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Author Topic: The Guild of Adventurers (5e) - Pesky Goblins!  (Read 13150 times)

Sirus

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Re: The Guild of Adventurers (5e) - Pesky Goblins!
« Reply #120 on: April 18, 2018, 03:07:05 pm »

"Aye. We know how to reach our objective now. We'll leave these creeps for the patrols to pick up."
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highmax28

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Re: The Guild of Adventurers (5e) - Pesky Goblins!
« Reply #121 on: April 18, 2018, 10:02:29 pm »

You bound the smirking goblin as he laughs at Gawain

"They say humans strike out when brought before fear. Does the Prince's name make you tremble?"

Despite this talk of the prince, you recall that the groups seem to be about this size with variance between them. You can follow the map to go deal with the rest of them, or you can head back and call it a day.

Either way, as you clean up shop, a passing caravan notices you dealing with the goblins. A large human armed to the teeth walking at the side of it speaks up.

"Finally! Some adventurers are dealing with the problems we've been having!" He reaches into his bag and tosses a small bag at the party. "Get yourselves a drink on me. Its good to finally have adventurers back in Norune, and making short work of these pests no doubt!"

He returns to the caravan after picking up his pace. The pouch contains 20 gold
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just shot him with a balistic arrow, i think he will get stuned from that >.>

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apiks

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Re: The Guild of Adventurers (5e) - Pesky Goblins!
« Reply #122 on: April 19, 2018, 01:35:55 am »

Elf Haldur snickers at the mention of fear.

"I don't like goblins. Let's go hunt."
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TD1

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Re: The Guild of Adventurers (5e) - Pesky Goblins!
« Reply #123 on: April 19, 2018, 01:24:46 pm »

Picks up coins. Divides them among members.

Ignores the goblin's latest remark as he stands up and briskly rubs his hands together.

I agree, Halfdur.

Makes sure everyone is agreeable, then sets out for the camp.
« Last Edit: April 19, 2018, 01:28:07 pm by Th4DwArfY1 »
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Hanzoku

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Re: The Guild of Adventurers (5e) - Pesky Goblins!
« Reply #124 on: April 19, 2018, 02:28:39 pm »

Their usefulness as far as information sources at an end, Haldur gives the surviving goblins to the merchants. ”Maybe they can have a trial before you hang them? It makes everything very nice and civilized. Can also do it Northern fashion and stake them out for the bears.”
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TD1

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Re: The Guild of Adventurers (5e) - Pesky Goblins!
« Reply #125 on: April 19, 2018, 02:33:37 pm »

Behind the Northerner's back Gawain rolls his eyes.
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highmax28

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Re: The Guild of Adventurers (5e) - Pesky Goblins!
« Reply #126 on: April 22, 2018, 11:52:32 pm »

Miscria and human Haldur don't object, so the party starts following the path to where this "Prince" is.

Elf Haldur, being a ranger and used to this, finds the landmarks quite easily. The "dead bushes" is actually a type of northern shrubbery that doesn't grow leaves and has thorns, and the path they took is quite obvious as the area has little grass and the goblin's footprints are easy to spot even without skill.

The "curse tree" is almost exactly as the picture is; a dead tree that sprouts twice to the side and cuts off short at the top to look like a horned humanoid attempting to grab something. Looking at it for too long seems to heavily unnerve you with how much it looks like a grotesque human-like figure.

There's little sign of the door of stench, but there's a foul odor in the air, like having a caravan pass by a farm a mile away but still smell the rancid manure of a sick animal.

There also seems to be a strange noise in the air, but you're not sure if its the wind or something else
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Hanzoku

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Re: The Guild of Adventurers (5e) - Pesky Goblins!
« Reply #127 on: April 25, 2018, 09:21:18 am »

Haldur gives the twisted tree an uncomfortable look, but puts its disturbing shape to the back of his mind as he listens to the sounds and looks for the door.

"Well, I don't think we'll need to take prisoners this time." he comments softly.
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Sirus

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Re: The Guild of Adventurers (5e) - Pesky Goblins!
« Reply #128 on: April 26, 2018, 08:03:47 pm »

"Aye. Let us rid the land of this evil."
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And lo! Sirus did drive his mighty party truck unto Vegas, and it was good.

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TD1

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Re: The Guild of Adventurers (5e) - Pesky Goblins!
« Reply #129 on: May 04, 2018, 03:58:08 am »

((?))
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