After a short while Escobert the Red walks over to you, he smiles broadly as he sees you. "Mornin' te ye all. Hope you managed to get some sleep. I was told te bring ye te the gov'nor when you woke up, if ye'd follow me please". Escobert leads you up to the parapet where governor Nighthill is standing, grimly staring over the town. As you join him and look down, you see that about half the town has been heavily damaged and burned, some of them seems to still be smouldering. The streets are littered with debris from inside the ransacked buildings and unfortunately you also see a few corpses, most of them with cloth draped over them. Governor Nighthill turns to face you, smiling weakly. "I know I've said it before, but I can not express how much this town owes you for what you did last night...that's also why it pains me to ask even more of you. Despite what we learned from our prisoner, this whole situation is still a mystery to me. What exactly is their end game? How many people where involved with this attack and who? Where are they taking the loot? Are they planning to strike again and where?" He stares back out onto his town wistfully, he then looks back at you with a steely determination. "To put it bluntly, I'd like to hire you. I'm willing to pay each of you 250 pieces of gold as well as provide any equipment you might need. I'd like you to find and infiltrate the camp and try and get as much information as you can about their operation. I would send some of my own men, but you have proven yourselves more capable than anyone I know. We've found a trail that the raiders have left to the south-east of the town, it shouldn't be that hard to track a group of that size. Can I count on you?".
Chapter 2 - The Raiders’ Camp
Be sure to read and follow the guidelines for our forums.
After a short while Escobert the Red walks over to you, he smiles broadly as he sees you. "Mornin' te ye all. Hope you managed to get some sleep. I was told te bring ye te the gov'nor when you woke up, if ye'd follow me please". Escobert leads you up to the parapet where governor Nighthill is standing, grimly staring over the town. As you join him and look down, you see that about half the town has been heavily damaged and burned, some of them seems to still be smouldering. The streets are littered with debris from inside the ransacked buildings and unfortunately you also see a few corpses, most of them with cloth draped over them. Governor Nighthill turns to face you, smiling weakly. "I know I've said it before, but I can not express how much this town owes you for what you did last night...that's also why it pains me to ask even more of you. Despite what we learned from our prisoner, this whole situation is still a mystery to me. What exactly is their end game? How many people where involved with this attack and who? Where are they taking the loot? Are they planning to strike again and where?" He stares back out onto his town wistfully, he then looks back at you with a steely determination. "To put it bluntly, I'd like to hire you. I'm willing to pay each of you 250 pieces of gold as well as provide any equipment you might need. I'd like you to find and infiltrate the camp and try and get as much information as you can about their operation. I would send some of my own men, but you have proven yourselves more capable than anyone I know. We've found a trail that the raiders have left to the south-east of the town, it shouldn't be that hard to track a group of that size. Can I count on you?".
She raise an eyebrow at Kirsks admission. 'I suppose that has to do with what you were saying to those kobolds?'
With her legs tucked tightly beneath her, she meditates on the events of yesterday. The nearly fatal battle against the kobolds was shameful, but not nearly so much as the fear that gripped her as she stared into the face of the blue dragon. Her cowardice filled her with burning shame, and she fed that heat into the void she had created in her mind. It was a technique she had been taught. To feed the negative emotions to the void was to be rid of them, to not let them weigh on you as every day was a new one.
The burning would not subside though, no matter how much she fed the void. She she tried a different approach. Perhaps the burning was a calling. A new way to deal with her passions. Her anger. Her fear. She imagined a flame. And her emotions were kindling. She fed the flame, and let it grow. Let the burning shame be replaced by pleasant warmth. With a smile, she realized that it was working, and as she opened her eyes in contemplation, she could see a burning flame, barely larger than a candle's, hovering above her open palm.
The governor's mission did not come as a surprise to her. It was plain that they would be the most qualified to investigate this threat, what with Kel's knowledge of dragonkind, Kirsk's experience with the cults, and the others' tenacity. What did surprise her was Octavia's insistence on not getting her share.
"Equipment is fine, but who knows how long we could be at this. Some coin in the coffers could stretch our resources beyond what Greenest can provide." she looks at the governor. "No offense."
Rolls
Feeling Lucky - (1d20)
(18) = 18
The wizard walk to the group still rubbing his eyes trying to get some composture.
The offer seems to catch the attention. Doubt fills his mind, but determination makes him push forward.
I may be inexperienced in the adventuring business... But I hope to be of help
After a short while, Escobert returns with four of the cultists’ leather tunics. "I got these off of the three dead humans and from our human prisoner, hopefully they fit, one of the cultists was pretty big", he again laughs at Kirsk. When you get a chance to try them on, you come to find that they fit you reasonably well.
The cultists’ tunics fit you reasonably well. When you wear them it works as leather armour. Because they sort of fit you, you won’t have disadvantage on deception checks involving them
He understands he is no warrior of any sort, but the long reach of the spear can provide a new startegic advantage if it was ever needed.
Do... Do you mind if I...
Doubtful, Zachary points at one of the spears.
As Zachary gestures at the spears she smiles and picks one up, spinning it a couple of times before passing it other. 'You want you hands here and here. While you can use them as I do, with one hand, a two handed grip...' She pulls her own out to show. ' Can carry a punch, and gives stability for you to draw a hand of to cast.'
It might take me a while, but i think this could be more useful than a knife if I ever need it.
Zachary turns to Escobert to ask for another petition.
I don't want to seem overbearing, but by any chance did you find any crossbows?
As you gear up for your journey, a young man with a crutch and a bandaged left leg hobbles over towards you. His searching eyes land on Zachary and he gives a weak smile to you. "I spoke to the priest, Eadyan, he says that you’re looking for Leosin Erlanthar?". He leans onto his crutch and extends his right hand to shake yours. "My name is Nesim Waladra. Leosin is my master, we’re both monks from Berdusk but I guess you might already know that. I heard a rumour that you’re going to find the raiders’ camp? I’m worried that might be where you will find Leosin as well. We fought some raiders last night along with 2 fellow monks, that’s when this happened", he taps his injured leg. "We fought our way to the keep but…Leosin never made it. We went out to look for him this morning…we only found his staff…broken in half…and this choker that he always wears." He shows you a braided leather neckband with a silver dragon chased into the leather. The ends of it are ragged as if it was torn off his neck. He looks secretively around him and lowers his voice. "Leosin has been investigating these raiders for months. I’m worried that he either tried to follow them alone or…that he got captured. Please…just keep an eye out for him. I would join you but in my condition, I’d just slow you down."
'Word travels fast I see.' She nods her head to Nesim. 'We can keep an eye out for him. Zachary, do you know what he looks like?'
I am not sure... I have just been told about him and how he could help me with my investigation.
You know of Leosin, what can you tell us about him? How can we recognize him?
The destruction that the raiders were able to rain down upon these people in just a span of a few hours is astonishing. You walk by the temple and peeking inside as you do, you can see that the raiders looted the place after you left and the altar has been desecrated.
You eventually make it to the outskirts to the south-east and you can indeed see tracks in the grass where it’s been trampled flat. It’s impossible to tell exactly how many they were, but they were many. The tracks lead into the hills of Greenfields.
Its nice to have a change of scenery. I am sad for the people on the town, but at least that is over.
It’s just after noon when you see smoke rising in a single column a mile or so ahead. You proceed with caution and as you get closer you hear voices arguing and smell the scent of roasted meat. "I’m telling you, the fire shouldn’t be that big! You’re burning the outside of it and it’ll still be raw in the middle! Now you might be okay with eating raw hens like these despicable creatures, but I’m not!". A voice you now instantly recognise as that of a kobold’s responds in anger. "Who are you calling despicable, human!? At least we can actually cook food!".
You inch closer onto a hill, in cover of a rock and peak ahead. The hills lead down into a lower area dotted with rocks and boulders. In the middle is 4 cultists and 8 kobolds, squabbling by a campfire. You see that they’re roasting fowl but it seems that there’s a disagreement going about how best to cook it.
You see that? Food..... I mean, troubles
"We could try a direct approach. Simply sneak in. Kill anything that sees us before they can raise an alarm, but I don't see that going well. There's a lot of cultists in that camp." She scratches her head a bit. This felt like it should come naturally to her, but it feels like shes just talking herself in circles. "What say you, Kirsk. You are more accustomed to the infiltration of cults that we are.
I'll be ready around here, good luck friend
Rolls
Secret Roll
They know.... mutters to the others.
Rolls
Deception - (1d20+1)
(20) + 1 = 21
deception disadvantage - (1d20+1)
(9) + 1 = 10
Cultists
PC
Kobolds
PC
PC
Rolls
Kirsk initiative - (1d20)
(15) = 15
Octavia initiative - (1d20+2)
(7) + 2 = 9
Kel initiative - (1d20+2)
(17) + 2 = 19
Zachary initiative - (1d20+1)
(7) + 1 = 8
Cultists initiative - (1d20+1)
(15) + 1 = 16
Kobolds initiative - (1d20+2)
(10) + 2 = 12
The cultists all quickly run over to their swords and turn to face Kirsk.
Cultists
PC
Kobolds
PC
PC
Rolls
Frostbite damage on failure - (1d6)
(2) = 2
Kobold constitution saving throw - (1d20-1)
(15) - 1 = 14
Rolls
Spear - (1d20+6, 1d6+4)
1d20+6 : (11) + 6 = 17
1d6+4 : (5) + 4 = 9
Rolls
attack - (1d20+5)
(1) + 5 = 6
damage - (1d8+3)
(5) + 3 = 8
Rolls
Short sword Attack - (1d20+4, 1d6+2)
1d20+4 : (9) + 4 = 13
1d6+2 : (5) + 2 = 7
Unarmed Strike - (1d20+4, 1d4+2)
1d20+4 : (7) + 4 = 11
1d4+2 : (3) + 2 = 5
Cultists
PC
PC
PC
Rolls
Spear - (1d20+6, 1d6+4)
1d20+6 : (14) + 6 = 20
1d6+4 : (3) + 4 = 7
Cultists
PC
PC
PC
Rolls
Cultist Vs Octavia - (1d20+3)
(12) + 3 = 15
Cultist Vs Kel - (1d20+3)
(10) + 3 = 13
Cultist Vs Kirsk - (1d20+3)
(2) + 3 = 5
Cultist Vs Kirsk - (1d20+3)
(2) + 3 = 5
Rolls
attack - (1d20+5)
(19) + 5 = 24
Damage - (1d8+3)
(2) + 3 = 5
Rolls
Shortsword Attack - (1d20+4, 1d6+2)
1d20+4 : (19) + 4 = 23
1d6+2 : (2) + 2 = 4
Unarmed Strike - (1d20+4, 1d4+2)
1d20+4 : (17) + 4 = 21
1d4+2 : (3) + 2 = 5
Death embrace brings you peace!
A horrid ring full the vicinity, advancing towards the enemy.
Rolls
Toll the dead damage - (1d12)
(11) = 11
Cultist
PC
PC
PC
Something on him seems off, but he is not sure of what.
Maybe he reminds him of the patients of the clinic his family attended, but from everything he has seen... One can never truly know.
Rolls
Insight check - (1d20+1)
(13) + 1 = 14
Rolls
Persuasion - (1d20+1)
(10) + 1 = 11
Rolls
Nature - (1d20)
(20) = 20
Rolls
Nature - (1d20+1)
(14) + 1 = 15
'Where are the cult heading? And why do you join them. There are better ways to earn a living than to raid from others.
PC
Kobolds
PC
Rolls
Kobolds initative - (1d20+2)
(3) + 2 = 5
Kirsk initative - (1d20)
(2) = 2
Kel initative - (1d20+2)
(11) + 2 = 13
Zachary initative - (1d20+1)
(9) + 1 = 10
Rolls
Shortsword Attack - (1d20+4, 1d6+2)
1d20+4 : (12) + 4 = 16
1d6+2 : (3) + 2 = 5
Unarmed Strike - (1d20+4, 1d4+2)
1d20+4 : (17) + 4 = 21
1d4+2 : (1) + 2 = 3
Unarmed Strike - (1d20+4, 1d4+2)
1d20+4 : (15) + 4 = 19
1d4+2 : (1) + 2 = 3
Once again, Zachary shakes his tunic to create wind, an air current that freezes the air and leaves frost trails in the cavern walls.
Rolls
Frostbite damage on failure - (1d6)
(6) = 6
Edit: Wow, despite them having -1 in constitution, I don’t think they’ve failed a single frostbite save yet.
The kobolds pack advantage is cancelled out by their sensitivity to sunlight, so I’ll just roll straight up attack rolls.
Rolls
Kobold con save - (1d20-1)
(15) - 1 = 14
Kobold Vs Kel - (1d20+4)
(13) + 4 = 17
Kobold Vs Kel - (1d20+4)
(2) + 4 = 6
Kobold Vs Kel - (1d20+4)
(15) + 4 = 19
Kobold Vs Zachary - (1d20+4)
(17) + 4 = 21
Kobold Vs Zachary - (1d20+4)
(12) + 4 = 16
Damage to Kel - (2d4+4)
(42) + 4 = 10
Damage to Zachary - (2d4+4)
(24) + 4 = 10
Rolls
Attack - (1d20+5)
(3) + 5 = 8
Damage - (1d8+3)
(6) + 3 = 9
'That depends on what you intend to do. If you are going to keep hurting others I cannot permit that.'
Edit: Well, damn! All of them will go after Kirsk in their next round - Round 2 starts
PC
Kobolds
PC
Rolls
Kobold by Kel - (1d20-2)
(8) - 2 = 6
Kobold by Kel - (1d20-2)
(11) - 2 = 9
Kobold by Kel - (1d20-2)
(5) - 2 = 3
Kobold by Zachary - (1d20-2)
(1) - 2 = -1
Kobold by Zachary - (1d20-2)
(4) - 2 = 2
This is not as fun as the books used to say... I think one of my lungs is pierced.
Zachary shakes his books, rattling the metal belts around it. This rattling produces a horrible sound, targeting one of the kobolds.
Rolls
Toll the dead damage - (1d8)
(7) = 7
Rolls
Shortsword Attack - (1d20+4, 1d6+2)
1d20+4 : (3) + 4 = 7
1d6+2 : (4) + 2 = 6
Unarmed Strike - (1d20+4, 1d4+2)
1d20+4 : (14) + 4 = 18
1d4+2 : (3) + 2 = 5
Edit: Not that it matters now really 😅
Rolls
Kobold Vs Kirsk - (1d20+4)
(3) + 4 = 7
Kobold Vs Kirsk - (1d20+4)
(2) + 4 = 6
Kobold Vs Kirsk - (1d20+4)
(14) + 4 = 18
Rolls
Attack - (1d20+5)
(7) + 5 = 12
Damage - (1d8+3)
(1) + 3 = 4
PC
Kobolds
PC
Rolls
Aoo shortsword attack - (1d20+4, 1d6+2)
1d20+4 : (17) + 4 = 21
1d6+2 : (3) + 2 = 5
Shortsword attack - (1d20+4, 1d6+2)
1d20+4 : (17) + 4 = 21
1d6+2 : (4) + 2 = 6
Unarmed Strike - (1d20+4, 1d6+2)
1d20+4 : (16) + 4 = 20
1d6+2 : (2) + 2 = 4
Rolls
Investigation - (1d20+1)
(9) + 1 = 10
"I suppose we should return those," Kel says, looking at the bandits' bounty. "When we head back to Greenest, of course."
Rolls
Cure wounds on Kel - (1d8+1)
(1) + 1 = 2
Cure wounds on Zachary - (1d8+1)
(8) + 1 = 9
There’s probably around 100 of those little cretins, the kobolds, and maybe another 100 cultists and mercenaries...certainly more than you guys can handle."
He looks at you for a second, the gears in his mind churning, "I’m gonna show a little good faith here, hoping that you’ll return the favour. Whenever we do a raid, we always leave a rearguard in case some of the villagers or town folk get cute and try to follow us. I haven’t encountered it yet, but about a mile further ahead there are rocky bluffs on either side of the path. Ideal for an ambush. You can move up onto the plateau over there and move around that area without any issue, and then just make it down to the path again afterwards...or you can ambush yourselves, what do I care...but I don’t know how big the rearguard is"
As he finishes telling you this, you see Kirsk, Kel and Zachary squeeze back out from the crevice.
Thanks for the healing Kirsk, that was some good healing. Reminds me of my family clinic. I hope that when this is over, you all stop by during your adventures
Smiling kindly, Zach walks towards Octavia.
As she asks she hears the others and turns, an expression of upset crossing her face as she sees they are not unharmed. 'I take it from your state it was a success. I apologise for not helping, but when we decided what to do with this one, I can ask Gond to tend to your wounds.'
Rolls
Insight - (1d20+5)
(7) + 5 = 12
Rolls
Secret Roll
Every injured creature will try desperate acts to try to save himself. I don't like it, but I am with Kirsk on this one
Rolls
Perception - (1d20+3)
(16) + 3 = 19
You walk another mile or so, the landscaping flattening a bit before, Octavia, just as he described, the land on either side forms rocky bluffs overlooking the path on either side about 200 yards further ahead. You could feasibly climb up and walk around whatever ambush awaits there or you could try and sneak attack. What would you like to do?
Rolls
perception - (1d20+3)
(18) + 3 = 21
advantage - (1d20+3)
(10) + 3 = 13
Rolls
Perception - (1d20+3, 1d20+3)
1d20+3 : (5) + 3 = 8
1d20+3 : (15) + 3 = 18
Rolls
2 hit dice - (2d8)
(65) = 11
Stealth advantage - (1d20+4, 1d20+4)
1d20+4 : (18) + 4 = 22
1d20+4 : (14) + 4 = 18
Rolls
Squishy mage stealth check - (1d20+1, 1d20+1)
1d20+1 : (17) + 1 = 18
1d20+1 : (16) + 1 = 17
Rolls
Dex save - (1d20)
(13) = 13
Rolls
Dex - (1d20+1)
(16) + 1 = 17
I'm gonna try something new with the initiative. I'll roll as normal, but whoever gets highest makes their whole side go first. So either you all get to attack first or they do. Zachary had the highest initiative, so you all get to go first. Kel and Zachary, you get to do two turns thanks to your surprise round.
Enemies
Rolls
Rock damage - (2d12)
(1011) = 21
Acolytes initiative - (1d20)
(14) = 14
Cultist initiative - (1d20+1)
(2) + 1 = 3
Kel initiative - (1d20+2)
(15) + 2 = 17
Octavia initiative - (1d20+2)
(9) + 2 = 11
Zachary initiative - (1d20+1)
(18) + 1 = 19
Kirsk initiative - (1d20)
(1) = 1
She launches herself into a series of blows, focusing on one and then moving to the next when they fall. Shortsword and kick, shortsword, kick and punch.
With her final punch, she lets out a shout of rage, and a gout of fire blasts forth from her fist, encompassing her arm as she drives it into her enemies face.
Spending another Ki for Fangs of the Fire Snake
Rolls
Shortsword Attack - (1d20+4, 1d6+2)
1d20+4 : (3) + 4 = 7
1d6+2 : (5) + 2 = 7
Unarmed Strike - (1d20+4, 1d4+2)
1d20+4 : (2) + 4 = 6
1d4+2 : (2) + 2 = 4
Shortsword Attack - (1d20+4, 1d6+2)
1d20+4 : (20) + 4 = 24
1d6+2 : (3) + 2 = 5
Unarmed Strike - (1d20+4, 1d4+2)
1d20+4 : (19) + 4 = 23
1d4+2 : (1) + 2 = 3
Unarmed Strike - (1d20+4, 1d4+2)
1d20+4 : (18) + 4 = 22
1d4+2 : (1) + 2 = 3
Crit Damage - (1d6)
(3) = 3
Fangs - (1d10)
(4) = 4

Opening his book, Zach starts making sigils with his right hand while reciting an enchantment, his words spoken in an almost giberish manner.
The spellbook floats and points towards the similar clothed cultist and emmits a green light.
This sickness corrupts your body!
A green ray of energy is shot, emanating from inside the book pages.
Rolls
Ranged spell attack - (1d20+4)
(9) + 4 = 13
Poison damage - (2d8)
(28) = 10
Rolls
Cure - (2d8+3)
(77) + 3 = 17
Most unlucky for you!
Rolls
Frostbite damage on failure - (1d6)
(4) = 4
Kirks, one of the arrows miss completely, another one bounces off of your shield, but the third one just knicks your left leg. Kel, the cultist you're facing slashes wildly and you don't get away in time to avoid it hitting your upper arm. Octavia, you expertly deflect the cultist's sword with your spear.
Rolls
Cultist wisdom save (left) - (1d20)
(14) = 14
Cultist wisdom save (left) - (1d20)
(4) = 4
Cultist wisdom save (right) - (1d20)
(4) = 4
Cultist wisdom save (right) - (1d20)
(12) = 12
Cultist wisdom save (right) - (1d20)
(3) = 3
Cultist Vs Kirsk - (1d20+3)
(18) + 3 = 21
Cultist Vs Kirsk - (1d20+3)
(1) + 3 = 4
Cultist Vs Kirsk - (1d20+3)
(15) + 3 = 18
Cultist Vs Kel - (1d20+3)
(17) + 3 = 20
Cultist Vs Octavia - (1d20+3)
(3) + 3 = 6
Cultist constitution save - (1d20)
(12) = 12
Damage to Kirsk - (1d6+1)
(1) + 1 = 2
Damage to Kel - (1d6+1)
(3) + 1 = 4
Rolls
Shortsword Attack - (1d20+4, 1d6+2)
1d20+4 : (12) + 4 = 16
1d6+2 : (4) + 2 = 6
Unarmed Strike - (1d20+4, 1d4+2)
1d20+4 : (14) + 4 = 18
1d4+2 : (4) + 2 = 6
Rolls
Spear - (1d20+6, 1d6+4)
1d20+6 : (19) + 6 = 25
1d6+4 : (4) + 4 = 8
hp: 36/38
Rolls
Javelin - (1d20+5)
(6) + 5 = 11
Damage - (1d6+3)
(5) + 3 = 8
Death embrace welcomes you
Once this is said, he whispers another incantation. By the second, each sound produces by the rattling starts to change into an ominous sound.
Rolls
Toll the dead damage - (1d12)
(7) = 7
Three of the remaining cultists fire arrows at Kirsk, but they all miss. The last one slashes wildly at Octavia, and he finds a gap in your armour and slash your side.
Rolls
Cultist Vs Kirsk - (1d20+3)
(2) + 3 = 5
Cultist Vs Kirsk - (1d20+3)
(1) + 3 = 4
Cultist Vs Kirsk - (1d20+3)
(6) + 3 = 9
Cultist Vs Octavia - (1d20+3)
(17) + 3 = 20
Damage to Octavia - (1d6+1)
(2) + 1 = 3
Rolls
Spear - (1d20+6, 1d6+4)
1d20+6 : (8) + 6 = 14
1d6+4 : (1) + 4 = 5
Rolls
Shortsword Attack - (1d20+4, 1d6+2)
1d20+4 : (5) + 4 = 9
1d6+2 : (6) + 2 = 8
Jump (Athletics/ +4 if Acrobatics) - (1d20+1)
(20) + 1 = 21
Rolls
Attack - (1d20+5)
(12) + 5 = 17
Damage - (1d8+3)
(7) + 3 = 10
Producing another gust of wind with his robes, Zachary mutters and incantation to chill the air and strike the foe limbs, in hope to weaken his attacks.
Ice wind lend thy kiss!
Rolls
Frostbite damage on failure - (1d6)
(3) = 3
The three remaining cultists go on the attack, but the panic is starting to set in and they all miss.

Rolls
Cultist constitution save - (1d20)
(7) = 7
Cultist Vs Kirsk - (1d20+3)
(8) + 3 = 11
Cultist Vs Kirsk - (1d20+3)
(14) + 3 = 17
Cultist Vs Octavia - (1d20+3)
(1) + 3 = 4
Rolls
Word of Radiance dmaage - (1d6)
(3) = 3
Rolls
Shortsword Attack - (1d20+4, 1d6+2)
1d20+4 : (5) + 4 = 9
1d6+2 : (5) + 2 = 7
Unarmed Strike - (1d20+4, 1d4+2)
1d20+4 : (8) + 4 = 12
1d4+2 : (2) + 2 = 4
Fangs of the Fire Snake - (1d10)
(9) = 9
Rolls
Attack - (1d20+5)
(11) + 5 = 16
Damage - (1d8+3)
(3) + 3 = 6
Athletics roll - (1d20+5)
(2) + 5 = 7
Join your companions in eternal rest!
Rolls
Toll the dead damage - (1d8)
(6) = 6
Zachary, you toll the death bell for the last cultist and he falls screaming to the ground, his screams slowly fading out into a faint groan and then into nothing.
Kirsk, before seeing the effects of Zachary's spell, you've already committed to make the jump to the other side. However just as you're about to jump, your foot slips in the grass and you mistime it completely. Falling just short you try to grab onto something before you fall down into the valley.
Rolls
Cultist constitution save - (1d20)
(12) = 12
Cultist wisdom save - (1d20)
(5) = 5
Cultist constitution save - (1d20)
(9) = 9
Falling damage - (2d6)
(44) = 8
Trying to help Kirsk, Zach rushes and extends his arm.
Oh sh... I got you!
As they reach their goal she slows. 'What do we think? Try the subterfuge again? Or see if we can slowly pick them off?'
Rolls
Cure - (1d8+3)
(7) + 3 = 10
Rolls
Perception - (1d20+2)
(16) + 2 = 18
More importantly, you see from a few stragglers arriving after you, you notice that they just walk in. No one seem to accost them, the security seems barely existent. No one are wearing cultist outfits. There is reason to believe that you might be able to blend in, unless you were unlucky enough to meet someone who noticed you in Greenest.
Darkness can be our ally or our demise. There may be more patrols during the night
"Might as well just go for it, I say. At least, if they recognize us, we have a fair chance of making an escape when we can see where we're running off to."
Rolls
Charisma - (1d20)
(7) = 7
Rolls
Scared Char Check - (1d20+1)
(5) + 1 = 6
Rolls
Charisma - (1d20+1)
(18) + 1 = 19
To the south you see a group of huts and several large poles with manacles attached to them. Towards the back of the camp to the east, you see a large tent that is guarded by four very serious and well armed guards, each of them have what you could best describe as a large, draconoid hound on an iron leash. You see a few revelling cultist get a little too close and they are instantly scared away by the snarling beasts. On the eastern wall of the camp there's a large cave opening, guarded by two cultists in uniform, and a little south of the big tent you can see a big stake with a humanoid figure tied to it.
A couple of cultists approach you and hands you mugs of ale, "NEWCOMERS! What took you so long? It's drinking time!"
You notice that there seems to be smaller groups of people that doesn’t seem to be cultists at all. Some of them point and laugh as they dress up in their flayed tunics.
You also notice a group of six men and two women dressed in ragged clothes tending cooking fires. Four cultists of what Kirsk knows to be of the rank "Dragonclaws" seem to guard them which indicates that they’re prisoners. However none of them fits Leosin’s description.
She grits her teeth as she see's those cooking. She had no doubt they were slaves, and had to hold herself back from immeadiatly going to free them.
'We do not leave without those 8.' She says quietly to her companions.
She gives Octavia a bit of side eye. "We'll need a damn good distraction. No way we can get them out of here with all these people around without some sort of fight. And any fight in this camp would likely result in our very quick end." she reasons quietly. Taking a deep breath, she looks at her more fully. "I want to save them too, but sometimes the greater good must come first, and not just the good we can see. Our information from this incursion outweighs what we can do for them, but I am all for being proven wrong."
'I am not sure how good I am at deceit, but I have some old adventuring stories I can use to try and get in with the mercenaries. they tend to like boasting and sharing tales. I do not feel I can blend in well with the cultist, so someone else should probably go.'
Kel and Kirsk, you search a little longer, but you find a small group of four cultists that seem to sway a little too much to be sober. As you approach they try to stand a bit more upright but it does little to deceive.
'Cheers! Y' know, if someone told me I'd be fighting alongside a dragon one day I'd never 'ave believed them. The paydays even less believable. What're you guys gonna spend yours on?' Internally she cringes as she speaks. Memories of her wife;s teasing about her inability to start conversations run through her mind. Maybe she should have let Zac do the talking.
'Hatching dragons? I thought they were just using it as an aesthetic., what with that dragon born and all. Heard 'bout dragons, know they like their gold but diden know they needed it for hatching.. guess that;s why the needed all tha gold. Unless there's a second reason?
Rolls
Perception - (1d20+2)
(20) + 2 = 22
Octavia, the dwarf shrugs. "Nah lassie, they’re all abou’ dragons them folks. They keep talkin’ abou’ a dragon queen, ‘parently the hoard is fer her. But they jus’ keep it in the cave until they can move it".
Making sure her voice is lowered, she responds to Kirsk. "I appreciate your need to sacrifice yourself for everything, but truly, you make the most noise of any of us. I am the quietest out of us all, and, should we have an extra cultist robe around, he and I should be able to sneak out of here whilst the festivities are high."
I’ll remind you that the party atmosphere has been toned down after you entered camp as the higher ranked cultists started to organise everyone
"When the chaos seems thick enough, I can get our main prisoner out and meet you all back at the hill we encountered the lookout. We may be able to get some of the others out too, if all goes well..."
"Why are you still here eating, do you want those mercenaries to succeed in their plan or are you in on it too." Kirsk growls and looks around again. "You were ordered to surround the mercenaries and disarm them so we can search for the missing treasures. Our lords treasure has been stolen and we know the mercenaries did it. Why else do you think we let them get drunk? Do you not hear them singing, make noise as they celebrate stealing the treasure? I thought being dragon kin you'd have more respect for a dragons horde. Or perhaps your loyalties do not belong to the cult? Is that it? Don't just stand there, to arms and Now move!!!"
Rolls
Intimidation - (1d20+3)
(20) + 3 = 23
"Do not be alarmed," she whispers to him. "We came from Greenest. We need to move quickly if we are to get out of her in one piece."
If any one else is around she acts surprised at the noise. 'What on earth..I knew we should have trusted those, you should check it out. I'll make sure this lot don't get any bright ideas.
Rolls
Stealth - (1d20+4)
(15) + 4 = 19
Stealth (Advantage) - (1d20+4)
(7) + 4 = 11
Nevermind. I'm the BEST at it apparently.
Rolls
Athletics - (1d20+1)
(20) + 1 = 21
Rolls
Secret Roll
Rolls
Stealth - (1d20+4)
(4) + 4 = 8
'I'm not one of them. We need to go, now.' She cuts any bonds with a spear. 'Hopefully they're all distracted but we need to stay quiet, just in case'
Rolls
Secret Roll
Secret Roll
Rolls
stealth Disadvantage - (1d20+1, 1d20+1)
1d20+1 : (1) + 1 = 2
1d20+1 : (16) + 1 = 17
Rolls
Athletics - (1d20+3)
(17) + 3 = 20
Luck - (1d20)
(5) = 5
Almost immediately your path is blocked by a group of 10 cultists and without much other option you shout for everyone to run and start to barrel towards them. You can see two of them coming for you, but you lower your shoulder and ram into them, knocking both of them flat on the ground. You can hear scuffling behind you as the prisoners and the cultists clash, but you remain determined to make it through the gate and you don't look back.
You get to the side of the guard tower and you finally dare to look. Only three of the prisoners remain by your side, the other five have been restrained and recaptured inside the camp. Before you can think about what to do next, three big stones rain down from the guard tower as the kobolds stationed there fire their slings at you. A stone miss you by quite a margin, another hits one of the prisoners and open a big gash in her head. The third one connects with another prisoner, it cracks violently off his skull and he collapses dead to the ground.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Kobold Vs Octavia - Advantage - (1d20+4)
(8) + 4 = 12
Kobold Vs Prisoner - (1d20+4)
(8) + 4 = 12
Kobold Vs Prisoner - Advantage - (1d20+4)
(17) + 4 = 21
Kobold Vs Prisoner - Advantage - (1d20+4)
(20) + 4 = 24
Kobold Vs Octavia - (1d20+4)
(3) + 4 = 7
Kobold Vs Prisoner - (1d20+4)
(8) + 4 = 12
Damage to Prisoner 1 - (1d4+2)
(1) + 2 = 3
Damage to Prisoner 2 (Crit) - (2d4+2)
(42) + 2 = 8
Then one was suddenly dead and it was Greenest and her village all over again. Something in her mind snaps as she whirls around, whispering a prayer that the injured slave gains the strength to run, even as she starts to swing her spear. run!She yells to the two with a clear path.
For the others, she would carve a path to save as many as possibly. No-matter how many cultists she had to fight. No matter what it cost her.
Edit:Injured slave, not injure cultist. Whoops
Rolls
Healing word (Injured cultist - (1d4+3)
(2) + 3 = 5
Attack on whatever enemy is closest - (1d20+6, 1d8+4)
1d20+6 : (1) + 6 = 7
1d8+4 : (7) + 4 = 11
PC
Cultists
PC
PC
PC
Rolls
Kirsk - (1d20)
(1) = 1
Octavia - (1d20+2)
(3) + 2 = 5
Kel - (1d20+2)
(16) + 2 = 18
Zachary - (1d20+1)
(6) + 1 = 7
Cultists - (1d20+1)
(10) + 1 = 11
Kobolds - (1d20+2)
(17) + 2 = 19
Kobold Vs Octavia - (1d20+4)
(5) + 4 = 9
Kobold Vs Octavia (advantage) - (1d20+4)
(10) + 4 = 14
Kobold Vs Octavia - (1d20+4)
(17) + 4 = 21
Kobold Vs Octavia (advantage) - (1d20+4)
(18) + 4 = 22
Kobold Vs Octavia - (1d20+4)
(19) + 4 = 23
Kobold Vs Octavia (advantage) - (1d20+4)
(12) + 4 = 16
Damage to Octavia - (2d4+4)
(42) + 4 = 10
If she sees the others she gives a simple yelled message out. 'Get them all out. I'll cover' The slaves would get out, even if she didn't
Rolls
Spear Throw - (1d20+6, 1d6+4)
1d20+6 : (6) + 6 = 12
1d6+4 : (5) + 4 = 9
Spiritual Weapon - (1d20+5, 1d8+3)
1d20+5 : (15) + 5 = 20
1d8+3 : (5) + 3 = 8
You see five of the cultists start to run towards you with the other five staying behind to restrain the prisoners.
Leosin looks at you Kel, "Your friend is in danger. We must help.". He scales expertly down from the cliffs with astonishing speed for someone who just a minute ago appeared quite hurt. As he reaches the ground he full on sprints towards the cultists charging against Octavia.
PC
Leosin
Cultists
PC
PC
PC
Rolls
Leosin - (1d20+3)
(15) + 3 = 18
Secret Roll
Secret Roll
Rolls
Survival - (1d20+1)
(15) + 1 = 16
She rushes after him, her sword at the ready.
Zachary mumbles an incantation and casts a second level sleep on the cultists by the prisoners. 3 of them fall to the ground asleep and releases their prisoners who blindly starts to run out of the camp.
Rolls
Sleep to cultists - (7d8)
(1473168) = 30
Apparently it isn't.
Rolls
Acrobatics - (1d20+4)
(1) + 4 = 5
Rolls
Damage to Kel - (2d6)
(42) = 6
The three cultist not stunned goes on the attack. Two of them goes against Octavia, the last one defends himself against Leosin. The two against Octavia stabs deeply into her. The last one swings and misses against Leosin.
Rolls
Leosin Vs Cultist - (1d20+5)
(17) + 5 = 22
Leosin Vs Cultist - (1d20+5)
(2) + 5 = 7
Leosin Vs Cultist - (1d20+5)
(15) + 5 = 20
Damage to cultist 1 - (1d8+3)
(1) + 3 = 4
Damage to cultist 2 - (1d8+3)
(1) + 3 = 4
Cultist 1 CON save - (1d20)
(3) = 3
Cultist 2 CON save - (1d20)
(12) = 12
Cultist Vs Octavia - (1d20+3)
(18) + 3 = 21
Cultist Vs Octavia - (1d20+3)
(18) + 3 = 21
Cultist Vs Leosin - (1d20+3)
(3) + 3 = 6
Damage to Octavia - (2d6+2)
(65) + 2 = 13
I'm going to roll luck checks every round btw, with advantage due to Kirsk's distraction. DC 5 on the first roll.
Rolls
Luck check - (1d20)
(14) = 14
Luck check (advantage) - (1d20)
(2) = 2
Rolls
Turn the Tide - (1d6+1)
(3) + 1 = 4
Rolls
Shortsword Attack - (1d20+4, 1d6+2)
1d20+4 : (6) + 4 = 10
1d6+2 : (2) + 2 = 4
Kel, you reach the cultists by Octavia and Leosin and swing your sword at the cultist who attacked her, but you miss.
Three more cultists join the fray, they are 30 ft from the cultist restraining the last prisoner.
PC
Leosin
Cultists
PC
PC
PC
Rolls
Sleep - (5d8)
(41442) = 15
Luck - (2d20)
(84) = 12
Extra cultists - (1d4)
(3) = 3
Leosin, in a series of lightening quick and beautifully flowing moves kills three cultists and stuns a fourth one. The fifth one swings his sword at the monk in a blind panic, but Leosin expertly dodges the blow. The three cultists that are newly arrived at the battle makes a beeline towards Kirsk and get within striking distance of him.
Rolls
Sleep - (5d8)
(25128) = 18
Leosin Vs Cultist - (1d20+5)
(19) + 5 = 24
Leosin Vs Cultist - (1d20+5)
(13) + 5 = 18
Leosin Vs Cultist - (1d20+5)
(20) + 5 = 25
Damage to Cultist 1 - (1d8+3)
(8) + 3 = 11
Damage to Cultist 3 - (1d8+3)
(2) + 3 = 5
Damage to Cultist 4 - (2d8+3)
(36) + 3 = 12
Cultist 3 CON save - (1d20)
(9) = 9
Cultist Vs Leosin - (1d20+3)
(6) + 3 = 9
Rolls
Attack - (1d20+5)
(6) + 5 = 11
Damage if hit - (1d8+3)
(2) + 3 = 5
Rolls
Shortsword Attack - (1d20+4, 1d6+2)
1d20+4 : (12) + 4 = 16
1d6+2 : (6) + 2 = 8
Unarmed Strike - (1d20+4, 1d4+2)
1d20+4 : (2) + 4 = 6
1d4+2 : (1) + 2 = 3
If she succeeds she starts to run to aid Kirsk. If someone should fall it defending, let it be the one who had lived their live, not one with so much ahead of them still.
Rolls
Word of Radience (Con DC 13 to negate) - (1d6)
(6) = 6
Rolls
Cultist 1 CON save - (1d20)
(8) = 8
Cultist 2 CON save - (1d20)
(17) = 17
Luck roll - (1d20)
(20) = 20
Luck roll - (1d20)
(18) = 18
Another quick lunge with her blade, followed by a spinning sweep of the legs ought to do it.
Rolls
Shortsword Attack - (1d20+4, 1d6+2)
1d20+4 : (1) + 4 = 5
1d6+2 : (1) + 2 = 3
Unarmed Strike - (1d20+4, 1d4+2)
1d20+4 : (14) + 4 = 18
1d4+2 : (4) + 2 = 6
Rolls
Attack - (1d20+5)
(15) + 5 = 20
Damage if hit - (1d8+3)
(6) + 3 = 9
Kirsk, you take a cultist off of his feet with a mighty blow from your hammer, the two remaining cultists by you look uncertainly at each other before attacking. Their desperation makes them fight ferociously however as they both manages to slash deep cuts into your arms and legs.
Leosin swears as he rushes towards Octavia, sensing the bullishness to keep fighting he attempts to grapple her and restrain her. "Listen lady! We can all get out of here alive but we need to go!"
Rolls
Cultist 1 Vs Kirsk - (1d20+3)
(20) + 3 = 23
Cultist 2 Vs Kirsk - (1d20+3)
(16) + 3 = 19
Damage to Kirsk - (3d6+2)
(135) + 2 = 11
Leosin grapple Vs Octavia - (1d20)
(15) = 15