so it would stand to reason that it's not far, no?

Were we heading north to Phandalin ?
 
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Speaking to Syllin, Bart, and Portia: The goblin is your problem so deal with it how you wish but don't involve me and know that I'm unhappy whatever you decide. In any case, you have discovered much information that will allow us to rescue the prisoners so I will not complain overly much.

I'm not sure what additional information we require that you can trust. We know the prisoners are north of here in a bandit camp of 20 or so goblins. Bartholomeus might have a better idea of what to ask if anything.
[doublepost=1456769290][/doublepost]

Speaking to Syllin in elvish: What is it you are saying ? I don't speak dwarfish.
[doublepost=1456769366][/doublepost]

Were we heading north to Phandalin ?

Yes, I believe that we were heading north to Phandalin.

In common: My apologies, Claus, I had forgotten that you do not speak dwarvish.

To reiterate, and recap, Ser Bartolomeus did suggest that we make our way to Phandalin, to rest, secure supplies, ask questions, surrender this subdued goblin to whatever law enforcement bodies exist, and see if we can find out some further information about either the castle, or the hide out, or indeed, what sort of matters Veit's cousin may have been caught up in, as it seems that considerable effort was expended to kidnap him, and waylay - or otherwise - detour and slaughter us.
 
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Yes, I believe that we were heading north to Phandalin.

In common: My apologies, Claus, I had forgotten that you do not speak dwarfish.

To reiterate, and recap, Ser Bartolomeus did suggest that we make our way to Phandalin, to rest, secure supplies, ask questions, surrender this subdued goblin to whatever law enforcement bodies exist, and see if we can find out some further information about either the castle, or the hide out, or indeed, what sort of matters Veit's cousin may have been caught up in, as it seems that considerable effort was expended to kidnap him, and waylay - or otherwise - detour and slaughter us.

Speaking to Syllin in common: No apologies are necessary. It sounds like the bandit camp is between us and Phandalin so to get to Phandalin, we will ride past the goblin camp.
 
> We should put something into the goblin's ears so we can speak freely and don't have to repeat everything twice and thrice!
 
Yes, I believe that we were heading north to Phandalin.

In common: My apologies, Claus, I had forgotten that you do not speak dwarvish.

To reiterate, and recap, Ser Bartolomeus did suggest that we make our way to Phandalin, to rest, secure supplies, ask questions, surrender this subdued goblin to whatever law enforcement bodies exist, and see if we can find out some further information about either the castle, or the hide out, or indeed, what sort of matters Veit's cousin may have been caught up in, as it seems that considerable effort was expended to kidnap him, and waylay - or otherwise - detour and slaughter us.

> In truth, my friend, that was Master Frostbeard's suggestion, which i was merely reporting.
the advantage of such course of action would be that we can deliver our goods in Phandalin, as Master Gundren must have had some sort of operation set up there (@ravenvii: do we know who we were supposed to deliver the goods to?), get paid, deliver news of what transpired here and possibly unload the goblin. not to mention we could sleep in a bed at an Inn, and have a proper meal and drinks.
On the other hand, as Master Fletcher points out, that would waste an entire day and might not bode too well for our chances to track cousin Gundren and, especially, for Sildar chances to be served for dinner.
And Master Fletcher is right, it is not at all unlikely there will be a literal Silver lining, if we manage to take the hideout.

in this case we can either camp here and try to find the hideout in the morning, or maybe even just get enough rest right now so that Veit and Syllin can replenish their magic and hit them at night, when they might less expect it.

meanwhile maybe portia can try to look for the tracks leading to the hideout?
it can't be that far away!

As far as the goblin, in phandalin, or any other civilized place, he would hang for what he has done.
we can save everyone the time and aggravation and proceed in the same way.
then you can get the rope back, Master Frostbeard!
but i would be willing to spare his life, if he proves himself of some usefulness
*temporarily takes away the rags from the goblin mouth and ears:
> what can you do for us, in exchange for your worthless life, goblin?
 
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@ravenvii , How many more hours of daylight are there and how many hours do Veit and Syllin need to rest to get spells ?

magic wielders need a 'long rest' to recharge and study the spells, which is usually around 8 hours (basically an overnight). However, Syllin as an elf actually only needs half of it.
Also the 8 hours of rest can include "intermission" (usually up to a couple of hours) to take a turn in the watch or if minor things happen. If the group was attacked at night, it is up to the DM and circumstances, but often it voids the rest, or part of it (of course the extra time needed can be just tacked at the end).

typically we would all need the rest to recover our spent hit point, but since we are all at full health, it is not necessary here
 
magic wielders need a 'long rest' to recharge and study the spells, which is usually around 8 hours (basically an overnight). However, Syllin as an elf actually only needs half of it.
Also the 8 hours of rest can include "intermission" (usually up to a couple of hours) to take a turn in the watch or if minor things happen. If the group was attacked at night, it is up to the DM and circumstances, but often it voids the rest, or part of it (of course the extra time needed can be just tacked at the end).

typically we would all need the rest to recover our spent hit point, but since we are all at full health, it is not necessary here

It looks like we will be attacking the hideout the next day. I recommend that we drive most of the way there and camp hidden off the road.

To all : We have spent enough time here and we should get going after we bury the driver (I dug the grave) and Veit says a few words. Lets camp in the woods a few miles from the bandits and attack in the morning. The humans along with Portia can't see in the dark so we shouldn't attack at night.
 
It looks like we will be attacking the hideout the next day. I recommend that we drive most of the way there and camp hidden off the road.

To all : We have spent enough time here and we should get going after we bury the driver (I dug the grave) and Veit says a few words. Lets camp in the woods a few miles from the bandits and attack in the morning. The humans along with Portia can't see in the dark so we shouldn't attack at night.

(from @ravenvii 's previous comment, 427), i think we are already pretty much as close as we can possibly be to the hideout from the Triboar trail, which is just somewhat north of here. So if the idea is to attack tomorrow, we should just move the wagon into the brush and camp where we are, or very close to here.
than the prisoner can guide us to the hideout entrance while avoiding the traps set to protect the access that he has mentioned.
i think that Portia (@Moyank24 ) should give a look around to see if she can pick up any track of where the 4 goblin where coming from, which would help in setting the night watch shifts. i can take the first one, after we eat dinner.

did i mention i am very fond of horse meat?
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there is another (relatively minor) point that i wanted to make some time ago, but then forgot, re: spells.

a few spells can be cast as RITUAL, if that specific spell allows it (not many do).
it means that
- wizards can cast some spells WITHOUT USING UP A SPELL SLOT AND WITHOUT HAVING THE SPELL PREPARED. basically if you know the spell, (i.e. it is in your magic book) and the spell has a 'ritual' tag, you can use it.
- clerics can cast some spells WITHOUT USING UP A SPELL SLOT BUT THEY MUST HAVE THE SPELL PREPARED (because cleric already have access to all spells, so it would be overpowering them).
to cast a spell as ritual, it takes 10 extra minutes and requires, well a ritual, so they usually are not good for combat situations, but can be useful in other contexts.

right now i think the only ritual-tagged spells Syllin knows is detect magic, for Veit it is detect magic and augury. it is not much so far, so this is limited for now, but as you level up more will become available.

practically, it means that it makes little sense for now for Syllin to prepare detect magic, since she can always access it (provided there it the time for the ritual), and she should focus on other spells
 
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(from @ravenvii 's previous comment, 427), i think we are already pretty much as close as we can possibly be to the hideout from the Triboar trail, which is just somewhat north of here. So if the idea is to attack tomorrow, we should just move the wagon into the brush and camp where we are, or very close to here.
than the prisoner can guide us to the hideout entrance while avoiding the traps set to protect the access that he has mentioned.
i think that Portia (@Moyank24 ) should give a look around to see if she can pick up any track of where the 4 goblin where coming from, which would help in setting the night watch shifts. i can take the first one, after we eat dinner.

did i mention i am very fond of horse meat?
[doublepost=1456790701][/doublepost]


there is another (relatively minor) point that i wanted to make some time ago, but then forgot, re: spells.

a few spells can be cast as RITUAL, if that specific spell allows it (not many do).
it means that
- wizards can cast some spells WITHOUT USING UP A SPELL SLOT AND WITHOUT HAVING THE SPELL PREPARED. basically if you know the spell, (i.e. it is in your magic book) and the spell has a 'ritual' tag, you can use it.
- clerics can cast some spells WITHOUT USING UP A SPELL SLOT BUT THEY MUST HAVE THE SPELL PREPARED (because cleric already have access to all spells, so it would be overpowering them).
to cast a spell as ritual, it takes 10 extra minutes and requires, well a ritual, so they usually are not good for combat situations, but can be useful in other contexts.

right now i think the only ritual-tagged spells Syllin knows is detect magic, for Veit it is detect magic and augury. it is not much so far, so this is limited for now, but as you level up more will become available.

practically, it means that it makes little sense for now for Syllin to prepare detect magic, since she can always access it (provided there it the time for the ritual), and she should focus on other spells

If we are that close, will they be expecting the goblins to return soon or will they be sending goblins to check.

We should probably move a little ways back the way we came from before making camp.

I also wonder if Portia (@Moyank24) should look around right now since there are traps and we don't want the goblins to know we are near. Let's make camp further back and fast forward to tomorrow when our spell casters are ready.
 
@ravenvii , How many more hours of daylight are there and how many hours do Veit and Syllin need to rest to get spells ?
>>> It's around midday, so a 8-hour rest would take you to around midnight.

The party sets up camp using the wagon as shelter and rest. Each party member, except for Veit and Syllin, take turns to watch while the goblin watched sullenly, still bound in ropes.

*** @twietee @Scepticalscribe you can now prepare spells. Choose wisely -- you will surely need them when you raid the hideout. Also, I was about to explain the Ritual spells here, but @Don't panic beat me to it. So after you two pick your spells, I'll fast-track time to midnight.
 
Remind me again of where the spells I can access - and prepare - actually are, and some suggestions from more experienced fellow travellers as to what might be worth looking at wouldn't go amiss, and would be gratefully received.
 
@ravenvii could you please add this linky into your OP? It's what Pluto provided but it would be really helping if I don't have to search for it every other time! Thanks! Maybe the Monsters Manual too? (Goblins are on p.166-167 btw)

I don't see the ritual being mentioned there though. I thought those would be my cantrip spells!?

Up for discussion: I'd prepare Shield of Faith, Healing Word, Bane and Command
Since Goblins do speak common I believe Command could come in handy.
 
@ravenvii could you please add this linky into your OP? It's what Pluto provided but it would be really helping if I don't have to search for it every other time! Thanks! Maybe the Monsters Manual too? (Goblins are on p.166-167 btw)

I don't see the ritual being mentioned there though. I thought those would be my cantrip spells!?

Up for discussion: I'd prepare Shield of Faith, Healing Word, Bane and Command
Since Goblins do speak common I believe Command could come in handy.

Am I able to cast those particular spells or are the spells specific to the power and potential of an individual?

Checking my character sheet, the spells available to me at this level seem to be: Burning Hands, Detect Magic, Mage Armour, Missile Magic, Shield, and Sleep.

How many am I allowed to have prepared, and of that collection, what do you recommend that I have ready to hand?

Ah, @twietee, is there a similar list for would be Wizards who were acolytes until recently? And if so, could that also be linked?
 
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Am I able to cast those particular spells or are the spells specific to the power and potential of an individual?

No. Here's a link to the complete manual. If you scroll down to Chapter 11, you can see spells for Clerics (me) and for Wizards (you). It's a lot to read and quite confusing if one isn't fluent with those expressions used, so you may want to wait for some input or suggestions from Pluto or DP before making a final decision.

Also: you prepare four level 1 spells. You have to chose frome these spells that are in your speelbook

burning hands,
detect magic,
mage armor,
magic missile,
shield and
sleep



edit: I think I'd chose mage armor (possibly for moyank) or shield, magic missle, burning hands and sleep


 
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