Assume you are only casually acquainted with each other at this point as fellow passengers on the boat heading to Paphos.
A Collection of Connoisseur
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Assume you are only casually acquainted with each other at this point as fellow passengers on the boat heading to Paphos.

Background:
Oliver is an otterfolk who used to have a simple life in a travelling circus. Juggle a few balls, clap three times while fireworks fill the scene, and appear to be smart. Just not so smart. To the beastfolk, this was an easy way to travel, provided they escaped on destination, but some became content, losing their former selves for three square meals a day. Oliver only recalls what rekindled his spark back then. It was the fireworks, the smoke clouds, the kind artist behind them, and watching that single drop of igniting alchemical substance. One question at a time led Oliver to learn a few tricks, and eventually escape, in search of more answers.
He now travels the Wildlands and cities in search of alchemical ingredients and knowledge, and a few explosions here and there for the sheer love of it. Despite everything, he still values the simplicity of a ball well juggled, and a playful and kind attitude at life. This has also taught him to be wary of anyone «not willing to play a simple game of catch».

Gus Dorrenson: a humble duende cook who is determined to travel the world looking for rare ingredients and recipes to use in his cooking. He loves getting to know different cultures and seeing different plants and animals. His curiosity and wanderlust sometimes get him into trouble but, as he always says: "any problems can be solved by a well prepared meal". He is optimistic (almost to a fault) and tends to see the good in everyone, even if they don't see it in themselves.
Gus is fairly short and rather round at the waist. He has a long beard and likes to wear a pointy hat (where he stores a jar of his best seasoning). He carries a backpack that's a little too big for his small frame and it's stuffed to the brim with cooking supplies, ingredients, and spices. Strapped to the outside is his bedroll, kitchen knives, and his favorite frying pan.

I’ll be playing as:
Grinfletch, a curious Duende scavenger who seeks to gain the patronage of a powerful fey lord by finding powerful and beautiful relics among the ruins of the Dawn War.
Background:
Grinfletch, a Duende from the Wildlands, was raised amidst the harmony of his tribe, attuned to the Titans shaping their existence. Fascinated by a powerful Fey Lord, he sought a deeper connection, guided by familial support. As a skilled scavenger, he embarked on quests into ruins, uncovering forgotten artifacts that echoed the Fey's vibrancy. Encounters with tribes, kingdoms, and Titans shaped his understanding, carving a worldview that even amidst ruins, beauty could be unearthed. Grinfletch's allegiance to the Fey Lord defined his purpose, turning him into a creative beacon forging connections in a fractured world.
In a hoarse whisper he says:
Quick, we need to find cover.
He looks around to try to locate a place to hide.
He then caught the cloaked Duende's expression of urgency.
"Oh..." and at this rate, I will indeed die before my manners do.
Also, as requested, I'm not calling you goblin now, Grin.
Thanks so much for the help, friends! That's a mighty fine cloak you've got there! And such impressive swimming by you Mr...Otter?
As he's speaking, he does a quick check of his pack to make sure everything made it in once piece. Appearing satisfied that nothing critical was lost he says:
Whoever is shooting at our boat doesn't seem too friendly. I sure do agree that we should put some distance between us and them.
Still immediate personal safety seems to be the important thing to focus on right now. You are crouched at the base of a bush that has grown down below the high riverbank. You know a few others from the boat survived the initial arrow volley and hit the water as you did but after that you lost track of them so you are likely on your own. The obvious choices seem to be continue downriver on the clear riverbank, climb up the riverbank and into the bruch and thickets that line the river, or slip back into the river and swim down river, though the last will be hard with full packs on.

Everyone was on the boat together
Oliver took a deep breath, to try to remember the scent of this river, to orient himself later on.
This also gave him an idea. "Oh. Just hang on a moment." From his belt pouch, he pulled a ball-shaped flask carved with a wavy rune. He moved on to a position where the smoke rising from the boat could be clearly smelled. He made a movement as if to catch the air around in the flask, and then closed it back again.
"Haven't figured how yet, but this might be handy later", and he rejoined the Duendes.
Away from the bank and down stream sounds super to me! Getting into the trees might do us all some good.
While not a regular outdoorsman, Gus has spent some time in the wild foraging for mushrooms. He scanned the treeling and, after finding a suitable entry point, trots towards the brush hoping the others will follow.
I need a couple of Test from everyone. Assuming you all help each other I will take any success as covering the entire group. So I need a test on navigation(finding the best path through the trees), stealth (in case the archers are close), and perception(to sense the archers,animals,etc). Remember some traits and heritage give you advantage (3d6) on select Tests but otherwise just roll a standard Test (2d6). You can roll all 3 if you like or just the ones your character might be good at but everyone should roll at least 1 test
Rolls
Navigation - (2d6)
(34) = 7
Stealth - (2d6)
(61) = 7
Perception - (2d6)
(53) = 8
Rolls
Perception - (2d6)
(35) = 8
Navigay - (2d6)
(51) = 6
As he quickens his step to keep up, he turns to Oliver and says, You said your name was Oliver, right? Well, I’m Grinfletch- Grin for short. And I wanted to thank you for saving me back there. I was going under for sure. Swimming is not really my thing.
Rolling navigation to roll something (and test the dice), although it looks like we have all three. (advantage is due to previously smelling the riverbank to try to orient us, and having mammal smell advantage)
Rolls
Navinavi - (3d6)
(353) = 11
Finding a sheltered grove about an hour from sunrise and make camp to settle down for some much needed rest. Arranging a rotation you take turns keeping watch allowing each to rest 4 hours so break camp about mid morning. The sun is bright and the air is crisp making you a bit chilled from you still damp clothes. Setting out again after a quick meal you make your way over and around the low rolling hills that shape the land to the west of the river. This comforts you as you recall that Paphos is on the west bank of the river and so you continue south and west.
Moving cautiously due to the events from last night you catch sight of ocasional patrols further inland over the grassy and lightly wooded hills. One such patrol makes its way closer to the river bank and look to be heading in your direction. Though you have not gotten a good look at the patrols they are similar to the armored figures you avoided last night.
If you take any actions that have chances of failure add a Test roll as well
Addressing the cloak, he says: Yes, we should hide… but where? He notices his companions and clears his throat. Oh, uhhh, yes, should we find somewhere to hide? A cave perhaps? Or a tree? Oh, or maybe a cave?!
Roll perception to find a hiding spot. The better you are at finding one the harder it will be to spot you.
Rolls
Random hiding places
Rolls
Perception - (2d6)
(63) = 9
Sighing in relief you sit back to ponder the situation when a small voice behind you startles you.
Turning you see a tiny winged figure with weapons and wearing leather garb, a Sprite. Sprites are known to be mischievous, as are most tiny fey, but are also the spies and guard of the tiny fey-kind. You spot a couple other but they flicker in and out of sight so you are unsure how many there actually are.
Gus' startled expression quickly turns to a curious one. He says, in a friendly tone:
Well hello there! My name is Gus! We're trying our best to avoid those patrols as they haven't been too friendly to us. We're not looking for trouble! If you don't mind me inquirin', what's your name?
Innocent question, or cunning interrogation? Well, who cares. They seem to have a playful spirit, and just how foul could such a heart be.
"Indeed, it would appear their clan ambushed our transport to Paphos. Oliver Otter. It's a pleasure."
Sprite
Looking out at where the hobgoblin patrol has disappeared into the trees Bryr grumbles upon hearing about the attack. Yeah, they've been getting all riled up about something lately. We had trouble with them when they first moved into the are but then things settled down. But like I said they increased patrols and are really being nasty lately. This keeps up and the Lord might take steps. I heard tell there might be a hunt. and he shrugs before turning to face you again.
Tell you what, you help us with a little job and we can call it even. You hopped into our facility, used its for your own ends without so much as a by your leave. You do this one thing for us and we might even owe you a bit. What do your say? As he has been talking his face morphs from one of innocence and joy to gain an ever darker and more sinister appearance to it. By the end if not for the fact he is just over 3 inches tall you might be wondering where his horns and flames are.
And just who might your Fey lord be? He sticks out his chest a bit to give the Sprite a good look at his broach.
Corin? He must be a powerful lord indeed to command the service of such faithful soldiers. Well, friends, an adventure on the way to Paphos sounds excitin’. As long as we be well equipped for the task that is. My lord Aethereon would be none too pleased if we were sent t’our deaths.
"Lieutenant Bryr, how many times can you bounce this cork without your hands?"
Bryr
Do that and we will even get you across the river to Paphos. What do you say?
Sprite
He continues with this for a moment before kicking it back to thin air where it continues bouncing around likely being played with by his men.
Oh that patrol might be might really be a pickle to deal with, but these folk sure do seem like they know their way around. Having help getting to Paphos sure seems swell. And look at how well they, um...throw that cork!
"Wonderful, golly what talent! You make an otter's heart happy."
"I'm with you both on this, Gus and Grin. I bet nothing short of an explicit yes counts for a Fey."
He awaited for the cork to fall, but was too polite to ask (how would I dare interrupt their game now?), so he just emotionally prepared for it to be lost forever.
What does a cold iron charm look like? And, do you have anything decent to eat? My rations are all wet.
Bryr
Meanwhile the cork toy is passed about mid air by the sprites that flicker in and out of visibility. The ball moves around the inside of the thicket and Gus is included in the game. The ball passes close to the ottern several times but is kept from passing close enough to grab. Bryr takes pity on Oliver and states If you want the ball back you will have to fetch it by joining the game. A fey at play is loathe to give up a new toy.
As for food, well I can show you a berry patch on the way while we track down the hobgoblins.
+ attack (1 damage per success unless stated otherwise)
+ evade (Until you can act again Test at disadvantage any time you are hit to avoid damage)
+ move (move to a new room/field)
+ focus (improve the odds on you next roll)
+ other test
Also, when it comes to it, I’d like to focus before attacking at range on the first turn. Grin will also want to have an avenue of retreat before attacking so he can fall back.
The focus and retreat path are give just do it in character
I’m curious, you seem to know a lot about how your magic affects these cold iron charms. Have you tried it before? Will the hobgoblins be expecting this?
"Are the hobgoblins in an encampment? If we can take them by surprise, I may have an idea."
Okay friends, ready when you are!
Bryr
They will come into view in a few moments. Make your preparations. You Mr Otter. What is you suggestion? Perhaps we can help you implement it here in the field?
"We could have a stealthy one of our units roll this flask behind their position. Once there, we just need to say the magic trigger word which is..." He paused for a moment. "Blimey, it would be bad to say it right now, wouldn't it? Well, you signal me at that moment and I say it."
Also... stealthy... Grin... hiding magic cape. I'm just figuring that would make sense.
After that if you beat me to the post you are free to post NPC reactions, within reason, and the rest of you can go.
Rolls
Smoke smell convincing - (3d6)
(455) = 14
It's just meant to add to their confusion. No one should be behind them.
Bryr
All four of the hobgoblins are struck and stagger slightly cursing. One snaps a command and they all move to flee the encirclement, slightly staggering as they suddenly find it difficult to coordinate their limbs and senses.
+ attack (1 damage per success unless stated otherwise)
+ evade (Until you can act again Test at disadvantage any time you are hit to avoid damage)
+ move (move to a new room/field)
+ focus (improve the odds on you next roll)
+ other test
Minor actions, including moving around your immediate vicinity do not require an action but is still limited so a single act or simple act and move
Declare you actions and add rolls as needed
Rolls
Crossbow hit - (2d6)
(15) = 6
"Hee-hee-hee. Are you poor little ugly kids lost in the forest?"
Then he hurled a second rock at the same hobgoblin, to make sure the impression were memorable.
Also, is it bad taste to call a goblin ugly?
Rolls
Sling river rock 1 - (2d6)
(52) = 7
Sling river rock 2 - (2d6)
(34) = 7
Sorry!
And starts swinging.
Rolls
Frying pan (light melee) - (2d6)
(56) = 11
Frying pan (light melee) - (2d6)
(24) = 6
Gus and Grin can each roll 1d6 each for Agility to evade the 2 hits. Each success prevents damage.
Rolls
Attack Gus - (2d6, 2d6, 2d6, 2d6)
2d6 : (61) = 7
2d6 : (11) = 2
2d6 : (24) = 6
2d6 : (21) = 3
Attack Grin - (2d6)
(66) = 12
Attack Oliver - (2d6)
(14) = 5
Rolls
Duende Agility - (1d6)
(3) = 3
Rolls
Duende Agilit - (1d6)
(3) = 3
You go ahead and take your turn. I went first before.
Still on vacation so posting is a bit erratic with family activities
On play by post I recommend everyone post when available, don't wait for others as life is full of chaos and waiting for them then them waiting for your doubles the chance on chaos inflicting delays.
All 3 of you can go, the sprites and hobgoblins have acted.
Grin wants to put one of the hobgoblins attacking Gus in the line of fire between himself and his bow-wielding hobgoblin attacker.
He creeps behind a tree opposite the ranged attacker. From behind the tree (what he believes is cover), he loads a bolt into his crossbow and takes a steadying breath.
Actions: Move, Reload Weapon
Also, have a great holiday and safe travels!
He proceeded to take a few steps forward, load, aim and sling a river rock at one of the hobgoblins targetting Gus.
"Hey, Dorrock, weren't these supposed to be... dangerous? Those wimpy ugly kids surely can't hit as much as they can yell", he said out loud to Gus, so the hobgoblins could hear.
And he proceeded to sling a second rock at the same hobgoblin.
Rolls
Sling river rock 1 - (2d6)
(61) = 7
Sling river rock 2 - (2d6)
(33) = 6
I guess not. That one didn't even leave a mark!
Rolls
Frying pan (light melee) - (2d6)
(15) = 6
Frying pan (light melee) - (2d6)
(34) = 7
3 Hobgoblins : Move & Evade Actions
The last hobgoblin seems fixated and tries to fire on Grin but is having difficulty due to the cover and fey sleeping toxins.
One of the hobgoblins attempting to flee finally succumbs and falls to the ground and is abandoned by the others with one pulling ahead of the other who is having difficulty moving in a coordinated or coherent manner.
Rolls
hobgoblin Save Test - (2d6, 2d6, 2d6, 2d6, 2d6)
2d6 : (22) = 4
2d6 : (25) = 7
2d6 : (41) = 5
2d6 : (61) = 7
2d6 : (33) = 6
Attack, disadvantage vs Grin - (1d6)
(1) = 1
He fires his shot, then yells: Freeze where you are and we will halt our attack!
He loads another bolt into his crossbow and aims at the second runner.
Actions: Attack, Reload.
Rolls
Crossbow shot - (2d6)
(55) = 10
"Hear, hear! You flee, we chase! You halt, we halt!", echoed Oliver the offer made by Grin, and then completed in his head 'You halt, you sleep'.
Oliver chased after the goblins and slung a river rock at the one furthest ahead.
Action: Move, Load-Shoot
Rolls
Sling rock - (2d6)
(44) = 8
Rolls
Frying pan (light melee) - (2d6)
(15) = 6
Frying pan (light melee) - (2d6)
(56) = 11
A moment later Oiver is similarly cut off and chastised by a sprite who make olivers shout sound like a screeching and wailing.
Meanwhile Gus and the other sprites take down the last standing hobgoblin and the running one who was staggering under the effect of the sprite sleeping toxin.
I forget your people don't know how to play games properly. He sighs. Well, hopefully no harm done. Now, lets fix these fellows up and take them to the witch he says with a grin. At his command the sprites begin stripping the hobgoblins of their armor and weapons then tying them up with thin but apparently strong ropes. Turning to you as you gather up he smiles and informs you If you don't mind getting those iron necklaces with amulets off those three the witch can get you across the river easy peasy and you will be on your way.
The witch arrives several minutes later and turns out to be a small and withered crone with bluish green skin, sharp teeth, and dressed in moss and dripping plants.
Gus, Oliver, are you lads alright? The witch is going to get us across the river to Paphos, but should we ask her for healing first?
Fox, not rabbit, fox not rabbit Oliver kept muttering as he went to fetch one of the hobgoblin's iron necklaces, and then retrieved his spheric flask as well, putting it back on his pouch. He then returned to the group.
"I'm alright, Grin, thanks. Not a scratch; looks like today I'm a lucky otter. Fortunately the foxrabbits are fast asleep now."
What are you going to do with them? Nodding towards the hobgoblins.
water witch

I can take thee. I can send them when thou art ready.
Though a bit unsightly to look upon the witch speaks politely and is thankful for your help.
We are weary from fleeing, hiding and fighting. Perhaps you can suggest a place across the river where we might find some safety and rest to recover?
water witch

Since your are all set to post daily you can all join the manor house thread immediately.
Anyone who wants can stick around town and join the crew working the underdark after they finish this combat encounter.
The other story in Eldergrove is in deep so getting you there is possible but tricky.
I would like to keep the game to 3 main story groups so I have Tom to take in other newcomers as I have time
At the least your will bump into the ones from manor as they are in town now
Let me know if you have a preference.
"Your Honor, Paphos is indeed our shared destination. However, before parting ways please allow me to ask a question, as you would appear to be knowledgeable in the matter. I, Oliver Otter, am a passionate alchemist, you see, wooed by the sparks and subtleties of a single drop of substance in the right place. However, I happen to be an alchemist with no recipes, which is frankly an oddity, but that's just because the ingredient cataloguing system of circus firework makers is ridiculously different to that of regular alchemists. I won't bore you with the details, although it is a good story. In essence, my route to Paphos is a search for knowledge, and so I ask thee: Is there any alchemical knowledge that you would be willing to share with a humble initiate?"
water witch

She reaches out and touches Olivers forehead where a swirl of blue and green light passes from here hand and into his head. Oliver gains know knowledge from this but instead a feeling of life, strugle, harmony, blending, competing, strenthg, power, subtlity, and guile.
The flow of water, thre creeping of the root, and the beaty of feeling the sun through it all. The rot of plant and animal, the pressure of the earth, time, oblivion.
Corosive Current : a mix of minerals and plant extracts form this clear and scnetless fluid. But be warned its touch burns. The acid must be stored in glass or glazed pottery and will eat away metal, wood, and most other substances.
The smell of the sprite toxins on their tiny arrows fils his nose and hew knows what was used to craft it. Though his recipe may lack the strength of the sprite poison it sill still cause sleep to fall to most creatures.
Recipe : DeepShade : A blend of common river plants is used to craft this toxin. If a piercing or cutting weapon is coated with and its first attack deals damage the target must save or fall asleep for 1 hour. It can also be placed into food, drink, or sprayed into a creatures face.
The little craft stays near to the bank until you come to a place where two rivers join. There is surgest with surprising power to cross the current and continue to the far side where you see walls and a pier. The weed raft moves unerignly to the docks and stops moving as soon as it bumpsagainst the thick lock holding it up. Stepping off to the surprised looks of the sailors your look back to see the magical conveyance fall to pieces and drift down river as simple weeds once more.

Get along there. And he waves you up the dock to a stone buidling where a guard watches you. Quickly you stepped up the dock to a ramp leading to a stone boathouse.

Your character are past their intro so you can each at another trait or weapon group proficiency or specific weapon mastery, which let's your attack with 3d6
Think about what you want and post your selection on your personal/character thread
Clock the link to go to that thread