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*ok, so all the Lionshield supplies, the 2 wolf pelts and the extra weapons recovered from the goblins/klarg are loaded on the cart.
and i guess everyone with a bow has 20 arrows now, except Claus who has 44
i safely put one of the healing potions away in my pouch.

>we can take turns with one in front to keep an eye on the road and the other 4 pushing/pulling the cart, then rotate position every half an hour

since the cart appears very robust [by ravenvii's earlier comment], i think Sildar can go on it for some stretches as well, when he need some rest and/or when the trail is particularly smooth or when it is downhill.
let's go! we should arrive by nightfall​

I'm carrying 40 arrows and gave the other 4 to Portia (@Moyank24).

Let's head to town (I see a tavern or two in our future :D).
 
I'm carrying 40 arrows and gave the other 4 to Portia (@Moyank24).

Let's head to town (I see a tavern or two in our future :D).

Have all of these extra details been added to the respective character sheets? It is possible that we are awaiting some commentary from our DM which would serve as a timely prompt.

I
n my case, there is little to add to my various totals - though it is good to know that - thanks to Sildar Hallwinter's generosity - we will not be out of pocket as a result of this adventure when we arrive in Phandalin.

However, when we do seek to sell much - if not most - of what we have found here, I should like to retain possession of that frog statuette, as it may yet yield something of interest.
[doublepost=1459867467][/doublepost]
:eek:

> I'm on it!

Takes cart and heads north to Phandelver.

> That's the right direction, right?

Ah, Master Veit, I do believe that the urban centre we are about to visit is Phandalin.

The supplies that have been burned were to have been delivered also to Phandalin, with a view to transportation to Phandelver.

For now, although I have some small skill with bows, especially the shortbow, I will be more than content to leave the bow to one side, unless the party deems it prudent for me to take one.
 
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It is not magical as you determined. We can get it appraised and get more information about it when we get to town.

Note - In D&D, often treasure is in art, jewelry or statuettes of which value is in selling it for coin.

Oh, yes, in answer to @Plutonius's note above. That makes complete sense.

However, while it is not magical according to my determination, there are, nevertheless, others of greater skill and experience than I, who might be in a position to discover something that has eluded my examination.

In any case, if possible, let us subject it to further closer, inspection. As an objet d'art, well, the best that can be said is that it us unusual. As to what value might be put on it, well, this is something I am not qualified to adjudicate upon.
 
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Oh, yes, in answer to @Plutonius's note above. That makes complete sense.

However, while it is not magical according to my determination, there are, nevertheless, others of greater skill and experience than I, who might be in a position to discover something that has eluded my examination.

In any case, if possible, let us subject it to further closer, inspection. As an objet d'art, well, the best that can be said is that it us unusual. As to what value might be put on it, well, this is something I am not qualified to adjudicate upon.

True and I'm just saying that we should get it totally checked out before discussing what to do with it.

When we get to town we should probably
1) See that the knight is settled with the care he requires.
2) Notify the guard about the now abandoned bandit lair.
3) Find our contact for the supplies we were supposed to deliver (if not Veit's cousin). Explain the situation.
4) Drop off the supplies we recovered for hopefully a reward.
5) Find somewhere to gather more information on the frog statuette. Decide on what to do with the statuette.
6) Sell off the weapons and loot. Try at least get the CP changed to GP. Divide up the money.
7) Find the contact the knight told us about.
8) Find a tavern, relax and then get into a bar fight :).

Myself and others may then wish to go shopping depending on how much money we have.

The Count and Portia (@Moyank24) should probably do the bartering for us since they are the most charismatic.

Those are just the things I thought of so speak up on additional task that need doing.
 
True and I'm just saying that we should get it totally checked out before discussing what to do with it.

When we get to town we should probably
1) See that the knight is settled with the care he requires.
2) Notify the guard about the now abandoned bandit lair.
3) Find our contact for the supplies we were supposed to deliver (if not Veit's cousin). Explain the situation.
4) Drop off the supplies we recovered for hopefully a reward.
5) Find somewhere to gather more information on the frog statuette. Decide on what to do with the statuette.
6) Sell off the weapons and loot. Try at least get the CP changed to GP. Divide up the money.
7) Find the contact the knight told us about.
8) Find a tavern, relax and then get into a bar fight :).

Myself and others may then wish to go shopping depending on how much money we have.

The Count and Portia (@Moyank24) should probably do the bartering for us since they are the most charismatic.

Those are just the things I thought of so speak up on additional task that need doing.

And I believe I heard mention of a visit to a tavern…….Master Veit and Portia certainly seem to have much knowledge of such matters; and it is clear that there are whole areas of scholarship where I clearly could do with some further instruction, such as how to identify the best and most interesting taverns in a town.

Re stores and shops, there are a number of matters which need to be attended to and which could be usefully purchased, grappling hooks, sewing kits, more ropes, and so on.

For myself, I think some additional sheets of paper and parchment and - and a pen and ink might be in order.

Perhaps horses, if we can afford them, as ours have been slain.

I really hope I'm walking into the right direction here..

Well, the trail leads us back to the road, and from there we simply resume our original journey to Phandalin.
[doublepost=1459873109][/doublepost]
Just wait till you get to the Tavern :D.

I have complete faith in Master Veit's ability to lead us to a welcoming and warm tavern.
 
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Yes, Phandalin. Was just about to say that myself.

Phandalin.

That's still north though, right?
nah, not really :D
let us say we start in the direction of Phandalin
[doublepost=1459875331][/doublepost]
True and I'm just saying that we should get it totally checked out before discussing what to do with it.

When we get to town we should probably
1) See that the knight is settled with the care he requires.
2) Notify the guard about the now abandoned bandit lair.
3) Find our contact for the supplies we were supposed to deliver (if not Veit's cousin). Explain the situation.
4) Drop off the supplies we recovered for hopefully a reward.
5) Find somewhere to gather more information on the frog statuette. Decide on what to do with the statuette.
6) Sell off the weapons and loot. Try at least get the CP changed to GP. Divide up the money.
7) Find the contact the knight told us about.
8) Find a tavern, relax and then get into a bar fight :).

Myself and others may then wish to go shopping depending on how much money we have.

The Count and Portia (@Moyank24) should probably do the bartering for us since they are the most charismatic.

Those are just the things I thought of so speak up on additional task that need doing.
sounds like a plan!
3) veit cousin was kidnapped, so we are not going to find him there, but yes, the knight mentioned a general store of sorts where we were supposed to deliver the goods. probably we'll be able to sell some of the loot (point 6) and buy some provisions there as well.
7) who was this? i forgot that bit
+ 9) find a solution for the night


----------------
so who takes the first half an hour of watching for dangers ahead? i'll start at the poles pulling. i like morning exercise
also, when Sildar is on the cart can act as an extra pair of eyes (plus, he should get a bow with arrows from the pile)
[doublepost=1459876966][/doublepost]
And I believe I heard mention of a visit to a tavern…….Master Veit and Portia certainly seem to have much knowledge of such matters; and it is clear that there are whole areas of scholarship where I clearly could do with some further instruction, such as how to identify the best and most interesting taverns in a town.

Re stores and shops, there are a number of matters which need to be attended to and which could be usefully purchased, grappling hooks, sewing kits, more ropes, and so on.
For myself, I think some additional sheets of paper and parchment and - and a pen and ink might be in order.
Perhaps horses, if we can afford them, as ours have been slain.

Well, the trail leads us back to the road, and from there we simply resume our original journey to Phandalin.
I have complete faith in Master Veit's ability to lead us to a welcoming and warm tavern.

horses are certainly beyond our reach for now, as a riding horse goes at around 75gp
depending on what we are going to do next, we can either try to hire a new wagon with draft animals, or we can buy a couple of pack mules, which would be a lot cheaper
pens, parchment and paper are pretty cheap, while ink is expensive, but you already have it, so you likely won't need more right away

communal stuff we will/might need is:
extra rations
extra torches (or just redistribute the ones we have)
extra rope
grapple
medicine kit (allows automatic stabilization of unconscious characters, 10 uses)
[doublepost=1459877645][/doublepost]@ravenvii, i am not sure how are you planning to do with levelling up and XPs, but i think at the end of the day or at the beginning of a day is a good time, since it makes more sense tematically 9i never like the levelling up mid-action. it makes more sense that when you get up the next day you are a more experienced adventured, after having metabolized the previous days events.
for wizard/cleric it makes sense to happen before the long rest, so there is time to pick the nes spells and decide which to prepare for use in the coming day
 
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Yes, I think more medical kits and healing potions wouldn't go amiss - eventually with the aim of ensuring that each of us had access to one.

Agree that the end of the day is an appropriate time to receive extra resources.
 
Veit fixed me up :).

I know you like David Weber's Honor Harrington series but, have you read his Safehold series yet ? The best way to describe it would be "A Game of Thrones" with some sci-fi thrown in. I'm currently re-reading it and the ninth (and final volume ? ) comes out this October.

I'll go take a look... thanks for the suggestion! Last I heard on Honor Harrington was from 2014, but I believe it's still in work.
[doublepost=1459883823][/doublepost]I sense my debut is nearing. Requesting input as a second Dwarf Cleric 1st level spells. My inclination is to prepare the top 4 spells listed. Is Bless considered a worthy spell?

* Cure Wounds- Touch, heal = 1d8 + your spellcasting ability modifier. (Described as domain spell always available?)
* Guiding Bolt- Ranged 120’ = 4d6 radiant damage
* Healing Word- Ranged 60’ heal HP= 1d4 + your spell casting ability modifier
* Inflict Wounds- melee (touch)= 3d10 necrotic damage
______________________________
* Bless- Buff 3 creatures attack rolls. (Described as domain spell always available?)
* Command- Command a creature if he can’t win a Wisdom Saving Throw.
* Detect Magic- Ranged 30’. Detect magic creature or object.
* Sanctuary- Ranged 30’ Protection ward for 1 target, To hit protected target, aggressor must make a Wisdom Saving Throw. If fails, creature can target another party member. Does not protect from area effects.
* Shield of Faith- Ranged Buff 60’. A shimmering field appears and surrounds target, granting it a +2 bonus to AC for the duration.
 
I think Bless is quite strong. As long as I have only two spots + only a small amount of healing portions (which I think are quite expensive and therefor precious) I wouldn't really consider using it though.
 
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You load the cart and leave the hideout to a drastically altered forest. Instead of the eerie glow of the moon, it is now bathed with sunlight. Taking turns pulling the pull cart, you travel along the trail, then along the Triboar Trail, and finally arrive at the northern outskirts of the town of Phandalin just as the sun is getting ready to fall beyond the horizon.

Here ends the first chapter of the advanture!

>>> because I'm forgiving -- and TBH getting a bit tired of the hideout -- I'll assume you untied and took the rope from the hole.

*** OOC ***

First of all (I know you've been awaiting this with abated breath @Don't panic -- I will not disappoint), each of you gained 275 experience points, making your total XP 350. You are all now level 2 -- please look at your sheets and determine the ramifications of this (some of you will need to choose a spell to learn, and so forth).

Please also confirm what is on the pull cart -- this will be important once we enter town and sell our stuff. I know we basically got this settled, but it'd be easier if we know what we'll keep and what we want to sell.

Also, check your characters' backstories -- they'll be very illuminating as to what you will want to do in the town. You will probably want to, and I'll be happy to DM, split up to do your own things after getting rid of the pull cart of stuff (you should regroup before leaving the town, obviously!).

Finally, let me know if you're enjoying the game thus far! We're going to enter a much more sandbox-y part of the campaign, so there'll be much more role-playing opportunities and fun stuff to do!
 
You load the cart and leave the hideout to a drastically altered forest. Instead of the eerie glow of the moon, it is now bathed with sunlight. Taking turns pulling the pull cart, you travel along the trail, then along the Triboar Trail, and finally arrive at the northern outskirts of the town of Phandalin just as the sun is getting ready to fall beyond the horizon.

Here ends the first chapter of the advanture!

>>> because I'm forgiving -- and TBH getting a bit tired of the hideout -- I'll assume you untied and took the rope from the hole.

*** OOC ***

First of all (I know you've been awaiting this with abated breath @Don't panic -- I will not disappoint), each of you gained 275 experience points, making your total XP 350. You are all now level 2 -- please look at your sheets and determine the ramifications of this (some of you will need to choose a spell to learn, and so forth).

Please also confirm what is on the pull cart -- this will be important once we enter town and sell our stuff. I know we basically got this settled, but it'd be easier if we know what we'll keep and what we want to sell.

Also, check your characters' backstories -- they'll be very illuminating as to what you will want to do in the town. You will probably want to, and I'll be happy to DM, split up to do your own things after getting rid of the pull cart of stuff (you should regroup before leaving the town, obviously!).

Finally, let me know if you're enjoying the game thus far! We're going to enter a much more sandbox-y part of the campaign, so there'll be much more role-playing opportunities and fun stuff to do!

On the sideline, I like it!

the group decision part are kind of chaotic, but I do think it's a great way to play.
 
I think Bless is quite strong. As long as I have only two spots + only a small amount of healing portions (which I think are quite expensive and therefor precious) I wouldn't really consider using it though.

Later then, I think healing is the premium too. Thanks. :)

You load the cart and leave the hideout to a drastically altered forest. Instead of the eerie glow of the moon, it is now bathed with sunlight. Taking turns pulling the pull cart, you travel along the trail, then along the Triboar Trail, and finally arrive at the northern outskirts of the town of Phandalin just as the sun is getting ready to fall beyond the horizon.

Here ends the first chapter of the advanture!

>>> because I'm forgiving -- and TBH getting a bit tired of the hideout -- I'll assume you untied and took the rope from the hole.

*** OOC ***

First of all (I know you've been awaiting this with abated breath @Don't panic -- I will not disappoint), each of you gained 275 experience points, making your total XP 350. You are all now level 2 -- please look at your sheets and determine the ramifications of this (some of you will need to choose a spell to learn, and so forth).

Please also confirm what is on the pull cart -- this will be important once we enter town and sell our stuff. I know we basically got this settled, but it'd be easier if we know what we'll keep and what we want to sell.

Also, check your characters' backstories -- they'll be very illuminating as to what you will want to do in the town. You will probably want to, and I'll be happy to DM, split up to do your own things after getting rid of the pull cart of stuff (you should regroup before leaving the town, obviously!).

Finally, let me know if you're enjoying the game thus far! We're going to enter a much more sandbox-y part of the campaign, so there'll be much more role-playing opportunities and fun stuff to do!

Great fun, I've just been following along. Thanks for volunteering to DM. :D
 
Yes, the manifold delights of some sort of civilisation - and they include decent inns, - and I daresay welcoming taverns - are some of the things that I find myself anticipating with some pleasure.
 
You load the cart and leave the hideout to a drastically altered forest. Instead of the eerie glow of the moon, it is now bathed with sunlight. Taking turns pulling the pull cart, you travel along the trail, then along the Triboar Trail, and finally arrive at the northern outskirts of the town of Phandalin just as the sun is getting ready to fall beyond the horizon.

Here ends the first chapter of the advanture!

>>> because I'm forgiving -- and TBH getting a bit tired of the hideout -- I'll assume you untied and took the rope from the hole.

*** OOC ***

First of all (I know you've been awaiting this with abated breath @Don't panic -- I will not disappoint), each of you gained 275 experience points, making your total XP 350. You are all now level 2 -- please look at your sheets and determine the ramifications of this (some of you will need to choose a spell to learn, and so forth).

Please also confirm what is on the pull cart -- this will be important once we enter town and sell our stuff. I know we basically got this settled, but it'd be easier if we know what we'll keep and what we want to sell.

Also, check your characters' backstories -- they'll be very illuminating as to what you will want to do in the town. You will probably want to, and I'll be happy to DM, split up to do your own things after getting rid of the pull cart of stuff (you should regroup before leaving the town, obviously!).

Finally, let me know if you're enjoying the game thus far! We're going to enter a much more sandbox-y part of the campaign, so there'll be much more role-playing opportunities and fun stuff to do!


As we approach the outer buildings of the small town, and are hit by mix of offensive and enticing aromas that always usher civilization in these wild lands, I look appreciatively at the exhausted ragtag group of adventurers who are accompanying me, and murmur, to nobody in particular
>> Well, not exactly the entrance i had anticipated, but a beginning nonetheless.
They shall do.
Then, loudly, to the crippled knight who is leaning on his crutches next to me.
> Now, where is that Inn that you have been promising us, Ser Sildar?
We can surely use a pint. Or three!​
 
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@ravenvii, i think things are going well, and it has been quite enjoyable so far.
everyone seems to be getting more comfortable both with the mechanics and role-playing aspects of the game.


i have updated a little the wikipost with the characters, linked in post#1.
we still need to update the max HP, since Raven needs to roll for those.
everyone gets an additional hit die, to get back some hit point during short rests
As raven mentioned, the leveling process is described in the second page of the character sheet (linked to in the wikipost)
in brief:

Count Lochaber
+1 hit die
extra HP: 1d10+2
Action Surge​
Veit Frostbeard
+1 hit die
extra HP: 1d8+3
5 prepared spells
3 L1 spell slot
Channel Divinity: Turn Undead or Preserve Life​
Portia Thorngage
+1 hit die
extra HP: 1d8+1
Cunning Action​
Syllin Siannodel
+1 hit die
extra HP: 1d6+2
5 prepared spells
3 L1 spell slot
Add 2 new L1 spells (from: Charm Person, Comprehend Languages, Identify, Silent Image, Thunderwave)
Evocation Savant
Sculpt Spell​
Master Fletcher
+1 hit die
extra HP: 1d10+2
Action Surge​
 
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@ravenvii, i think things are going well, and it has been quite enjoyable so far.
everyone seems to be getting more comfortable both with the mechanics and role-playing aspects of the game.


i have updated a little the wikipost with the characters, linked in post#1.
we still need to update the max HP, since Raven needs to roll for those.
everyone gets an additional hit die, to get back some hit point during short rests
As raven mentioned, the leveling process is described in the second page of the character sheet (linked to in the wikipost)
in brief:

Count Lochaber
+1 hit die
extra HP: 1d10+2
Action Surge​
Veit Frostbeard
+1 hit die
extra HP: 1d8+3
5 prepared spells
3 L1 spell slot
Channel Divinity: Turn Undead or Preserve Life​
Portia Thorngage
+1 hit die
extra HP: 1d8+1
Cunning Action​
Syllin Siannodel Lochaber
+1 hit die
extra HP: 1d6+2
5 prepared spells
3 L1 spell slot
Add 2 new L1 spells (from: Charm Person, Comprehend Languages, Identify, Silent Image, Thunderwave)
Evocation Savant
Sculpt Spell​
Master Fletcher
+1 hit die
extra HP: 1d10+2
Action Surge​

A commendably detailed list, one to relish while reading.

Thanks, too, for updating the entries in the wiki post. Much appreciated.

 
I think Bless is quite strong. As long as I have only two spots + only a small amount of healing portions (which I think are quite expensive and therefor precious) I wouldn't really consider using it though.
you have 3 slots now, plus channel divinity which is basically extra healing
if you add the 2 slots Hntn will have at level 1, and the extra hit dice, there is quite a bit of renewable healing available, so you can certainly start considering a more aggressive approach ;)

healing potions are indeed expensive, @50 gp each.
A commendably detailed list, one to relish while reading.
Thanks, too, for updating the entries in the wiki post. Much appreciated.
now you can start thinking about which of the new spells available to you you want to learn. :)
 
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