Arrival at Nurok
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Hraefn is the first to arise, the sounds of the stable hands along with the nearby woodland animals infiltrating your dreams and slowly dragging you back to this world. The rest of you, likewise, one by one, awake to the sounds of a town awakening and the smells of the kitchen below wafting up through the floorboards.
The sky is still mostly dark, but the first streaks of purple and orange have cracked the eastern sky, and the absence of any significant cloud cover promises a precipitation-free day, at least to start. The chill is deeper though, as the early spring day tries to fight off the lingering winter, but it invigorates even those who might otherwise be sluggish after a late night of drink.
Down below, the dining area (Area E on the map) is beginning to fill, but there is still, yet, plenty of seating for those who wish to indulge in a breakfast.
Bram
A young man of perhaps 20 approaches you as you leave your room. He is dressed in common attire, with a small bow tie that has a pair of long tails, and his hair is pulled back into a proper tail. "Good morning, sir." he says politely, holding out his hand. In it, there is a single, gold coin.
"You paid for another's room last night, and I have been told that no one else arrived to claim it. Therefore, I am returning your extra coin."
Actions, good fellows and ladies?

As a side note, should you not have seen the game posting in detail, I am hoping for daily posts. While I understand that not everyone is required to post for certain things (combat, PC interactions, etc), I would like everyone to try and make an effort to at least read the posts daily and interject where necessary. Some did not post in the last thread when I asked, and I won't keep the game waiting. That said, I am usually slower on the weekends because I am not sitting at my computer all day at home; but I will still make a best effort to post then, as well, if need be.
Regardless, Game On! Let the PC interactions continue with this next leg of the journey to Fort Nurok.
"Good morning all." The quiet man acknowledged his companions, and fished from his person a small parcel of fruit. "I've taken the liberty of preparing some berries for our journey. When consumed they stave off hunger, and have a minor healing effect. They'll last till the end of the day. I shall be able to supply these daily, magic permitting, " and proceeded to distribute them.
You aren't seated long before a barmaid approaches you. "Great morning, sir." she smiles brightly, her hair pulled back into a short tail, her ears revealing a hint of elf in her. "My name is Erlinia, and I'll do my best to make the start of your morning as pleasant as possible. Shall I get you a drink of some sort? Coffee? Tea? Juice or water? Of course, there is ale, if that is your want." she asks.
"Thank you, Hraefn." She smiles at the druid with a nod. "As for you two, I'm sure Lord Eigendrast would have obliged if you'd asked first, Merriweather. That said, while I disagree with your... Liberal use of others' belongings, that was credit to your ingenuity. Just, perhaps save such tricks for whatever trouble we happen on during our travels."
"Good morning, my lords and ladies. 'Tis appearing that this day will be as fair as the last, though as we move westward I expect a bit more of a biting wind to dampen the warmth of the sun. If we leave soon and press hard, we can make Grasmere just past nightfall. It is a small town, nothing much more than a farming weigh station, but Agrobar has the finest kept secret of a brewery as ever I have known, so cold or not, warmth awaits us there."
Elavain grabs a large biscuit, dabs it fully into the gravy and quickly pushes it into his mouth, the thick, white sauce dripping on the table and down his chin. Scooping the fallout into his mouth, he follows it up with a quick pair of gulps of hot coffee, before wiping his sleeve across his face.
"Another day or so to Hartland before the long trek to Tycha. Barring unforeseen troubles, we should reach Nurok in a week." he adds before bidding you all good morning and turning to depart.
Gathering your gear, you all exit the Grey Minstrel and walk down the street to where your wagons and guide, Elavain, await. Your horses are brought forth, freshly groomed and fed, and they prance eagerly as you all get ready to make your way out of Oytmeet. Pointing to the west road, Elavain says "Th' road there'll follow the Blue Oyt for the most part. By days end it'll fall off to our south, so if you wish to plan your water, make a note t' have your skins filled by dinner."
With that, your company heads out along the Western road from Oytmeet, the sun scarcely cracking the Eastern sky. As predicted, the day proves to be sunny and a bit cool, perhaps in the mid 40's, with a gentle breeze blowing down from the Northwest. Traffic along the road is very light, with just a couple of fur traders and a farmer in an ox cart heading east to sell his wares in Oytmeet. Other than that the day is quiet.
South, across the Blue Out river lies the great Hornwood, renown for the sturdy wood of the great Hornwood Tree. While home to many creatures, both fey and foul, the elves who reside there keep a vigilant watch, forming a barrier between the Barrier Peaks and the seat of human power in Gorna. Duke Owen and the elven enclave are on good terms, both aiding the other as needed.
Though a long, tedious ride, at the days end you crest a final hill that falls away to a small valley to the west. There, you see a tiny hamlet. Perhaps ten buildings make up the entirety, thought in the fading light of day you can see the landscape is dotted by several farms houses with a mile or so of the village proper. The largest structure lies in the center of town. It is a two-story structure, T-shaped with a long, single-story building attached and running perpendicular from the main building. Light spills out from what is most likely the inn spoken of by Elavain, while most of the other buildings are dark.
Moving into town, you find it eerily quiet, as opposed to the raucous nature of Oytmeet. At the inn, you can hear sounds from within, though no singing or revelry that you are accustomed to. Dismounting, Elavain ties off his horse and walks up the wooden steps of the porch and enters the double doors to the taproom.
His good cheer remains as they approach the small town. Places like this are always sleepy. He follows Elavain close by, eager for a pint or two at the end of a long day of travel.
However, as they finally roll up into the town, the knight falls uncharacteristically quiet, as if unnerved by the permeating silence of the atmosphere. The very air of the place seemed still, thick with a drowsiness she found unsettling. With a hand resting on the hilt of her sword - Subtly, not threateningly. As if for her own peace of mind more than anything - Ilwyn dismounts and follows the other two inside. She nods to Bram on the way past - A silent commendation of his caution.
When the group reach the hamlet, a sense of familiarity doesn't quite descend upon her as she had expected. The stillness is not the kind she had grown up accustomed to. In fact, it reminded her more of the ruins and tombs she once plied her trade around. A shiver runs up her spine. Whether it is caused by her bitter reminiscing or the present threat is unclear.
"Ain't right. Something's off." Without dismounting, Etna halts her steed. As her breathing slows, clouds before unnoticed seem to roll away across her senses, and the ground and air is laid bare. She grasps out for the familiar traces of foul flesh.
If there are multiple groups of your favored enemies within range, you learn this information for each group.
Rolls
Perception - (1d20+5)
(3) + 5 = 8
Rolls
Perception (adv hearing & sight) - (1d20+7, 1d20+7)
1d20+7 : (15) + 7 = 22
1d20+7 : (5) + 7 = 12
The town is eerily quiet, but you do not see anything that might definitively be the cause. While most of the buildings are dark, there are a few with lights inside. Also, some of the nearby farms seem to have lights on as well, so it seems that most of the people in town either went to be early or are not at home. Of note, however, is the subdued nature of the local wildlife. A bird here, small scavenger there. Present, but definitely subdued.
Etna, Caedwyn, Ilwyn, Bram, Merriweather
Securing your horses, Elavain and a few of your accompanying guards go to see to their comfort as well the securing of the carts. The rest join you all as you move up into the common room of the inn/tavern. Inside it is warm, a nice respite from the chilly weather outside, and the smell of burning wood and lantern oil mixes in a heady aroma with the sweat and mustiness of an old, well-used bar.
There are perhaps two-dozen people inside, most gathered near the bar, on top of which stands a young man. He looks to be in his late twenties or early thirties, with a clean-shaven face, leather britches and a white cotton shirt that is partially open down to his chest. His thick, black hair is pulled back into a pony tail and it appears that you have interrupted his speech.
As you walk in, you hear him say "...must seek it out and end this! What if you are next, Charlie? Or your children, Vespardo? What then?"
As you all enter, the small murmuring of the crowd dies down as the man looks in your direction, the eyes of those gathered following. An awkward pause passes when an older man, with such thick eyebrows as to almost look like someone cut a strip of fur and plastered it to his face, emerges from behind the bar. He is in his fifties, with a thick neck, squat stature and peppered hair.
"Willkommen! Wir haben finish unser town meetin! Eat! Drink! Ich bin Agrobar Densil, owner des Grasmere Inn. How kann ich help ye?"
Rolls
Animal Handling (rather than Persuasion, heh :P) - (1d20+7)
(3) + 7 = 10
A small bird, a shrike, swoops down, taking the offered food from your hand, twittering as it does so.
"Walking trees fear the water beast." it says, before pecking at your hand.
The bird swoops over and around the heads of Elavain, the soldiers and your companions before returning.
"Walking trees." the bird reiterates, apparently referring to the incredibly tall, bipedal folk walking around what was once lush forest.
"Beer sure! Schnitzel? Das I know not, aber wir haben much beef flesh, sausage und fowl! Please, take what seats you wish!" Agrobar responds, turning on his heals and going to fetch your requested items.
Rejoining his companions as they entered the inn, and responding quietly to Etna's earlier remark, but loud enough to Ilwyn and Bram, having noted their cautiousness as well, "You're right lady Etna, there seems to be some beast that plagues them."
She tilts her head, a look of concern coming over her. "I'll, eh... I'll have what he's having." She gestures to Cædwyn. "I'm of a like mind to my companion here though... It sounds like you have troubles. Care to share your burdens?"
"A beast, m'lady fair. A most foul beast towering taller 'n these very rooftops!" he continues. From your judgement of the inn, that would mean a beast towering some 20 feet tall, if he is indicating this building and not just the other, single-story structures in town.
"Five arms's its got, wit' three heads, all wit' the smallest fang larger'n my whole hand! Taken the cattle 'n livestock it were, but nows taken t' liking man-flesh! Well I say no more! We's got real heroes here now what can bring an end to it!"
With his last words, the man hops off of the bar and strides boldly across the room, arm outstretched, seeking a hand to shake.
"Gaston DePlume" he says, bowing his head slightly. "Fur trapper and hunter by trade, man as a gift of the gods to the fairer sort." he adds, his head shifted slightly to eye Ilwyn and Etna.
"Please. Allow your first drink to be on me." Taking a small handful of coins, he ceremoniously tosses them onto the platter of drinks that Agrobar returns with.
Hraefn barely finished his explanation when the young man in the inn introduced himself and described exactly what the druid had found out. Ilwyn seemed to have everything under control, so Hraefn let the conversation play out.
Rolls
Nature - (1d20+3)
(12) + 3 = 15
Nature (advantage) - (1d20+3)
(15) + 3 = 18
Arcana - (1d20)
(16) = 16
Arcana (advantage) - (1d20)
(4) = 4
You recall stories of some beasts becoming so large, though most things of that size are usually giants. In these lands, perhaps Hill Giants or some of their kin. Creatures with multiple arms, however, are mush more rare.
Several of those gathered shout their support of Gaston. "Aye! Tis true! Towering, horrid creature what scoops up cattle like they was some small dog!"
Agrobar merely looks down, a sadness coming over him. He nods slowly, apparently confirming what Gaston has said.
"Look at mich nicht an, ich habe no coins zu geben." says Agrobar, turning back to the bar.
"Ahhh... ahem... well, yes." stammers Gaston. "Surely the glory you would get...well... I mean, the tales to be told!" he continues, falling off to an awkward silence as he looks around the party.
She turns once again, trying futilely not to let the adrenaline show in her face or voice. This time, she adresses just Agrobar. "Any clue to a den? Any pastures been torn up?"
Rolls
Nature - (1d20+5)
(5) + 5 = 10
"A little bird tells me it is some kind of water beast. If we need more accurate information my forest friends can tell us more on the way there, and lady Etna herself will have the appropriate knowledge," Hraefn pointed out in deference to the ranger's expertise.
To Caedwyn, "I have found it is often the case that the capital lacks resources and timeliness to help sort out the smaller concerns of individual villages."
And finally to the rogue, "Ser Merri seems to have need of coin as much as I have the lack of need for it. Will it suffice for you to have my share of the first coin treasure we encounter? Whether from this beast or in future."
Then to all, the soft spoken man instructed in an uncharacteristically firm tone, "We need someone to guide us to the beast, for those of us who are going. From there the animals can tell us more."
That said, I’ll allow Hraefn a persuasion with advantage, as the party has agreed to help the town.
That said, I’ll allow Hraefn a persuasion with advantage, as the party has agreed to help the town.
Rolls
Persuasion (with adv) - (1d20-1, 1d20-1)
1d20-1 : (5) - 1 = 4
1d20-1 : (16) - 1 = 15
Spinning back toward the bar, he resumes his duties as servants replenish your food and drink.
As you all exit to the horses and wagons, Elavain and the king's guard greet you with nods and salutes. "Looks like we been given a send off. Right nice o' them t' see us out t' maybe our last day." your guide says, his voice heavy with sarcasm.
At the edge of town the crowd has gathered on both sides of the road, Gaston in the middle astride a chestnut colored horse. Across his back is a bow, and a small pile of pelts are draped across the rear of the horse.
"'s a great day for hero work, eh, m'lords n lady?" he smiles, turning to head out along the western road.
"A good deed always returns in kind, one way or another, Lord Cædwyn." She states, though is aware that her indefatigable righteousness does not always appeal to every audience. In an attempt to raise the man to his normal, jovial spirits, she casually weighs her coinpurse and shrugs. "Though, if it's sport you're looking for... I bet that I can land the final blow before you can."
As Etna pulls up to them he nods, "Hmm, a troll you say? It would seem they come in all manner of forms." He roots around in his saddlebags for a moment, and pulls out a vial of lantern oil attaching it to his belt. "But yes, I've heard tell they have something of a fondness for the taste of human flesh. There we are."
He nods to Merri as well, "More silent than I for sure."
Gaston nods his head in that direction, replying to Hraefn "There be the land where most've seen th' thing. Sure's Istus weaves 'r Threads of Fate, it has a lair. Sickly green n brown it is, covered 'n mud 'n slime. Ya can smell it 'fore ya see it, wind bein' right 'n' all."
From your vantage, it looks like the river/swampy area is about a half-mile off of the road.
Rolls
Stealth - (1d20+8)
(7) + 8 = 15
Merriweather and Etna
Moving slowly into the grass, you find that for the most part the ground is firm. As you edge closer to the river though, the ground begins to soften. Your feet make slight sucking noises as they sink into the softer mud below, but the pace you move makes it barely noticeable outside of your own ears. Behind, the rest of you follow, making yourselves ready.
Hraefn
Finishing your spell, you see that the others have already moved some one hundred feet into the wild grasslands. A small, female rabbit comes hopping past and you catch her attention with a bit of leafy greens. "Giant lizards, with gaping maws are just down the river." (alligators) the creature replies to your question.
But no creature goes there. The evil one eats everything , so we stay away. she adds, nodding down the hillside, directly on the path your party is headed.
"Even the great lizards do not go there. It lives in the water, but walks like men."
Pausing a moment to get your bearings, your senses reach out. You absorb the sights, sounds and smells of the surrounding land, which is heavy with the pungent smell of stagnant water and mud. Insects buzz around you, swooping low to your ear before darting away at the brush of your hand. Flocks of birds nest in the surrounding trees, their calls barking out and rolling over and through you as you seek to find what might lie in the area.
When you finally relax, you are confident that no dragons or monstrosities lie within the nearest 5 miles or so.
Edit: Or not haha they're both the same
Rolls
Survival - (1d20+5)
(16) + 5 = 21
Advantage(?) - (1d20+5)
(16) + 5 = 21
Looking carefully as you move slowly forward, at first you don't see much more than normal animal traffic. However, soon you begin to spy small signs of something different. Bits of animal here, breaks of reeds and bushes there. Soon they become more noticeable, leading you on a slowly winding route toward the large bend in the river.
At one point you find a full impression of a foot. From the look of it, the beast must be enormous, in-line with an adult dragon, but much different in its shape. It is humanoid, with four huge appendages that end in what are certainly massive claws. Based on your experience, this creature must surely top 10 feet tall, perhaps reaching closer to 20 feet; additionally its weight must be incredible if the depth of the impression is any guide.
The trail you are following leads into the swampy trees and thick reeds along the river approximately 50 yards ahead.
As you move through the trees and tall, thick reeds, you finally come to the banks of the river.

Rolls
Nature - (1d20+3)
(15) + 3 = 18
You move through the low shrubs and stoop to examine the growth of mushrooms next to Etna. They are the typical species as might be found growing in this environment, with a dark brown color and a smooth cap. Your experience tells you that they are edible, though they look a bit early to be harvested.
Rolls
Survival - (1d20+5)
(14) + 5 = 19
Advantage(?) - (1d20+5)
(13) + 5 = 18
Rolls
Perception - (1d20+1)
(7) + 1 = 8
Also declaring, because I'm necessarily one step behind everyone's rolls for ability checks, where opportune and the DM permits, Hraefn will cast Guidance so that the character can roll an additional d4.
Rolls
Survival (safe route into swamp) - (1d20+7)
(2) + 7 = 9
Guidance (on self) - (1d4)
(2) = 2
The swamp makes you uneasy, the stillness of it a bit unnerving as you look around. Your eyes play tricks as you look back and forth from tree to water, to tree to brush, but you see nothing out of the ordinary.
Hraefn
While you are well versed in woodland lore, swamp lore is a bit more problematic to your eye. The ground looks sturdy enough, until you step on a patch and the reeds below give way to softer earth. You do note that the stream running through this area is not fully the river (which is just off of the map) and looks a bit shallow. Though murky, you can see the bottom is perhaps 3-4 feet down and is a solid sheet of muddy silt. Of note, however, is the lack of water creatures, other than some insects that skirt along its surface. You see no fish, etc.
Etna
Similar to your previous attempt, you determine that there are no dragons or monstrosities within range of your senses. However, you manage to discern that the tracks you are following head straight ahead toward the water. It looks almost as if the thing steps right over small trees and large bushes, reaffirming your notion that this thing is tall.
You move cautiously to the waters edge (AL15, actually) and gently stir the water with your foot. The water ripples away from you, stirring the light sheen of scum that blankets the water in large patches. Around you, the sound of insects buzzing permeates your surroundings. In the surrounding trees, you here the rustling of leaves, and notice the many birds that flit to and fro.
Turning to scan the water, you see no sign of alligators, though you can see several mud slides along the banks on this as well as the far side of the water. As you finish your scan, a large flock of birds screams into the air from the trees directly across from you, their squawks nearly deafening in the process. Jerking your head up to watch them, your attention is brought back down as erupting from beneath the water at the base of the trees is a horrific monstrosity.
A troll.
A. Very. Large. Troll. exits what appears to be a sunken cave of some sort, concealed by the many tree roots and grass reeds bordering the waterline. As it raises to full height, you see that it does, indeed, reach a height of about 15 feet, has three massive heads and five misshapen and grotesque looking arms that end in razor-sharp claws. It's skin is a bluish-greenish-black, and is mottled and moldy looking, with tiny growths of what look to be other body parts stuck to it.

Feel like it's worth noting though - Ket, I'd wait a moment after I make an attack with Ilwyn, since she has Great Weapon Fighting and Savage attacker, AND Divine Smite, AND the potential to crit, I have to keep going back in and doing a lot of rerolls. I'll try and keep it as clear as possible!
Rolls
Initiative - (1d20)
(10) = 10
Feel like it's worth noting though - Ket, I'd wait a moment after I make an attack with Ilwyn, since she has Great Weapon Fighting and Savage attacker, AND Divine Smite, AND the potential to crit, I have to keep going back in and doing a lot of rerolls. I'll try and keep it as clear as possible!
Rolls
Initiative (Advantage) - (1d20+2)
(15) + 2 = 17
I get advantage on initiative also, thanks to Natural Explorer.
Rolls
Initiative - (1d20+5)
(17) + 5 = 22
Advantage - (1d20+5)
(6) + 5 = 11
Rolls
Secret Roll
Troll Initiative - (1d20+2)
(10) + 2 = 12
Rolls
Initiative - (1d20+2)
(11) + 2 = 13
Etna - 27
Caedwyn - 17
Merriweather - 14
Hraefn - 13
Second
Troll - 12
Third (You cannot do anything until after the troll, unless you have a reaction that helps another party member
Ilwyn - 10
Bram - 01
Rolls
Javelin 1 - Attack - (1d20+7)
(7) + 7 = 14
Javelin 1 - Damage - (1d6+4)
(3) + 4 = 7
Javelin 2 - Attack - (1d20+7)
(9) + 7 = 16
Javelin 2 - Damage - (1d6+4)
(3) + 4 = 7
Rolls
Attack - bow - (1d20+10)
(16) + 10 = 26
Assassinate - advantage - (1d20+10)
(10) + 10 = 20
Damage - (1d6+7)
(2) + 7 = 9
Sneak attack - (4d6)
(4612) = 13
Please use map coordinates when describing any movement.
Cato, re-roll your attacks since you have advantage. No need to re-roll damage unless you crit on one of them.
No action: Mark troll using oathbow feature
Action: Attack with oathbow for two attacks
Movement: None
Given that this is my first time attacking, I'll take a minute to explain the rolls. Initially, each attack has +10 to hit (Dex mod + prof + archery fighting style), and deals 1d8+5 (Dex mod) piercing damage.
Sharpshooter feat is then applied, giving -5 to each attack roll, and +10 to each damage roll. Now each attack has +5 to hit and deals 1d8+15 damage.
Hunters Mark is then applied, giving +1d6 to each damage roll.
Oathbow is then applied, giving +3d6 to each damage roll.
Colossus Slayer may be applied if the target has less than max HP, but only once per turn (I'm not sure whether you're proceeding in initiative order or post order). When applied, it gives +1d8 to the damage roll.
Finally, both attacks have advantage because of Natural Explorer (advantage against foes that haven't acted), because of the oathbow (sworn target), and maybe because of Hraefn's Faerie Fire if this is proceeding in post order. In addition, Sharpshooter feat and the oathbow mean that both attacks ignore all but total cover and long range (although in this case I'm not sure it matters).
I think I got everything.
Rolls
Attack 1 - (1d20+5)
(18) + 5 = 23
Attack 1 (Advantage) - (1d20+5)
(3) + 5 = 8
Attack 1 Damage - (1d8+4, 1d6+15)
1d8+4 : (2) + 4 = 6
1d6+15 : (5) + 15 = 20
Attack 2 - (1d20+5)
(18) + 5 = 23
Attack 2 (Advantage) - (1d20+5)
(2) + 5 = 7
Attack 2 Damage - (1d8+4, 1d6+15)
1d8+4 : (7) + 4 = 11
1d6+15 : (1) + 15 = 16
Colossus Slayer Extra Damage - (1d8)
(3) = 3
Right I fixed them in the rolls below, sorry!
To sum up, Attack 1 does 32 damage if it hits, and Attack 2 does 34. The 3 extra damage from Colossus slayer also applies if either hit while the roll has less than max HP.
Phew, very sorry about that.
Rolls
Attack 1 Base Damage - (1d8+15)
(5) + 15 = 20
Attack 1 Extra Damage - (4d6)
(6123) = 12
Attack 2 Base Damage - (1d8+15)
(7) + 15 = 22
Attack 2 Extra Damage - (4d6)
(4512) = 12
Loosing an arrow with pinpoint accuracy, Merriweather backpedals into firmer ground as his arrow strikes the troll in the stomach. It roars in pain, but yanks the arrow out, the wound already closing before it shoves it into its mouth and snarls at him. As it advances, picking up speed as it does so, a pair of well-aimed arrows strike it in the throat, eliciting yet another howl of pain. Enraged, the troll bursts into a full run as it chases down the retreating Merri.
Rolls
Troll Bite - (1d20+11)
(1) + 11 = 12
Troll Claw 1 - (1d20+11)
(19) + 11 = 30
Troll Claw 2 - (1d20+11)
(9) + 11 = 20
Troll Claw 3 - (1d20+11)
(19) + 11 = 30
Troll Claw 4 - (1d20+11)
(11) + 11 = 22
Rolls
Jabolins! - (1d20+7)
(10) + 7 = 17
Jabolins! - (1d20+7)
(15) + 7 = 22
Jabolins! - (1d20+7)
(5) + 7 = 12
Jabolins! - (1d20+7)
(17) + 7 = 24
With a speed that belies his horrid size, the troll screams maniacally as it chases you down, catching you just as you reach the rest of the party. Like a whirling death blade, four of the appendages slash down against you, ripping open flesh and sheering through your armor as if it were non-existent.
Rolls
Troll Claw Damage 1 - (3d6+6)
(135) + 6 = 15
Troll Claw Damage 2 - (3d6+6)
(654) + 6 = 21
Troll Claw Damage 3 - (3d6+6)
(336) + 6 = 18
Troll Claw Damage 4 - (3d6+6)
(615) + 6 = 18
Using Great Weapon Fighting to reroll the 1 in Attack 2's damage, as well as Savage attacker on attack 2.
Attack 1 deals 30 Damage, Attack 2 deals 32.
Rolls
Attack 1 - (1d20+6)
(9) + 6 = 15
Attack 1 (Adv.) - (1d20+6)
(8) + 6 = 14
Attack 2 - (1d20+6)
(16) + 6 = 22
Attack 2 (Adv.) - (1d20+6)
(9) + 6 = 15
Damage (Attack 1) [Slash+Cold] - (3d6+3)
(636) + 3 = 18
Damage (Attack 2) [Slash+Cold] - (3d6+3)
(615) + 3 = 15
Divine Smite 1 [Radiant] - (3d8)
(417) = 12
Divine Smite 2 [Radiant] - (3d8)
(661) = 13
Great Weapon Fighting (Attack 2) - (1d6, RA)
(5) = 5
Savage Attacker (Attack 2) - (3d6+3)
(362) + 3 = 14
My eye says you did 6+5+3 slashing, plus 5 cold on attack #2, 13 radiant, +13 slashing from Savage Attacker
Rolls
Lightning Damage - (8d6)
(24533461) = 28
Did the first attack miss? Just so I can refund the spell slot (Divine Smite activates when you hit with an attack)
Rolls
Troll Save Versus Lightning - (1d20+2)
(1) + 2 = 3
Reversing motion, as the beast tries to engulf her, the warrior woman jams upward into the troll's jaw. The blade sinks home, and a pulsating cold bursts through the beast as the sting causes it severe pain. Howling, the troll steps back, only to be blown off of its feet by a crack of lightning coming from the fingertips of Bram.
Still smoking, the smell of burnt, fetid flesh rising all around, the troll quickly rights itself and reaches to grab the lifeless legs of Merriweather.
Movement: AV20
Rolls
Attack 1 - (1d20+5)
(5) + 5 = 10
Attack 1 (Advantage) - (1d20+5)
(14) + 5 = 19
Attack 1 Base Damage - (1d8+15)
(4) + 15 = 19
Attack 1 Extra Damage - (4d6)
(1244) = 11
Attack 2 - (1d20+5)
(1) + 5 = 6
Attack 2 Advantage - (1d20+5)
(3) + 5 = 8
Attack 2 Base Damage - (1d8+15)
(2) + 15 = 17
Attack 2 Extra Damage - (4d6)
(3131) = 8
Colossus Slayer Extra Damage - (1d8)
(3) = 3
Rolls
Greatsword 1 - (1d20+7)
(5) + 7 = 12
Greatsword 1 (Adv) - (1d20+7)
(2) + 7 = 9
Greatsword 2 - (1d20+7)
(16) + 7 = 23
Greatsword 2 (Adv) - (1d20+7)
(19) + 7 = 26
Rolls
Greatsword 1 Damage - (2d6+6)
(14) + 6 = 11
Greatsword 2 Damage - (2d6+6)
(13) + 6 = 10
Also, reserving my bonus action declaration for Wildshape for later.
Rolls
Wolves' Initiative - (1d20+2)
(6) + 2 = 8
Declaring if the troll closes in on Hraefn this turn, Hraefn will wildshape into a giant constrictor snake as a bonus action. If not, then he'll remain in human form in the same position.
Rolls
Wolves 1-3 Attack - (1d20+4, 1d20+4, 1d20+4)
1d20+4 : (7) + 4 = 11
1d20+4 : (2) + 4 = 6
1d20+4 : (16) + 4 = 20
Wolves 1-3 Attack (advantage from Pack Tactics) - (1d20+4, 1d20+4, 1d20+4)
1d20+4 : (2) + 4 = 6
1d20+4 : (7) + 4 = 11
1d20+4 : (1) + 4 = 5
Wolves 4-7 Attack - (1d20+4, 1d20+4, 1d20+4, 1d20+4)
1d20+4 : (19) + 4 = 23
1d20+4 : (13) + 4 = 17
1d20+4 : (14) + 4 = 18
1d20+4 : (8) + 4 = 12
Wolves 4-7 Attack (advantage from Pack Tactics) - (1d20+4, 1d20+4, 1d20+4, 1d20+4)
1d20+4 : (20) + 4 = 24
1d20+4 : (12) + 4 = 16
1d20+4 : (14) + 4 = 18
1d20+4 : (3) + 4 = 7
Wolves 1-3 Piercing Damage - (2d4+2, 2d4+2, 2d4+2)
2d4+2 : (41) + 2 = 7
2d4+2 : (34) + 2 = 9
2d4+2 : (13) + 2 = 6
Wolves 4-7 Piercing Damage - (2d4+2, 2d4+2, 2d4+2, 2d4+2)
2d4+2 : (14) + 2 = 7
2d4+2 : (33) + 2 = 8
2d4+2 : (13) + 2 = 6
2d4+2 : (44) + 2 = 10
Rolls
Intimidation Check - (1d20)
(6) = 6
A failed save takes 48 HP of damage, a success takes 24
Rolls
Troll Whirlwind of Claws Damage - (8d10)
(943103469) = 48
Danger Sense
You have advantage on Dexterity Saving Throws against effects that you can see
Rolls
Dex Save - (1d20+2)
(15) + 2 = 17
Dex Save (adv) - (1d20+2)
(9) + 2 = 11
As the troll begins to whirl, its dagger-like claws rending the flesh off of the surrounding wolves, you try to get up and out of the way of the viscious attack but are too slow to react. The shock of the sheer ferocity of the rending claws is more than you have ever faced before, and before you know it the troll has ripped your blade from your hand and rends your body mid-flight. With a screeching snarl, it pitches you to the water below, where you hit the bottom with a thud. The water rushes into your open mouth, and you taste the scum and disease-laden water nearly entering your lungs, but at the last microsecond you catch your breath and stumble backward.

Ooooor not. This is gonna end fantastically.
Rolls
Greatsword Attack 1 - (1d20+6)
(8) + 6 = 14
Greatsword Attack 2 - (1d20+6)
(2) + 6 = 8
Attack 1 Damage [Cold] - (1d6)
(4) = 4
Attack 2 Damage [Slashing] - (2d6+3)
(32) + 3 = 8
Attack 2 Damage [Cold] - (1d6)
(5) = 5
Divine Smite 1 [Radiant] - (3d8)
(452) = 11
Divine Smite 2 [Radiant] - (3d8)
(645) = 15
Attack 1 (Adv.) - (1d20+6)
(14) + 6 = 20
Attack 2 (Adv.) - (1d20+6)
(9) + 6 = 15
Attack 1 Slashing Damage because GP swallowed the first roll - (2d6+3)
(51) + 3 = 9
Reroll 2 on attack two damage (GWF) - (1d6, RA)
(62) = 8
Attack 1: 9 Slashing, 4 Cold, 15 Radiant
Attack 2: 8 Slashing, 5 Cold, 11 Radiant
Action: Cast spell up to 60' distant. Bonus action: move sphere up to 30' Duration: sphere will stay in place unless otherwise moved by the caster for up to 9 additional rounds.
Rolls
Flaming Sphere damage (ref save halves) - (2d6)
(11) = 2
Rolls
Constitution Check - (1d20+4)
(6) + 4 = 10
(Moving to AK:16, just opposite Ilwyn again.)
Rolls
Greatsword 1 - (1d20+7)
(14) + 7 = 21
Greatsword 1 (Adv) - (1d20+7)
(14) + 7 = 21
Greatsword 2 - (1d20+7)
(8) + 7 = 15
Greatsword 2 (Adv) - (1d20+7)
(18) + 7 = 25
Greatsword 2 Damage - (2d6+6)
(62) + 6 = 14
Greatsword 1 Damage - (2d6+6)
(36) + 6 = 15
There is no need to watch hour by hour, amigo. All I have asked is that people check daily to see if they need to post. With regard to the area around the troll, all of the wolves are now gone, except one that is dragging Merriweather toward Hraefn. As for your spell, the Flaming Sphere spell merely says you cast it in any unoccupied space of your choice. Thus there is no requirement to be on the ground. As long as the location chosen is within range of the spell, 60', you are fine.
Edit: Reading the description regarding being able to move the sphere over a barrier up to 5' high, I retract my height comment. You can keep it up to 5' off of the ground, so keeping it above water is fine.
Merriweather
1 failed death save, 1 successful death save
Rolls
Troll Dexterity Save - (1d20+2)
(3) + 2 = 5
Anyway, the wolves are at AL15 AM15 AN15 AN16 AK17 AK18 AL18 AM18. Gonna leave a whole bunch of rolls here. Also standing by Wildshape just in case.
Rolls
Wolves' Initiative - (1d20+2)
(5) + 2 = 7
Wolves 1-4 Attack - (1d20+4, 1d20+4, 1d20+4, 1d20+4)
1d20+4 : (11) + 4 = 15
1d20+4 : (7) + 4 = 11
1d20+4 : (7) + 4 = 11
1d20+4 : (10) + 4 = 14
Wolves 1-4 Attack (adv) - (1d20+4, 1d20+4, 1d20+4, 1d20+4)
1d20+4 : (11) + 4 = 15
1d20+4 : (14) + 4 = 18
1d20+4 : (7) + 4 = 11
1d20+4 : (3) + 4 = 7
Wolves 5-8 Attack - (1d20+4, 1d20+4, 1d20+4, 1d20+4)
1d20+4 : (15) + 4 = 19
1d20+4 : (3) + 4 = 7
1d20+4 : (1) + 4 = 5
1d20+4 : (20) + 4 = 24
Wolves 5-8 Attack (adv) - (1d20+4, 1d20+4, 1d20+4, 1d20+4)
1d20+4 : (11) + 4 = 15
1d20+4 : (17) + 4 = 21
1d20+4 : (20) + 4 = 24
1d20+4 : (4) + 4 = 8
Wolves 1-4 Damage - (2d4+2, 2d4+2, 2d4+2, 2d4+2)
2d4+2 : (43) + 2 = 9
2d4+2 : (31) + 2 = 6
2d4+2 : (44) + 2 = 10
2d4+2 : (21) + 2 = 5
Wolves 5-8 Damage - (2d4+2, 2d4+2, 2d4+2, 2d4+2)
2d4+2 : (34) + 2 = 9
2d4+2 : (21) + 2 = 5
2d4+2 : (42) + 2 = 8
2d4+2 : (31) + 2 = 6

Rolls
Troll Recharge for Whirlwind Attack - (1d6)
Rolls
Flaming Sphere Rd 2 Dmg, Magic Missile damage - (2d6, 5d4+5)
2d6 : (34) = 7
5d4+5 : (41411) + 5 = 16
Edit: ohh boi thats a crit
I'm assuming attack 2 misses, but attack 1 deals 59 piercing.
Rolls
Attack 1 - (1d20+5)
(20) + 5 = 25
Attack 1 (Advantage) - (1d20+5)
(10) + 5 = 15
Attack 1 Base Damage - (1d8+15)
(7) + 15 = 22
Attack 1 Extra Damage - (4d6)
(1216) = 10
Attack 2 - (1d20+5)
(8) + 5 = 13
Attack 2 (Advantage) - (1d20+5)
(4) + 5 = 9
Attack 2 Base Damage - (1d8+15)
(8) + 15 = 23
Attack 2 Extra Damage - (4d6)
(6662) = 20
Colossus Slayer Extra Damage - (1d8)
(5) = 5
Colossus Slayer Extra Damage CRITICAL - (1d8)
(8) = 8
Attack 1 CRITICAL (Base) - (1d8)
(2) = 2
Attack 1 CRITICAL (Extra) - (4d6)
(5511) = 12
Before the step falls, however, its eyes go wide as an arrow pierces the center of its back, blasting out from its chest and coating Caedwyn in blood and innards as a gaping hole is left where its heart once was. Turning slowly, as the life drained from it, the troll's eyes see a defiant Etna standing there, her bow in hand, a slight smile crossing her face. It is unable to see her for long, as immediately after the arrow strike a series of green streaks flash in its face as Bram delivers five magical missiles. The arcane darts pummel the three heads, one of which explodes in a mass of bone and brain, driving the troll into the water behind it.
With a death knell, the troll falls backward into the stagnant river water, sending a tidal wave over the surrounding shores, soaking the body of Merriweather and splashing over Caedwyn, partially washing away the troll matter covering him.
The sounds of combat slowly fade as the troll lies partially submerged in the water. As you catch your breath, the sounds of the river and forest slowly come back.
Caedwyn
You have suffered a serious injury that will reduce your dexterity by 2 points until you get a Restoration of some kind.
Merriweather
You have suffered a critical injury that will prevent you from using any two-handed weapon. Additionally, you will not be able to utilize your Uncanny Dodge ability as your legs are too damaged. Both of these can be rectified by a Greater Restoration
Rolls
Intelligence test to know anything about Trolls (18) - (1d20)
(14) = 14
Merriweather is gaunt, nearly ghost-white from the loss of blood, but you can see that he still lives. His wounds are nearly catastrophic, with much of his left leg ripped away, being more of skin covering the remaining bone than a full, meaty appendage. Still, he will probably be able to walk, albeit gingerly and with a pronounced limp.
As you tend his wounds, Bram focuses his energy on rolling the sphere across the body of the troll. You can already begin to see the wounds of the creature closing as the unholy regeneration begins taking effect.
Bram
I will need another damage roll from your Flaming Sphere.
Try though you might, you cannot budge the giant beast. based on your knowledge of large (giant) creatures, this one is nearly 15 feet tall and probably weighs close to 3,000 pounds.
Rolls
2nd round of flaming sphere damage - (2d6)
(52) = 7
Rolls
Nature check - (1d20+4)
(6) + 4 = 10
When all is said and done, nothing but the burned husk of a troll body lies partially submerged in the river, its life ended at the hands of you heroes.
No two-handed weapons (bow) and no Uncanny Dodge until you are properly healed/restored with a Greater Restoration spell
Caedwyn
Your Dexterity score is now 12, until you get restored by a Lesser Restoration or better.
She sheathes her weapon and marches over to the men, grabbing Cædwyn by the shoulder and shaking him. "Your skills are impressive, though. Well fought." She kneels down, helping Merri to his feet and letting him lean on her. "No apologies necessary. I should've been more astute - It won't happen again. How are you feeling?"
"I'm no smith, but ev'n I ken true bonds are forged in fire. Man 'n' beast, man 'n' man, man 'n' 'imself. You've gotta see their blood pumpin' with yours, lest y' ne'er really ken 'em."
He liked that one; he'd say it over and over. He seemed miles away now in this swamp, she wondered. Sure enough, even though it took her to fail them, to drag them into a ditch, bruise and batter them and to come put herself unscarred, but she felt she knew them better now. Even Merri, scoundrel though he was. There were village kids like him in Fairwall. The kind spurned once by a lass, then took to angst and darkness, even if it was all for show. She felt the same nugget of goodness buried deep in Merri as she did in them. Caedwyn too. He wasn't unlike Lod in some ways: a boisterous drunk, incorrigible gambler and fierce competitor. I just wish it didn't take for the flesh rent off them for me to see it.
She wipes water from her eye - is it the warmth of the flames or the intensity of her daydream?
Moving slowly, achingly, to the fallen troll, undeterred by the black stench rising with the smell of burnt flesh and swamp scum, you thrust your dagger into the gaping maw. A few moments of strenuous work yields a huge fang, nearly as long as your hand. Yellowed, blackened and charred, it still poses a formidable sight as you tuck your souvenir away.
Finally, in response to Caedwyn's optimism regarding treasure, "Even if the creature's lair is underwater, I shall be able to assist in searching it," and waited for everyone to concur.
"If everyone is reasonably well, I shall search the troll's lair. If I encounter danger I shall return to alert everyone." With that, the human form of the druid morphed into an octopus, which slid effortlessly into the swamp water, in the direction of where the troll had appeared from.
Rolls
Perception - (1d20+7)
(2) + 7 = 9
Investigation - (1d20)
(13) = 13
Guidance - (1d4)
(1) = 1
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Sinking into the fetid water, you make your way down into the troll cave. The outer opening is full of choking weeds and tree roots, but it is plenty large enough for you to enter. You angle downward for a long distance, perhaps 40 feet or so, before rising back upward. Eventually, you pop through the surface into a small cavern beneath the swampy river above. It is pretty small, given the size of the troll, merely 20 feet around and perhaps 10 feet high, but the smell immediately assaults your senses.
Death. And plenty of it. A large mound of refuse that looks like a makeshift bed area dominates the far wall, and bones, half-eaten creatures (some human, some not) are tossed about like decorations in some hideous torture chamber. In the bed area you see several objects lying strewn about, including what appear to be small flasks, coins and gems.
Rolls
Investigation - (1d20)
(16) = 16
Perception - (1d20+7)
(12) + 7 = 19
Digging into the refuse, you find a myriad of items, including eight gems of various types, but all seemingly valuable. From your experience, each one could fetch upwards of 1000 coins. In addition to that, you find three potion vials, a dented and scratched by fully usable helmet with hundreds of strange markings on it (some in languages you can understand, some not) and a bone scroll case in pretty poor condition (but still sealed).
Lastly, as you gather this things together (the helmet making a fine carrying container), you find a leather bag soaked with pond scum and troll feces. Peering in, your eyes light up as it is filled with thousands of coins; much more coin that the bag appears possible to hold.
"I know a man who may be able to help with your injuries," She said. "If my memory serves, I'm certain he retired to Tycha. We can head there on the way to have you healed. I will pay what I can of any cost, by way of apology."
Casting your spell, you concentrate on the spoils laid out in front of you. As the dweomer settles across the pile, you begin to detect the telltale signs of the arcane. Dim at first, as the last words of the incantation pass your lips, several of the items emit magical energy. As expected, the vials all contain magical potions, and the scroll tube contains something magical within. Of more interest, however, is the strong energy coming from the old helmet and leather backpack holding the coins.
Rolls
Arcana check - (1d20+7)
(3) + 7 = 10
For that reward we told them we didn't need lol
That said, this is YOUR adventure... :) Go where ye may!
Leaving the troll remains to the scavengers of nature you all return to the road where your contingent of men and Gaston await. Excited and thrilled at the gifting of the troll tooth, he bids you all safe journeys and departs for Grasmere, prodding his horse into a gallop not long after. Ahead, the winding road awaits, and after settling in you continue on your journey.
This leg of your travels is calm and smooth, with a cool breeze and falling temperatures combining with a bit warmer day to keep your blood flowing. Through rest and a bit of magical healing, you soon recover from your recent encounter with the troll, bringing spirits higher.
Within two days, you pass through Hartland, more of a weigh station than a town, but you are able to procure additions to your supplies as well as water for the next stage. Elavain informs you that it will be three days to Tycha, barring any delay, so the soldiers in your company stock food adequately. Looking to the road, you see that it twists and turns along the base of the growing hills to the northeast, the first indication that you are in the outer edges of the Barrier Peaks.
I'll spend some time on horseback polishing my armor too, making sure it's gleaming appropriately before we arrive at Hartland.
Throughout the ride, she hunts for her food. She talks scarcely, but it is easy to tell not so much out of malice. At stops she converses with animals there.
Only Bram Knows :D
"The Helm is what we thought. It allows the wearer to comprehend almost any language spoken in the wearer's presence. It knows 4 now and can understand as many as six more. The bag is a little more surprising. I had at first thought it was like mine but it is, indeed, a bag of holding. Much more volume than my handy haversack. The arrows also contain something of a surprise. Nine of them are as I suspected having a single point of enchantment. The tenth one is unexpected. I've not seen its like before. It is an arrow of Monstrosity Slaying. One of the potions is something more than a simple or common item. It allows the imbiber to breathe fire like a dragon. The scroll is something that we could get creative with under the right circumstances. It's a spell of Unseen Servant."
A night's pause in Hartland brings a bit of relief to you all as you get a hot meal, some thick ale and a hot fire with which to warm yourselves during the cool night. In the morning you depart, the early morning mist forming a thick blanket along the ground. As you travel, you notice that the trail begins to turn north, angling upward as you find yourselves beginning to enter the lower hills of the Barrier peaks.
The forest thins a bit as the elevation rises, and the trees transition from the thick boughs of the oak and maple to the hardier evergreen and pine. Two days along, your path has turned more westerly, but continues to gently rise higher in elevation. Soon you come to a wide open area. Several small huts encompass the entire southern portion of the road, while a large set of standing stones can be seen about a hundred yards to the north. Set in a circle, some fallen but most still upright, it looks as old as the hills themselves.
"Ríë aras" says Elavain as you approach. "If ya don't know elf, that'd be Crown o' th' Stag. Most common we jus' says Th' Stag's Crown."
Pausing, he adds "We're 'bout a day outta Tycha now."
Rolls
Arcana - (1d20)
(13) = 13
Religion - (1d20)
(8) = 8
Rolls
Religion - (1d20+3)
(1) + 3 = 4
History - (1d20+3)
(10) + 3 = 13
"All are welcome to gaze in reference upon the stones, but beasts of burden are allowed no closer, friends. I am Brother Azmael, keeper of this place, along with my apprentices. Do you with to enter the circle? Or are you here merely for curiosity sake? Tithings of a modest amount are requested, as to aid in maintaining the grounds as well as upkeep for those who gather and study here."
Hraefn, as you approach, the two apprentices bow in deference to your seniority, while the Azmael stands tall, offering a hand to shake. "Of course, tithings are not required for a brother of the order. Well met, sir. I am Azael the Stag, keeper of Ríë aras, second to the Archdruidess Reynard Yargrove of Sheldomar. You are welcomed here as one of our own. Our home and land are at your disposal should you have need."
However, I would like to observe a moment of prayer and ritual in the circle before we continue our way. Two other requests, one, if you have heard rumours of strange goings-on in the Barrier Peaks, and two, if you have some insight into my friend's condition, as I am myself unable to treat him. Regardless, it is only right and needful that I leave you with some contribution to the care and upkeep of these grounds."
Hraefn did remember that Ilwyn may have someone in Tycha who might be able to help, but it didn't hurt to ask.
Pausing, the druid looks toward Merriweather. "You have a grievous wound there, good sir, one that will take powerful magics to mend. It is not outside my ability, should you require it. The diamonds required are expensive, but attainable, though to do so I would ask a small tithing to our order. Say.... 500 gold?"
Rolls
persuasion - (1d20)
(5) = 5
"Thank you also for offering to heal my friend Merriweather. His tithe notwithstanding, here is my contribution on behalf on my party, recovered from a monstrous troll that plagued Grasmere. May you bring life to this land to balance the deaths the creature brought about in its domain." The druid left Merriweather to haggle with Azmael. If he was bothered by the rogue's bluntness, he did not show it. Of his own accord, and without fuss, Hraefn handed over a pouch of coin to his druid brethren. "I only ask that you give us your blessing as we travel onward to our quest."
"That said, fellows, we shouldn't tarry long. We need to be making up for lost time."
Merri is laid upon the alter and covered in a heavy blanket fashioned from the pelts of numerous animals. Azmael begins his ritual of prayer, occasionally pouring oils onto a burning censer, causing a heavy smoke to fill the area around where they stand. He reaches under the blanket, grasping Merri's wounded leg firmly, almost painfully. The incantation goes for several moments. Flashes of ligth can be seen coming from under the blanket, and the murmuring of Azmael and the others becomes an almost thunderous cacophony with the local wildlife.
Merriweather feels a sharp pain in his leg, and he can actually feel the tree beneath him shooting roots into his leg. The pain is unlike any he has ever felt, as the flora seeps its thick roots into this muscles, bones and tissues, stitching, binding, burning, mending as the druids work their spell.
Nearly passing out from the ordeal, almost as if the gods knew his limit, the pain fades and the spell ends. When the blanket is removed, you can see the remains of cloth, blood and flesh upon the alter as it slowly fades and into wood. Merriweather's pant leg is shredded, but his leg bears no marks of the damage done by the troll.
He waited for a more opportune moment to speak with Azmael, "I have received a vision from the All Father. Indeed our Brother Owl is lost to us. He has been transformed into a plant-like monstrosity, issuing forth from the same cave we are on our way to investigate. I may not have to means to save him, but I will endeavour to return him to the peaceful embrace of our All Mother."
Then, much later, in the presence of the rest of his fellow adventurers, "My vision confirms all the information we have about this cave with the metal door. We will be facing a horde of these plant-like beings, some led by what remains of the former druid I just described. Something in the cave causes this transformation. I have also seen one possible version of our future, that we are overwhelmed by these creatures." Here Hraefn looked at his friends gravely.
The dew crystallizes on the surrounding grassland, giving the morning a bit of a white shimmer, though the rising sun melts away any evidence of the cold in short order. Bidding farewell to Azmael and his companions, you continue your journey west to Tycha, the last bastion of civilization before reaching the Barrier Peaks themselves.
The day is bright but chilly as the light breeze pesters you throughout the trip, but it does little to hamper progress. About an hour before nightfall you spy your destination- Tycha.
Founded in CY 569, Tycha began as a lowland camp for a rich copper mine. The land soon proved to be very fertile, attracting folk from around the country in the following years. The last large push for settlement came in CY 571, when deposits of agates were discovered in close proximity to the mine. The predominantly human town, with dwarves making up the largest minority, quickly flourished into a prosperous mining and trading town. Its bustling market saw miners selling their ore and gemstones to merchants from the east, and dwarves trading worked stone and metal goods for Gyri (the name for those people of Geoff) goods like clothing and grain. In CY 578, Tycha received a charter from the Grand Duke making it the official capital of Araul Anterth (one of the city-states of Geoff).
Her walls are higher than many you have seen in other places, probably due to the proximity to giants, and they looks stout. The gates stand open during daylight hours, allowing travelers and traders to come and go as they would, though entrants are asked their business, inspected, etc.
From the looks though, even through one would expect a town so close to danger to have a large contingent of guards about, the town seems abuzz with activity, a lot of it military in nature.
As they reach the gates and are questioned about their business Bram replies that they are on an expedition into the barrier peaks and would rest the night and finish outfitting themselves from local stores before leaving in the morning. "Can you recommend a good Inn with good facilities for our horses?" he asks before parting.
Looking you over, the guards do a quick search and allow you to pass. "Copper Pot has the best breakfast in town, if you ask me. Quiet, clean, no one there to bother you none. Might get better prices at Miners Lament, though. Jacobius used to adventure so he's partial to the more seasoned folk if you get my meaning, so he tends to cut folks like yourselves a bit of a break. Loves to swap stories, too, so if that's your lot he'd be my choice."
A huge, metal tower-like structure is built over the top, and has several landings accessed by a winding staircase around the outside. The top two levels hold a set of large wheels around which heavy rope is wrapped. The rope attaches to the top of a metal cage that looks like it can be lowered down the inside of the metal structure and far into the ground below. From the looks of it, Miner's Lament has been built around the site of an old mine? Either that or they built the structure to resemble a vertical mine shaft access point. Either way, it is an impressive view.
One thing of note as you move through town is the heavy presence of soldiers; much more so that you have seen even in Gorna, the capital where you started your expedition. There seems to be a high tension in this city.

Servers move back and forth around the tables, each dressed as if they are about to head into the mine, with thick pants held by suspenders, a leather jerkin and heavy soled boots. One of them, a raven-haired human girl, greets you as you enter.
"Fells free to take any table, gents; and your ladyships." she adds quickly, spying Ilwyn and Etna entering with your group. "Dinner's roasted boar or fowl, your choice. Meal comes with meat, bread and a drink of your choice. We have cooked or fresh fruits or vegetables, should you wish to expand the meal some, but it's an extra 5 coppers to do so. Feel free to flag any of us, bout to get busy with shift change coming up."
She spins on her heal and hurries away, headed to the bar to retrieve her latest orders.
His voice is deep, but not as strong as it once was, and from the looks of all of his scars he has seen his fair share of hardship.
His eyes are a deep green and as you approach he gazes down with a wide smile. "Be welcomed, traveler! I hope you find my place to your liking. How may I help?"
You easily find a table in the taproom, though soon after you hear a loud whistle blowing from somewhere high above. A rumbling begins, causing the floor to vibrate slightly and dust comes falling from the rafters above. A grinding and grating noise can be heard as well, as apparently the gear above the inn is not just for show. A few minutes pass, and a group of men emerge from a door at the far side of the room. They are human and dwarf, looking dirty and disheveled as if they have just come from the mines.
As promised by your server, within minutes the taproom is packed, the noise level rising to a dull roar all around you. The food is served as ordered, and it is well cooked, and if not five-star, it is as good as you have enjoyed in a while. The ale, likewise, is thick and heady, with a bit of honey and spices added to give it a unique flavor. All in all, it seems like money well spent.
"Aye, Jacobius is who I am. Welcome and well-met, sir." he replies, extending his hand and clasping yours firmly.
"I find that there is nothing better to accompany a good drink than a good story, eh?"
Rolls
persuasion - (1d20)
(7) = 7
Advantage - (1d20)
(15) = 15
Jacobius smiles widely, gesturing to a table where you can both sit. Drinks are brought, and he says "So then, tell me friend Merriweather. What would be your favorite tale?"
"Gads! Troll ya say? Look at the size 'o that tooth! Must've been a huge beast, no doubt! And you say you quashed the bugger? Almost killed you b'fore ya took it down in some heroic final act?" he smiles, taking a deep drink from his flagon.
Jacobius pulls his flagon down, his face a bit more serious now that he sees you might not be joking about killing a troll. Looking around at your party, he nods in acknowledgement before saying "The gods favor heroes that do heroic things. I am impressed you have lived to tell the tale. Your friends must be a formidable group."
Taking another drink, he continues. "For many years I, too, traveled with such a group as you. Brigadiers of Doom we called ourselves. Traveled lots. Adventured more. Saw more'n I care to, I can tell ya, but wouldn't change the lot of it. Came close to dying a few times m'self, I don't mind saying. Though the last time made me think p'raps it's time to retire. So here I sit, drinking and talking with the likes of you, just startin' out in your life of excitement. I wish you well." he finishes, drinking the last from his flagon and calling for two more, offering you the second when it arrives.
Rolls
persuasion - (1d20)
(10) = 10
Advantage (hopefully) - (1d20)
(8) = 8
"Ach. Never had much use for magic shit. Mind you, it has its purpose, just always preferred to meet my challenges head on, you know?" Jacobius answers.
"Course, one of them strange light throwers would have been kinds nice. Saw me one once. Fella said he found it up in the hills, but I 'spect he stole it of of some wizard somewhere. Thing shot flaming light that could burn a hole through your armor before you know what hit ya."
"Each his own, I s'pose. Just never saw the need in it." Jacobius responds. Looking back to the rest of your group gathered, he asks "You and your friends headed into th' peaks? Or you have some other quest that just happens t' take you through Tycha?"
Jacobius smiles slightly, placing his drink down and squinting at you. "Folks don't just group up and wander aimless into Tycha unless they got a direction to be heading and a goal to be reached. And them guards you come with aren't just reg'lar mercs, friend. I know duke's men when I see. And if th' duke has took note of the goings on up there, things must be worse than we been told. Here's to hoping your cloak is all you say and more." he says, raising his ale to you.
"Hah! True enough, I bet." Jacobius laughs. Standing up, he approaches the rest of the party, waving a hand slightly ion greeting. "Ware, friends. If you go to the peaks, take great care. Word came just yesterday that Nurok was overrun and the soldiers there are dead. Soldiers are on the way even now to look into it, but as you may have seen, folks are a bit tense over it."
Leaning back in his chair, Jacobius stretches, his shirt rising over his rounded belly, showing more of the battle scars he is known for. "Not too sure how many men were lost. maybe a small company of 30 or 40, though maybe some escaped to find safety elsewhere. Like I said, a group of crown's men are on their way now." he adds.
Breakfast is hot, with spiced meats, fruits and fresh, hot bread along with a thick drink made from goat's milk. In all, your bellies are filled to their stretching point and the bright sun outside promises a day unhindered by weather. Your men gather horses and wagons out front, and your guide, Elavain, sits at the front of the train with a wide smile.
"Great morning, m' sirs 'n' ladies. Shall we be off? If th' weather holds, we're sure t' reach Nurok by midday next."
Oh.. and the druid is pretty moody.. so beware.. ;)
Fort Nurok is nestled at the base of a mountain pass that twists and turns its way up into the barrier peaks. A wall of stone blocks forms a large half-moon around the base of the hill, and there are three towers giving access to the wall walk at the top. The large wooden gates stand open, and look to have heavy damage on this side. You can see small trails of smoke rising up from campfires within the bailey, and there is movement in and around the place. It seems as if the soldiers who left ahead of you have set up a makeshift camp.
Rolls
Perception - (1d20+7)
(6) + 7 = 13
Looking around from on high, it is easy to see that whatever attacked the fort followed the same trail down out of the hills as you will soon be following up. Additionally, you can see several funeral pyres are alight outside of the fort, along the back side, away from the trail.
"The source of troubles originate from where we're heading. The trail leads all the way there. These men have suffered losses; they're burning their dead. I'm assuming that is to prevent the monstrosities from growing. We have reached our destination. Best prepare ourselves."
A dozen or so tents have been pitched and the largest stands across the bailey at the base of three large cave openings Small groups of soldiers move in and out of there as well, though the majority of work seems to be in repairing damaged buildings and the entry gate.
You are hailed at the gate. "Halt! This place is under quarantine by order of Colonel Beaman DeLarouge. You shall have to camp elsewhere, as there is nothing here for you."
A group of four soldiers comes up to block your way, and the leader points off behind you as a suggested direction to travel.
The soldiers look you over, then back into camp. "Very well, sir. Dismount, leaving your weapons there with the quartermaster." he says, pointing to a tent just inside the gates.
"Captain Agard is just there." he then adds, pointing to the large fire in the middle of the bailey. You see a human man garbed in half-plate, with the insignia of his station born atop the helm he holds under his arm. A large sword hangs from his belt. With him are three other, lower ranking soldiers and they appear to be discussing the contents of the fire, as the captain points, waves and otherwise gestures toward it.
"He would be the one to whom you should speak."
Rolls
sleight of hand - (1d20+11)
(8) + 11 = 19
As you move forward to address the guards, they all snap to attention at the recognition of your rank. "Aye, sir!" the lead guard says. "Captain's orders merely seek to prevent undesirables from trying to enter and start trouble. We're in the midst of cleaning up and resettin' the garrison, so only authorized folk are to be allowed. Of course, you bein' authorized and all, there's no need to set your weapons."
As you watch, Merriweather goes to the quartermaster and deposits his rapier before heading into the bailey.
Turning to you, the guard has a look of uncertainty on his face. Having just let Caedwyn passed with his weapons, and you seemingly with him, he stops short of allowing you entry, asking first "Are you with him? Or do you have a decree from his majesty?"
The center of the bailey is a makeshift encampment, with numerous tents spread about in an orderly manner. The far side, closest to the cave mouths, is dominated by a large tent fling the flag of Geoff. Nearby is a large bonfire, piled with all manner of plant life, and as you approach you see that many of them resemble the creature shown to you by Duke Owen. Others look more animal-like, as if a four-legged creature were suddenly transformed into a hideous monstrosity made up of all manner of plant life, with thick, thorny branches protruding from its back, much like a porcupine.
The captain, as I mentioned, is in conversation with two of his men, and you see that he holds some form of a strange metallic and glass device in his hand. Seeing you approach, he dismisses the men and turns to greet you.
"If you are here to seek shelter, as you can see, we are thin in that regard. If your aim is to aid, then you are well-met. Anything else, please be quick as I have much to do before the sun sets."

She extends her hand, offering a warm smile with the formalities dealt. "I am Ilwyn, Paladin of oath of devotion. My esteemed companions are Lord Eigendrast, an absolute devil on the battlefield, I assure you. Master Hraefn, whose eyes have seen us out of many a treacherous situation thus far. Then there is Miss Redbriar, finest archer I have ever met, as well as our mysterious fellow, Merriweather... He grows on you. And finally, Master Magician Bram. As taciturn as he is talented." She gestures to each of her companions in turn.
Rolls
Persuasion to be the hype guy? - (1d20+6)
(14) + 6 = 20
Looking around at the rest of you, he pauses a moment to take stock of the whole group. "If Duke Owen sees fit to enlist your aid, I am no one to question his lordship's decision. You are most welcome, though I fear there is nothing here for your skills to be needed. When we arrived, there were many of these things yet remaining, scavaging the fort. There were few, so we dispatched them and have not seen any return. I suspect they are like locusts. Feed on an area before moving onward."
Holding up the device, he continues. "One of them had this. A strange and arcane thing for sure. I have no wizards in my company of men, so if your skills extend into items of strange and peculiar nature, I would be most grateful. It held it like such" he says, gripping the handle so that the bulbous end faces you and the tiny rod at the back points toward him.
"I know not what it was supposed to do, but the thing shook it before using it like a stone and throwing it at one of my men. Luckily it remains intact so that we may study it."
Looking around, he then says "If you wish to sleep within the fort, you may do so, there is plenty of room for tents and such within the bailey. Or, if you are that sort, the woods seem to be clear of these fell things."
I knew I was forgetting something.
Rolls
Investigation (with guidance) - (1d20+1, 1d4)
1d20+1 : (1) + 1 = 2
1d4 : (4) = 4
Rolls
Arcana check on device - (1d20+7)
(15) + 7 = 22
None of the creatures you can see, or what remains of their burned forms, remind you of anything human, much less a fellow druid.
You examine the device intently, but the only thing you come to determine is that you have never seen, nor heard, of any such device. Whatever it is, you believe that it is not of this plane, or this world.
"Ser Bram, with your intelligence and knowledge, perhaps you may try to see if we know how to operate this device. I will lend a hand with my insight."
Rolls
Perception or Insight - (1d20+7)
(3) + 7 = 10
Guidance - (1d4)
(1) = 1
As you continue to investigate the device, you manage to find a tiny lever on the side. Pressing it downward, a small panel opens open and a small, bluish coin falls out. It has the appearance of a piece of blue colored glass about the the size of a gold coin. One side is smooth and unmarked, the other side has a white, arced band, marked like a sundial with 5 lines. A taut thread rests on the very left edge of the dial.

"Aye, they burn like plants well enough, and bleed too, if you can believe it." replies the captain. "But they are not merely mindless foes that seem bent on feeding and wanton killing. No, they have purpose, led by the largest of the group, much like pack animals might. But they've a keen intelligence about 'em. Set traps for those that were out scouring the woods. Crafty bastards, they are, with little fear in their attacks. Seems they think their numbers are enough to take on any foe they might meet."
He thought about speaking with the plants and animals he was familiar with, to see if they could help. But for now, perhaps trial and error might work.
Bram, as you hold the sundial coin, and Hraefn mentions magic, you suddenly think about how magical items work. While there is no real way to know when a magical device will expend the last of its energy, you imagine this tiny coin as a marker to the magic left in the device.
Holding it, you both get the sensation that you are holding something akin to a hand-crossbow, as the grip has a tiny bit of movement not unlike the trigger of the crossbow. Surmising, you think that were you to have a different coin, one where the thin line were not on the left, perhaps you might make it work.
"It is a boon that that creature was unable to make this magic work. I fear what might have happened had it been able to. Your insights are most welcomed, sir mage. I am sure Colonel DeLarouge would welcome your counsel."
"Sir! These good folk come under charge from Duke Owen. They have just arrived and their abilities already bear fruit for our investigation. I felt it best they should speak to you directly."
Inside, the tent is spacious, with a separate area for sleeping that is closed off from the main. Here there is a desk in the corner, but the main space is dominated by a large table on which sits a large map of the area. Another, smaller table holding refreshments in the form of fruits and vegetables as well as decanters of wine and water. There is a single person inside, a man of below-average height and above-average head size. He is not fat, but is thick in the legs and shoulders that bear his rank and station on his epaulets. His half-plate armor is polished and clean, reflecting the flickering lantern light inside.
"So. Duke Owen sends reinforcements in the form of six men and women of various rank and station to fight a war with an enemy we have no inkling of, does he?" Colonel DeLarouge starts to say. Seeing you all gathered, he nods and sweeps a hand. "Please. Drink with me. I trust his Lordship's counsel, though I had hoped for more of a battalion of trained soldiers. I am hopeful that my captain is correct in his assessment of you."
"Now then. You know me. Who, then, are you?" he asks, pouring a glass of wine and offering the same to you all.
"You lead your comrades to the cave then, Lord Eigendrast?" the colonel asks.
"Some further detail of this strange metal cave has been revealed to me as well, Hraefn, humble woodcarver, Ovate of the Grey Circle. The duke might very well send a battalion of soldiers thereafter, but our best solution currently lies in the specific set of skills we possess."
Afterward, he directs Captain Agard to bring you to where you will be staying. An area of camp close to the gates provides you a place to pitch tents or bedrolls, and a few soldiers have already gathered wood for you to use to form a fire if you wish.
"Not as opulent as your lord and ladyships might be accustomed, but closer to the gates means a bit less chill. If you are in want of anything, our quartermaster is just there." Agard says pointing to where you were to drop your weapons. "He can provide most things you may need, coffee and bread included."
With a nod, the captain leaves you to yourselves and returns to his duties. The sun is making its final trek toward the west, with about an hour of sun left in the day.
As you awake, the fort is already beginning to come to life, and your men-at-arms have gathered your wagon and horses in preparation. Elavain is speaking with soldiers at the quartermaster's tent, and within a few minutes several sacks of food stuff are added to your dwindling supplies.
"It'll be 'bout four or five days up into th' hills, ladies and gents, and it promises to be chilly at best. If you've warmer attire, I think it best to don it 'fore we leave. We'll be up in th' range soon enough. Thought 'bout headin' t' Thunderhead, but that'd put us a day further along, and so unless there's need, I think it'd be best t' just go to th' cave."
"They might, sir, aye. I'd have an ask with th' quartermaster there. Corporal Elkridge says captain was pretty adamant about helpin' us on our way, so if they do I imagine it would be yours for th' asking."
Rolls
Investigation - (1d20+4)
(10) + 4 = 14
The quartermaster smiles and gives an affirmative nod as he enters his tent, returning with a set of fur-lined pants and gloves, anda heavy wool shirt.
"Ain't great for thick winter, but this time of year they'll do you just fine sir." Sliding you a small metal flask, he adds "And here's for what needs warming on the inside."
It has been a full ten days of travel since you all left Gorna in service of His Radiance, Duke Owen III, ruler of Geoff. Leaving the last real vestiges of civilization behind, you leave Fort Nurok and its new contingent of soldiers behind and begin to head north into the rocky range of mountains to the west.
The Barrier Peaks stretch from the southwestern edge of Bramblewood Forest that forms the southern border of Ket to the north, all the way south to the beginning of the craggy peaks of the Crystalmists. Its terminus of northern hills is so rugged and steep as to be regarded as basically part of the mountain chain. The Valley of the Mage is hidden within the central Barriers, and their southwestern end forms the western boundary of the Grand Duchy of Geoff. These mountains are infamous for their strange inhabitants. Of course, there are some dwarves dwelling in hidden places within the Barrier range, for they have many precious minerals and gems.
It is those strange monsters that has brought you this far, and as you begin the slow climb to higher altitudes you take time to reflect upon what you know. Strange, fell beasts have been seen in the area. Even the normal dwellers such as gnolls, orcs and giants avoid the areas where the creatures are seen, alluding to the thought that your true test is coming soon.
The weather remains steady, with occasional gusts of wind, light precipitation and bouts of thick fog hampering your travel, but after several days of hiking through the rugged highlands Elavain brings your train to a stop. You find yourselves in a low valley, the far end of which is dominated by a craggy cliff face. Even from here you can see what looks to be a glint of metal at the base of the hill.
"Just there, my lords 'n' ladies." the half-elf says, pointing to a flat area a few hundred yards from the base of the steep hill. "There's good earth to set camp. Water is close, as are supplies should you need to make more than one foray into th' caves."
Freeday, 21 Coldeven 580 CY
You have arrived at your destination.
If there are multiple groups of your favored enemies within range, you learn this information for each group.
Rolls
Perception - (1d20+7)
(10) + 7 = 17
Guidance (on self) - (1d4)
(3) = 3
Swooping high and low, you mentally map the area, spying the small stream that bisects most of the valley. Though thin and winding, it appears clear enough as the grasses do much to filter any toxins that might be washing out of the hills. The metal caves are another story, looking as if it is a giant tower of some kind that, over the eons, was absorbed by the Oerth and converted into a mountain itself. What the shape is under the ground, however, is impossible to tell.
Closer inspection of the two cave mouths, however, reveal that they are not caves at all. Or, at the least, Hraefn notes that there is no opening where the metal entrances are. Its as if they are blocked by some form of metal valve.
Rolls
Perception - (1d20+5)
(10) + 5 = 15