With Makisig as your guide, you make your way west into the Q'sulth foothills. It soon becomes obvious that his estimate of "not two days" travel is based on the tikbalang's swift and lengthy strides. Though your guide is skilled, it will likely take you at least three days to make the westward climb and southward traverse burdened with two caged rats and Ybus' overloaded pack. Makisig seems genuinely curious about where you're from, and all the places you've been - an attitude, he says with a chuckle, that's unusual for the insular tikbalang.
Episode 3: Bimar
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With Makisig as your guide, you make your way west into the Q'sulth foothills. It soon becomes obvious that his estimate of "not two days" travel is based on the tikbalang's swift and lengthy strides. Though your guide is skilled, it will likely take you at least three days to make the westward climb and southward traverse burdened with two caged rats and Ybus' overloaded pack. Makisig seems genuinely curious about where you're from, and all the places you've been - an attitude, he says with a chuckle, that's unusual for the insular tikbalang.
Spiritually, he finds himself coming to terms with seeing his father. Although he was not sure what to make of it at first, he has decided not to think about it. This he knows: his path is true, as are the friends he walks it with. And so, with a light spirit and a ragged body, he listens about this new foe, these kalding.
What better life could there be in the whole wide circle of the world?
"Just as we slew the demon Numspa, just as we tossed the Rat God down the well, so too will we find ourselves in the path of this monster, and woe to any monster that tries to devour the PHULES."
Slow to speak, Urban keeps his thought to himself. A terrible monster that devours all. Could this be the dark force that nearly overwhelmed Urban when he was adrift in the place beyond the portal?
Makisig's mien turns sour. "My warband was formidable as well. But the accursed goatmen bested us. If only we had all been slain. No, they gave us to the rat-men, who did...horrible things to us in their laboratories." The tikbalang's voice quavers, and you can see him making a conscious effort to not look at the caged rats.
"I am ashamed to have survived."
Pushing ever southwestward and steadily climbing, you thread a convoluted series of hidden ravines and switchback defiles Makisig names "Bitukang Manok," which translates to "chicken's intestines."
Night falls, your first in these mountains. It's brutally cold as you make camp, but Makisig suggests forgoing a fire. This night, all six moons are obscured by clouds limned in purple. Very few stars can be seen, but you do make out the constellation of The Veil. It is an auspicious night for secrets.
Fire, or no? Watch order (gimme Perception rolls in advance)? Any special preparations? Any more questions for Makisig?

How do the goatmen - these Kalding - fight? How do you tikbalang best them?
Baracus will take the first watch, indifferent to the cold, and staring at the gorgeous night sky, wondering where Acheron is.
Rolls
Perception - (1d20+2)
(13) + 2 = 15
Rolls
Perception - (1d20+1)
(11) + 1 = 12
Timear Perception (Advantage) - (1d20+3, 1d20+3)
1d20+3 : (9) + 3 = 12
1d20+3 : (4) + 3 = 7
Rolls
Perception - (1d20+5)
(5) + 5 = 10
The 15 still stands. I guess Ybus was more distracting than helpful :)
Rolls
advantage! - (1d20+2)
(12) + 2 = 14

Makisig picks a spot among the roots of an ancient balete tree for your camp, but not before the tikbalang leads the group in paying your respects to the forest spirits that dwell there. Once permission is granted, you all settle down for the night.
Makisig points out a distant peak outlined by a dull orange glow - a sure sign, he says, of the goat-men slashing and burning the forest, desecrating the mountain.
"The kalding are vicious fighters, relying on savagery and overwhelming numbers rather than skill. The berserkers fight with axe and spear. The archers employ foul poisons brewed by their shamans."
Makisig inspects Baracus' greataxe and sword with genuine curiosity and respect, taking great interest in the stories behind each weapon.
"My weapons have been taken from me, else I would show you the kris and the balbeg. The tikbalang are bred for war, but we fight with more than just weapons and martial skill. We dance the war dance, an offering to the sky gods and the diwata, engkanto, and anito - nature spirits. The spirits of our ancestors ennoble us as well. And we have these." he points to the tattoos that cover most of his torso, each of which is a magical talisman to aid in battle.
Ybus: It's amazing! You don't get sleepy at all! But it does get real boring real fast. Thoughts of grilled isaw set your stomach grumbling.
Baracus: During your watch, you see lights flitting about in the woods. Fireflies? Will-o-the-wisp? They linger for a time then drift off and nothing comes of it until your watch ends and it's time to wake Erden.
Erden: Makisig takes the second watch with you. It's getting colder and colder. A falling star streaks across the sky to the north.
Urban: Your watch passes uneventfully. Wormtail and Wormtongue stare at you throughout. It gets colder and colder. By the end of your watch a fog has rolled in.
Rydler: Without a fire, the fog chills you to the bone. You feel certain you are being watched, but nothing unusual happens until day breaks and the fog lifts.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Perhaps the two rat-men will be able to provide information to the new allies. If not that, then perhaps they will at least be dealt justice by authority, in a way that will serve as retribution for the losses suffered by the tikbalang.
You break camp and set out on the trail before the morning dew has dried. In the distance, smoke rises from the spot you saw burning in the night. Makisig stares at it darkly, but says your path will not take you there. It's more important to make for the tikbalang village with all haste. Pushing onward, you make good time. By mid-morning, the trail turns westward and uphill in earnest. Makisig says you'll be on the western slopes by midday tomorrow.
On several occasions as you travel, Makisig pauses to bow and speak words of respect to unseen guardian spirits on whose fief you tread, just as he did at the balete tree. Then unexpectedly at a solitary tree clinging to a cliff face, the tikbalang frowns when his customary greeting goes unanswered.
"Tabi tabi po." Nothing. "Strange. The steward of this place is not here."

Rydler is the first to notice it: a charnel smell, coupled with an inexplicable shiver up your spines. Makisig recoils as the tree withers and blackens before your very eyes!
Before you can react, the underbrush erupts: AMBUSH! a mob of goat-headed men with matted, lice-ridden fur, their skin tattooed with tribal symbols, come at you with guttural war cries, wielding huge, wicked axes.
"Kalding!" Makisig yells. "Followers of Kaliy-te! To arms, my friends!"

"WITNESS!"
Here to help, enemies with their plea...
Understand, we are the best...
Let you know, we do not jest...
Existential crisis, will make you flee...
So up above, phonetically.
Rydler smiles from behind his group at the goat-men, his arms outstretched in a 't'.
Urban is beset by eight goatmen. Spears and axes thud against the Captain's Shield. Two kalding manage to score lucky hits, opening gashes in the brawny human's shoulder and thigh. 13 slashing + 13 piercing.
Baracus is mobbed as well. Two axes, and one spear rip into his bulging pecs. 39 damage before D.R.
Makisig dances the tikbalang war dance, a thing of lethal beauty. Taking wounds, but dealing death, he leaps, mane flying, trampling his foes. Makisig takes 26 damage before D.R.
Ybus' sphere of flame erupts amidst the goat-headed cultists, incinerating a couple. The others pause for a second, then redouble their onslaught, howling hacking and stabbing.
Your turn!
Hit Points 28/28 (5/5d8)
Speed 25 ft., swim 25 ft.
STR 14 (+2); DEX 12 (+1); CON 11 (+0); INT 14 (+2); WIS 14 (+2); CHA 17 (+3)
Saving Throws Wis +5, Cha +6
Skills Athletics +5, Investigation +5, Nature +5, Perception +5
Damage Resistances poison
Senses Passive Perception 15
Languages Common, Halfling
Armor Proficiencies Light armor
Weapon Proficiencies Simple weapons
Tool Proficiencies Navigator's tools, vehicles (water)
Heart of the Ocean Ybus can breathe underwater and gains a swimming speed equal to his walking speed.
Lucky Can reroll a 1 on an attack roll, ability check, or saving throw.
Brave Advantage on saving throws against being frightened.
Eldritch Invocation, Aspect of the Moon No longer need sleep; can't be forced to sleep; long rest can be 8 hours of light activity.
Eldritch Invocation, Book of Ancient Secrets Cast Warlock spells as rituals if it has the Ritual tag.
Eldritch Invocation, Mask of Many Faces Cast Disguise Self at will.
Spellcasting Ybus is a 5th-level spellcaster. His spellcasting ability is Charisma (save DC 13, +5 to hit with spell attacks). He knows the following warlock spells:
-- Cantrips (at will) Create Bonfire, Eldritch Blast, Friends, Frostbite, Light, Mage Hand, Minor Illusion, Prestidigitation, Sacred Flame, Spare the Dying
-- 1st level (at will) Disguise Self
-- 3rd level (1/2 slots) Comprehend Languages*, Counterspell, Cure Wounds, Flaming Sphere, Guiding Bolt, Hex, Invisibility, Unseen Servant*
-- Magic Initiate (1/1 long rest) Comprehend Languages*
-- Rituals Alarm*, Comprehend Languages*, Unseen Servant*, Water Breathing*
Actions
-- Belaying Pin (Club) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+2 bludgeoning damage.
-- Handaxe Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d6+2 slashing damage.
-- Dagger (2) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+2 piercing damage.
Bonus Actions
-- Healing Light 6/6d6 long rest; heal creature within 60 ft for max 3d6 HP.
Conditions None
Rolls
Eldritch Blast (two beams), Force Damage - (1d20+5, 1d10, 1d20+5, 1d10)
1d20+5 : (19) + 5 = 24
1d10 : (6) = 6
1d20+5 : (3) + 5 = 8
1d10 : (2) = 2
Flaming Sphere damage, if any - (3d6)
(552) = 12
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isnāt being worn or carried also takes the damage if itās in the spellās area.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
HD: 5/5
AC: 12
Lucky: 3/3
Arcane Recovery: 1/1
Spell Slots | 1: 4/4 | 2: 2/3 | 3: 2/2
Rolls
Shatter! - (3d8)
(635) = 14
BA: Help to Makisig
Double fisted helping!
"WITNESS!"
Bonus action: Flurry of blows, use open hand technique to push anyone hit by them back 15 feet (DC 13 Str save to resist)
Temp HP: --
AC: 17
Speed: 40
Rage: 2/2
Ki: 2/3
Hit Dice: Full
Javelins: 0/10
Conditions: rage
At 3rd level, whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
1. It must succeed on a Dexterity saving throw or be knocked prone.
2. It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
3. It can't take reactions until the end of your next turn.
Rolls
First Sword (reckless) - (1d20+7, 1d20+7, 1d6+7)
1d20+7 : (15) + 7 = 22
1d20+7 : (9) + 7 = 16
1d6+7 : (4) + 7 = 11
Flurry 1 (reckless) - (1d20+6, 1d20+6, 1d4+6)
1d20+6 : (5) + 6 = 11
1d20+6 : (5) + 6 = 11
1d4+6 : (2) + 6 = 8
Flurry 2 (reckless) - (1d20+6, 1d20+6, 1d4+6)
1d20+6 : (8) + 6 = 14
1d20+6 : (11) + 6 = 17
1d4+6 : (2) + 6 = 8
Battle music!
Ybus' ball of flame careens around the battlefield, leaving a trail of smoking kalding corpses in its wake. One of his finger-beams hits a burning goat-man right between the eyes, bursting its head like a melon.
Nearly a dozen kalding drop to the ground, their bodies broken by the concussive force of Erden's spell. A few survivors stumble away clutching their heads in agony, blood streaming from eyes and ears.
Baracus thrusts the First Sword with abandon into a goat-man's heart and kicks the convulsing body away. Another berserker ducks beneath the half-orc's wild swing, but the punch catches a kalding spear-man with bone-crunching force, sending the brute flying head-over-heels into the rear ranks.
Makisig continues to trample his foes, reducing a pair of kalding to a bloody pulp.
⢠Flaming Sphere: 4 of 9 make their save. (4*6)+(5*12)=84 damage.
⢠Eldritch Blast 1: Hit. 6 damage.
⢠Eldritch Blast 2: Miss.
Erden:
⢠Shatter: 4 of 12 make their save. (4*7)+(8*14)=140 damage.
Rydler:
⢠Action: Help to Urban.
⢠BA: Help to Baracus Makisig.
Baracus:
⢠First Sword (reckless): Hit. 11 damage.
⢠Flurry 1 (reckless): Miss.
⢠Flurry 2 (reckless): Hit. 8 damage.
Makisig:
⢠Trampling charge (advantage): 2 hits. 12+13 damage.
⢠Ybus: AC 12. 28/28hp. Concentrating (Flaming Sphere).
⢠Erden: AC 12. 32/32hp.
⢠Rydler: AC 18. 38/38hp.
⢠Baracus: AC 17. 45/64hp. Reckless.
⢠Makisig: AC 19. 37/50hp. War Dance.
⢠Urban: AC 18. 28/54hp.
Rolls
DC 13 STR save to resist Baracus - (1d20+2)
(15) + 2 = 17
Makisig: Trampling Charge - (1d20+5, 2d6+3)
1d20+5 : (2) + 5 = 7
2d6+3 : (25) + 3 = 10
Advantage (Help from Rydler) - (1d20+5)
(13) + 5 = 18
DC 13 STR save to resist Makisig - (1d20+2)
(9) + 2 = 11
Bonus Hooves attack - (1d20+5, 2d6+5)
1d20+5 : (16) + 5 = 21
2d6+5 : (44) + 5 = 13
Advantage vs. Prone - (1d20+5)
(10) + 5 = 15
Bonus Action: Shove, attempt knock Prone
Attack 1: Shield as Improvised Weapon (possible Advantage is opponent is Prone, ignore if does not apply)
Attack 2: Shield as Improvised Weapon with Advantage from Rydler's Help
LG Paladin 5
S20 D12 C18 I14 W10 CH16
AC: 18
Max HP: 54
Current HP: 28
Channel Divinity: 0/1 (any Rest)
Divine Sense: 4/4 (Long Rest)
Lay on Hands: 23/25 Points (Long Rest)
Smite or Spells (L1): 4/4 (Long Rest)
Smite or Spells (L2): 2/2 (Long Rest)
L1 Spells: Shield of Faith, Divine Favor, Heroism, Thunderous Strike
L2 Spells: Lesser Restoration
Oath Spells: Sanctuary, Sleep, Calm Emotions, Hold Person
Proficiencies: Animal Handling, Athletics, Persuasion, Religion, Vehicles-Land
Feat: Tavern Brawler
Feat: Brawny
Captain's Shield: Grants Shieldmaster Feat, Proficiency in History
Rolls
STR Athletics Shove Attempt - (1d20+11)
(12) + 11 = 23
Attack 1 - (1d20+7)
(7) + 7 = 14
Attack 1 Advantage - (1d20+7)
(17) + 7 = 24
damage - (1d4+7)
(2) + 7 = 9
Attack 2 - (1d20+7)
(8) + 7 = 15
Attack 2 Advantage - (1d20+7)
(19) + 7 = 26
damage - (1d4+7)
(3) + 7 = 10
⢠Shove: DC 23 is unbeatable. Kalding goes Prone. Advantage is in effect.
⢠Attack 1 & 2: Both hit. 19 damage.
⢠Ybus: AC 12. 28/28hp. Concentrating (Flaming Sphere).
⢠Erden: AC 12. 32/32hp.
⢠Rydler: AC 18. 38/38hp.
⢠Baracus: AC 17. 45/64hp. Reckless.
⢠Makisig: AC 19. 37/50hp. War Dance.
⢠Urban: AC 18. 28/54hp.

Battle music!
After the heroes' furious defense of their position at the base of the cliff, less than a dozen goatmen remain of the nearly two-score that sprang their ambush. The survivors rush the warriors, trying to break through the front line to get to the spell casters.
2 monsters of 4 (65% of total) hit for a total of 26 bludgeoning damage before Resistance. Baracus must succeed on two DC 13 Strength saving throws or be knocked prone.
⢠Makisig (AC 19):
1 monster of 4 (30% of total) hit for a total of 13 bludgeoning damage before Resistance. Makisig succeeds on DC 13 Strength saving throw, resists falling prone.
⢠Urban (AC 18):
1 monster of 4 (35% of total) hit for a total of 13 damage. Urban must succeed on one DC 13 Strength saving throw or be knocked prone.
⢠Ybus: AC 12. 28/28hp. Concentrating (Flaming Sphere).
⢠Erden: AC 12. 32/32hp.
⢠Rydler: AC 18. 38/38hp.
⢠Baracus: AC 17. 32/64hp. Reckless.
⢠Makisig: AC 19. 31/50hp. War Dance.
⢠Urban: AC 18. 15/54hp.
Rolls
Makisig STR save DC 13 - (1d20+5)
(11) + 5 = 16
With his other hand, Ybus makes the image of a bull with his pointer and pinky, launching two bolts of shining eldritch energy to try and spear the kalding where they stand.
Hit Points 28/28 (5/5d8)
Speed 25 ft., swim 25 ft.
STR 14 (+2); DEX 12 (+1); CON 11 (+0); INT 14 (+2); WIS 14 (+2); CHA 17 (+3)
Saving Throws Wis +5, Cha +6
Skills Athletics +5, Investigation +5, Nature +5, Perception +5
Damage Resistances poison
Senses Passive Perception 15
Languages Common, Halfling
Armor Proficiencies Light armor
Weapon Proficiencies Simple weapons
Tool Proficiencies Navigator's tools, vehicles (water)
Heart of the Ocean Ybus can breathe underwater and gains a swimming speed equal to his walking speed.
Lucky Can reroll a 1 on an attack roll, ability check, or saving throw.
Brave Advantage on saving throws against being frightened.
Eldritch Invocation, Aspect of the Moon No longer need sleep; can't be forced to sleep; long rest can be 8 hours of light activity.
Eldritch Invocation, Book of Ancient Secrets Cast Warlock spells as rituals if it has the Ritual tag.
Eldritch Invocation, Mask of Many Faces Cast Disguise Self at will.
Spellcasting Ybus is a 5th-level spellcaster. His spellcasting ability is Charisma (save DC 13, +5 to hit with spell attacks). He knows the following warlock spells:
-- Cantrips (at will) Create Bonfire, Eldritch Blast, Friends, Frostbite, Light, Mage Hand, Minor Illusion, Prestidigitation, Sacred Flame, Spare the Dying
-- 1st level (at will) Disguise Self
-- 3rd level (1/2 slots) Comprehend Languages*, Counterspell, Cure Wounds, Flaming Sphere, Guiding Bolt, Hex, Invisibility, Unseen Servant*
-- Magic Initiate (1/1 long rest) Comprehend Languages*
-- Rituals Alarm*, Comprehend Languages*, Unseen Servant*, Water Breathing*
Actions
-- Belaying Pin (Club) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+2 bludgeoning damage.
-- Handaxe Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d6+2 slashing damage.
-- Dagger (2) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+2 piercing damage.
Bonus Actions
-- Healing Light 3/6d6 long rest; heal creature within 60 ft for max 3d6 HP.
Conditions None
Rolls
Bonus Action Healing Light on Urban for HP recovery - (3d6)
(552) = 12
Eldritch Blast, Two Beams, Force Damage each Beam - (1d20+5, 1d20+5, 1d10)
1d20+5 : (19) + 5 = 24
1d20+5 : (13) + 5 = 18
1d10 : (6) = 6
Movement to get up from Prone.
Remaining Movement as necessary to avoid flanking and support Baracus, at least positionally.
Bonus Action: Shield Bash, 1d4 and Shove Attempt
Action: Attack w/ Extra Attack
AC: 18
Max HP: 54
Current HP: 27
Channel Divinity: 1/1 (any Rest)
Divine Sense: 4/4 (Long Rest)
Lay on Hands: 25/25 Points (Long Rest)
Smite or Spells (L1): 4/4 (Long Rest)
Smite or Spells (L2): 2/2 (Long Rest)
L1 Spells: Shield of Faith, Divine Favor, Heroism, Thunderous Strike
L2 Spells: Lesser Restoration
Oath Spells: Sanctuary, Sleep, Calm Emotions, Hold Person
Proficiencies: Animal Handling, Athletics, Persuasion, Religion, Vehicles-Land
Feat: Tavern Brawler
Feat: Brawny
Captain's Shield: Grants Shieldmaster Feat, Proficiency in History
RESULT: Nevermind that. That goat got KNOCKED OUT with that Shove Total 31! The Spartan 300 Shield Bash.
Rolls
STR Save, DC 13 or knocked Prone - (1d20+5)
(5) + 5 = 10
Shove Attempt - (1d20+11)
(20) + 11 = 31
Shove Damage - (1d4)
(1) = 1
Attack 1 - (1d20+8)
(11) + 8 = 19
Attack 1 Advantage (if Shove success) - (1d20+7)
(11) + 7 = 18
damage Attack 1 - (1d4+7)
(4) + 7 = 11
Attack 2 - (1d20+8)
(6) + 8 = 14
damage Attack 2 - (1d4+7)
(4) + 7 = 11
Opponent Roll to oppose Shove Attempt (unknown Mod) - (1d20)
(11) = 11
Attack 2 Advantage vs. Prone - (1d20+8)
(9) + 8 = 17
"Witness!" he calls to the gods of the goatmen, but this time not to witness his deeds but to witness the deeds of his brothers.
Realizing that Erden and Ybus hold the balance of power here, he strikes at any goat man that might try to get around their lethal defenses, even at the cost of his own safety.
HP: 32/64 (13 damage after DR)
Temp HP: --
AC: 17
Speed: 40
Rage: 1/2
Ki: 1/3
Hit Dice: Full
Javelins: 0/10
Conditions: rage
Rolls
DC 13 Str save (adv) - (1d20+7, 1d20+7)
1d20+7 : (20) + 7 = 27
1d20+7 : (6) + 7 = 13
DC 14 Str save (adv) - (1d20+7, 1d20+7)
1d20+7 : (3) + 7 = 10
1d20+7 : (5) + 7 = 12
Reckless xiphos - (1d20+8, 1d20+8, 1d6+7)
1d20+8 : (20) + 8 = 28
1d20+8 : (13) + 8 = 21
1d6+7 : (6) + 7 = 13
Reckless flurry 1 - (1d20+7, 1d20+7, 1d4+6)
1d20+7 : (12) + 7 = 19
1d20+7 : (5) + 7 = 12
1d4+6 : (3) + 6 = 9
Reckless flurry 2 - (1d20+6, 1d20+6, 1d4+6)
1d20+6 : (19) + 6 = 25
1d20+6 : (16) + 6 = 22
1d4+6 : (3) + 6 = 9
Crit (savage) - (2d6)
(13) = 4
HD: 5/5
AC: 12
Lucky: 3/3
Arcane Recovery: 1/1
Spell Slots | 1: 4/4 | 2: 1/3 | 3: 2/2
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isnāt being worn or carried also takes the damage if itās in the spellās area.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Rolls
Shatter - (3d8)
(124) = 7
Firebolt if I can't avoid hitting my allies with Shatter - (2d10)
(81) = 9
The two wererats rattle their cages. Wormtail wails, "It's coming! Oh, oh, ohh, gods, it's coming! We're all going to die!!! while Wormtongue cackles, "Kaliya-te feast on your flesh!"
ā¢Bonus Action Healing Light: Urban regains 12HP.
ā¢Eldritch Blast, 2 beams, both hit. Total 12 force damage.
Urban:
ā¢Spartan 300 Shield Bash combo: You forgot to roll Attack 2 with Advantage vs. Prone. I added the roll for you, converting that 14 (miss) into a 17 (hit). Total 23 damage.
Baracus:
ā¢Flurry of Blows: Total 35 damage.
Erden:
ā¢Shatter: 6 goatmen in AoE. 2 make the CON save vs. DC 15. (2*3)+(4*7)=34 damage.
⢠Ybus: AC 12. 28/28hp. Concentrating (Flaming Sphere).
⢠Erden: AC 12. 32/32hp.
⢠Rydler: AC 18. 38/38hp.
⢠Baracus: AC 17. 32/64hp. Reckless.
⢠Makisig: AC 19. 31/50hp. War Dance.
⢠Urban: AC 18. 27/54hp.
Rolls
Dex save or x radiant, DC 15 - (1d20, 1d8)
1d20 : (12) = 12
1d8 : (2) = 2
"A foe comes that is beyond any of us!" Makisig pants, "We must fall back and make for -- oh gods, it's too late!"
The earth trembles, and the smell of death grows strong in your nostrils as a wave of maggots pours over the lip of the cliff above you. The worms bite and burrow into flesh, crawling into mouths and nostrils, wriggling under eyelids. Cries of both anguish and ecstasy erupt from the worshipers of Kaliya-te as they die horrible deaths, devoured by the heralds of their terrible god.
Miraculously, none of the PHULEs are infested, but the wererats are engulfed. Wormtail screams in agony, while Wormtongue laughs as the worms begin to consume him from the inside.
"We must fly! Make for my village!" Makisig cries. You can see a wound on his forearm where a maggot has bored its way underneath the skin. He thrusts the infected limb into Ybus' flaming sphere, enduring the burns to purge the wound.
"No, leave them!" he yells when you try to pick up the wererats in their cages. "Leave them, or perish!"
Makisig has already begun to move and fight his way through. More kalding, some fresh, some wounded and infected, block all paths out of here. What do you do?
ā¢Sacred Flame: 2 radiant damage.
ā¢BA Help action to Makisig.
Makisig:
ā¢Javelin melee attack (advantage): Hit. 7 damage.
⢠Takes 6 necrotic damage from maggot swarm + 2 self-inflicted fire damage from Ybus' Flaming Sphere.
⢠Ybus: AC 12. 28/28hp. Concentrating (Flaming Sphere).
⢠Erden: AC 12. 32/32hp.
⢠Rydler: AC 18. 38/38hp.
⢠Baracus: AC 17. 32/64hp. Reckless.
⢠Urban: AC 18. 27/54hp.
⢠Makisig: AC 19. 23/50hp. War Dance. Infested (1 worm).
Rolls
Swarm vs. Ybus AC 12 - (1d20, 1d4)
1d20 : (10) = 10
1d4 : (3) = 3
Swarm vs. Erden AC 12 - (1d20, 1d4)
1d20 : (6) = 6
1d4 : (1) = 1
Swarm vs. Rydler AC 18 - (1d20, 1d4)
1d20 : (12) = 12
1d4 : (1) = 1
Swarm vs. Baracus AC 17 - (1d20, 1d4)
1d20 : (10) = 10
1d4 : (2) = 2
Swarm vs. Urban AC 18 - (1d20, 1d4)
1d20 : (1) = 1
1d4 : (2) = 2
Swarm vs. Makisig AC 19 - (1d20, 1d4)
1d20 : (19) = 19
1d4 : (1) = 1
damage vs. Makisig - (1d6)
(6) = 6
Makisig javelin melee attack (advantage) vs. AC 15 - (1d20+5, 1d20+5, 1d6+3)
1d20+5 : (13) + 5 = 18
1d20+5 : (13) + 5 = 18
1d6+3 : (4) + 3 = 7
Fire damage vs. Makisig - (1d6+1)
(2) + 1 = 3
"Follow me!", he shouts to his friends.
Strapping his shield tight to his arm, he charges forward, crashing into anything in his way, striving to pave a path for everyone to escape the deadly mob and tidal wave of pestilence.
Action: Attack 1 and Attack 2, both as Shove Attempt
Bonus Action: Shove with Shield Bash
Movement
Rolls
Shove Attack 1 - (1d20+11)
(15) + 11 = 26
Shove Attack 2 - (1d20+11)
(5) + 11 = 16
Shove Shield Bash - (1d20+11)
(12) + 11 = 23
Bash damage - (1d4)
(1) = 1
Hit Points 28/28 (5/5d8)
Speed 25 ft., swim 25 ft.
STR 14 (+2); DEX 12 (+1); CON 11 (+0); INT 14 (+2); WIS 14 (+2); CHA 17 (+3)
Saving Throws Wis +5, Cha +6
Skills Athletics +5, Investigation +5, Nature +5, Perception +5
Damage Resistances poison
Senses Passive Perception 15
Languages Common, Halfling
Armor Proficiencies Light armor
Weapon Proficiencies Simple weapons
Tool Proficiencies Navigator's tools, vehicles (water)
Heart of the Ocean Ybus can breathe underwater and gains a swimming speed equal to his walking speed.
Lucky Can reroll a 1 on an attack roll, ability check, or saving throw.
Brave Advantage on saving throws against being frightened.
Eldritch Invocation, Aspect of the Moon No longer need sleep; can't be forced to sleep; long rest can be 8 hours of light activity.
Eldritch Invocation, Book of Ancient Secrets Cast Warlock spells as rituals if it has the Ritual tag.
Eldritch Invocation, Mask of Many Faces Cast Disguise Self at will.
Spellcasting Ybus is a 5th-level spellcaster. His spellcasting ability is Charisma (save DC 13, +5 to hit with spell attacks). He knows the following warlock spells:
-- Cantrips (at will) Create Bonfire, Eldritch Blast, Friends, Frostbite, Light, Mage Hand, Minor Illusion, Prestidigitation, Sacred Flame, Spare the Dying
-- 1st level (at will) Disguise Self
-- 3rd level (1/2 slots) Comprehend Languages*, Counterspell, Cure Wounds, Flaming Sphere, Guiding Bolt, Hex, Invisibility, Unseen Servant*
-- Magic Initiate (1/1 long rest) Comprehend Languages*
-- Rituals Alarm*, Comprehend Languages*, Unseen Servant*, Water Breathing*
Actions
-- Belaying Pin (Club) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+2 bludgeoning damage.
-- Handaxe Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d6+2 slashing damage.
-- Dagger (2) Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+2 piercing damage.
Bonus Actions
-- Healing Light 6/6d6 long rest; heal creature within 60 ft for max 3d6 HP.
Conditions None
Rolls
Performance - (1d20+3)
(19) + 3 = 22
Flaming Sphere fire damage, if applicable - (2d6)
(54) = 9
BA: Help Makisig.
Rolls
Performance (disadvantage) - (1d20+1, 1d20+1)
1d20+1 : (3) + 1 = 4
1d20+1 : (3) + 1 = 4
Rolls
Athletics (DC 16 to block, DC 20 to cascade, adv) - (1d20+7, 1d20+7)
1d20+7 : (1) + 7 = 8
1d20+7 : (16) + 7 = 23
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isnāt being worn or carried also takes the damage if itās in the spellās area.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Rolls
Shatter - (4d8)
(7745) = 23
Urban and Makisig forge a bloody path through the kalding before you, while Erden's magic decimates a group that tries to loop around your flank. Baracus heaves a huge boulder onto the trail, causing a rock slide that crushes any pursuers that survive the passing of Ybus' flaming sphere.
And yet the kalding keep coming. And the maggot swarm begins coalesce and rise up, taking on a roughly humanoid shape.
One of the goatmen laughs in Makisig's face even as he dies impaled on the tikbalang's javelin. "Fools! Your paltry weapons and magics are no match for The Worm That Walks! It will feast on our flesh and it will be glorious!"
A group of kalding archers set up on a nearby rise and attempt to pin you down with a hail of arrows. You all take wounds, but Ybus is knocked unconscious by the poison, and his flaming sphere winks out. Suddenly, tikbalang warband appears and charges the archers, scattering their ranks, before splitting into two groups to form a vanguard as well as protect your rear. The tikbalang leap into battle, cutting down the goatmen with their whirling kris, impaling them with spears, pummeling them into bloody pulp with their hooves.
One of the tikbalang splits a goatman from collarbone to groin with a single two-handed blow of his huge kampilan then yells, "Makisig! Follow us if you want to live!" Nearby, you see the dreadful worm creature gaining strength: it devours tikbalang and goatman alike and barrels inexorably towards you. It seems to gain momentum with each new grisly kill. The tikbalang tribesmen appear to be making a tactical retreat and are urging you to join them.
More goatmen appear over a nearby ridge, and the ghastly maggot abomination is almost upon you...
⢠Shove Attack 1: 26 vs. 20. Success!
⢠Shove Attack 2: 16 vs. 11. Success!
⢠Shove Shield Bash: 23 vs AC, 1 bludgeoning damage
Ybus:
⢠Casts Disguise Self.
⢠Bonus Action, move Flaming Sphere 9 fire damage (CON save DC 14 for half): 4 of 9 make their save. (4*4)+(5*9)=61 damage.
⢠Movement, 25 feet.
Rydler:
⢠Action: help Erden.
⢠BA: Help Makisig.
Baracus:
⢠Athletics (DC 16 to block, DC 20 to cascade, adv): 23
⢠Rock slide deals 4d10 (31) damage, DC 15 DEX save for half: 6 monsters of 16 (40%) make the save. (6*15)+(10*31)=400 damage!
Erden:
⢠Shatter as level 3, dealing 23 damage (CON save DC 15 for half): 4 kalding of 12 (35%) make the save. (4*11)+(8*23)=228 damage.
Makisig:
⢠Javelin melee attack (advantagefrom Rydler's Help action): Crit! 14 damage.
Kalding archers:
⢠2 kalding arrows of 4 (65% of total) hit Ybus for a total of 12 damage.
⢠2 kalding arrows of 4 (65% of total) hit Erden for a total of 12 damage.
⢠1 kalding arrow of 4 (35% of total) hits Rydler for a total of 6 damage.
⢠1 kalding arrow of 4 (40% of total) hit Baracus for a total of 6 damage.
⢠1 kalding arrow of 4 (35% of total) hits Urban for a total of 6 damage.
⢠1 kalding arrow of 4 (30% of total) hits Makisig for a total of 6 damage.
⢠Ybus: AC 12. 16/28hp. Concentrating (Flaming Sphere).
⢠Erden: AC 12. 20/32hp.
⢠Rydler: AC 18. 32/38hp.
⢠Baracus: AC 17. 29/64hp.
⢠Urban: AC 18. 21/54hp.
⢠Makisig: AC 19. 20/50hp. War Dance.
Rolls
Makisig javelin melee attack (advantage) vs. AC 15 - (1d20+5, 1d20+5, 1d6+3)
1d20+5 : (19) + 5 = 24
1d20+5 : (13) + 5 = 18
1d6+3 : (5) + 3 = 8
crit damage (Improved Critical) - (1d6)
(6) = 6
As I understand it, the PHULES have already decided to run from the fight and follow the tikbalang to their village. Let me know if this is not the case.
Rolls
Makisig CON save vs. DC 13 - (1d20+4)
(5) + 4 = 9
Rolls
Constitution Save vs Poison, Concentration Check - (1d20, 1d20)
1d20 : (1) = 1
1d20 : (3) = 3
Eldritch Blast at Ridge - (1d20+6, 1d20+6, 1d10)
1d20+6 : (12) + 6 = 18
1d20+6 : (5) + 6 = 11
1d10 : (1) = 1
Advantage on Saves vs Poison (Stout Halfling) - (1d20)
(2) = 2
I'll add an action later if you need me to. Back to training!
Rolls
Con save - (1d20+2)
(20) + 2 = 22
Action: Lay on Hands, Ybus gets 10 HP
Bonus Action: Cast Spell - Sanctuary, on Erden
If the warded creature makes an Attack or casts a spell that affects an enemy creature, this spell ends.
AC: 18
Max HP: 54
Current HP: 21
Channel Divinity: 1/1 (any Rest)
Divine Sense: 4/4 (Long Rest)
Lay on Hands: 15/25 Points (Long Rest)
Smite or Spells (L1): 3/4 (Long Rest)
Smite or Spells (L2): 2/2 (Long Rest)
L1 Spells: Shield of Faith, Divine Favor, Heroism, Thunderous Strike
L2 Spells: Lesser Restoration
Oath Spells: Sanctuary, Sleep, Calm Emotions, Hold Person
Proficiencies: Animal Handling, Athletics, Persuasion, Religion, Vehicles-Land
Feat: Tavern Brawler
Feat: Brawny
Captain's Shield: Grants Shieldmaster Feat, Proficiency in History
By 3rd level, the divine magic flowing through you makes you immune to disease.
Rolls
CON Save DC 13 - (1D20+4)
(17) + 4 = 21
Also, Bonus Action, Healing Light on BA.
Rolls
Lucky reroll of 1 on CON save - (1d20)
(2) = 2
Healing Light HP on BA - (1d6)
(2) = 2
I have bested gods and demons! You dare challenge me?!
But Baracus suddenly realizes Ybus has fallen. He sees the mighty Urban applying his healing magic to the clever warrior, but knows that the advancing hoards will overtake them.
"You are lucky today, Worm! But Baracus and the PHULES will back for you!"
He races across the battlefield, leaping over rocks and bodies alike. He scoops up Ybus and makes for the village, leaving Urban with the enviable honour of protecting their retreat.
Rolls
Con save DC13 - (1d20+7)
(10) + 7 = 17
At length you emerge into the lush valley on the far side of the mountain. Here the mountainside has been shaped, as if by titans' hands, into terraced rice fields dotted with simply built but sturdy abodes. You pass female tikbalang heading home in the slanting afternoon light after working the fields, and even some young at play. These sights of bucolic idyll are surreal after the horrors you have just been through.

The warband enters the center of the village, whooping triumphantly. You see that some of them carry goatman heads still dripping dark blood. They usher you to the front of a longhouse decorated with ornate wood carvings where the village chieftain is holding court over a circle of elders.
The kampilan-wielding leader steps forward and bows to the elders. He opens his mouth but before he can speak the chieftain silences him and the entire whooping warband with a flick of his right hand.
In a deep voice the chieftain growls at the warrior, "You bring outsiders to our home, Makabo. That is forbidden."
"But fatherā"
"SILENCE! I did not give you leave to speak."
The chieftain turns to you. "Tell me why I should not decorate my spears with your heads."
What do you do?

The king is cross and imposing. Urban wonders briefly if they had made an error coming here, but he hopes that reason can prevail. It would be a shame to wind up in conflict against these tikbalang warriors. Everyone here could find common purpose as long as tempers do not flare and rigid traditions do not demand misdirected judgment.
Urban is ready to aid Erden in making an appeal for peace if necessary, but for now he listens and observes.
AC: 18
Max HP: 54
Current HP: 21
Channel Divinity: 1/1 (Rebuke the Violent, Emissary of Peace, any Rest)
Divine Sense: 4/4 (Long Rest)
Divine Health: Immune to Disease
Lay on Hands: 15/25 Points (Long Rest)
Smite or Spells (L1): 3/4 (Long Rest)
Smite or Spells (L2): 2/2 (Long Rest)
L1 Spells: Shield of Faith, Divine Favor, Heroism, Thunderous Strike
L2 Spells: Lesser Restoration
Oath Spells: Sanctuary, Sleep, Calm Emotions, Hold Person
Proficiencies: Animal Handling, Athletics, Persuasion, Religion, Vehicles-Land
Feat: Tavern Brawler
Feat: Brawny
Captain's Shield: Grants Shieldmaster Feat, Proficiency in History
First things first, retro-poison save then Rydler will keep his mouth SHUT.
I think that's 5 or more, probably for the best both Rydler and Ybus are unconscious during this situation.
Rolls
DC 13 - (1d20+2)
(5) + 2 = 7

He hears Erden working for a diplomatic bridge, but he cannot let the challenge lie unaddressed
"Besides, your spears will find our necks are stubborn."
"A horrible fate, the small one said. We thought your entire warband had perished, Makisig. We are glad to see this is not entirely true. Did these people truly aid you? Where is the rest of your warband?"
Makabo can contain himself no longer. "I tried to tell you, Father: they were fighting it when we came upon them. The filthy goat tribe ambushed them but we put an end to that!"
The chieftain seems to be deep in thought. At length, he speaks, "Do you understand the peril that faces us? The Worm That Walks. A malevolent entity that can only be summoned by a powerful necromancer - or an extremely foolish one who has just happened to stumble onto the proper rites and a suitable source of power. Its purpose is to devour. To corrupt and defile. Mere weapons will not destroy it. Magic and fire might keep it at bay, but not for very long. The only way to be rid of it is to destroy its place of summoning and then consecrate the ground on which it stood."
"We have warred with the kalding for generations. Now, in their hatred they have brought this thing into the world. With it they will destroy the tikbalang, and then it will destroy them. And if other portals have been opened, who knows what other horrors might be unleashed upon the world?"
The chieftain nods, and the babaylan (medicine-woman) goes to work. She clucks her tongue as she studies Makisig's arm. The wound he took from the maggots only a few hours ago has begun to fester despite. She prods the wound gently then calls for assistants to take the warrior somewhere he can lie down and be seen to properly.
The healer moves to Ybus and Rydler next. Clearly recognizing Erden as the leader, she looks to the gnome for permission to heal them.
"Chieftan, honourable tikbalang: may I speak?"
His voice rumbles like a giant's as always, but there is respect in his tone.
Apo Mai'ngor gestures that Baracus should speak.
"This is my father's axe. He was the chieftain of my people, and like you, he stood alone against impossible odds. Nobody could swing this axe harder in the whole wide circle of the world, and he stood longer than anyone could believe. But he still lost. Now I am the last of my tribe."
"I have tried to be like my father my whole life. But, I have now travelled the world. I have met the PHULES. I can lift gods and wrestle demons, but I cannot turn the ground into fire. I cannot heal the wounded. For every Kalding I slew, these small warriors slew 10!"
He pauses.
"Perhaps, had my father had honed his alliances rather than his axe, I would not be the last of my tribe."
He puts the axe away and steps back for other PHULES to speak, or for the chieftain to respond.
The other deities (that they are aware of) are:
⢠Sebek-Ra, crocodilian god of fear in Hiptos.
⢠Kuntur, condor god of pain in Camaxacal.
⢠Kaliya-te, goat-headed death god in Bimar.
It seems the superior that Wormtail was fretting about was the high priest Shudraka (current location unknown). Wormtail and Wormtongue have never dealt with anyone higher in the pecking order.
That is all they know.
"Faced with those who would end the world, it is our duty to do two things: FIGHT, we must, yes. Just as importantly, we must LIVE. Do this in defiance of those who abhor life. Do this now. Be with your loved ones. Honor those who fell today. Tonight, we feast. Tomorrow, we make war!"
The tikbalang cheer and whoop and bang their weapons on their shields, then begin to disperse. The chieftain's speech was rousing, but it was also a dismissal. It's a war council now, and it doesn't look like you're invited. You see Apo Tagipusuon headed for the healers' tent, where Makisig is being tended.
It's still some time before nightfall. You've been given freedom to explore the village.

Buluyagon, one of Makabo's lieutenants, sidles up to you.
"HOY let's celebrate! Tomorrow, we stick it to the goat turds or we all die. Either way, I could use a drink. Come on!"
What do you do? Do you go with Buluyagon? Follow, Apo Tagipusuon? Something else?
Buluyagon shrugs, and leads the way through the village, speaking to Ybus and whoever else will follow. The loquacious tikbalang waxes poetic over the rice wine produced by Pula, the village brewmaster, but also mentions several other things that might interest you:
⢠Buluyagon makes casual mention of talismans (which he refers to as anting-anting) that protect one in battle. He says that the enchantments on these are woven by the babaylan, chief of whom is the one you've already met, Apo Tagipusuon.
⢠The pintados (painted warriors) also draw battle prowess from their tattoos, and Buluyagon shows off his: lightning bolts across his chest. A great balete tree across his back. Python skin patterns on his forearms. Crocodile hide patterns on his biceps. On his hocks and fetlocks, cloud patterns representing the winds. There is only one place to go to get tattooed, and that is the hut of Topeng, the mambabatok (tattoo artist). He promises to take you there later.
⢠Buluyagon proudly shows off his kris, an elegant blade crafted by the master blacksmith Tambusar.
He repeats his invitation to drink. Where would you like to go?
"Hoy, Buloy!" he calls, "I heard about today's foray. Come try this five year old basi."
Buluyagon sniffs the sugarcane wine in its earthenware jug. "Yeah, pare, that's the stuff!" The younger tikbalang takes a cup and pours a measure into it, before downing it in one gulp.
Buluyagon introduces you collectively as "the fools." Pula bows, and Erden notices part of his right ear has been nipped off, and more than a few battle scars are evident on the tikbalang's arms, cunningly hidden among his tattoos. The brewmaster hands everyone a cup of basi.
"To victory," the tikbalang toast, and you all settle on benches outside Pula's abode as Buluyagon recounts today's battle against the kalding.
He gladly takes the cup and swigs the drink like it's bottomless. As the liquid fire burns its way down his throat, he wheezes, "Ay pare!"
Rolls
Constitution Save - (1d20)
(8) = 8
Ybus hiccups and seems about to belch.... and a gout of flame erupts from his mouth! Buluyagon ducks just in time, suffering no more than a singed mane. Pula is grinning from ear to ear.
"I haven't managed to fix that little side effect." Pula says, mournfully. It seems he is referring to the fire-breathing but then he adds, "It turns you completely sober. Otherwise, it's perfect!"
Next, Pula pours Baracus a drink out of what looks like a cow udder. Buluyagon snickers.
Rolls
Con save DC 12 - (1d20+7)
(18) + 7 = 25
Rolls
Con save? - (1d20+7)
(16) + 7 = 23
Pula sets a pale blue concoction in front of Erden next, and gestures for the gnome to drink.
Got a favorite table of surges? Give us a link, then use it.
He looks confused for a moment and then breaks out into uncontrollable laughter, spewing pink bubbles everywhere!
Rolls
Con save - (1d20+2)
(5) + 2 = 7
Wild Magic Surge! - (1d100)
(50) = 50
He asks about the tattoos and talismans, their significance and power. Having been only a baby when his tribe passed over to Acheron, Baracus bears none of the tribal markings his people are famous for.
Pula shows Baracus his talisman, a triangular medallion that he claims makes him impervious to arrows.
"I'm taking them to see Topeng next." Buluyagon says.
"Tattoos. Good idea," Pula replies with a toss of his mane. "Will come in handy tomorrow. Speaking of which, here's one last drink." He pours a smoky green liquid for Rydler.
His cool display is accompanied by puke "My, settlements still, remain the same. Also, thoughts, don't say handy, then give a smokey green liquid, to someone accompanied by a, green man. Anways, TATTOO'S!" Rydler raises the glass triumphantly and begins a march forward before slipping in his puke. He remains face down, a keen ear can hear a subtle whisper "fuck."
Rolls
Con dc 13 (adv) - (1d20+2, 1d20+2)
1d20+2 : (5) + 2 = 7
1d20+2 : (6) + 2 = 8
"We tikbalang celebrate all the phases of life. Yes, even death, which is simply a prelude to rebirth. When a tikbalang warrior dies, even the least among us, they are placed on a wooden throne in a place of honor. The body is blindfolded and arrayed for war. About the neck is placed a garland made of the rarest blossoms, and the mummified heads of slain enemies. For eight days and nights the warrior's deeds are chanted amid feasting and strong, rice wine. On the ninth day the body is placed in a wooden coffin suspended from the sacred cliff so the dead may join the sky-gods." Buluyagon suddenly grabs Ybus' arm and implores all of you, "Promise me, if I should fall tomorrow, burn me. Don't let that maggot thing eat me!"
"I will not promise it. I will swear it, upon my father's grave."
Rolls
Constitution Save - (1d20)
(17) = 17
Buluyagon seems relieved by Baracus' response, and returns to his chatty self. Leading the climb up the rice terraces to Topeng the mambabatok's hut nestled against an ancient gnarled tree you do not recognize. He explains that the batok is an ancient, sacred art and that both the ink and the implements used are blessed by the diwata (nature spirits). Tikbalang often get a new tattoo to celebrate important events, or prepare for them.
Gathered around the hut are many tattooed tikbalang, mostly warriors from Makabo's warband, and they all greet you when you arrive. They are also eager to show you their tattoos and explain what new ones they're getting next: Wind patterns for swiftness in battle, crocodile or snake scales to turn away enemy weapons, fern tattoos that help the mending of wounds. Topeng has just finished an elaborate tattoo on one of the female warriors when you arrive at his doorstep, and he beckons for you to enter. It appears that if you would like a tattoo, you will be given one - a great honor, you are made to understand.
Lightning: Lightning Lure
Wind: Longstrider
Fern: Cure wounds
Flower: Heroism
Tree: Resistance
Sun: Word of Radiance
Crocodile or Python skin: Shield (reaction to trigger)
Storm cloud: Thunderclap
Swords: Sword Burst



"Say," he adds during his consultation, "are you able to tattoo something someone else made?" Ybus shows the arcane symbols and connecting lines engraved on the back of his amulet. "I understand if it's not acceptable to you and the diwata for the blessed implements to be used for foreign or non-traditional patterns."

The pain is excruciating, and it seems to take an eternity to finish. Buluyagon looks on, and to pass the time tells stories of his people - about how the Great Spirit shaped the world and created the first titans. He tells of Atimakon, the titanic horse, father of all tikbalang, who stole fire from the gods and gave it to his sons. For that the gods tore out his horn from his brow and with it, pierced his heart. He tells of how the Q'sulth mountains were raised from the earth and how the first tikbalang were given stewardship of it.
Waterbreathing copied to your Book of Shadows from the Heart of the Ocean (doesn't count against known spells, cast as ritual only).
Makabo, son of the chieftain, receives a constellation of stars on his forehead. No one speaks of its meaning but you get the feeling that you have just witnessed something of grave importance. Twilight has fallen. Outside the hut, some of the warriors have begun to sing.
Makabo bows to the mambabatok. He hesitates, and looks at each of you thoughtfully before settling on a nod and leaving the hut.
Buluyagon lets out a low whistle but says nothing. What do you do?
Rolls
Nature? - (1d20+5)
(5) + 5 = 10
When you all exit the hut, you find Makabo looking up at the evening's first stars.
"He hasn't risen yet, but I'll show you later. Tanggul, The Defender. He is a great hero foretold, who dies to save the world from a great evil." Makabo pauses, his eyes bright, silently staring up at the firmament. He reaches up to touch the tattoo gingerly, reverently. "This was not the mark that I asked for, but it's the one I was given. I don't know if it's a foretelling. The mambabatok is as much a spiritual guide as the babaylan. Does this mean The Worm That Walks is the great evil foretold? Or maybe it's as your friend Urban said: maybe an even greater evil is driving it? In any case... does this mean I die tomorrow? I...I don't feel worthy of such a destiny."
Looking at Makabo right now he looks small and vulnerable. Not the brash, cocksure warrior you met earlier today. He certainly doesn't look like a great hero of prophesy.
What do you do?
"We should start heading back. I expect the feast will begin very soon," Makabo says.
"Why wait for the feast?" Buluyagon snorts. "Let us visit the cookfires!"
Makabo heads for the longhouse, but "Buloy" leads you to where the food is being prepared. As you near, the heady cooking smells are incredible, and Ybus' stomach starts to grumble audibly, prompting your guide to chuckle. At last you arrive at the cooking area: huge pots and vats of food sit bubbling or sizzling over fires arrayed around a large stone oven. A veritable army of tikbalang bustle about in ordered chaos, tending fragrant meat and vegetable stews, stirring coconut milk perfumed with yellow ginger into rice with cooking paddles big as oars, stuffing wild boar with sweet fruit and spices before turning them on spits over roasting fires, pounding heavy wooden pestles into waist-high mortars filled with purple yams.
You sample every dish, urged on by the proud cooks, with loud toasts and plenty of rice wine at each stop. Already, runners begin carrying steaming platters of food to the feasting area. Joining this merry procession, you soon arrive at the clearing in front of Apo Maiāngor's longhouse.
The entire village arrives in droves, singing and carousing. The atmosphere is one of celebration after victory. One would not think the battle is yet to be fought. Apo Tagipusuon, smoking her pipe, nods to you as you arrive and are seated with Makabo's warband. Conspicuously absent are Urban and Makisig.
There is no formal start to the feasting, at least nothing that is obvious to you - one thing just seems to flow naturally to the other. There are rituals interspersed with dances that are stylized depictions of some battle or other (or several). Pula and Buluyagon lead the boasting and jesting and loud toasts as the rice wine flows. Apo Mai'ngor presides over all, nodding approval over the festivities and leading some of the rituals himself. Makabo presents himself to his father, who leans forward in his throne and touches the warband leader on the forehead. For a moment there is a softness in the chieftain's eyes as he registers the constellation tattoo.
The accuracy in these details are irrelevant. What matters is the presentation! 70% in how Ybus looks with his wild halfling gesticulations, 20% in how Ybus sounds with his boisterous voice, and only 10% in what he really says.
Rolls
Performance - (1d20+3)
(18) + 3 = 21
Rolls
Athletics - (1d20+7)
(5) + 7 = 12
Rage (advantage) - (1d20+7)
(18) + 7 = 25
A massively-built tikbalang with a severe speech impediment named Lingkon-Hok challenges Baracus to an arm-wrestling contest. It's a close call, but the half-orc wins out in the end, amid wild cheering by everyone assembled, including Apo Mai'ngor.
"My friends. Our first task come morn is to scout the field of battle. With the main body of our forces Apo Mai'ngor will assault the enemy position from the east. The filthy kalding will have the sun in their eyes, but the tikbalang will be fighting uphill on open ground once they break tree cover. It is hoped that with most of the enemy, including the Worm That Walks, engaged with the main force, our warband, slipping in from the forest to the southwest, can swiftly overrun any defenders remaining at the portal and destroy it utterly. The Fools will be invaluable here, as I am told they have destroyed a similar portal before.
Apo Tagipusuon will join us to cleanse the site of the kalding's defilement afterward. Needless to say, she must be protected at all costs. We strike fast and hard. The outcome of the battle - the fate of our tribe - hinges on the destruction of that vile portal and banishing the abomination!"
At that moment, one of the scouts rushes up and cries out, "The goatmen are cutting and burning the trees around the portal! They mean to level the entire forest!"
Makabo's warband are first to leap to their feet, drawing their weapons. All eyes turn to Apo Mai'ngor, who rises deliberately, followed by the rest of the elders. An exultant roar erupts from the assembled warriors as the chieftain raises his spear. There is ordered chaos as the war drums are sounded, and the various warbands form up and begin the march to battle. Dawn is not far off, but it seems like battle will be joined before then. Has the carefully laid battle plan been abandoned for the sake of the forest?
Forgetting about his faux pas, Ybus sidles up to Makabo. "So, do we ride on your backs, or how does this work?"
"WHAT GOOD IS SAVING THE FOREST IF IT IS THE END OF THE WORLD!? THERE IS ONLY GLORY IN ASSAILING THE GOD DAMNED WORM! TO YOUR CURSED STATIONS, AS YOUR WARLEADER HAS BADE YOU!"
Rolls
Intimidate - (1d20+3)
(11) + 3 = 14
After a quick huddle with the other warband leaders and the elders, Makabo lays it out: "The timing has changed, but the plan is the same. If they are burning the forest, the light will be in their eyes. It will be easier for us to loop around in the dark and hit the portal while the main force keeps them busy. Let's go!"
Baracus' words, however, give both Makabo and Buluyagon pause. "It escapes me why not one of us has ever thought of that!" Makabo exclaims. "It's a bold plan - one my father would never agree to. Underground, in the worm's domain, we would be at a serious disadvantage. Which is why no one will expect us to go by that route. Let's do it!"
Another warband comes up to jog alongside your group, led by Apo Handyong. The battle-scarred elder confers with Makabo before addressing you, "To draw the enemy east we must wreak as much conspicuous havoc as possible on that front. Perhaps some of you would prefer to join us there?"
But for practical reasons, Ybus will stick with his ride. If Buluyagon goes underground, Ybus will, too.
No torches are lit, and hardly a word is spoken other than an occasional terse command as Makabo's fighters maneuver skillfully through the woods with an eye out for any sign of the Worm That Walks.
You lope uphill through the deep shadows of the forest. Apo Mai'ngor leads the vanguard while the rest of the warbands echelon away to the right. You begin to smell resinous smoke wafting between the trees. The sky in the west is aglow with the goatmen's fires.
Makabo's scouts call excitedly. A tunnel has been found. In the distance, to the north, war-horns blare as battle is joined.