Jul 26, 2020 8:05 pm
This Quick Reference Sheet can be used to assist players with Movement, Actions, Bonus Actions, Reactions, Conditions, and Environmental Effects.
The adventure begins for five hopeful adventurers:
Mathias Endren, a human fighter and grizzled old soldier traumatized by a disastrous past encounter with a dragon.
Quinny Dorah, a female half-orc barbarian with a dual personality as that of a con-man named "King".
Alstaer, a half-elf sorcerer with a streak of untamed wild magic. Every spell he casts comes with the potential to blow up on his face... literally.
Severus, a human barbarian wielding a battleaxe and a double-bladed scimitar.
Osvaldo Leafbash, a human ranger who also comes with the scarred past of an ex-soldier. He brings a dark past to the party as well, though his is with orcs and goblins.
Your adventure begins in the city of Neverwinter where each of you has been lurking recently in hopes of drumming up some work of the nature that "adventuring types" generally seek. This work usually provides opportunities to gain experience, earn vast fortunes, and enjoy fame as great heroes. Unfortunately such opportunities rarely fall right into one’s lap for no reason, and each of you have spent a considerable amount of time watching your gold reserves slowly deplete themselves in Neverwinter’s local inns, taverns, and other places where work of this nature is sought out by wannabe heroes.
As things begin looking dire for you, you find a moment of possible reprieve when you are approached by a Dwarven businessman named Gundren Rockseeker. Some of you may know Gundren as a friend of a friend. Some may know of him as a passing associate. Some may merely (and possibly most likely) have enjoyed a horn or two of ale with the dwarf while frequenting the taverns of Neverwinter looking for work. Regardless of how you know the man, Gundren knows each of you well enough to know that you may be desperate for a bit of coin, and he seems to think you may have the skill-sets relevant to a job he needs done. And so each of you are approached one afternoon by the dwarf as you sit in a tavern.

As the dwarf excitedly begins his pitch, he explains that he has need of some well-armed men and women capable of escorting a wagon of supplies from Neverwinter to a small town a few days’ journey to the southeast, called Phandalin. In the course of his discussion with each of you he makes mention that he and his two brothers have discovered "something big" near Phandalin, but says no more on the matter even if pressed. He explains that he has no reason to believe that you or your new companions will have any trouble with delivering the supplies, but that his need for an armed escort to attend it lies merely in the fact that Phandalin has developed a reputation as a bit of a rough-and-tumble frontier town since its resettlement, and he would not be happy to see his supplies purloined by bandits just as they are about to arrive in the village. He then explains that he has no intention of traveling with you, but will set out immediately this night by horse, riding hard and fast and escorted by a warrior named Sildar Hallwinter, as he has business in Phandalin that needs attending to at once. For your efforts though, despite the likelihood that your travels will be uneventful, Gundren will have payment waiting for you at a sum of 10 gold pieces each once the supply wagon has been delivered to a trading post in Phandalin called "Barthen’s Provisions". Confident that he’s succeeded in securing your sword for this task he explains that you should be ready to leave at first light the next morning and that he will have the wagon loaded and ready at his office in the morning, which he then gives you directions to. He then leaves to attend to his own affairs.
Each of you beats the rooster the next morning, waking up well before dawn. You gather your gear and leave the inns you’ve been staying at, more or less arriving at Gundren’s office at the same time. As you look at your new companions, you think you recognise them as others who have been prowling the taverns in search of adventure. Waiting for you is a stringy-looking man standing next to a wagon already attached to two oxen placidly chewing mouthfuls of cud. The wagon is loaded with a bulky cache of supplies, covered with a heavy canvas tarp tied tightly over its contents. The man, who introduces himself as "Sourmash", hands you a map, and explains that the way to Phandalin is to take The High Road south for about thirty or thirty-five miles until you come to a smaller road heading east called Triboar Trail. Follow the Triboar Trail for about twenty miles and then turn south again and the road will take you to Philandin after about ten miles or so. Sourmash then hands the reigns over, explaining that one or two people will need to drive the oxen while the rest walk alongside keeping alert for any signs of trouble or ambush. The High Road itself is pretty well-traveled, and the likelihood of trouble is low. But the closer you get to Philandin, the further you are from civilization, and the more likely you may be hit by bandits and other sorts of unsavoriness and trouble.

Your characters have all likely seen each other hanging around the inns and taverns while looking for work or an adventure party to join, but may not know one another much more than that. If you would like to take a moment to have your characters introduce themselves to the others, please do.
The roads and trails you will be traveling are pretty well maintained and you should be able to cover about twenty-four miles a day, if you choose to travel at a normal pace. If you wish to move at a more cautious pace you can slow down to a speed that covers about eighteen miles a day. And if you want to throw caution to the wind and get to your destination more quickly you could cover about thirty miles a day. The wagon requires at least one person sit atop and drive the oxen, though it can seat two persons if you choose to have two drivers. The rest of you will accompany the wagon on foot. Who wishes to drive, and who wishes to travel on foot.
The adventure begins for five hopeful adventurers:
Mathias Endren, a human fighter and grizzled old soldier traumatized by a disastrous past encounter with a dragon.
Quinny Dorah, a female half-orc barbarian with a dual personality as that of a con-man named "King".
Alstaer, a half-elf sorcerer with a streak of untamed wild magic. Every spell he casts comes with the potential to blow up on his face... literally.
Severus, a human barbarian wielding a battleaxe and a double-bladed scimitar.
Osvaldo Leafbash, a human ranger who also comes with the scarred past of an ex-soldier. He brings a dark past to the party as well, though his is with orcs and goblins.
Your adventure begins in the city of Neverwinter where each of you has been lurking recently in hopes of drumming up some work of the nature that "adventuring types" generally seek. This work usually provides opportunities to gain experience, earn vast fortunes, and enjoy fame as great heroes. Unfortunately such opportunities rarely fall right into one’s lap for no reason, and each of you have spent a considerable amount of time watching your gold reserves slowly deplete themselves in Neverwinter’s local inns, taverns, and other places where work of this nature is sought out by wannabe heroes.
As things begin looking dire for you, you find a moment of possible reprieve when you are approached by a Dwarven businessman named Gundren Rockseeker. Some of you may know Gundren as a friend of a friend. Some may know of him as a passing associate. Some may merely (and possibly most likely) have enjoyed a horn or two of ale with the dwarf while frequenting the taverns of Neverwinter looking for work. Regardless of how you know the man, Gundren knows each of you well enough to know that you may be desperate for a bit of coin, and he seems to think you may have the skill-sets relevant to a job he needs done. And so each of you are approached one afternoon by the dwarf as you sit in a tavern.

As the dwarf excitedly begins his pitch, he explains that he has need of some well-armed men and women capable of escorting a wagon of supplies from Neverwinter to a small town a few days’ journey to the southeast, called Phandalin. In the course of his discussion with each of you he makes mention that he and his two brothers have discovered "something big" near Phandalin, but says no more on the matter even if pressed. He explains that he has no reason to believe that you or your new companions will have any trouble with delivering the supplies, but that his need for an armed escort to attend it lies merely in the fact that Phandalin has developed a reputation as a bit of a rough-and-tumble frontier town since its resettlement, and he would not be happy to see his supplies purloined by bandits just as they are about to arrive in the village. He then explains that he has no intention of traveling with you, but will set out immediately this night by horse, riding hard and fast and escorted by a warrior named Sildar Hallwinter, as he has business in Phandalin that needs attending to at once. For your efforts though, despite the likelihood that your travels will be uneventful, Gundren will have payment waiting for you at a sum of 10 gold pieces each once the supply wagon has been delivered to a trading post in Phandalin called "Barthen’s Provisions". Confident that he’s succeeded in securing your sword for this task he explains that you should be ready to leave at first light the next morning and that he will have the wagon loaded and ready at his office in the morning, which he then gives you directions to. He then leaves to attend to his own affairs.
Each of you beats the rooster the next morning, waking up well before dawn. You gather your gear and leave the inns you’ve been staying at, more or less arriving at Gundren’s office at the same time. As you look at your new companions, you think you recognise them as others who have been prowling the taverns in search of adventure. Waiting for you is a stringy-looking man standing next to a wagon already attached to two oxen placidly chewing mouthfuls of cud. The wagon is loaded with a bulky cache of supplies, covered with a heavy canvas tarp tied tightly over its contents. The man, who introduces himself as "Sourmash", hands you a map, and explains that the way to Phandalin is to take The High Road south for about thirty or thirty-five miles until you come to a smaller road heading east called Triboar Trail. Follow the Triboar Trail for about twenty miles and then turn south again and the road will take you to Philandin after about ten miles or so. Sourmash then hands the reigns over, explaining that one or two people will need to drive the oxen while the rest walk alongside keeping alert for any signs of trouble or ambush. The High Road itself is pretty well-traveled, and the likelihood of trouble is low. But the closer you get to Philandin, the further you are from civilization, and the more likely you may be hit by bandits and other sorts of unsavoriness and trouble.

OOC:
This isn't exactly the sort of adventure you were hoping for when you set out on this path, but you're all, if not excited, at least relieved to have some work and a bit of coin promised at the end. Your spirits lifted a bit, you'll all start out with a nit of INPSIRATION.Your characters have all likely seen each other hanging around the inns and taverns while looking for work or an adventure party to join, but may not know one another much more than that. If you would like to take a moment to have your characters introduce themselves to the others, please do.
The roads and trails you will be traveling are pretty well maintained and you should be able to cover about twenty-four miles a day, if you choose to travel at a normal pace. If you wish to move at a more cautious pace you can slow down to a speed that covers about eighteen miles a day. And if you want to throw caution to the wind and get to your destination more quickly you could cover about thirty miles a day. The wagon requires at least one person sit atop and drive the oxen, though it can seat two persons if you choose to have two drivers. The rest of you will accompany the wagon on foot. Who wishes to drive, and who wishes to travel on foot.