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Chapter 2A - A Jaunt Into The Country

A 5e D&D campaign starting at 1st level in and around the city of Waterdeep in the Forgotten Realms.

Waterdeep: City of Splendours, seat of many thousand plots. Are they opportunities for success, or for an untimely demise?
Will the adventurers sit safely in their comfort zones? Or will they risk their all to carve out a slice of Realms history with their names on it? Puppet or puppeteer?

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Re: Chapter 2A - A Jaunt Into The Country

Post by Nocturno »

"Hold on a moment." Vic will go knock on the door that spelled Unbars downfall.

"Would you know who was in the room here, where there is no longer a room? And maybe you can open this chest for us?"
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Re: Chapter 2A - A Jaunt Into The Country

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"Yes," answers a female voice. "Me. In here. Over there? That was the dwarf's room. He owns the inn. Think his name was Morag."
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Re: Chapter 2A - A Jaunt Into The Country

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"Was? Did these large rocks take him out? If so, interested in what he was hiding in his chest?"
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Re: Chapter 2A - A Jaunt Into The Country

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"No idea," she answers, "And can you stop being confusing. If he's still alive then it's still his name but if he isn't then it was his name, and if he's run off then it was his name when he was here which he isn't." There's a sound not unlike sucking on one's teeth. "I'm not mad so I'm not getting between a dwarf and his chest of valuables or magicks or whatever it is.."
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Re: Chapter 2A - A Jaunt Into The Country

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"Ok then." Vic takes his rope and follows Val.
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Re: Chapter 2A - A Jaunt Into The Country

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A quiet Unbar speaks up as the lady's words come from behind the closed door "She makes a good point. Us dwarves don't take kindly to that sort of behaviour. Spoils of battle are one thing but taking from innocent people who are hurting is reprehensible behaviour." Having said his piece, he nods his head abruptly and gives himself a shake. "Let's get this done." He heads toward the bell tower.
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Re: Chapter 2A - A Jaunt Into The Country

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The trio reach the small wooden temple which is dedicated to Lathander and Mielikki.
It has a slender steeple containing a large bronze bell, and stained glass windows depicting images of birth, the dawning sun, trees, and unicorns.
The front door to the temple is open and the bell is rings incessantly.

Entering the temple the trio see the last sunlight of the day pour into the high-vaulted chamber through four stained-glass windows set into the north and south walls.
Beneath the windows are plain wooden benches. The room is mostly empty otherwise.
Standing against the back wall is a wooden pulpit with steps leading up to it. The floor of the temple is composed of dirt.
Set into the west wall, north of the pulpit, is a half-open door, leading, presumably, into a back room.
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Re: Chapter 2A - A Jaunt Into The Country

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Vic will enter second. Turning to the right after the door and keeping his back to the wall. He will scan the room for anything suspicious.
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Re: Chapter 2A - A Jaunt Into The Country

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There is nothing suspicious visible in the room.
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Re: Chapter 2A - A Jaunt Into The Country

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Pitching his so his companions can hear him over the ringing, Unbar suggests "Does someone who is a little less conspicuous than myself want to peek through that door?" He is gesturing towards the half open door on the western side of the room.
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Re: Chapter 2A - A Jaunt Into The Country

Post by counterkid »

"I will." Val move toward the door with his halberd in hand. He will use the halberd to open the door form 5 feet away.
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Re: Chapter 2A - A Jaunt Into The Country

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Val moves across the temples main room to the door and pushes it open it from five foot away.
This back room contains a plain wooden bed whose mattress has been torn open and its straw pulled out.
The floor is stewn with priestly vestments and personal items.
A pair of goblins stop swinging on the knotted rope that extends from steeple and drop to the ground, then in brandishing their scimitars.

Initiatives & intended actions, please.

======
Val has advantage on this initiative but Unbar & Vic have disadvantage.

Edit:
Your GM shamfully forgot RP award in the Inn, so PC's gain +15xp each
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Re: Chapter 2A - A Jaunt Into The Country

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Initiative: [1d20] = 12
Initiative: [1d20] = 6

Waiting for Val's queue, Vic will slowly approach the door, and firebolt any visible target. Choosing one that the big man hit if it is not down.

Fire Bolt: Hit, DMG [1d20+5] = 11+5 = 16 [1d10] = 8

If the bells quiet down:
"Thank goodness."
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Re: Chapter 2A - A Jaunt Into The Country

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Initiative: [1d20+1] = 2+1 = 3[1d20+1] = 19+1 = 20
Val will move in attack and say to be 10 feet away from a goblin: "Goblins you are mine".

Attack: [1d20+5] = 15+5 = 20
damage: [1d10+3] = 7+3 = 10
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Re: Chapter 2A - A Jaunt Into The Country

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Round 1
Val will move a few feet into the back room nd grimly states, "Goblins you are mine," as he slices open the nearest goblin's torso. "Eeep!" It collapses.
Before the second goblin can do anything Vic mutters, "Thank goodness," at the quietness as he moves up to the doorway and Firebolts the remaining goblin. It dies.

End of Combat

This back room contains a plain wooden bed whose mattress has been torn open and its straw pulled out.
The floor is stewn with priestly vestments and personal items.

Looking around shows that most of the floor's contents, goblins aside, come from the bed's shredded matress and a pair of open and overturned chests.
There'r nothing of value here apart from the golbins' effects:
  • Two scimitars
    Two clubs
    One sack containing:
    • Three blocks of incense
      A silver broach (of a unicorn's had)
      A face cloth
      A towel
      A pair of wooden shoes
    Another sack containing:
    • Three empty glass vials
      An unlocked wooden box with a slot in the top. It contains coins.
      A set of clean underwear
      A left-hand leather glove
What next?

======
Initiatives
Val 20
Vic 12
Gooblins 3

Goblin initiative [1d20+2] = 1+2 = 3


+33xp per character
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