Lost Mines of Phandelver Adventure

Post/Author/DateTimePost
#1

Echamil

Jan 13, 2015 20:20:28

Well, I've been on these boards for a little over four weeks now, and I've noticed a couple of people like OTG_Wraith and pukunui, posting information about their game sessions. I figured that maybe I would give it a try--giving people an insight into the first adventure of 5th Edition that I did with a few friends.

 

Our adventure started with The Lost Mines of Phandelver Starter Set. As a Forewarning, this will contain Spoilers and additional Seasoning.

 

The Cast of our Adventure;

 

Heinhelm Staghorn The Fighter
Heinhelm Staghorn
"Helm" to his companion.
1st-Level Human (Tethryian; Variant) Fighter
Medium Male Humanoid
Armor Class: 16, 14 w/o Shield
Hit Points: 12 (1d10+2)
Speed: 30 Feet
Sense: Passive Perception; 17
Str: 16 (+3) Dex: 13 (+1) Con: 14 (+2)
Int: 10 (+0) Wis: 11 (+0) Cha: 12 (+1)
Alignment: Lawful-Good
Languages: Common, Halfling

 

Traits
Background - Folk Hero
  Feature: Rustic Hospitality
  Defining Event: "I stood alone against a terrible monster."
Profiency: +2
  Armor: Light Armor, Medium Armor, Heavy Armor, Shields.
  Weapons: Simple Weapons, Martial Weapons.
  Tools: Artisan's tools (Leatherworker's Tools), Vehicles (land).
  Saving Throws: Strength, Constitution

 

Class Features
Fighting Style; Dueling*
Second Wind

 

Skills

Animal Handling +2, Athletics +5, Insight +2, Perception +2, Survival +2

 

Feats
Observant

 

Weapons
Melee--Longsword: +5 to hit (reach 5 ft.; one creature). Versatile
Hit: 1d8+3 Slashing damage. 1d10+3 Slashing damage. 1d8+5* Slashing damage.
Melee/ Range--Spear: +5 to Hit (reach 5 ft.; one creature). Thrown (range 20/60 ft.), Versatile.
Hit: 1d6+3 Piercing damage. 1d8+3 Piercing damage. 1d6+5* Piercing damage.
Melee/ Range--Handaxe: +5 to hit (reach 5 ft.; one creature). Light, Thrown (range 20/60 ft.).
Hit: 1d6+3 Slashing damage. 1d6+5* Slashing Damage.
Range--Shortbow: +3 to hit (Range 80/ 320 ft.; one creature). Ammunition, two-handed.
Hit: 1d6+1 Piercing damage.

 

Equipment
Chain Shirt, Shield, Longsword, Spear, Handaxe, Shortbow, Quiver, Ammunition; Arrows (20), Book, Clothes; Traveler's, Explorer's Pack; (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Rations, Waterskin, 50 Feet of Hempen Rope), Fishing Tackle, Ink; 1 Ounce Bottle (3), Ink Pen, Lantern; Hooded, Oil; Flask (5),Pole; (10 foot), Pouch; (Containing 23 Gold Pieces, 9 Silver Pieces, and 3 Copper Pieces).

 

Personality
    Personality Traits: If someone is in trouble, I'm always ready to lend help. I have a strong sense of fair play and always try to find the

most equitable solution to arguments.
    Ideal: Tyrants must not be allowed to oppress the people.
    Bond: I protet those who cannot protet themselves.
    Flaw: I have no sense of direction, but I like to take the roll of the lead often.

 

Backstory
   The son of a simple leatherworker, Heinhelm Staghorn grew up learning the craft from his father while his mother tended to the home. When his small fishing village was being raided and pillaged by a Bugbear and it's goblin minions, Heinhelm stood alone and fought off the terrible monster. With a strong sense of duty, he now travels, vowing to grow stronger so that he may better protect others.

#2

Echamil

Jan 29, 2015 20:02:27

Brief Statement from the DM

This was recorded in script format. IC Discussion was recorded within quotation marks. OoC was recorded out of quotation marks, Languages other than common were still spoken and recorded in english, a note was recorded for the purposes of remembering what was said in other languages. This may be a little confusing at first, but it will begin to make sense. Rolls were recorded with adjusts already added or subtracted. Rolls will be represented by; (Roll ("check"); xDy+n: Results). This will count for all rolls.
#3

Echamil

Jan 13, 2015 20:39:33

Let me know if you guys think I shoudl change the Italic names ot Bold.

#4

pukunui

Jan 14, 2015 2:43:35

Thanks for sharing this! Do you play online? It makes for a fun read.

 

Echamil wrote:
(Reply to #4)

Echamil

pukunui wrote:
#6

pukunui

Jan 14, 2015 10:48:53

Echamil wrote:
#7

Echamil

Jan 14, 2015 17:59:50

pukunui wrote:
#8

pukunui

Jan 14, 2015 18:02:51

Echamil wrote:
#9

Echamil

Jan 14, 2015 19:06:16

pukunui wrote:
#10

pukunui

Jan 14, 2015 19:11:33

I could be wrong, but I believe the last Drizzt novel (The Iron Dwarf's Vengeance?) took place in 1485 DR (the same year in which Legacy of the Crystal Shard is set).

 

Check out this handy timeline at Candlekeep: http://forum.candlekeep.com/topic.asp?TOPIC_ID=19630&whichpage=1

#11

BRJN

Jan 16, 2015 18:01:59

Echamil wrote:
#12

Echamil

Jan 23, 2015 20:51:31

Thank you all for the patience. I will be posting part two shortly. I will also go back and edit the first part for any spelling errors and to bold names.

#13

Echamil

Jan 30, 2015 3:39:56

Part 1b: Goblin Arrows; Cragmaw Hideout and Hiding-Out

 

Dungeon Master: Alright, is everyone set to continue? When we left off, Draziw was persuading Gorummnt the Goblin, into revealing information about the goblin ambush as well as the cave. You have learned of some useful information in the process. Afterwards, Solomon, our lovely dwarf, caved in the goblin's skull with her Warhammer. Heinhelm was going to dispose of the bodies but Lyle decided that he had a better use for them. Then you all decided on a short rest, in which you have managed to recover your Hit Points at the cost of your Hit Die. Is there anything else that you four adventurers would like to do?

 

Heinhelm: I best fill my Waterskin while I have the chance. Then we need to decide how we are going to proceed into the cave.

 

Lyle: I say we continue into the cave in the same order as the trail. It worked for us. The cave may even be wider than the trail.

 

Dungeon Master: As you begin to sort through your packs, and Heinhelm meanders out to refill his empty waterskin--it appears to Draziw and Solomon that Lyle is contemplating something as he stares at the Deer Carcass.

 

Lyle: Oh. Yeah! I look back at Solomon and Draziw. "Do either of you have an empty sack?"

 

Solomon: "Aye. Why do you ask, Halfling?"

 

Lyle: "Draziw, the goblin said that there are wolves in there, 3 of which might be wild and mean, right? And another one that stays near the Bugbear. I was thinking that if there are wild wolves in there somewhere, they might alert the goblins of our presence if we encounter them. What if we used stripped some meat from this carcass though, throw it into a sack and we can use that to distract the wolves?"

 

Draziw: "It sounds like it may work. Solomon, my dear, if you wouldn't mind?"

 

Solomon: I'm a little apprehensive whether this will work, but I willingly hand Lyle my sack. "I will hold you responsible, Halfling."

 

Lyle: I take the bag from Solomon and begin cutting meat away from the carcass using one of my daggers. Then I tie the meat into the sack. "I think we are ready."

 

Dungeon Master: Gathering your packs, you four adventureres move from the goblin blind and into the mouth of the cave. You can feel the coolness against your skin as you step out of the direct sunlight. Ambient sounds are all around you as the stream flows to your left. Just inside the cave mouth, a few uneven stone steps lead up to a small, dank chamber on the east side of the passage. The cave narrows to a steep fissure at the far end and is filled with the pungent stench of animals. Savage snarls and the sound of rattling chains greet your ears where two wolves are chained up just inside the opening, while further in, a slightly larger wolf if chained. Each wolf's chain leads to an iron rod driven into the base of a stalagmite. The cave floor is covered in various bones of different sizes. A snarl alerts you that you've been noticed.

 

Heinhelm: "Well, the goblin wasn't lying about the wolves. Now what? Any ideas?"

 

Lyle: "We have this sack of meat, I just wasn't expecting to run into the wolves so suddenly. Should I just chuck it into there?"

 

Solomon: "What about when the beasts have torn apart the sack and fed on the meat? If we just toss it into the middle, it'll drive the beast's mad and we will have goblins come to see what has driven the beasts so. I don't think just tossing it into there will work.

 

Heinhelm: "You're right. That won't work, Solomon. I have an idea though and it might just work. Lyle, untie the sack and give it to me, I am going to see if I can get close enough to feed them. Maybe that will calm them down enough. Besides, there is something towards the back of this chamber that I want to check out."

 

Lyle: While I look at Heinhelm like he's lost it, I untie the sack and hand it over to him.

 

Heinhelm: I'm going to take the sack and move forward, holding a strip of venison out towards the snarling wolf in hopes of calming it down.

 

Dungeon Master: Good thinking. Roll an Animal Handling check.

 

Heinhelm: (Roll "Animal Handling"; 1D20+2: 19)

 

Dungeon Master: You were able to successfully calm the wolf with a couple meager scraps of the venison from the sack.

 

Heinhelm: I am going to continue deeper into the chamber till I can move to that far wall with the fissure, feeding the wolves scraps of venison as I do so.

 

Dungeon Master: As you move deeper into the chamber, the stench becomes far stronger, stinging your eyes as you come to a fissure in the wall. At your feet are many small bones and rubble from inside the fissure.

 

Heinhelm: I am going to look into the fissure of the wall, might I see something unusual?

 

Dungeon Master: As you look into the fissue, you notice that it moves upward and narrows considerably. You are able to see that there is a faint light at the top of it. Without notice, an animal comes tumbling down the fissure, dislodging several stones with it before coming to a rest at your feet.

 

Heinhelm: "Something is at the other end of this fissure, but I don't think it would do any good for any of us to try and scale up into it. We can't tell how narrow it is, which means that even if it is wide enough for someone

to get through, it would be one person at a time. We can't risk that."

 

Solomon: "Aye, and that stench. Come on Hein. We've to still find that Bugbear and rescue the human."

 

Lye: "Yeah, Heinhelm. Plus, I'd much rather get away from these wolves while their bellies are full."

 

Dungeon Master: As you move from the chamber and back down the stone steps, you all peer deeper into the darkened cave. Looking around the curve of the wall, the main passage from the cave mouth climbs steeply upward, the stream plunging and splashing down it's west side. In the shadows, Heinhelm, Lyle and Draziw are vaguely able to make a out a side passage in the wall, leading west, but ultimately unable to see beyond that in the darkness. Solomon, in the shadows of the ceiling, you can just make out the dim shape of a rickety bridge of wood and rope crossing over the passage ahead of you, nearing 20 feet above the floor.

 

Solomon: Do I see anything on the bridge, any shadow of movement?

 

Dungeon Master: (Roll "Stealth Check"; 1D20+6: 14) Roll a Perception Check.

 

Solomon: (Roll "Perception Check"; 1d20+1: 14) What do I see?

 

Dungeon Master: At first, you catch something from the corner of your eye and you are not to certain, but as you focus your attention, you catch movement across the bridge. Something or someone is moving back and forth, from one end to the other, as if keeping sentry.

 

Solomon: I keep my voice low to a hush, in case there is a risk of being heard. "There is a bridge up ahead, about 5 times my height. I saw movement, back and forth. I think there is someone patrolling the length of the bridge."

 

Heinhelm: Keeping my voice low as well as I try to see out into the darkness. "I don't see anything. How far would you say the bridge is from us?"

 

Solomon: How far would the bridge be from where we are standing?

 

Dungeon Master: The Bridge would be about 2o to 25 feet away from where you are right now.

 

Solomon: "Between 8 and 9 yards ahead of us."

 

Draziw: "If something is patroling, it's best we no give ourselves away. We can't see anything past out hands in this darkness, my lovely. I don't think Lyle can either, being a halfling. Our eyes aren't suited for lightless caves as yours are. What are out options?"

 

Lyle: "well, if I could see, I would just sneak up on it."

 

Heinhelm: "That's the problem. If anything, we could shoot it from here, but even if we lit a torch, the light would alert whatever is patroling. It could be a goblin."

 

Solomon: "I don't need a torch to aim at it though." While saying that, I'd like to ready my crossbow. Has it noticed us yet?

 

Dungeon Master: You've not been noticed as of yet by whatever it is that is moving back and forth across the bridge. If you would like to move closer though, you will need to make a stealth check.

 

Solomon: Feeling confident, I step out just and take aim before firing a bolt from my Light Crossbow. Do I need roll to hit or damage?

 

Dungeon Master: Roll to hit as the movement is constant back and forth.

 

Solomon: (Roll "To hit"; 1D20+2: Nat 20)(Roll "Damage"; 2D8: 3)

 

Dungeon Master: (Roll "Dexterity Save"; 1D20+2: 9)(Roll "Fall Damage"; 2d6: 4) Your bolt rushes through the air, catching the creature in the chest, the impact propelling it over the side of the bridge. Swing it's arms, the creature flounders about, trying to save itself as it falls into the stream, the sound barely audible over the splashing of the stream itself. Moments later, a goblin clad in crude leather armor drifts by, it's neck snapped at a weird angle with a crossbow bolt sticking out of it's sternum.

 

Solomon: As the Goblin passes us by, I am going to recover my crossbow bolt, dipping the tip in the water and letting the blood wash from it.

 

Draziw: "I think it may be safe for us to light a torch now."

 

Lyle: Watching the goblin drift past us. "I agree."

 

Heinhelm: I'm going to slide my pack off my back and pull out a torch, with a pre-soaked rag wrapped around it as well as my Tinderbox. After that, I am going to take out some flint and a piece of steel, and use it to ignite the end of the torch.

 

Dungeon Master: The light of the torch shines brightly, allowing you to see 20 feet around you brightly, and 20 feet past that dimly. With the new light, you are better able to see the bridge ahead of you, as well as the

passage in the side of the wall opposite of you.

 

Lyle: I want to check out this side passage, I just want to peer in, nothing more.

 

Dungeon Master: Making your way across the shallow stream, careful of the mild current, you look in towards the passage cut back into the wall. You discover that it is natural forming, and it appears to be another fissure, this one having a lot more room to move through and moves steeply upwards.

 

Lyle: Can I see how far it goes?

 

Dungeon Master: No. Past the dim light of the torch, you cannot see how far up the passage leads.

 

Lyle: "Heinhelm, bring the torch over here. I want to see if I can see the top of this."

 

Heinhelm: Moving over to Lyle, I'm going to try and give him more light and look up the same passage.

 

Dungeon Master You are now able to make out a ledge, halfway up the steep passage, and you can see a second ledge beyond that, but you also notice the amount of loose stone and gravel that lines the passage.

 

Lyle: "what do you think? Think we could all make it up there?"

 

Heinhelm: "Honestly? Possibly only you. It doesn't look stable. We should follow the path up to the bridge. It seems that this passage and the Bridge go into the same direction, maybe there is a chamber or cave that connects them."

 

Draziw: I'm going to move a little more forward towards the bridge. "Heinhelm, Lyle. Let's continue."

 

Solomon: I follow Draziw up the path. I'm curious what significance this bridge has.

 

Dungeon Master: As you near the bridge, you notice that it is poorly built and even poorly maintained, at least from underneath as you walk under it. Beyond that, the stream passage continues up beyond another set of uneven steps ahead, bending eastward as it goes. A waterfall sounds out from a larger cavern ahead of you.

 

Heinhelm: I say we continue. There maybe some more goblins ahead. Same position as before?

 

Lyle: Yeah. I'd much rather be behind the fighter.

 

Draziw: I'll come behind Lyle. Him being small race, it'll be easier for me to cast a spell at a target.

 

Solomon: I'm watching our backs.

 

Dungeon Master: As you move around the bend, your torch flickers threateningly. You come to a cavern, half filled with two large pools of water. A narrow waterfall high in the eatern wall feeds the pool, which drains out the western end of the chamber to form the stream that flows out of the cave mouth below. Low fieldstone walls serve as makeshift damns, holding the water in. Several Stalagmites litter the cavern floor as well as a couple stalactites holding from the ceiling. From the passage, you notice a large exit leading to the south and another passage leading back to the west.

 

Heinhelm: I'd like to move further into the cavern, keeping an eye out around the Stalagmites.

 

Lyle: I'd like to check out the makeshift dam walls.

 

Solomon: I'm keeping my hammer and shield handly. I don't want to be surprised because of this cavern.

 

Draziw: I'm with Lyle. I want to observe the fieldstone walls.

 

Dungeon Master: (Roll "Initiative"; 1D20+2: 18, 13, 14) As you all go about inspecting the cavern, 3 goblins come walking from the secondary western passage. They did not notice you were they until they are in the same cavern as you. Roll for initative!

 

Heinhelm: (Roll "Initiative"; 1D20+1: 19) I draw out my Longsword and shield immediately, dropping the torch.

 

Lyle: (Roll "Initiative"; 1D20+3: 6) I'm going to draw my Shortsword and one of my Daggers from their sheathes.

 

Draziw: (Roll "Initiative"; 1D20+2: 21) I'm going to ready my Quarterstaff.

 

Solomon: (Roll "Initative"; 1D20: 13) I'm going to taunt the goblins, even if they cannot hear me, while drawing my Warhammer and shield. "Your momma was flea-ridden trollop!"

 

Dungeon Master: Draziw, you're up first. You've got three goblins who're slightly surprised to see you but have drawn their weapons.

 

Draziw: I am going to extend my free hand outward and recite the magical words to the Fire Bolt cantrip. (Roll "To hit"; 1D20+5: Nat. 1)

 

Dungeon Master: You begin to feel the magic surge through your hands as the spell forms, but you mispronounce a sound and the spell falters, burning your finger tips. Heinhelm, you're next to act.

 

Heinhelm: I am going to move towards the closest goblin, gripping the hilt of my Longsword, I aim to drive it into the goblin's chest. (Roll "To hit"; 1D20+5: Nat. 20)(Roll "Damage"; 2D8+5: 14)

 

Dungeon Master: The blade of your Longsword plunges down into the heart of the goblin and through it's backbone. The life leaves it's eyes as you withdraw your blade from it's small body, while another goblin moves

towards you, it's Scimitar poised to stab into your stomach. (Roll "To hit"; 1D20+4: 12) The blow bounces wide from your shield as you manage to get it in front of you in time. Solomon?

 

Solomon: I'm going to shout out a dwarven curse and move towards the third goblin, swinging my Warhammer at it's head. (Roll "To hit"; 1D20+5: 15)

 

Dungeon Master: The goblin steps back, narrowly missing being hit by the heavy Warhammer but steps forward not expecting you to reverse the swing and split the hammer into it's head. Roll Damage.

 

Solomon: (Roll "Damage"; 1D8+3: 7)

 

Dungeon Master: The Warhammer splits the goblin's skull, crushing the goblin's head between the face of the Warhammer and the rock of a stalagmite. Lyle, what will you do?

 

Lyle: I'm going to move past the stalagmite close to Heinhelm and the Goblin, moving behind it and raising my Shortsword and Dagger towards the back of it's neck for a sneak attack. (Roll "To hit"; 1D20+5: 11)(Roll "To hit"; 1D20+5: 17)

 

Dungeon Master: The Shortsword bounced harmlessly from the armored shoulder of the goblin, but you managed to drive the Dagger against the crook of the goblin's neck. Roll Damage.

 

Lyle: (Roll "Damage"; 1D4+1D6: 10)

 

Dungon Master: You impaled the Dagger into the crook of the goblin's neck and shoulder. The goblin's body shudders as you withdraw the blade, falling limp at your furry feet. The sound of the waterfall is all that fills the

cavern. What will you do from here?

 

Lyle: I would like to search the goblins for any valuables. Is there equipment any better than the last few goblin's we have encountered?

 

Heinhelm: How well can Lyle, Draziw and I see in here? I'd like to see where the goblin's came from.

 

Solomon: I'm going to definitely check out where the vermin came from. It looks like they came from the second tunnel, maybe there is something that way?

 

Draziw: I am going to follow along with Heinhelm and Solomon.

 

Dungeon Master: As you rifle your hands against the goblins' bodies, Lyle, you discover that the one you killed was carrying a pouch full of something. Solomon, as you move towards the entrance of the second tunnel, you spot planks of wood and a pair of ropes anchored poorly beneath a pair of stones. Heinhelm and Lyle, the cavern is dark once more, the torch you dropped has since extinguished.

 

Lyle: I am guessing that I am unable to see what is in the pouch? That is fine, I will hold onto it for now and join Heinhelm, Draziw and Solomon.

 

Heinhelm: I'm going to go about lighting a second torch while we have the time.

 

Dungeon Master: As you strike your flint and piece of steel, the immediate area lights up brightly. You are now able to see exactly as Solomon, and you notice planks of rotting and warped wood as well as rope that has been poorly anchored beneath the rocks. Lyle, you are now able to look into the pouch if you would like.

 

Lyle: I am going to undo the string of the pouch and peer into it. What do I see?

 

Dungeon Master: You see what appear to be human teeth, or humanoid to the least. 47 in count with one being very much rotted.

 

Lyle: I'm....going to hold onto these for now? I have no idea why, but I feel they may have some use later on?

 

Heinhelm: I am going to move towards the planks of wood. They have me curious.

 

Dungeon Master: As you move forward, the ground gradually gives away to wooden planks and you find yourself standing atop a wooden bridge, poorly constructed but stable enough for you and your party to cross to the otherside.

 

Solomon: I'll move forward as well, testing the feel of the bridge between me. "Aye, seems she'll hold. Looks to be the bridge we passed under. Thankfully there isn't a troll around."

 

Draziw: "Be not to hasty, my dear. It is when we are thankful for what is not around, that we are faced with what is around. I'm not one for wishing there be something worse than troll in this cave, though I be not wishing to face a troll either."

 

Dungeon Master: Moving across old wooden bridge, you continue around a bend before coming to a fork. On the left, the ground drops down steeply. To the right, the cave opens up into a cavern and there is light emanating from within the cavern.

 

Lyle: Is it a steady light like maybe a latern or or more of a flickering light, possible a campfire? What do we hear?

 

Dungeon Master: The light flickers against the cave walls, casting uneven shadows. You're able to hear gruttal laughter and the cracking of logs licked by flame.

 

Lyle: I'd like to sneak towards the entrance of the cavern, to see if there is anything I can relay back to the party. Keeping my voice quiet, I'm going to address Heinhelm. "If I see any enemies, I'll hold up my fingers for how many there are."

 

Dungeon Master: Roll a stealth check, Lyle.

 

Lyle: (Roll "Stealth Check"; 1D20+5: 13)

 

Dungeon Master: As you move towards the cavern entance, light on your feet, you discover this cave is divided in half by a ten-foot high escarpment. A steep natural staircase leads from the lower portion to the upper ledge. The air has become hazy with the smoke of a cooking fire and pungent from the smell of poorly cured hides and unwashed goblins. The crackling cooking fire is surrounded by 5 goblins as they tend to burning meat suspended over the flames.

 

Lyle: I'm going to hold out one hand with all 5 fingers extended, letting Heinhelm know that I see 5 enemies within the cavern.

 

Heinhelm: I'm going to relay that information to Solomon and Draziw, trying to decide the best way to approach this. "Lyle says there are 5, in the cavern."

 

Solomon: "Aye, say we rush in, take them out. We've done well so far."

 

Draziw: "I'm inclined to agree with the lass, but if there are more goblins, surely we will be in trouble."

 

Heinhelm: "We will risk it." I'm going to ready my Longsword and Shield. I plan on going in strong.

 

Solomon: I will ready my Warhammer, holding it ready with both of my hands, following closely behind Heinhelm.

 

Draziw: I'll ready my Quarterstaff and prepare myself for casting a magical cantrip or a spell as I follow as well.

 

Dungeon Master: Lyle, you notice your party members gearing up. You recognize that they intend to rush in. What will you do?

 

Lyle: I'll ready my Shortsword and dagger.

 

Dungeon Master: As you push into the cavern, the goblins are caught by surprise. Their weapons are out of reach as they stand around the cooking fire. Surprise round. We'll go around the table with Heinhelm.

 

Heinhelm: I'm going to start towards the closest goblin, thrusting my Longsword towards it's chest. (Roll "To hit"; 1D20+5: 24)(Roll "Damage"; 1D8+3: 9)

 

Dungeon Master: Your thrust was powerful enough to slice cleanly into the goblin's armor and through it's chest, severing the backbone after slicing down into the goblin's heart. Lyle?

 

Lyle: I am going to slip around and get behind one of the goblins, aiming to bury my blade into the goblin's back. (Roll "To hit"; 1D20+5: Nat 1) I'd like to use my inspiration here.

 

Dungeon Master: Roll damage, Lyle. Don't add the sneak attack into it.

 

Lyle: (Roll "Damage"; 1D6+3: 7)

 

Dungeon Master: As you slide your blade into the goblin's back, it's body jerks sharply, snapping your Shortsword at the crossbar, leaving you with the hilt in your hand. The goblin falls forward into the licking flames, the smell of burning goblin flesh filling the cave. Draziw?

 

Draziw: I will extend my hand towards the goblin opposite of the fire from the one that Lyle backstabbed, and begin to whisper the incantation of Fire Bolt. (Roll "To hit"; 1D20+5: 11)

 

Dungeon Master: You can feel the mote of flame surge from your finger tips, but as it flies towards it's target, a log in the campire splits, releasing a flurry of heated ash and bits of wood. The result is your spell going off in the cloud of embers. Solomon?

 

Solomon: I'll push past Draziw and aim the head of my WarHammer at the head of the vermin that the wizard missed. (Roll "To hit"; 1D20+5: 15)(Roll "Damage"; 1D10+3: 6)

 

Dungeon Master: Your swing is wide but you just manage to connect with the goblin's head. The force of your blow lifts the creature from it's feet, sending it ontop of the burning logs with the other goblin. It's painful shrieks are unnerving as you witness it writhe in pure agonizing pain, burning alive before your very eyes.

 

Dungeon Master: (Roll "Initiative"; 1D20+2: 7, 13, ?) Roll for Initiative.

 

Heinhelm: (Roll "Initiative"; 1D20+1: 11)

 

Lyle: (Roll "Initiative"; 1D20+3: 7)

 

Draziw: (Roll "Initiative"; 1D20+2: 15)

 

Solomon: (Roll "Initative"; 1D20: 13)

 

Dungon Master: Draziw, you are first. The two remaining goblins have scrambled, one grabbing a jagged bladed Scimitar and the other reaching for it's Shortbow.

 

Draziw: I am going to begin reciting the incantation for Ray of Frost as I hold my hand out towards the goblin with the Shortbow. (Roll "To Hit"; 1D20+5: 18)(Roll "Damage"; 1D8: 8)

 

Dungeon Master: Your palm grows cold, as the surge of magical pushes from you and towards the Goblin, catching him as he begins to raise his Shortbow. The air grows ever slightly cold, combated by the cooking fire

as the Goblin's body turns an deep shade of blue, freezing the creature to death. Hearing a snarl from untop of enscarpment, your attentions are drawn to a slightly larger goblin holding a beaten Sildar Hallwinter by the throat, his feet dangling over the ledge.

 

Yeemik the Goblin: "Truce, or Human Dies! We make deal and Human lives!"

 

Heinhelm: Keeping my Longsword at the ready in case of the goblin with the Scimitar intends to strike. "Fine! What do you want in exchange for his life?"

 

Yeemik the Goblin: "Yeemik want favor! Yeemik want be leader of Goblin!"

 

Heinhelm: "You want us to help you become the leader of these goblins? How? Why?"

 

Solomon: I am going to speak to Heinhelm, my voice hushed under my breath. "What are we going to do? I don't like this. I could easily kill him with a bolt from my Light Crossbow, but then he would drop Sildar."

 

Yeemik the Goblin: Holding Sildar Hallwinter slightly further out over the ledge, the goblin looks down at the party. "Goblin leader Klarg. Klarg is bugbear. Klarg not fit lead Goblin! Kill Klarg and Yeemik release human!"

 

Dungeon Master: Barely able to breathe from the immense pain in his chest, Sildar Hallwinter manages a few words before the goblin tightens his grip on the fighter's neck. "Don't... trust him.."

 

Heinhelm: "If we kill this bugbear, Klarg, you will release the human? Do you swear it?!"

 

Yeemik the Goblin: Looking down towards the second goblin, inching closer towards Heinhelm. "Yeemik swears it! Yeemik release Human after Klarg dead!"

 

Solomon: Weighing the risks, I whisper a small prayer to Moradin as I raise my Warhammer above my head, aiming at the goblin vermin ontop of the enscarpment before I throw my Warhammer with all of my strength.

 

Dungeon Master: Wow, uhm- Roll to hit.

 

Solomon: (Roll "To hit"; 1D20+5: Nat 20)

 

Dungeon Master: Wow, alright. Uh.. Yeah, go ahead and roll 2D4 and add your strength modifer, because the Warhammer doesn't have a thrown property, and you are using your strength to throw it.

 

Solomon: (Roll "Damage"; 2D4+3: 11)

 

Dungeon Master: As the Warhammer flies through the air, you catch a momentary lining of blue light around the weapon as your prayer to Moradin has been answered and the weapon blessed just before the heavy head of the Warhammer strikes Yeemik the Goblin between the eyes, crushing his skull inwards and killing him on impact. This results in Yeemik releasing his grip on Sildar Hallwinter's neck, and Sildar falling the ten feet before crumpling on the lower floor in a broken heap. He's quickly fading from the world. It is at this moment the second goblin decides to strike at Heinhelm with his jagged bladed Scimitar. (Roll "To Hit"; 1D20+4: 12) Heinhelm, what are you going to do? Sildar only mere moments, yet here you're blocked by this second goblin.

 

Heinhelm: I'm going to swing the blade of my Longsword down towards the goblin as I shout to solomon. "Solomon, quick, before Sildar Hallwinter is lost to us." (Roll "To hit"; 1D20+5: 17)(Roll "Damage"; 1D8+3: 7)

 

Dungeon Master": (Roll "Death Save"; 1D20: 8) You swing your blade tight and it catch the goblin just under it's left arm, burying in between the goblin's ribs. There are no more enemies, and Sildar is fading from the world faster still.

 

Solomon: I'm going to attempt to stabalize Sildar Hallwinter.

 

Dungeon Master: Please make a Medicine Check, Solomon.

 

Solomon: (Roll "Medicine Check"; 1D20+3: 14)

 

Dungeon Master: Your knowledge of first aid allowed you to quickly stabilize Sildar Hallwinter, but he is still in need of healing.

 

Solomon: I am going to use my ability Lay on Hands and heal him, for everything that I have available.

 

Dungeon Master: What is everyone else doing?

 

Heinhelm: I'm going to kick the burnt goblin bodies from the fire. The stench has made me feel quite sick to my stomach and I would like to be able to eat meat again at some point.

 

Lyle: I'm going to move up the stairs to where the larger Goblin was hiding, possibly see if I can find anything of value and retrieve Solomon's Warhammer for her.

 

Draziw: I feel it'd be best to stand watch, in case the commotion we made has drawn more goblins to our presence.

 

Dungeon Master: As you lay your hands upon Sildar Hallwinter, you can feel the divine magic rush through your body and into his, giving him enough energy to open his eyes, the color beginning to return to his face

although his body is still in considerable pain. Lyle, as you move up the rough stone stairs, you discover a small bedding where the large goblin had used to sleep and a pair of iron shackles spiked into the cave wall. Moving towards the large goblin, you see Solomon's warhammer completely caved Yeemik the Goblin's head, the handle standing straight up. There appears to be a quickly fading blue light around the handle and hammer.

 

Lyle: I'd like to search Yeemik the Goblin for anything of value he might be carrying on him.

 

Dungeon Master: You discover a pouch hidden under the goblin's ill-fitting leather armor. The pouch is full of something that makes a bit of noise as you snap the leather cord from around Yeemik's neck. You also discover that Yeemik is wearing a Mace, strapped to his hip by a belt.

 

Lyle: I'll take the mace as well, considering my Shortsword snapped.

 

Dungeon Master: As your hand grasps the carved Cherry wood handle, you can feel what remains of a name that has long since faded from the wood and the metal head of the mace is cool to the touch. In the back of your mind, you feel the slight irritation of being around goblins, unable to explain it, you feel that there may be more goblins in the cave.

 

Lyle: I have a suspicion that this mace is more than an ordinary weapon. I'm going to take Solomon's Warhammer, the Mace and the pouch back down to the group. "Hey, I've got Solomon's Warhammer. I think there is something weird about it, and I also found this cool mace that Yeemik had. Do you guys' mind if I keep it?"

 

Heinhelm: "It does look like it'd better suit one of your size than Solomon or I and I don't believe Draziw is capable of weilding such a weapon. What do you mean weird about Solomon's Warhammer?"

 

Lyle: "Well the Mace is sort of weird too, but like I thought I seen Solomon's Warhammer glowing just before I touched it. It was sort of faint though."

 

Draziw: "They might be an explanation of sorts. Solomon, my dear, before you threw your Warhammer, you whispered something. Might I ask what that was?"

 

Solomon: "Aye, whispered a prayer to Moradin, the Patron Deity of the Dwarven Pantheon. Aye, prayed for his guidance so that Aye might save a life."

 

Draziw: "Well, There has been mentionings of such times in my Mentor's tomes, of when a weapon might receive a Goodly God's blessing, though they are mostly conjecture and disputable. Might we have witnessed such a moment."

 

Heinhelm: "Lyle, you said the mace was weird too?" I'll look down at the Halfling, thinking he appears to be growing ever so slightly irritated.

 

Lyle: "Yeah, the goblin had it strapped to his hip. It's weird. It feels like there used to be a name carved into the design of the handle, but it seems to have faded. The metal is also cool to the touch, no matter how long I keep my hand pressed to it. On-top of all of that, I keep getting this feeling like there may be more goblins in this cave."

 

Sildar Hallwinter: Finally managing to stand up from resting against the wall of the Enscarpment, he looks towards the group. "If I may, it sounds like you've found quite a treasure, Halfling."

 

Solomon: Looking back towards Sildar and then to Lyle. "Aye, He be right. Seems to me you've discovered quite a weapon. Metal that remains cold to the touch sounds to be Cold Iron. It's not a metal used often because it requires cool temperatures to hammer out the shapes."

 

Draziw: With a chuckle, I address the Halfling. "It may be of some enchantment, if you've a feeling that there may be more goblins about. That is of my opinion though."

 

Lyle: "I also found a pouch." I'll undo the cord around the pouch and look inside of it.

 

Dungeon Master: You discover that inside of the pouch is 3 solid gold teeth, and 15 bloodstained SP.

 

Heinhelm: I turn towards Sildar Hallwinter and help him away from the wall, so that he might stand up. "I apologize about that. Our Dwarf has a grudge against goblinoids. Can you tell us what happened? We thought you set out with Gundren Rockseeker three morns' before us."

 

Sildar Hallwinter: "Aye, we did. We set out before the rise of the sun and didn't have much problems, except a storm at our backs. When we reached Triboar Trail, and only a days travel from Phandalin, we were surprised by black fletched arrows coming from either side of the road. We tried to spur the horses, but the arrows had already burried into muscle. We were out-matched. How did you four manage to find me?"

 

Draziw: "Believe it or not, they used your horses to set up an ambush."

 

Solomon: "Aye, vermin got the drop on us. Took an arrow me'self. We managed to take 3, but one skittered off."

 

Lyle: "Solomon found the trail, hidden in the brush. We followed."

 

Heinhelm: "To be honest, we had naught an idea that it was you until we found the cave. We, or Draziw I should say, managed to coerce a goblin we captured into telling us a little information. We assumed when it said Dwarf and Human, that it was you. Do you've an idea of what happened to Gundren Rockseeker?"

 

Sildar Hallwinter: "I overheard a couple of goblins speaking. It was difficult to understand, but what I gathered is that their leader, Clark or Glarg or something, had instructions to give Gundren to a Spider? I'm not to clear on that."

 

Draziw: "That goes with what we were told. A 'Black Spider' paid for Gundren to be captured. The question is why? Gundren mentioned he and his kin had "found something big", Could that be connected?"

 

Sildar Hallwinter: "Gundren Rockseeker and his brothers, Tharden and Nundro, discovered an old forgotten entrance to the long-lost Wave Echo Cave, site of the mines to the "Phandelver Pact,"."

 

Solomon: "Mines? "Phandelver Pact"?"

 

Sildar Hallwinter: "It's been spoken of in tales that more than five centuries ago, clans of Dwarves and Gnomes made an agreement known as "Phandelver's Pact", by which they would share a rich mine in a wonderous cavern known as Wave Echo Cave. In addition to it's mineral wealth, the mine contained a great magical power. It's told that Human spellcasters allied themselves with the Dwarves and Gnomes to channel and

bind that energy into a great forge, where many magic items could be crafted. Times were said to have been good, and the nearby Human town of Phandalin prospered as well. But, then disaster struck when Orcs swept through the North and laid waste to all in their path.
   A powerful force of Orcs and their evil Wizard masters attacked Wave Echo Cave to seize its riches and magic treasures. Human Wizards fought alongside their Dwarf and Gnome allies to defend the "Forge of Spells", and the ensuring spell battle destroyed much of the carvern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was thought to be lost.
   For centuries, rumors of buried riches have attracted treasure seekers and opportunists to the area around Phandalin,  but no one has ever suceeded in locating the lost mines. In recent years, people began to resettle the area. Phandalin has become a new rough-and-tumble frontier town. The rockseeker brothers-- Gundren, Tharden and Nundro, claimed to have discovered an old mineshaft."

 

Lyle: "Do you know if they really did? That would definitely give someone enough reason to want Gundren Rockseeker."

 

Sildar Hallwinter: "Gundren had a map that showed the location of the Mineshaft. It was also supposed to have some notes about how to locate the Mineshaft that would lead into the cavern."

 

Solomon: I'm going to take out the empty leather map case and show it to Sildar Hallwinter. "We found this, with the horses. It was empty. Did Gundren Rockseeker have the map on him?"

 

Sildar Hallwinter: "I believe so. They took it something from him when they ambushed us. The goblins mentioned something about a castle or a fort. I believe that may be where they took Gundren and the map. I have no idea where that would be though. They called in Cragmaw Castle. Maybe someone in Phandalin would know more of what or where that is."

 

Draziw: "If you don't mind me asking, why were you traveling with Gundren? Are you a sellsword?"

 

Sildar Hallwinter: "No, my apologies, let me introduce myself. My name is Sildar Hallwinter. I hold a place of Honour in the Griffon Calvary of the great city of Waterdeep. I am also an agent of the Lords'

Alliance."

 

Heinhelm: "What is the [u]Lords' Alliance[u]? Is that an army?" I'm a little skeptical of Sildar Hallwinter at the moment.

 

Sildar Hallwinter: "The Lords' Alliance is a group of allied political powers concerned with mutual security and prosperity. Members of the order ensure the safety of cities and other settlements by proactively eliminating threats by any means, while still bringing honor and glory to their leaders and homelands."

 

Lyle: "How did you and Gundren Rockseeker meet then?"

 

Sildar Hallwinter: "Gundren and I met in Neverwinter in the same establishment I believe he met your lot in. I agreed to accompany him back to Phandalin as I have business there myself."

 

Heinhelm: Now I'm a little cautious of Sildar Hallwinter. "What Business, if you do not mind us asking."

 

Sildar Hallwinter: "Well, that is a bit private, but it is thanks to you that I am able to live.. I have a contact in Phandalin, a Human Wizard named Iarno Albrek. He is a fellow member of the Lords' Alliance. He traveled to Phandalin several tendays ago and we haven't had contact with him since. I've decided that I would travel to Phandalin and investigate the matter. I plan on continuing to Phandalin, and I will pay you lot 50 GP if you would escort me to Phandalin, as it's the closest settlement. Obviously I don't have the coin on me right now, but I am confident that I can secure a loan to pay you back within a days time of arriving into town.

 

Solomon: "Aye, We can escort you. We still have Gundren's supplies to escort."

 

Heinhelm: "Before we can do that, we need to find Klarg. Maybe we can find more information. There was another cave south of the waterfalls. Can you fight?"

 

Sildar Hallwinter: "I've no armor, no weapon, and I am in no condition to swing a blade, but I can protect myself the least."

 

Solomon I hand over my dagger to Sildar. "For protection then."

 

Dungeon Master: Once you have gathered up your packs, Sildar Hallwinter grabs a thick stick, ripping some fabric from one of the dead goblins' rags from under thier leather armor and sets it aflame by the cooking fire. A makeshift torch, he follows you as you make your way back from the cavern and across the bridge. As you move back into the cavern with the waterfall, the makeshift torch flickers with the moisture in the air. You can see a large opening at the south of the cave and you can even see flickering light, possibly from another cooking fire.

 

Lyle: I will sneak closer. I have had the most success so far, and with the flickering light, I should be able to see who or what is there.

 

Dungeon Master: Roll a Stealth Check.

 

Lyle: (Roll "Stealth Check"; 1D20+5: 21)

 

Dungeon Master: You quietly move to the mouth of the southern cavern, up some uneven rock steps and you see sacks and crates of looted provisions are piled up in the south end of this large cave. To the west, the floor slopes towards a narrow opening that descends into darkness. A larger opening leads back north into the cavern with the waterfall. In the middle of the cavern, the coals of a large fire smolder. Beside the fire are a large bugbear, sharpening his the spikes of his club-like weapon as a large gray wolf lays beside him. Opposite of the bug bear and wolf huddle two goblins. They appear to be quite shaken up.

 

Lyle: I am going to move back towards Heinhelm, Draziw, Solomon and Sildar, to share with them what I seen. "Klarg, the bug bear is in the middle of the carven, sharpening his weapon. He has a large gray wolf beside him and there are two goblins cowering in front of him. The room is also surrounded by sacks and crates."

 

Heinhelm: "I don't think he knows we are here. Least not yet. We might be able to surprise him." I'm going to draw my Longsword and Shield.

 

Solomon: "Aye, might we find more information where Gundren Rockseeker is." I am going to take our my Warhammer, noticing a small notch along the edge of the broad face. I think it came from when it caved in the large goblin's head.

 

Draziw: I'm going to take out my Spell book. This may require more than a simple cantrip.

 

Lyle: I am going to draw my new mace, and I begin to shift towards the side, so that I can sneak up on the enemy.

 

Dungeon Master: Sildar pulls the dagger from his belt and holds it in a reverse grip. He plans to stay back and protect Draziw so that he may cast his spells. Lyle, as you grip your new mace, you feel a sense of agitation. You can almost feel the presence of the goblins inside the back of your head. You also feel slightly more powerful holding the mace.
   As you all move up towards the cavern, Solomon and Heinhelm in the front, Lyle moving to sneak to the side, and Sildar with Draziw in the back-- you manage to surprise Klarg the bugbear and it's wolf pet as it beats on one of the goblins, shouting at it.

 

Klarg the Great Bugbear: "Who dare defy Klarg!? Klarg great leader! Klarg great conqueror! Klarg make thrown out of puny goblin bones!!"

 

Dungeon Master: You've caught Klarg by surprise. What will you do? We will go down the table.

 

Heinhelm: I am going to move towards the Bugbear, and swing my Longsword. I am aiming to end the fight with the Bugbear quickly. (Roll "To Hit"; 1D20+5: 22)(Roll "Damage"; 1D8+3: 5)

 

Dungeon Master: Your swing is tight and slices the Bugbear's left thigh, causing it's leg to slightly buckle from the pain but it is now towering over you. Lyle?

 

Lyle: I'm going to move around from the side, behind one of the goblins just as Heinhelm is swinging at the Bugbear, and I'm going to bring the head of my face down onto the head of the goblin.

 

Dungeon Master: When you roll. Add a +1 for To hit.

 

Lyle: Okay? (Roll "To Hit"; 1D20: Nat 20).

 

Dungeon Master: As you swing your mace down, you feel a sense of power deep inside of your mind. You have the feeling that you are doing right by ending the life of this wicked creature. Roll your sneak attack, add max damage for both critcal rolls and add +1 to that.

 

Lyle: Wow, Alright! (Roll "Damage"; 2D6+1D6+1: 18)

 

Dungeon Master: Your blow not only cracks into the skull of the goblin, but the power behind the blow manages to cave the goblin's head inward, down into it's chest. Goblin brains splash back against your arms and chest. Draziw?

 

Draziw: Stunned by the power I just witness of Lyle's, with his less than average strength makes me only lose focus for a second before I flip a couple of pages in my leather-covered spellbook and recite the magical incantation for Magic Missile. My aim is for one to hit each enemy. (Roll "Damage"; 1D4+1: 4)

 

Dungeon Master: The arcane energy forms before you, taking the shape of 3 darts. As you finish reciting your spell, the darts aim true, each pass hitting and passing through the remaining goblin as well as the wolf and Bugbear. Solomon?

 

Solomon: I am moving towards the Bugbear, and as Heinhelm is finishing his swing, I'll be swinging my Warhammer down at the Bugbear's chest. (Roll "To hit"; 1D20+5: 1)

 

Dungeon Master: Your swing was to wide, allowing the Bugbear to slip his morningstar inside and deflect your blow. Roll for Initiative. (Roll "Initiative"; 1D20+2: 22, 12, 6)

 

Heinhelm: (Roll "Initiative"; 1D20+1: 9)

 

Lyle: (Roll "Initiative"; 1D20+3: 23)

 

Draziw: (Roll "Initiative"; 1D20+2: 18)

 

Solomon: (Roll "Initative'; 1D20: 5)

 

Dungeon Master: Lyle, you are up. What're you going to do?

 

Lyle: I'm moving from the corpse of the first goblin to the second one, sneaking up behind it and striking it over-head with my mace.

 

Dungeon Master: Same as before. Add +1 to hit.

 

Lyle: (Roll "To hit"; 1D20: 17) Do I do the same as last night, minus the critcal roll? (Roll "Damage"; 1D6+1D6+1: 10)

 

Dungeon Master: Once more, you feel a sense of power deep inside of you and you feel that you are doing a just thing. The mace comes down into the goblin's head, crushing into it's skull. The goblin feels an exploding pain in it's head before nothing but darkness. Perhaps it will awaken in a new life. The wolf is going to lunge from a few steps behind the Bugbear, it's fangs bared, towards Heinhelm. (Roll "To Hit"; 1D20+4: 19)(Roll "Damage"; 2D4+2: 7) The wolf clamps it's teeth down hard on your shoulder, ripping at skin and muscle.

 

Draziw: I look from my book to the enemy and back, reciting the incantation for Magic Missile, aiming two darts at the wolf, and one at the Bugbear. (Roll "Damage"; 1D4+1: 5)

 

Dungeon Master: The Arcane magic once more forms 3 darts of energy before they fly true, flashing through their targets. The wolf crumples as the second missile passes through it, sending it crashing hard against a

crate. The Bugbear feels the force of the powerful missile against it's chest. It's breath is now labored and there is panic in it's eyes. Heinhelm, you're turn.

 

Heinhelm: I pull my Longsword back so the tip is facing outwards toward's Klarg's chest, and then I thrust it upwards like a spear. (Roll "To hit"; 1D20+5: 19)(Roll "Damage"; 1D8+3: 9)

 

Dungeon Master: The tip of your Longsword passes through the hide armor of the Bugbear and into it's chest, between it's ribs and tearing through it's left lung. Before the Bugbear realizes it, it's begin to drown in it's own blood as it takes it's last breath and falls back hard to the cave floor, it's crude morningstar rolling to the narrow slope against the western wall and down into the darkness. The room is clear of enemies and all that

remains is the bodies, as well as various sacks, barrels and crates all sporting the same insignia.

 

Lyle: I'd like to inspect the various sacks, barrels and crates. They might hold some clue or least tell us where they came from. I am hoping their to be a reward for their return as long as nothing is expired or damaged.

 

Solomon: I am going to inspect the wounds created by the Halfling. I find it disturbing that such a small creature would have so much power, to be able to do so much damage to a goblin. I also approve of it, but I am still a little disturbed by it.

 

[b]Draziw:[b] I am going to take a moment and rest on the stone steps. I feel winded, having cast two spells in such a short time has left me a little magically exhausted.

 

Heinhelm: I'm going to join Lyle in searching the barrels and crates.

 

Dungeon Master: Sildar Hallwinter takes a seat next to Draziw, resting his weary head against his arms, still feeling the immense pain in his ribs from being tortured and beat. Lyle and Heinhelm, as you move amongst the bulky stores of barrels and crates, you decided that a cart will be required to move any of this. You notice though that every sack, barrel and crate all have an insgnia resembling a blue lion's head set into a shield. In additions to the stolen privisions, you both happen upon an unlocked small chest.

 

Lyle: Normally, I'd be apt to checking for some sort of trap, but I don't believe the Bugbear was to bright, and the goblins seemed to be afraid of him. Just in case though, I'll stand back.

 

Heinhelm: I will use the butt-end of my spear on my back to lift the lid of the chest, just in case it is trapped in some way.

 

Dungeon Master: The chest was not trapped and upon the lid creaking open, you are gifted to the sight of 600 CP, 110 SP, Two unidentified potions, and a jade statuette of a frog with two golden orbs for eyes.

 

Heinhelm: Awesome! "Draziw, Solomon. We found a chest. It's got quite a bit of coin, a statuette and two potions in it. Draziw, any chance you might be able to tell me what they are?"

 

Draziw: Making my way over Heinhelm and Lyle, I'm going to take one of the potions and pull out the small cork, inhaling the scent of it. Do I need to make a check to recognize it?

 

Dungeon Master: No. It's a fairly common potion, though normally one does cost quite a bit of gold. It smells of strawberry and rubarb with a hint of various berries and some earthy root. The smell reminds you of a freshly brewed Potion of Healing.

 

Draziw: "Gentleman, Believe this be a Potion of Healing. Not cheap to buy though not difficult to make with the right training.  There are two of them? We should hold onto them. They may come in handy.

 

Lyle: Is the chest to heavy for us to carry? Can one of us carry it out of here?

 

Dungeon Master: The chest is not heavy. With the coins, statuette and potions, it weighs a few pounds, definitely light enough to be carried, but will require both hands for it to be carried.

 

Lyle: "If no one else minds, I'll carry this out, and we can split it when we get to town."

 

Heinhelm: "Ah. I don't think so, you trickster. Solomon, Draziw or I will carry it out. We might come up a few coins shy otherwise."

 

Lyle: I blush because I know I've been caught, but I am not bothered by it and hand the chest over to draziw. Then I look over at Solomon, confused why it is she has been looking at the goblin corpses.

 

Dungeon Master: Solomon, would you like to share with the rest of the party what it is you have discovered?

 

Solomon: Having thought it over several moments, and come to no other conclusion, I address the rest of the party. "Aye think aye know why you thought the mace strange, 'sides the material, Halfling. It's a magically

made weapon. Prob'lly Dwarven made, from stories ago. Seems it be effective against Goblin creatures and their kin."

 

Dungeon Master: Lyle, please record on your sheet that the mace is infact a +1 Mace and does full damage to Goblinoids.

 

Dungeon Master: Well, you four adventures. Here's how it is now. You have successfully; thwarted an ambush, avoided several haphazard traps, interrogated a goblin for information, saved Sildar Hallwinter, defeated the goblin leader Klarg the Bugbear, discovered looted stores from numerous ambushes, and put an end to any immediate goblin ambushes along the Triboar Trail for the time being. You have earned the treasures and a few scars. Now, all that is left is to escort Sildar Hallwinter to Phandalin, deliver Gundren Rockseeker's provisions and discover what Phandalin has in store for you. You have earned a grand total of 350 experience points for tonight. That will put you all at level 2. From here on out, experience will be awarded different. It will be awarded based on the monsters, traps and situations you over-come. Solomon, because you did not use your inspiration at this point, you may choose to hold onto it for next time, or start with 0 at the next game.
   Here is the shares of the treasure. You each of you four gets 150 CP, and 31 SP. There was one spare SP, but it seems to have been lost in the dark.

 

Dungeon Master: Next time we meet, you will be making your way into Phandalin, as Level 2 characters.

 

---

There you have it folks. I apologize about the wait, for those of you who waited patiently. Part three is currently being typed up and I will be posting the updates to the PC's sheets to reflect the excursion into the Goblin cave. This has been Part 1: Goblin Arrows; Cragmaw Hide-out and Hiding-Out.

#14

pukunui

Jan 30, 2015 13:54:38

Another great read, Echamil! Sounds like your players really get into character.

 

Just a few comments/questions:

 

Echamil wrote:
#15

Echamil

Jan 30, 2015 21:33:35

You bring up a few things that we discussed after eveything was put away. I did in fact make a mistake about the Darkvision, which my players were happy to take advantage of. We discussed that I, as the DM, will try to not let an oversight like that happen again.

 

As far as a Surprise round of Combat goes. I sort of just went with the flow. I went with the idea that not every bipedal monster capable of using weapons, is going to be poised and ready for combat at a moments notice. I figured that by the goblin's tending to the fire, chances were that their equipment weren't directly at hand. That allowed for the party to have a free round of combat Sure, it might have been easier to have them oll Initiative, but eh..

 

You're right about Lyle as well. It was more of an over-sight on her part, and while Inspiration is more for gaining an advantage on a roll, I did houserule. My houserule was more along the lines of using Inspiration to slightly alter the outcomes. It helped that the Player rolled a Nat 1 and forgot about having Lucky. By saying she wanted to use her Inspiration, it meant that while obviously something bad was going to happen, something good could become of it. This was another moment I winged it, breaking her shortsword because of the Nat 1, but allowing it to still be a kill with the Inspiration.

 

pukunui wrote:
#16

pukunui

Jan 30, 2015 22:01:11

Cool beans.

#17

Echamil

Feb 16, 2015 18:00:28

I have not forgotten about this. I have been profusely busy. I should have the next part up soon, hopefully.

#18

Echamil

Feb 18, 2015 19:46:41

This is a update to the Player Characters' profiles. Minor updates regarding Hit Point increase, Equipment change, class Features and the addition of Spells. When the players leveled up, I ruled that they could roll the Hit Die instead of taking the average, and added their Constitution bonus to find their new Hit Points. At this point in the game, we had a new player join us, so I will be including their profile as well. I decided to introduce them in town to the party. After this, I will only be posting an update when a character attains a new level, instead of a minor-update based on equipment changes.

 

Heinhelm Staghorn The Fighter
Heinhelm Staghorn
"Helm" to his companions.
2nd-Level Human (Tethryian; Variant) Fighter
Medium Male Humanoid
Armor Class: 16, 14 w/o Shield
Hit Points: 21 ((1D10+2)*2)
Speed: 30 Feet
Sense: Passive Perception; 17
Str: 16 (+3) Dex: 13 (+1) Con: 14 (+2)
Int: 10 (+0) Wis: 11 (+0) Cha: 12 (+1)
Allignment: Lawful-Good
Languages: Common, Halfling.

 

Traits
Background - Folk Hero
  Feature: Rustic Hospitality
  Defining Event: "I stood alone against a terrible monster."
Proficiency: +2
  Armor: Light Armor, Medium Armor, Heavy Armor, Shields.
  Weapons: Simple Weapons, Martial Weapons.
  Tools: Artisan's Tools (Leatherworker's Tools), Vehicles (Land).
  Saving Throws: Strength, Constitution

 

Class Features
Fighting Style; Dueling*
Second Wind
Action Surge (One Use)

 

Skills
Animal Handling +2, Athletics +5, Insight +2, Perception +2, Survival +2

 

Feats
Observant

 

Weapons
Melee--Longsword: +5 to hit (reach 5 ft.; One target). Versatile
Hit: 1D8+3 Slashing damage. 1D10+3 Slashing damage. 1D8+5* Slashing damage.
Melee/ Range--Spear: +5 to hit (reach 5 ft.; One target). Thrown (range 20/60 ft.), Versatile.
Hit: 1D6+3 Piercing damage. 1D8+3 Piercing damage. 1D6+5* Piercing damage.
Melee/ Range--Handaxe: +5 to hit (reach 5 ft.; One target). Light, thrown (range 20/60 ft.).
Hit: 1D6+3 Slashing damage. 1D6+5* Slashing damage.
Range--Shortbow: +3 to hit (range 80/320 ft.; One target). Ammunition, Two-Handed.
Hit: 1D6+1 Piercing damage.

 

Equipment
Chain Shirt, Shield, Longsword, Spear, Handaxe, Shortbow, Quiver, Ammunition; Arrows (19), Book, Clothes; Traveler's, Explorer's Pack; (Backpack, Bedroll, Mess Kit, Tinderbox, 8 Torches, 5 Rations, Waterskin, 40 Feet of Hempen Rope), Fishing Tackle, Ink; 1 Ounce Bottle (3), Ink Pen, Lantern; Hooded, Oil; Flask (5), Pole; (10 foot), Pouch; (Containing 23 Gold Pieces 40 Silver Pieces, and 153 Copper Pieces).