Episode 1 Scene 2 : It's New Day
Be sure to read and follow the guidelines for our forums.
Looking around wondering why everybody is looking at him Almthu shrugs, Speaking of rocks, our friend came across an unusual arrangement of them somewhere in town. I thought you might know something about them.
That would be us, the latest and greatest! Yes we are heading to the western woods just as soon as figure out what is going on with Carric's stones.
Rolls
Arcane - (1d20+2)
(14) + 2 = 16
History - (1d20+2)
(16) + 2 = 18
Religion - (1d20+2)
(1) + 2 = 3
Shahadur looks at Ashton, "Well the toolshed back by the stables should have shovels borrow what you think you need and return them when you are done."
1. A military officer responsible for providing quarters, rations, clothing, and other supplies.
2. A naval petty officer with particular responsibility for steering and signals.
We are using definition #1
There indeed was a large stable behind the fort sitting against the back outer wall but strangely enough the smell of horses is not noticed until the group gets really close to the building. Upon arriving Shahadur states to those present, "They need shovels and buckets, pronto," and then turns to the group, "I hope digging into what you found proves unearthly." He then nods and walks off. The acquiring of shovels appropriate to each person's size as well as a buckets to help transport dirt if it be needed went uneventfully. An individual records each person's name and what they were allocated and they are told to check these back in when they were done.
After gathering the tools they need he will follow Carric to the site in question.
Cef is a giant spider I befriended and he has saved my life a couple of times. He is a bit cautious but is used to people, but still basically wild. Which is why I have to keep him out here.
As he bounds towards the party Puck, the winged car hisses at him and flies to a perch in a tree.
Still, he keeps his distance from Cef as he grabs a shovel and sets to work.
Rolls
Secret Roll
Secret Roll
Rolls
Perception - (1d20+4)
(3) + 4 = 7
Investigation - (1d20+1)
(8) + 1 = 9
Arcane - (1d20+1)
(6) + 1 = 7
History - (1d20+1)
(19) + 1 = 20
Dex (sketch) - (1d20+2)
(1) + 2 = 3
Rolls
Reroll Dex (sketch) - (1d20+2)
(17) + 2 = 19
Now while the stones are fairly evident and the dirt fairly easy to clear the dirt covering the platform upon which they reside cannot be cleared sufficiently with shovels in order to expose its surface clearly.
Rolls
Investigation - (1d20+2)
(11) + 2 = 13
Survival - (1d20+8)
(14) + 8 = 22
The cat pic of a nice touch :)
Yes, let's be on our way. If the person we seek in the woods is in some trouble, we'd best be after him.
Rolls
Investigation - (1d20+2)
(14) + 2 = 16
The walk back with shovels and buckets is a bit more telling after all the exertion spent digging up all that dirt and more than one belly rumbles in anticipation of meal time. As the pass the gate guards one asks, "Did you dig anything up?"
Upon arrival at the bridge Valziver can be spotted sleeping off to the right of the bridge and presumably has been there the whole time and they just missed him on their way out.
Once Ashton notices Valziver he will go up to him I apologize for us leaving being delayed. We were asked to investigate something this morning. Once we turn in our finding and grab a quick bite we should be ready to set out. Are you all set?
Rolls
Secret Roll
Secret Roll
Rolls
Secret Roll
Rolls
Punch To Hit - (1d20)
(4) = 4
We just have to go deliver these to Shahadur and then we’re off. Why don’t you make sure your skins are full, tonight we will drink together.
The last part he will throw in a wink toward Valziver
Rolls
Secret Roll
Having taken the road to the right it did not take them long to get to the north gate which looks pretty much like the south gate except in reverse. Sitting off to the right-side of the gate, leaning up against the wall is the unmistakable personage of Shahadur.
To Kumo Do you know the small Grove to the east of town? The stones are located there. I myself had seen them be hit not thought much of it. It was he indicating Carric who brought it to the attention of Kezel and Shahadur. Explain digging it up and answer any question he asks.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Turning to the rest of the group he will ask A quick lunch at the Garrison then we head off to the western woods?
Note the West Woods are a little more than a half a days ride to the west which would mean nearly a full days walk. If you head out right now you will have to stop some where along the way to rest over night --- not saying no you should not go -- just trying to denote the current situation more clearly --- that said you could chat with the farmers along the way for your assignment and then simply camp somewhere and then continue chatting with farmers until you get to the woods by sometime late tomorrow and thus cover talking to all the farmers between Southbridge and West Wood.
As they walk Ashton will be strumming along on his lute giving the group something to walk to. Sometimes working on a song of his own that is still under construction and sometimes mindlessly fingering an old well known tune.
Puck remains resting upon Almthu's shoulders as he seems to enjoy the high perch.
Rolls
Secret Roll
I think I will scout about a bit. Folks get nervous around Cef and we need them to talk freely. I will signal if I need help out find anything of interest.
Quogrim will ride of on Cef
Rolls
Perception - (1d20+6)
(14) + 6 = 20
Nature - (1d20+4)
(5) + 4 = 9
Survival - (1d20+6)
(20) + 6 = 26
Rolls
Persuading Puck - (1d20+1)
(6) + 1 = 7
We have been sent to investigate, determine and end whatever might be troubling you farmers. As well as searching a few key members who haven’t reported back in. So in short the feeling that should overwhelm you upon our arrival isn’t concern but rather dramatic hair flip out of eyes your assured protection. ending with an award winning heroic smile
Rolls
Persuasion Check - (1d20+5)
(2) + 5 = 7
As the group and the farmer talk a bit, Quogrim appears off to the south and gives a whistle and a wave indicating perhaps he had found something. The farmer, "By the gods a spider rider, I'll get my bow."
Almthu heads over to Quogrim, trying to see why he's flagging them.
Quogrim sighs.
This may take precedence over finding Niantzu.
Almthu jogs over to the others to let me know what Quogrim and Puck have discovered. He includes the farmer in the conversation so as not to alarm him by keeping secrets.
Rolls
Survival - (1d20+6)
(1) + 6 = 7
Rolls
Survival - (1d20+6)
(3) + 6 = 9
Rolls
Secret Roll
To Ashton, Puck would like you to know that he has already scouted the tunnel and spotted some creatures that may resemble goblins.
To the farmer None that I can think of but just looking at the information we have it was a possibility and wanted to throw it out there incase someone else had heard of such a creature.
To Quogrim I am more than happy do go diving into holes but I wouldn't rely on me seeing anything without the aid of light.
Rolls
Nature Check for a burrowing to flying creature - (1d20+1)
(20) + 1 = 21
Ashton will pull out his rope (100') and hand one end to Al saying If you feel 3 strong tugs followed by screaming, pull. Then give him a wink a smile and go to the hole ready to descend.
Ashton will take the Torch and stow it.
On a tangentially related note -- there was mention of a list of plants that the party was to try to find for Kumo, but I can't seem to find any details - would this be an environment that may hold some of these plants?
Rolls
Perception check - (1d20+4)
(2) + 4 = 6
Rolls
Secret Roll
Note: Buckler's are made of Metal all other shields are made of wood
Rolls
Stealth - (1d20+6)
(17) + 6 = 23
Perception - (1d20+6)
(11) + 6 = 17
And with that Ashton will follow after valzier
For a little bit I can communicate with you like this. When I do you can return with a short reply.
Rolls
Stealth - (1d20+2)
(19) + 2 = 21
Perception (dis adv) - (1d20+4)
(1) + 4 = 5
Perception (dis adv) - (1d20+4)
(6) + 4 = 10
Note: Buckler's are made of Metal all other shields are made of wood
Three went in, strong and stout
Fought the gobbies, made a shout
... something something, rhymes with gout!
fought some gobbies, made a shout
something, something, this I doubt --- I think doubt works better than gout ;)
I know someone said they took off their backpack but did either of you choose not to bring it?
Valziver has put his backpack on again and then quietly asks, "Uh... so which way should we go?"
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Rolls
Perception - (1d20+6)
(10) + 6 = 16
Perception - (1d20+6)
(2) + 6 = 8
When Quogrim signals to Valziver that they are going back up, he respond, "What, why, we just got 'ere. Thought we gonna slice-n-dice."
Rolls
Secret Roll
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Message to Almthu We have come to a split and are going to go a little further. We will need some rope and be outside communication range
Ashton will nod to Val to continue to the left if Quo is good with that.
Rolls
Odds we go right Evens we go left - (1d20)
(18) = 18
Added 50 ft. Will chick with Carric for more. Be nice to cat.
Hey Carric, do you have any rope in case we need it? They say there's a split and are still exploring.
The uneven cave, in all ways, undulates and meanders curving more to the left and eventually comes to a larger open area. Valziver looks in and says, "Nothin' 'ere"
The open area looks natural and, like the passageway that they came by, uneven and irregular in shape in all ways. On the far side of the area is a fairly large pile of rocks and in front of that a crude wooden wheelbarrow filled with stone. A distance to the right of where the group came into the area is an exit leading out.
Rolls
Perception - (1d20+4)
(2) + 4 = 6
Survival - (1d20+2)
(3) + 2 = 5
Rolls
Survival - (1d20+4)
(7) + 4 = 11
Perception - (1d20+4)
(5) + 4 = 9

The rope itself is probably just a distraction. Knowing it wouldn't do a lot of good if they ran into any serious trouble.
Message to Quo Right good idea. Help me remember. We went left and now we are going left again.
Message to Val Quo said let’s try the left path that I assume is just up ahead of us.
Valziver we can always come back later. For now let's head topside. I don't relish the idea on heading down one I these tunnels only to have the locals come up behind us and cut is off from the only way we know to get out
After they walk back a little bit Ashton will send a message up to Al We are done fumbling in the dark. Heading out now
Rolls
Secret Roll
Secret Roll
It's possible this has been here for a long time and not used recently. In which case, I think we should move on as it seems unlikely there would be any activity here tonight. Were you able to get any sense of how old these tunnels are while you were below?
Rolls
Investigation - (1d20+2)
(18) + 2 = 20
And once they hear about this they are sure to investigate.
Rolls
Perception for tool/claw marks on the tunnel - (1d20+6)
(2) + 6 = 8
Investigation for tool/claw marks on the tunnel - (1d20+2)
(5) + 2 = 7
Looking back to the farmer If you are willing to keep watch on this hole that would be most helpful but remember your life is much more important than your things. If something comes out of it hide, we will need not only your account of what that something was but also the village needs you. If you feel truly unsafe and wish to flee we will be just the hour it takes to get to your neighbors away. If you can make your way to us there we can protect you.
This sound good and fair to everyone else? Addressing the rest of the group.
As we set out searching for any other rocks or other terrain features that could hide similar tunnel entrances I will ask Puck, with your keen eyes and sense of smell will you help me find other tunnels please?
Rolls
Animal Handling - (1d20+4)
(3) + 4 = 7
Persuade Puck - (1d20)
(18) = 18
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
The group moves out and it takes them a little while to reach the next farm but there is still plenty of daylight. As they approach a large Yroc, steps out in their direction with a Battleaxe in hand.
Since they are close enough, Puck takes to the sky to begin doing an aerial sweep.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Rolls
Perception (helping of Cef) - (2d20)
(155) = 20
Almthu also performs the sign, thinking of protecting the village.
Mostly I see ya with that impressive battleaxe and wonderin if you see anything that needs killin, and if we could help. I'm Almthu.
As he's asking this Almthu is looking around the area trying to make sense of what this Yroc is doing here.
Rolls
Perception check, why does Yroc have weapon drawn? - (1d20+4)
(10) + 4 = 14
As they begin to follow Ashton will send a message to Quo We are heading to get something in our bellies. Would you like help on your search?
Rolls
Perception - (1d20+4)
(17) + 4 = 21
There is enough daylight left to make the next farm and do a search if the group decides to go further or they are welcome to spend the rest of the day and the night here as well.
If the farmer from previous farm happens to come by do let him know we continued on. We had told him we would be here if he needed our help but i think gathering more information is important.
(Supprised) Puck seems to like you.
We should continue on, I’m afraid I couldn’t enjoy the hospitality at the expense of one who may be in need.
Looking back to Z'kar Thank you for the food and conversation, keep vigilant and when we pass back by may we will stop and check in on you?
If things had been damaged here it had been repaired as nothing of note stood out nor seemed damaged.
As the group begins heading out, Z'kar and Kar'akna both bid the group farewell and good tidings and wave as they leave. The group moves on the distances between farms is about equal plenty of space for grazing animals as well as land for tilling. Of course, so far most of the farmers are not your typical farmer types but considering the distance and how one had to get here coming across actually normal farmers would be a bit rare.
As they approach the next farm they are again greeted in a similar manner this time a male fFolk with a mass of red hair and a full beard approaches the group with a sheathed sword in one hand. When the group is within ear shot he calls out, "Well met, can I ask what brings you here?"
We came across a tunnel that came strait up through a rock outcropping a couple of farms back.
We heard some of the farms in the area have been having trouble and thought it might be related. The tunnel was made by small people or monsters based on the size of the tunnel and wheelbarrow we found. Do you know of any place roundabouts that could hide such a tunnel?
Then to the group. Wanna spread out and see what we can find or y'all wanna search together?
It is more likely for the entrance to be in the less traveled area away from the farms and not directly between them as they would then be more likely to be stumbled upon by traffic between the houses.
Aye, I'll help the search. An organized approach seems a good idea, Quogrim.
As they go to start looking around Ashton will pull out his lute and start playing.
"It must be nice, it must be nice
To have this bard on your side
It must be nice, it must be nice
To have me on your side"
To give inspiration to to Quo and Al
Rolls
Perception - (1d20+4)
(6) + 4 = 10
Performance (for inspirations) - (1d20+5)
(12) + 5 = 17
With Cef's speed I will take the outside of our search pattern. Checking any rock outcropping and thick vegitation that is large enough to hide a tunnel entrance similar to what we found. 13+6+6=25
Rolls
Perception - (1d20+1, 1d6+6)
1d20+1 : (13) + 1 = 14
1d6+6 : (6) + 6 = 12
If this is typical low tech farming and the map shows it to not be heavily wooded I am assuming we would pick uncultivated areas and spread out to cover the area bases on visibility. Both to see each other and effectively search for tunnels.
Ya a simple map would help a lot.
Rolls
Perception - (1d20+4)
(8) + 4 = 12
Adding inspiration - (1d6)
(1) = 1
Rolls
Nature - useful plants - (1d20+4)
(11) + 4 = 15
The tall wild-woman, who fought with berserk rage and indifference to the dangers of combat saunters up to the group. She is a large and tall woman with strong limbs. Her long blonde hair is braided in two pigtails. With steel blue eyes, she surveys the group. And though she has scars and a grim demeanor, it is obvious that she has probably seen 18, maybe 19 summers at most.
A heavy longsword in its scabbard hangs by her left hip from a leather baldric across her chest. When drawn, it's dark blade appears almost black with a low metallic sheen and it bears the marks of several lifetimes of battles but is nonetheless razor sharp and deadly; all the more so in her mighty sword arm. A small carved horn sits at her side.
Slung across her back is a red painted round wooden shield with a central metal boss and rimmed in rough rawhide. The woman also bears across her back a simple hunting bow with a deer hide quiver, from which pokes white fletched arrows. Tucked into the belt at her waist is a curved dagger, from some foreign land. Next to her dagger are pair of fine throwing axes, perfectly balanced and equally at home whizzing through the air, or held in either hand while she becomes a whirlwind of death.
Favoring crimson, she is clothed in a red woolen tunic, and darker red dyed leather pants tucked into black knee high boots. Over all of this she wears dark grey hooded cloak pinned at her right shoulder with a simple copper brooch.
The woman stands proudly as she regards the group with cold hard eyes, almost sizing them up like a predator does her prey.
She raises her chin as she calls out Hallo! and raises her fist in greeting.
What are you looking for? I will help.
Then she begins to search and scan the area for whatever it is they are searching for.
Rolls
Survival or Perception, whichever is most appropriate - (1D20+3)
(4) + 3 = 7
If we can’t find that, we’re looking for signs of a tunnel system in the ground. Something.. maybe goblins.. has been at work and causing trouble. And we should probably keep an eye open for a good place to setup camp.
Let uz know if you see any goblins or da caves, ‘cause I don’t see anyfink. We sleeping out tonight? Good. I sleep better unner da stars.
Greta surveys the landscape, looking for a place that might make a nice camp, and unslings her bow as she slinks off looking for a brace of coneys, or maybe a nice rotten tree trunk full of fat healthy grubs.
Wanderer : The character has an excellent knack with some aspect of nature and gain expertise with one of the following skills (Survival, Nature, or Animal Handling). In addition, when foraging for food or water, the character can re-roll one die but must use that second roll.
This was one of the adjustments made to make the Survival element a bit more prevalent.
Rolls
Secret Roll
Secret Roll
Rolls
Survival - (1D20+5)
(12) + 5 = 17
Rolls
Survival - (1d20+6)
(6) + 6 = 12
Rolls
Survival - (1d20+2)
(9) + 2 = 11
Rolls
Survival - (1d20+2)
(12) + 2 = 14
Should we inform they farmer or just check it out like last time? Chances are since the farmer has had some troubles this will have been used more recently
Rolls
Search for tracks around the tunnel. - (1d20+6)
(5) + 6 = 11
Search for tracks around the tunnel. - (1d20+6)
(3) + 6 = 9
She helps the ranger examining the tracks, offering her expertise and pointing out clues where she can.
She shrugs at Ashton's suggestion. Let's hang out and have a party for whoever comes.
Greta then scans the area, looking for a good ambush spot.
Rolls
stealth ? - (1d20+5)
(6) + 5 = 11
Rolls
Secret Roll
After talking with him I return to the area of the tunnel and look for a spot when I can keep an eye on the mouth of the tunnel but remain hidden. I also look for a spot for Cef.
Rolls
Survival - (1d20+2)
(18) + 2 = 20
While Quogrim is away, Ashton and Greta find a good place, about 50 yards from the hole, to set up a hidden camp that allows them to keep an eye on the rock outcropping without easily being seen assuming they maintained a cold camp.
Rolls
Secret Roll
I let Cef go hunting if there are no problems with the farmer. He knows not to hunt domesticated animals and I would check with the farmer on local range animals before doing this. Otherwise I will supervise his hunt, returning before dark.
Rolls
Survival (trap placement) - (1d20+6)
(9) + 6 = 15
Survival (trap placement) - (1d20+6)
(18) + 6 = 24
Survival (Cef Hunting) - (1d20+1)
(6) + 1 = 7
Survival (Cef Hunting) - (1d20+1)
(12) + 1 = 13
I’ll happily help Quo set the trap of Greta is working on something else.
It’s a bit cramped she complains.
Greta eats some cold rations and saves her brace of coneys to cook in the morning.
He'll try his best to stay out of sight. (Stealth roll if you need it)
Rolls
Stealth - (1d20+1)
(15) + 1 = 16
Trap Placement gains Advantage -- as Ashton is helping -- 2nd Roll we will use the best
Survival Check for Cef to see if they get anything significant -- this can be done with Advantage if Quogrim is along
And no Cef cannot tell the difference between domesticated versus wild animals especially when some of those domesticated animals are close cousins of the wild ones.
Lastly I need to know who is going to be on which watch and for how long -- no rest makes for a groggy opponent ;) should something wicked this way come
Survival (trap placement) - (1d20+6) ( 18 ) + 6 = 24
Survival (Cef Hunting) - (1d20+1) ( 6 ) + 1 = 7
Survival (Cef Hunting) - (1d20+1) ( 12 ) + 1 = 13
Greta, Almthu, Quogrim, Ashton? so the human and halfling w/o darkvision are in the evening and morning?
The current time slots are as follows: 1 Dawn / 2-7 Day / 8 Dusk / 9-12 Night
Light Note : During Dawn and Dusk the general light conditions are considered to be Dim
Watch Note : 2 Watches = 1 Short Rest --and-- 12 Watches = 1 Long Rest
..... Dawn ...... 2 hours
..... Day ....... 12 hours
..... Dusk ....... 2 hours
..... Night ...... 8 hours (4 watches)
Rolls
Secret Roll
Rolls
Intelligence Saving Throw - (1d20+1)
(12) + 1 = 13
Rolls
Int ST - (1d20+2)
(7) + 2 = 9
Gnomish cunning if vs magic - (1d20+2)
(2) + 2 = 4
Rolls
Int saving throw - (1D20)
(5) = 5
First watch: Quo with pucks help (does puck need to sleep)
2nd watch: Almthu
3rd watch: Greta and Ashton
4th watch Valzier
Ashton teases as he settles down to begin his rest
1st Watch: Quo with Puck
2nd Watch: Almthu
3rd Watch: Greta and Ashton
4th Watch Valzier
Rolls
Almthu Perception check - (1d20+4)
(17) + 4 = 21
Secret Roll
I grab and ready my weapons then quietly crawl over to Cef to wake him. If I pass any on the way gently touch their shoulder to wake them.
Rolls
Stealth - (1d20+6)
(11) + 6 = 17
Rolls
Stealth - (1D20+5)
(16) + 5 = 21
Rolls
Stealth Check - (1d20+5)
(4) + 5 = 9
Rolls
Stealth Check - (1d20+2)
(18) + 2 = 20
Rolls
stealth - (1d20+1)
(2) + 1 = 3
Cef will Dodge unless otherwise instructed
Rolls
Stealth (Cef) - (1d20+7)
(19) + 7 = 26
Status 4 Goblins with short bows are 90 feet from Almthu and 150 feet from everyone else. However the only one visible to the Goblins right now is Almthu
Please make an Initiative roll as you denote what you are doing in response to what just happened.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Rolls
Initiative - (1d20+3)
(17) + 3 = 20
Do you need additional stealth rolls?
Rolls
Initiative - (1d20+3)
(3) + 3 = 6
Rolls
Initiative - (1D20+3)
(1) + 3 = 4
Do you need additional stealth rolls?
Do you need additional stealth rolls?
(movement 30 ft, action: dash 30 ft, bonus action: aggressive 30ft., 2nd wind: attack)
Rolls
initiative - (1d20+1)
(16) + 1 = 17
warhammer attack - (1d20+7)
(4) + 7 = 11
warhammer dmg with savage fury and dueling - (1d8+7, 1d8+2)
1d8+7 : (1) + 7 = 8
1d8+2 : (1) + 2 = 3
Almthu is Engaged with a Goblin at about 10 o'clock
Valziver is 100 feet from the Goblins coming in at about 9 o'clock
Ashton is 150 feet from the goblins at about 11 o'clock
-------
Greta is 150 feet from the Goblins and beginning to approach from at about 8 o'clock
Quogrim mounted upon Cef is 150 feet from the goblins at about 11 o'clock but will finish moving at about 12 o'clock
Puck is watching from the crest of the hill 150 feet from the goblins at about 10 o'clock he is not fond of arrows
I will post the conclusion of this round based on all the predetermined actions taking place then we will move into Initiative psuedo-order
Group 1 Goes First : Ashton, Almthu, Valziver
Group 2 Goes Next : Goblins
Group 3 Goes Last : Greta, Quogrim/Cef, Puck
Lighting conditions Night
.... Those with Darkvision can see about 300 feet as if daylight, the second 300 feet is dim.
.... Those without Darkvision can see about 300 feet (100 yards) dim.
The entire rock outcropping cannot be seen at all there is a dark bubble encasing it that is about 20 to 30 feet in diameter but hard to truly say how big it is.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
The Goblin pulls out a tomahawk and attacks striking Almthu.
One of the other goblins also pulls out a tomahawk, moves in and attacks but misses Almthu
Then two giant rats pop out of the darkness and then charge and attack Almthu but only one manages to bite him.
Then finally a blast of blue-white energy shoots out of the darkness and strikes Almthu.
The two goblins then disengage and step back out of Almthu's attack range and begin circling him.
The other two goblins shoot at Valziver as he bounds down the hill but both miss.
Greta moves closer, Ashton tries to follow Quogrim moving 50 feet, and Quogrim/Cef move 100 feet
Conclusion of Round 1
Almthu Took (7 Slash, 3 Pierce, 7 Lightning -- Total 17)
Let me know if there are any mitigating aspects that might reduce any damage
Almthu HP 40/19 ... engaged with 2 Giant Rats -- Shield (2 rnds)
Valziver ................ 100 feet from Goblins
Ashton ................. 150 feet from Goblins (out of sight)
-----
2 Goblins ......... attacking Almthu
2 Giant Rats ..... engaged with Almthu
2 Goblins ......... shooting Arrows at Valziver
1 Something .... in the Darkness
-----
Greta ........ 120 feet from Goblins
Quogrim .... 150 feet from Goblins (out of sight)
Puck ......... 150 feet from Goblins (hidden)
Initiative Order
.... Group 1 Goes First : Ashton, Almthu, Valziver
.... Group 2 Goes Next : Goblins
.... Group 3 Goes Last : Greta, Quogrim/Cef, Puck
Note if Almthu wants to choose a target by ignoring the others he will give them Advantage on their attacks but he can choose his target also normal AoE rules apply -- otherwise if he simply attacks those he is Engaged with roll 1d2 for each attack made to see who provides the best target at the moment of the attack. If he wants to try and hit a Goblin and holds his attack then roll 1d4 for each attack but then the Rats will get to attack first and the Goblins at the same time as Almthu
Also remember you do not drop unconscious at 0 Hit Points you do get to make a Con Save to stay conscious but will be at Disadvantage for everything you attempt to do. Also you do not die until you actually exceed your Constitution x4 however if you are negative hit points you continue to take 1 hit point of damage per round (or 2 hit points if you are still actively moving/fighting) until someone stabilizes you.
Also keep in mind that neither Ashton nor Quogrim can see what is going on as they are currently out of sight. They of course easily heard the two battle cries and that blast of energy
I Cef attacks I just move closer. If not then I will take a shot at one of the goblins.
Currently I have you moving clockwise not within sight of the hole if you wish to alter your course that is fine but you have not fully flanked the spot and usually when you are flanking you want it to be a surprise. Keep in mind while you cannot see the hole you cannot be seen either. This could have benefits but might not - just letting you know it is still an option.
Cef heads towards the fight then and get within like of sight & bow range (60')
Once in range Quogrim will shoot anything that appears to be attacking an ally
Rolls
Shoot attack from concealment with advantage - (1d20+8, 1d20+8, 1d6+4)
1d20+8 : (10) + 8 = 18
1d20+8 : (15) + 8 = 23
1d6+4 : (2) + 4 = 6
And no you are currently straight south of the goblins position the camp is at 10 o'clock almost due east of the goblins to be opposited the camp would mean you would be at 4 o'clock which would take 2 more rounds of movement.
This Clock Image is just to give you relative directions the distances are not to scale

Rolls
Secret Roll
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
The other two goblins continue shooting at Valziver and this time they both hit.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Conclusion of Round 2
Almthu Took (10 Lightning)
Valziver Took (4 Pierce, 4 Pierce)
Rat Took (6 Pierce)
Almthu -- Shield (1 rnd)
Almthu HP 40/9 ........ engaged with 2 Giant Rats
Valziver HP 41/33 ..... 50 feet from Goblins
Ashton .................... 100 feet from Goblins
-----
Goblin-1 .................. attacking Almthu
Goblin-2 .................. attacking Almthu
Giant Rat-1 HP -12 ... attacking Almthu
Giant Rat-2 HP -6 ..... attacking Almthu
Goblin-3 .................. shooting Arrows at Valziver
Goblin-4 .................. shooting Arrows at Valziver
Something-1 ............ in the Darkness
-----
Greta ...................... 60 feet from Goblins
Quogrim .................. 50 feet from Goblins
Puck ....................... 150 feet from Goblins (hidden)
Initiative Order
.... Group 1 Goes First : Ashton, Almthu, Valziver
.... Group 2 Goes Next : Goblins
.... Group 3 Goes Last : Greta, Quogrim/Cef, Puck
Quogrim can choose a target and from his position he can currently see both Rats and Goblins on Almthu
Rolls
Intimidation (if it does anything) - (1d20+3)
(11) + 3 = 14
Oh and you have 2 rounds remaining on your Shield spell btw
Almthu Took (7 Slash, 3 Pierce, 4 Pierce, 7 Lightning -- Total 21)
Let me know if there are any mitigating aspects that might reduce any damage
But now I need to know what you did last round -- please edit your post where you denote you cast the Shield spell --- and I need to know what you are doing this round.
round 1: Comes charging in like a doofus and swings and misses, then uses reaction to cast shield when all the stupid bad guys decide to gang up on him.
round 2: now
Rolls
sword burst - (1d6)
(6) = 6
Round 2 : Almthu (gets skipped) and takes second set of damage
Round 3 : Almthu uses Sword Burst
Keep in mind that Almthu is at the top of the round the Goblins go after him, also I think you forgot that I have reinstated the Charge Action which you could have used instead of the Dash Action but maybe next time ;)
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Rolls
warhammer attack - (1d20+7)
(10) + 7 = 17
warhammer dmg with savage fury and dueling - (1d8+7, 1d8+2)
1d8+7 : (1) + 7 = 8
1d8+2 : (4) + 2 = 6
target choice - (1d2)
(2) = 2
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
The rat that Almthu hits staggers a bit and lays still while the other one slips back into the darkness.
The remaining Goblin near Valziver whips out his tomahawk and cuts deeply into Valziver.
Two rats come out of the darkness and then charge Valziver and one manages to bite him.
That blast of blue-white energy shoots out of the darkness but this time aimed at Quogrim but Cef manages to jump aside causing it to miss.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Cef dodges
If not ignore 2nd roll
Rolls
Bow attack - (1d20+8, 1d20+8, 1d6+4)
1d20+8 : (18) + 8 = 26
1d20+8 : (7) + 8 = 15
1d6+4 : (6) + 4 = 10
Rolls
Attack with longsword - (1D20+6, 1D20+6, 1d8+8)
1D20+6 : (7) + 6 = 13
1D20+6 : (11) + 6 = 17
1d8+8 : (6) + 8 = 14
Psybermagi yes if these were humans (or a creature without Darkvision) then yes you would have Advantage but they are not so second roll ignored not that it was needed mind you ;)
Conclusion of Round 3
Valziver Took (18/2 Slash, 4/2 Pierce -- Total 11)
Goblin-2 (10 Pierce)
Rat-3 Took (14 Slash)
Almthu -- Shield (1 rnd)
Almthu HP 40/9 ........ Not Engaged
Valziver HP 41/22 ..... Engaged
Ashton .................... 50 feet from Goblins
-----
Goblin-1 .................. attacking Almthu
Goblin-2 .................. attacking Almthu
Giant Rat-1 HP -12 ... Fled
Giant Rat-2 HP -6 ..... Unconscious and Dying
Goblin-3 .................. Unconscious and Dying
Goblin-4 .................. attacking Valziver
Giant Rat-3 HP -14 ... Unconscious and Dying
Giant Rat-4 HP -0 ..... Engaged with Valziver
Something ............... in the Darkness
-----
Greta ...................... Not Engaged
Quogrim .................. 50 feet from Goblins
Puck ....................... 150 feet from Goblins (hidden)
Initiative Order
.... Group 1 Goes First : Ashton, Almthu, Valziver
.... Group 2 Goes Next : Goblins
.... Group 3 Goes Last : Greta, Quogrim/Cef, Puck
Al you hear from somewhere the most feel good beat you've ever heard as the sounds of "Do Your Chain Hang Low" wash over you but what you actually hear is
Are your hit points lo
Are you wobbling to and fro
Can I heal you with a word
Make it good where it hurt
Maybe throw them over your shoulder
Make 'em par for what they took
Are your hit points lo
Rolls
Healing Word (2nd lvl) - (2d4+3)
(14) + 3 = 8
We have been sent to help you brother, drop the darkness so we can see and better and aid you!
Rolls
Deception - (1d20+5)
(18) + 5 = 23
Persuasion - (1d20+5)
(18) + 5 = 23
He'll take another swing with his warhammer, casting booming blade in hopes he'd make a goblin pay for his dink and dunk tactics.
Rolls
warhammer attack - (1d20+7)
(4) + 7 = 11
dmg, savage fury, dueling - (1d8+7, 1d8+2)
1d8+7 : (1) + 7 = 8
1d8+2 : (8) + 2 = 10
booming blade (only applied if gobby willingly moves) - (1d8)
(4) = 4
1d2 which gobby? - (1d2)
(2) = 2
The combat rules for chaos in melee apply to both Engaged and Attacking -- just if you are Engaged you can only apply your attack to one of your engaged opponents randomly or give Advantage to all opponents until the beginning of your next Turn. Unless you have an ability that would allow you to alter that. If all your opponents are Attacking then you can randomly attack one of them and thus become engaged.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Currently the only enemies within view for :
... Quogrim is one Unconscious Rat and one Unconscious Goblin (which just got zapped)
... Greta is two Unconscious Rats and one Unconscious Goblin
Then she stalks boldly into the sphere and if she can, will recklessly attack any creature she bumps into.
Rolls
attack (advantage from reckless cancels out disadvantage from blindness) - (1d20+6, 1d8+8)
1d20+6 : (17) + 6 = 23
1d8+8 : (6) + 8 = 14
Also Greta is considered Blinded which means all Attack Rolls are at Disadvantage -- so need a second Attack Roll please
Rolls
Dex save DC 15 - (1D20+3)
(17) + 3 = 20
disadvantaged attack-if necessary- - (1D20+6)
(12) + 6 = 18
Just waiting on Quogrim's action
Rolls
Secret Roll
Cef dodges as he circles the darkness. Keep Al in sight/range. If darkness is clock center. Al at 6 Cef at 3.
Rolls
Bow attack - (1d20+8, 1d6+4)
1d20+8 : (16) + 8 = 24
1d6+4 : (4) + 4 = 8
Greta manages to connect with something within the darkness but she cannot tell how well she did or what she even hit further the rocks are imposing great difficulty in moving as she cannot tell where to safely place her feet.
Conclusion of Round 4
Almthu -- Shield (expired)
Almthu HP 40/20 ...... Not Engaged 5 feet from Darkness at 10 o'Clock
Valziver HP 41/33 ..... Not Engaged 5 feet from Darkness at 8 o'Clock
Ashton .................... 25 feet from Darkness at 11 o'Clock
-----
Goblin-1 .................. Fled into Darkness
Goblin-2 .................. Unconscious and Dying
Giant Rat-1 HP -12 ... Fled into Darkness
Giant Rat-2 HP -6 ..... Unconscious and Dying
Goblin-3 .................. Unconscious and Dying
Goblin-4 .................. Fled into Darkness
Something-1 ............ in the Darkness
-----
Greta ...................... In Darkness - entered at 8 o'Clock
Quogrim .................. 50 feet from Darkness at 12 o'Clock
Puck ....................... 150 feet from Goblins (hidden) at 10 o'Clock
Initiative Order
.... Group 1 Goes First : Ashton, Almthu, Valziver
.... Group 2 Goes Next : Goblins
.... Group 3 Goes Last : Greta, Quogrim/Cef, Puck
Rolls
Con Save (DC 13) - (1d20)
(10) = 10
Con Save (DC13) - (1d20)
(18) = 18
Con Save (DC13) - (1d20)
(20) = 20
Con Save (DC13) - (1d20)
(5) = 5
Thunderwave Damage (half on save) - (2d8)
(65) = 11
Concentration Check (for darkness) (DC 10) - (1d20)
(17) = 17
Note when you are unsure of how many targets there might be then please let me make those rolls as that makes it easier for me to target the various rolls to the various potential targets. That being said I will simply randomly apply each of the rolls you made in sequence to a potential target and then make any other rolls that may or may not be need.
Rolls
Secret Roll
You're Killin It!"
And give him a bardic inspiration die.
If Ashton clocked (pun intended considering the 'map' we're using) where Greta went in he would try to angle the cube where it would have a better chance of missing her. I know i can't see her right now since she is in the darkness but he would try his best to only hit the enemies.
Rolls
warhammer attack - (1d20+7)
(4) + 7 = 11
warhammer dmg with savage fury and dueling - (1d8+7, 1d8+2)
1d8+7 : (3) + 7 = 10
1d8+2 : (4) + 2 = 6
inspiration (if attack is triggered) - (1d6)
(5) = 5
And luckily Greta was not within nor was Valziver who charged in this round as well
Oh yeah forgot to update Almthu's HP will get on that.
Ashton gets to the edge of the darkness and releases his shock wave.
Greta to move faster than 5 ft means you have to make a successful Dex Save DC 15 failure means you have fallen and hurt yourself (most likely minor damage unless it Crits ;0) but she also make no progress. If successful you can move at half-speed but I will roll 1d3 to determine her actual direction (basically off to the left, on target, or off to the right) -- which she will not be aware of until she emerges from the darkness or encounters something that is not a rock.
So is Quogrim doing nothing then??
Rolls
Dex save dc 15 - (1D20+3)
(5) + 3 = 8
Conclusion of Round 5
Almthu HP 40/20 ...... 15 feet from Darkness at 10 o'Clock
Valziver HP 41/33 ..... In Darkness at @ 8 o'Clock
Ashton .................... 10 ft from Darkness at 11 o'Clock
-----
Goblin-1 .................. Fled into Darkness
Goblin-2 .................. Unconscious and Dying
Giant Rat-1 .............. Fled into Darkness
Giant Rat-2 .............. Unconscious and Dying
Goblin-3 .................. Unconscious and Dying
Goblin-4 .................. Fled into Darkness
Something-1 ............ in the Darkness
-----
Greta HP 42/41 ........ Prone In Darkness at @ 8 o'Clock
Quogrim .................. 30 feet from Darkness at 12 o'Clock
Puck ....................... 160 feet from Darkness (hidden) at 10 o'Clock
Initiative Order
.... Group 1 Goes First : Ashton, Almthu, Valziver
.... Group 2 Goes Next : Goblins
.... Group 3 Goes Last : Greta, Quogrim/Cef, Puck
Rolls
Secret Roll
We should check see if they carry something that allows them to see in that cloud.
Almthu will move in with the disappearing cloud and cast burning hands down the hole, assuming he can account for all his companions.
Ashton move 5 ft closer so as to not have to make a save and will again cast thunderwave focusing on the center of the darkness.
Rolls
Thunderwave Damage (half on save) - (2d8)
(77) = 14
Laying in the rocks is one of the Giant Rats and one of the Goblins perhaps giving some satisfaction to Greta as that Goblin does not lay that far from where she is and is most likely that thing she hit that she could not see. There are a total of 4 Giant Rats (food for Cef maybe) and 3 Goblins lying about.
Rolls
Secret Roll
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
When he gets down to the bottom Ashton will take out the torch and start to light it.
Plus the others might want to weigh in as well -- however if your really gung-ho I will push on ahead
Just keep in mind NPCs are no better than PCs in my world they have their strengths and their weaknesses learning to deal with them appropriately can be very beneficial - not learning to deal with them appropriately can be baneful
She looks around for a large boulder to push in front of the opening.
To the rest of the party I am not used to the open wood so an at a bit of a loss what the next move is. Fill the tunnel with water, oil, smoke.
Somee scrying or divination magic would be great about now. Barring that I guess we can try and map their tunnels. But Val is right about one thing, we will eventually have to flush then or somehow.
Rolls
Strength (advantage from. Al’s aid?) - (1D20+5, 1D20+5)
1D20+5 : (2) + 5 = 7
1D20+5 : (14) + 5 = 19
Rolls
STR check - (1d20+7)
(16) + 7 = 23
And it took me a bit to figure out "cat healing word" ;)
Quo I could use your help if we want this guy to be able to tell us anything
Rolls
Medicine Check - (1d20+2)
(7) + 2 = 9
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Rolls
Investigation - (1d20+2)
(2) + 2 = 4
If needed Quogrim and Cef will help with the boulder
Rolls
Athletics - (1d20+2)
(20) + 2 = 22
Rolls
Medicine Check #2 (if allowed) - (1d20+2)
(16) + 2 = 18
Rolls
Athletics to help move boulder - (1d20+7)
(5) + 7 = 12
Meanwhile Quogrim gathers up the gear left by the Goblins, the bows, tomahawks, quivers, and arrows all look serviceable but the leather armor is poorly made and it stinks of Goblin. So while he could maybe get some money for it he is not sure how much, then again maybe the garrison could use it even if he did not get a lot of coin for it. Bringing back weapons an armor to the garrison was always more lucrative than trying to sell them to some merchant, since most of the merchants want to off load those kind of goods. Still sometimes bringing back stuff as a freebie helped to get a better price on the things that were actually worth something. Quartermasters were not much different than merchants.
More toward Greta Do we think we should head back there now? We came out here to find someone but it could be these goblins are what got him or it might be something else entirely
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
The patrols come by often. We can leave the goblin with the farmer to hand over.
We could also probably either stash this gear with the farmer or cache it somewhere hidden to pick up on the way back. That way we can keep moving forward.
The dawn slowly brings light to the fields. The Goblin at some point during the night woke up, struggled to get loose but failed and eventually went back to sleep which it is still doing at the moment.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
So lets go see if any of the farmers speak goblin so we can get any information from our new friend.
Rolls
Perception - (1d20+4)
(13) + 4 = 17
Also in the early light Ashton can see that the Goblin they captured, which after regaining consciousness had been initially noisy, had been gagged by Valziver who had secured a good sized stone into its mouth which explains why the noises it had been making were greatly muffled. Further Valziver was quickly waking the Goblin up in a rather tormenting way by poking it repeatedly with a sharpened stick in sensitive spots.
Rolls
Secret Roll
We could just move the rock and toss em down the hole.
As to the corpses she agrees "Crows need to eat."
Then she gets the idea that maybe the goblin might understand Yroc. Little one, you better speak up if you understand me. she says as she removes the gag.
Ok, we take the little blighter to the next farm. Let’s go. she then leads the goblin as she starts heading off with the others.
A tale of which the goal isn't to be rich
but rather one of brotherhood and ale.
They investigate, acquire and enquire
about gay stones and unusual attacks
Thats about all he has but he is working it with different melodies, some he knows and some seem to be of his own making, with little word tweaks, trying to see what feels right.
Rolls
Secret Roll
Secret Roll
Secret Roll
Up closer the group can see that the small farm house behind the fFolk is semi-spherical with a round door and is covered in green leaves it almost looks like a immense bush. In fact the fencing also seems to be sprouting leaves as well.
Rolls
Secret Roll
Motioning back to the goblin He wasn’t the only one to survive but we was the only one we managed to catch.
(He won't pick anything without permission, he's just looking for now.)
Rolls
nature? for identifying herbs - (1d20+2)
(18) + 2 = 20
She kicks the little gremlin in the backside and grunts for it to Run! in Yroc.
Say, friend... she starts to the ffolk farmer. Is it true ye ffolk are the best bakers? Thought maybe I could have a taste of something... you know to see for meself?
The rest of the group scours the nearby terrain but finds no sign of a hole within any of the rock outcroppings in the area. A wave of coolness in the air marks the change in whether that will be coming shortly.
Rolls
Perception - (1d20+4)
(1) + 4 = 5
Perception (Cus I’m a lucky leprechaun) - (1d20+4)
(10) + 4 = 14
Thank you Neela. I am Greta. she says as she then pops the remaining half in her mouth.
Rolls
Secret Roll
If we're going to track the little blighter, let's give him a few minutes head start, otherwise it will just go to ground and hide.
Rolls
survival - (1d20+4)
(15) + 4 = 19
Making your way down ther
Heartbeat fast, checks to pass, and you're spired
making your way
making your way through the shroud
and you need me
and you miss me
and now you wander
Track the goblin but stay back and it of it's sight.
Rolls
Survival - (1d20+8)
(17) + 8 = 25
Rolls
adding inspiration die - (1d6)
(1) = 1
Rolls
Secret Roll
To the goblin Surrender or die.
Rolls
Secret Roll
Rolls
Cef pounce - (1d20+5, 1d6+3, 2d6)
1d20+5 : (12) + 5 = 17
1d6+3 : (4) + 3 = 7
2d6 : (56) = 11
Finish the goblin off to end it's pain then return to the others.
I will spend the night in the house and swap stories about the area, the latest news, and or past, while keeping an eye on Puck.
Then looking at Greta.
I understand, on your way back perhaps you would check on the previous farm and see if our hole plug is still in place too. That would be of some comfort to me. I have enjoyed our time together and as far a tall and intense person you're not terrible company. Stay safe and we will see you again I'm sure.
To the farmer You appear to have some magical ability. Do you know any divinations that may give us some clue about when or where the goblins may appear?
If we can get the other goblins away from the caster then Cef and i should be able to keep the caster duisy for a while.
How about Al or Carric?
As a mundane alterative Al and Cef could carry a rope between them and charge past the darkness hopefully knocking everyone inside off their feet.
Any way to get the new guy in town out here with the rest of us? Shanghai, I mean send him him with the morning patrol
The female Hin who has finishing up the meal, "Well dear, I dunna tink any of dem be Druids but iffin it twere I and I be knowin' day might be arisen as day say, I would be goin' fer an intricate trap as den wetter ya can see dem or not day be in for a host a hurt. Of course, now dat ya 'ave tussled with dem once, I be sure day be a changin' dare own tactics in some way."
Rolls
Perception - (1d20+4)
(18) + 4 = 22
Stealth - (1d20+3)
(6) + 3 = 9
Rolls
Perception (Quogrim and Cef) - (1d20+6, 1d20+3)
1d20+6 : (18) + 6 = 24
1d20+3 : (9) + 3 = 12
Survival (checking for tracks) - (1d20+8)
(16) + 8 = 24
While checking out any wooded area dismount and search on foot with Ashton while Cef can be set watching our backs.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Rolls
Perception - (1d20+4)
(20) + 4 = 24
With what he can see, and what he is told it is evident to him that unless a raiding party were to have decimated a farm or most of it that much of the damage would have been overlooked. The obvious take away being, who reported the damage as thus far none of the farmers they have talked to indicated they noticed any damage out of the ordinary. Well at least until, they had brought it up.
Once everyone is ready to move let’s set out back on the road toward the forest
Rolls
Survival checking for tracks - (1d20+8)
(1) + 8 = 9
Nature (Healing supplies) - (1d20+4)
(4) + 4 = 8
Survival (Edible Plants) - (1d20+8)
(8) + 8 = 16
Within an hour or so the group comes upon the next farm a Gnome with a mass of red hair streaked with yellow highlights calls out, "Watt cunna doe fer ya?"
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
We are a special task force that is here to quell any worries and render any threats shattered. Tell me friend have you any troubles of late with property damage not caused by the normal conditions that is living in this area? A few reports we have gotten seem to draw some relation between storms, much like the one that just blew through, and damage being found afterwards. Now mind we aren't looking for things that the storm would have damaged only if someone were trying to use the storm as cover for.
If you do not mind, may I ask where you hale from? (Curiously)You have the look of no gnome I have ever seen or heard of.