While eating breakfast, the party discusses their next plans!
Chapter 3: The Lonely Tower
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While eating breakfast, the party discusses their next plans!
"So yesterday I met these kids and they wanted to play with my axe, but only three of them could lift it. Anyway, one of them stalked a bandit going back to their tower, and when he got to an area of strangleroot, the guy poured some yellow liquid on his shoes to pass unhindered. He could have just looked too deep into a bottle and have bad aim, but maybe that's somekind of potion trick? Or both?" he smirks.
"I am good with picking the house if you all are. Is it as creaky as this one? Will it stand for a year? Can any of you farm? I really do not like to." he says while happily enjoying his meal.
To Kaa 'I'm no farmer either but I am grateful for their toil.' - she smiles.
Druids long ago discovered that animal urine repels the vines. If you your dowse your boots with a sprinkle of animal urine, strangleroot will be repelled and becomes harmless.
"The farmhouse? It's a home of excellent construction, to be sure — indoor plumbing and everything. I find it quite charming."
She taught me how to recognise the plant.
"A, I did not ask the location. Didn't we talk about the tower before, sheriff, captives, was I imaginng? I thought someone knows." he shrugs.
Hilmar also tells the party about the visit he and Alfrey made to the huge hand. He produces some parchment from one of his scroll cases and shows them his charcoal sketches of the hand and his notes about the depth of the excavation pit, taking them through his observations "Truly amazing, a prehistoric monument which might have magical properties. Amanda says the Shanka are deterred by it. I couldn't locate the legendary secret door. What's more there's what I'm sure is an excellent tavern beneath, which we haven't visited yet."
Amanda - did Ruth go herself to Deepfathom well or is she in town?
Once you go to see Ruth, she is able to tell you the following new information about the Night Blades:
* Exact directions to Lonely Tower. She is surprised they ended up there as the place is crawling in strangleweed. In addition, there is a huge plant monster (a "shambling mound" she calls it) that prowls the strangleweed fields, so she doesn't understand how they get in and out.
* She estimates that there are 15-20 Night Blade bandits as well as Ralavaz himself.
* She finds an old drawing of the tower and presents it to you:

She also signs over the deed to the farmhouse while you're there. There isn't much of a farm there - just a hobby farm. It served as a quaint lodging for guests of honor visiting the town, and apparently "the farmhouse" was its nickname. It was owned by the Whitesparrow family, the noble family that once occupied the keep and abandoned the town years ago.
After hearing about the monster prowling around the tower, he comments to Naeris: "Do you think the milita would fight that with us? Is it not better to sneak again? Maybe stalk them as they come or go and then ... " he is grinning and plays out a scene with his fingers as people: they spot bandit, follow it, and then jump it. For him sneaky tactics work, so he seldom thinks about other approaches.
Then he is looking at the map while the others are talking about the house, when he needs to sign he just scribbles his name there.
"Or maybe some ghost dwarves did possess the bandits. There are so many tunnels here I would not be surprised." he chuckles and starts counting on his fingers. "There is the one under the hot springs, the secret stuff in the statue, and now the tower also has some and a well and another spring or something." he then gets lost in his imagination of ghost dwarves.
After hearing about the monster prowling around the tower, he comments to Naeris: "Do you think the milita would fight that with us? Is it not better to sneak again? Maybe stalk them as they come or go and then ... " he is grinning and plays out a scene with his fingers as people: they spot bandit, follow it, and then jump it. For him sneaky tactics work, so he seldom thinks about other approaches.
"Do you think the milita would fight that with us? Is it not better to sneak again? Maybe stalk them as they come or go and then ... "
I was wondering how many of us should go on the scouting mission and how often the bandits come and go. Maybe we're waiting all day and night outside and see no-one, though.
"I think you're right. They outnumber us and they're in a strong point. Maybe if we carry out some stealthy reconnaissance first we can learn of their comings and goings and about that shambling mound thing. Then we might be in a position to ambush small groups of them. It's a difficult one - if only a couple of us go, then although there's less chance of being seen, if those scouting get into trouble they've no back-up. Perhaps we should all go but most hang back, while the best scouts go a bit closer. Then if there's trouble they can call for help and the rest of us could back them up," he says, thinking aloud and looking to the others, most of whom have had more experience than him of moving stealthily.
Ruth - do the Night Blades usually only attack at night as their name suggests? And do they mostly cause trouble near the town?
"It's safe to say the town is their focus. Keeping us pinned down though, so I'm not 100% sure if they've been up to anything else out there."
"Either way will earn us a nap and drinks." he smirks, his eyes get drowsy, but shakes his head a bit to wake himself.
He gets going unless there are objections. He will leave his tambouras behind at the inn, and he has bit of a bed hair, but is otherwise all ready.
You make your way across the hilly terrain. The weather is cooler with a lot more cloud cover today, which makes for a more pleasant walk under an open sky.

The sparse tree cover wouldn't hide a large party, but with Naeris's experience with nature as your guide, the party plots a path from copse to gully to hill that should stay unnoticed from afar. You spot the tower a ways off, and manage to get within 500 feet of it, approaching from the backside of a hill. The tower looks as it did in Ruth's map but the child was right - the top of the hill is awash in thick green vines. The shambling mound can be seen on the other side of the hill, motionless, basking in the sun. It is nearly half the size of the tower, and if you didn't know to look for it you would have thought it was a big vine-covered boulder. There isn't much action that you can see from inside the tower, but its hard to say, since its all arrow slits for windows.
It is now midday. What would you like to do?
The finding the drainage pipe will require some snooping about. Whatever team wants to attempt to locate it will require a stealth roll and a perception roll.
Feel free to think of other ideas, questions, and actions!

She says 'How about a couple of us have a scout around and see if we can find where the pipe comes out? More eyes mean we're more likely to find it but too many and we might be seen. Euphoria, you said you wanted to do it.'
As they are hiking he feels satisfied and happy with the guidance of Naeris, and comments on it too. "Mmm, we are both alike with how we like the wild, but I think you are even better. If I am like a tiger than maybe you are an owl, or a lnyx, or Maaybe a raccoon dog, I really like those, clever animals."
He looks at the shambling mound, softly whistles, and quietly listens to the others plan making. He doesn't mind waiting while the others scout at all. "Alright, while you two go look I will just circle on our spot here and wait, maybe watch." he yawns.
When they get going, indeed he will circle around a bit to know better the layout of the land around them, but otherwise will just sit down lazily and wait. Alfrey did say he would keep watch, so he deems that its enough.
He will settle down behind the bush watching the tower and observing where Euphoria and/or Naeris go.
The stairs lead down directly beneath the tower with the first room beginning roughly on the right of the circumference of the tower. The 'dungeons' beneath the tower seem to be roughly as deep as the tower is high. The tunnel leading to the cave where the drainage pipe is appears to be on this side - by that I mean the same side of the tower as viewed by the original artist of the drawing of the tower.
The tunnel slopes down to the cave. According to the drawing, the cave and drainage pipe seem to be underground by a further tower's depth, so two towers deep - twice as deep as the tower is high. The drainage pipe seems to be situated at a depth of two towers down and roughly a bit more to the right than the width of the tower.
Water can't flow uphill, so if there is an outlet for the drainage pipe - and it's not a 'soakway' or doesn't flow into another cave system - then I would guess that it comes out on that same side of the hill as the artist's viewpoint. It wouldn't be higher than 'two towers deep' and could be anywhere below that.
There are a lot of variables there. It is possible that the drainage tunnel might snake about a bit. But at least you you would hopefully not need to get too close to the tower and it shouldn't be near the strangleroot, which is on the top of the hill."
Hilmar unrolls another sheet of parchment. On this he copies the top drawing of the hill with the cross-section showing the steps down, the first room and the cave beneath with drainage pipe.
"It could be anywhere below that dotted line. Likely to be on the same side of the hill as seen from the vantage point of the original artist, but again, not necessarily."
He points out the different features as he draws the map, with his observations and estimates.
"Take this copy with you - and the whistle," he says passing these to Naeris.
Rolls
Stealth - (1d20+5)
(6) + 5 = 11
Perception (1) - (1d20+4)
(19) + 4 = 23
Perception (2) - (1d20+4)
(3) + 4 = 7
Rolls
Stealth (Expertise +6) - (1d20+6)
(16) + 6 = 22
Perception (+3) - (1d20+3)
(9) + 3 = 12
You did way better on stealth than I did - hopefully I haven't raised the alarm!

I'm open to outside-the-box ideas too. Some kind of spell, item, or clever plan might do the trick or at least lower the number you need to roll over.
Rolls
Strength with advantage - (1d20+2)
(5) + 2 = 7
Strength with advantage (die 2) - (1d20+2)
(5) + 2 = 7
Rolls
Stealth if needed - (1d20+5)
(17) + 5 = 22
Rolls
Stealth (Expertise +6) - (1d20+6)
(14) + 6 = 20
Rolls
Athletics (adv), guidance - (1d20+5, 1d20+5, 1d4)
1d20+5 : (6) + 5 = 11
1d20+5 : (4) + 5 = 9
1d4 : (4) = 4
Just ahead, a knotted rope hangs from an iron hook hammered into the natural stone wall. Dangling from the rope is a middle-aged male prisoner (P), who has a good view of the drainpipe and sees you coming up it. He makes no sudden movements to give you away, but he subtly gestures to two Night Blade guards (NB1 and NB2) in black uniforms that stand at the edge of the solid ground, crossbows slung over their shoulders. One smokes a pipe while the other is carving his initials into the soft mud walls with a short sword.

He is suspiciously eyeing the shambling mound as they all move to the grate, but glad that the two girls got them a good path.
I do not mind the jump ahead, I just assumed it would be more difficult.
"There are two guards there, not very alert. Do you want to cast your lullaby on them?" he asks Hilmar. "Or do the three of us try to sneak there and hope to knock them out before they start shouting?" he looks at the other two sneakers. He is glancing at his pike, thinking that he only needs to take a few steps to reach them with it, but he is not confident in taking both out just by himself quickly enough.
"Or I sneak up to the piper, and you two shoot the other from the entrance when I strike?" he shrugs, eager to go, since one way or another they have to go forward.
"There are two guards there, not very alert. Do you want to cast your lullaby on them?" he asks Hilmar. "Or do the three of us try to sneak there and hope to knock them out before they start shouting?" he looks at the other two sneakers. He is glancing at his pike, thinking that he only needs to take a few steps to reach them with it, but he is not confident in taking both out just by himself quickly enough.
"Or I sneak up to the piper, and you two shoot the other from the entrance when I strike?" he shrugs, eager to go, since one way or another they have to go forward.
Rolls
Sleep spell - (5d8)
(13446) = 18
Edit: not just initative. I also assumed Hilmar made way for them (as Len suggested in ooc he should), but if that is not so, I will edit it again :)
Rolls
Initaitve - (1d20+2)
(7) + 2 = 9
Attack roll, damage roll - (1d20+5, 3d6+3)
1d20+5 : (11) + 5 = 16
3d6+3 : (444) + 3 = 15
The prisoner watches on, and makes a quiet comment that barely registers over echoes of the loud dripping water: "Not bad. I would be much obliged if you could get me out of these manacles."
Unless you come up with some idea to avoid it, everyone must pass through the mud pit and gets covered up to the waist in slick brown slime.
The mud will mean it will take twice as long to get there. Please let me know how much of the one minute duration of the spell he has left by the time he reaches NB2.
Rolls
Initiative - (1d20+2)
(12) + 2 = 14
Rolls
Medicine - (1d20+5)
(17) + 5 = 22
Black Uniform
Leather Armor
Sword sword
Crossbow
6 bolts & quiver
The pipe smoker also has:
A pipe (still lit)
A brass key
A burlap sack that is squirming and weighs roughly 20 lbs - something is clearly alive inside.
Halimar opens the sack carefully, and immediately a swarm of rats tries to climb free, clutching and clawing over top of each other to escape! Unfortunately he is not fast enough, and dozens of rats begin pouring out of the bag!
Rolls
Halimar dex save (DC 12) - (1d20+2)
(2) + 2 = 4

The rats scratch and bite at Halimar (4 damage)!
INITIATIVE ORDER
14 - Alfrey
13 - Kaa
10 - Rats
8 - Naeris
7 - Euphoria
3 - Hilmar
Rolls
Swarm attack on Halimar - (1d20+2, 2d6)
1d20+2 : (15) + 2 = 17
2d6 : (22) = 4
Initiative rolls for PCs in alpha order - (1d20, 1d20, 1d20, 1d20, 1d20)
1d20 : (14) = 14
1d20 : (5) = 5
1d20 : (1) = 1
1d20 : (11) = 11
1d20 : (5) = 5
After crawling through a putrid drain, Naeris finds something more unpleasant - a foul, slimy pool. She‘a surprised to find the thought of bathing in the hot springs attractive! She’ll rinse off in the river after this but a hot soak would be welcome too.
But first, so much is happening. She’s a bit late out of the drain but no thought of avoiding the mud because they must subdue the guards and now rats! She’s not used to thinking of animals as enemies but these seem changed by their awful surroundings. They’re a mangy and aggressive pack, not shy foragers. She’ll have to help kill them if they don’t run away like any sensible creature.
Rolls
Sacred Flame damage (assuming target fails save) - (1d8)
(4) = 4

INITIATIVE ORDER
14 - Alfrey✅
13 - Kaa
10 - Rats
8 - Naeris
7 - Euphoria
3 - Hilmar
Rolls
Dex save - (1d20+0)
(13) = 13
"Don't let them run up will you?" He says to Alfrey, then grabs his axe and hurls himself at the rodents.
Rolls
Greataxe hacking - (1d20+5, 1d12+3)
1d20+5 : (18) + 5 = 23
1d12+3 : (12) + 3 = 15
INITIATIVE ORDER
14 - Alfrey✅
13 - Kaa✅
10 - Rats✅ AC 10, taken 7 damage
8 - Naeris
7 - Euphoria
3 - Hilmar
Rolls
Who to attack? 1-Alfrey, 2-Hilmar, 3-Night Blade 1 - (1d3)
(2) = 2
Rat Swarm Attack - (1d20+2, 2d6)
1d20+2 : (4) + 2 = 6
2d6 : (43) = 7
Rolls
1d20
(19) = 19
Here's the bad news: because Firebolt is a ranged attack and the rats are right up next to you, you will have to roll the attack with disadvantage. You could back out of the way first, but then the rats get an "Attack of Opportunity" which happens when you leave a creature's immediate space. Basically it's a free attack for them.
Alfrey's cantrip - Sacred Flame - won't get disadvantage even if he is right next to the creature because it didn't involve rolling to hit. Instead, it requires the monster to make a saving throw. This is an advantage of his spell - it can be use at long or short range. But, it does slightly less damage than Firebolt (1d8 instead of 1d10).

INITIATIVE ORDER
14 - Alfrey✅
13 - Kaa✅
10 - Rats✅ AC 10, taken 11 damage
8 - Naeris✅
7 - Euphoria
3 - Hilmar
Rolls
Naeris damage - (1d8+3)
(6) + 3 = 9
Rolls
Opportunity attack - (1d20+2, 2d6)
1d20+2 : (5) + 2 = 7
2d6 : (35) = 8
The infernal dashes toward the struggling wizard, as Kaa smashes the swirling mess of rats with his greataxe and Alfrey seems to cast some sort of a spell, sending some light bouncing between dozens of rat bodies. SHWING!,- the tiefling takes the rapier out of its sheath, its thin blade gleaming in what little light the cave has to offer. Go to hell, you gross things!,- she screams, poking the weapon into the swarm of little, filled with madness, beasts.
Rolls
Attack (+4) - (1d20+4)
(13) + 4 = 17
Damage (Rapier) - (1d8+2)
(7) + 2 = 9
Cunning action?? - (1d20+2)
(8) + 2 = 10
Mike, I've added your firebolt rolls here.

INITIATIVE ORDER
14 - Alfrey✅
13 - Kaa✅
10 - Rats✅ AC 10, taken 24 damage
8 - Naeris✅
7 - Euphoria✅
3 - Hilmar✅
Rolls
Hilmar's firebolt - (1d20+5, 1d10)
1d20+5 : (13) + 5 = 18
1d10 : (9) = 9
"That was satisfying watching you kill those things, not going to lie," says the prisoner. "He used to threaten to dunk my head in that bag."
Hilmar looks across to see how the prisoner is secured to the wall and how high up, thinking how they are going to get him down. He places the key carefully in his pouch, fearing he might accidentally drop it in the mud. He starts to move towards the edge, trying to work out the best route to the prisoner.
"We're going to get you down. Anything we should know first, my friend?" he hisses towards the prisoner, wanting him to hear but not wanting to shout.
When Hilmar asks that someone keep watch, Alfrey automatically glances over his shoulder at the tunnel behind him. "I can do that." he volunteers. He readies his shield and spear then turns to face whatever might emerge from the hideout above.
Rolls
Persuasion (+3) - (1d20+3)
(15) + 3 = 18
Reminder of the layout of the Lonely Tower

Euphoria has some fun with the Night Blades. Although they are clearly harder men than the group you encountered on the road, her devilish charms clearly make them uncomfortable. Being tied up probably doesn't help. As it turns out they have no apples or snacks of any kind - the pipe is the closest thing you find, still smoking with southern tabaco in the bowl. The key to the prisoner's shackles is also in the smoker's pockets.
Leather Armor
Sword sword
Crossbow
6 bolts & quiver
The pipe smoker also has:
A pipe (still lit)
A brass key
A burlap sack that is squirming and weighs roughly 20 lbs - something is clearly alive inside.
When he reveals that his name is Ralavaz, she looks to Hilmar and then asks Ralavaz 'You mean that you're the one they're looking for in town? Not his brother or something like that?'
He peeks into the tunnel Alfrey is watching and pats his shoulder roughly. Then he grins at the two night blades and takes the pipe up to continue smoking it himself (Unless Euphoria took it first, as she was the first one with her hands on their belongings, if so then just asks for a round of it). "Of course they don't have apples. Don't you know an apple a day keeps the bugbear away?"
He curiously watches as the wizard approaches the prisoner, and whistles when he drops that he is Ralavaz. He kicks one of the night blades in a so-so friendly manner. "Isn't he supposed to be your boss? What is up with that? Who is the masked fellow then?" he asks, riding the mood of the rogue's ... rapport with them.

Ralavaz explains that indeed he was the leader of the Night Blades those many years ago. He confesses he wore the gold mask and ordered men to kill men for money. He was one of the few that were captured and sent to prison.
"I worked for years in the Katagian Salt Mines. The work was brutal, but I sobered up and, in a way, I found peace. Bless the Gods for taking mercy on a wretch like me."
He goes on to explain that when he was released from prison, he tried to seek out his younger brother, Gardren, who was his second in command. He had heard Gardren had died in the fire, but when he heard rumours that the Night Blades were back with a golden-masked leader, he knew it was his brother.
"I came to talk him out of it. I figured I owed it to him l, I owed it to the people of Hope, and I owed it to the Gods to do what was right. Turns out Gardren's not the same man I knew. He was horribly burned in the fire, and blames the people of Hope. He is consumed by hate. He wants to see the town destroyed, and he threw me down here to rot."
"When I say he's different ... I'm saying something unnatural happened to him. He is strong, and has the Hells in his eyes. I think he made a pact with devils or some such unholy creature. Do not underestimate him."
"I think we should all agree if we decide to free him," he says thinking of how opening the sack didn't end well. He moves over to the tunnel and calls Alfrey, quietly, so that he is aware of what all the others know, before heading back to Ralavaz.
"What would you have us do - apart from releasing your manacles?" he asks Ralavaz.
"I agree with Euphoria. I don't believe Ralavaz here would have any reason to lie about what he was saying. Revealing his identity like that doesn't benefit him at all."
'Let's hear what Ralavaz has to say first. He can tell us much of what we're to expect and then, maybe, we can try this plan with the rest of us waiting to provide back up. Don't forget that we're all covered in mud, so the ruse might be a bit obvious.'
She returns to watching the tunnel.
"As for the new drama bandit leader, I understand brotherly love but usually my own hide will take priority over such, no promises."
"I think there are about 20 Night Blades altogether. Most of them are lackluster fighters like these two, but 20 of anything can be a problem if you're not ready for it. Mind you there are two you need to watch out for: two dwarf sisters, fight with great, cruel maces and carry heavy crossbows on their backs. They look mean and fast."
"Gardren himself is tougher than I've ever known him to be. Unnaturally strong."
Hilmar shows Ralavaz the map he has of the complex and asks where he believes Gardren is and the other Night Blades.
"In addition, do you know why he might want mining equipment?"
"Mining equipment? No, I'm not too sure about that. I did overhear one of the Night Blades talking about a mining company called Deepwater. He told a new recruit to 'thank Deepwater' for their shiny new weapons."
He holds up one of the Night Blades' fine steel scimitars. "These are awfully good steel for backwater bandit gang."
"Some of us could wear the cloaks and masks and pretend to have Kaa and Euphoria as 'prisoners'. If there are about 20 of them in total, even with the masks they would be likely to know eachother, so our disguises won't stand up to close inspection. But in the dimly lit corridors and with surprise, it might be enough to get past some guards and get to Gardren. Also I wonder if all of the Night Blades are here at the moment."
Hilmar shows Ralavaz the map he has of the complex and asks where he believes Gardren is and the other Night Blades.
"Do you think this could work Ralavaz? Also - are you fit enough after being suspended from that rope? Alternatively we could retreat back down the drainage tunnel, taking these prisoners with us back to Hope. Of course if we do that we'll have completely lost the element of surprise and won't be able to use this route again when we come back." He looks to the others to see what ideas they might have.
Also, I might try and make some disguises for you people. Maybe I could manage to make two of you look more similar to those guys. She points at the bandits.
He is still not too trusting of Ralavaz, and eyes his conversation with Hilmar.
We mustn't split up - our numbers are so few already. Our options are to go for the surprise attack now or to return to town intending to bring the militia. I don't like the militia plan so much anymore. We still don't have a way to get such a large group past the plant monster and we've already worsened the plan by entering here and raising the alarm.
Let's try the fake captives idea. Even if it only buys us a little time, it's better than nothing.
"Well, since you're asking me, I believe that now is the time to strike. I don't think we're getting a better shot than this."
"The fake prisoner idea is solid. Even if it fails, it'll buy us a few seconds to get into position."
"And I understand if we can't save my brother. First priority is to end the threat to Hope, and going all out on the bandits is the best way to make that happen. But if the chance comes, please ... show him mercy."
Rolls
Disguise 1 - (1d20+2)
(14) + 2 = 16
Disguise 2 - (1d20+2)
(19) + 2 = 21
Ralavaz, who has spent some time listening to the Night Blades while in their custody, informs you of their names: "The one with the pipe is named Klive Yellowriver. They call the one with the rats Pelpe."
By the end, Euphoria has produced pretty decent disguises for both of them!
Alright, now to us, prisoners? I have these manacles,- Euphoria spins them around playfully,- I could probably put them on without locking them. Also, you may take my whip as well, if you're into that. She's now barely able to hold back her laughter, chuckling softly.
She then turns her jolly visage to the bugbear. Sorry, Kaa, I have only one set of manacles. You may have to use the rope. Or, maybe, you wanna share these with someone pink and charming, one manacle for you, one for me?
And you, Naeris, you could probably get away with covering your face using the mask and staying a bit behind us all? And make sure you cover your adorable pointy ears with a hood! At this point the infernal became more serious, trying to keep a clear judgment before the encounter. Now, any objections?
He lets himself be put in position into their stage performance and excitedly looks around to see if everyone is ready and that the captives are bound and gagged properly. He would hate if they spoil their surprise. He is obviously excited and has to keep himself from being fidgety and from smiling. He tries to remind himself to look beaten so wipes some mud onto his face too.
"Ready? Let's go!"
"Nice work," says Hilmar admiring Euphoria's make-up work in his steel mirror. "Can I suggest Kaa that you act like you're wounded? Perhaps a limp when we encounter Night Blades. Might make it more plausible that we're able to restrain a 7ft bugbear!"
He sits patiently as Euphoria applies his new face. He twitches only slightly at the unfamiliar sensation. When she finishes, he touches his face gingerly so as not to damage the tiefling’s work. "My, this is fine stuff. I didn’t know you had such skills. Oh, and if you need another pair of manacles, don’t forget the one that ones that used to be on Ralavaz."
Alfrey then picks up on Kaa’s not so-subtle hint regarding the bugbear’s weapons. "I can help with that." he offers, taking the axe that the bugbear hands him. He hefts it for a moment, impressed with its weight — easily double that of his own weapon. "I’ll try to stick close by you. I wouldn’t want to throw this further than necessary."
I don't mind doing the talking initially.
"I remember you said he threatened to dunk your head in this bag. Have you any idea why this man was carrying a sack full of rats in the first place?" he asks Ralavaz.
Cracked wooden support beams hold up the crumbling stone ceiling of this new chamber, whose walls are lined with hammocks and bedrolls. Several beams have collapsed and are rotting in the floor.
Four Night Blades are stationed here and immediately stir as you come into view. "What the fuck is this?" calls out one of the Night Blades in front of heavy stone doors to the east as he gestures with a scimitar to the prisoners.
Two armored dwarves rise from their bunks in the north to see what the fuss is about.

Rolls
Captive performance - (1d20+3)
(13) + 3 = 16
I'm alright with changing stuff or deleting the post entirely if you guys don't feel it fits the narrative!
Also, should I make any rolls?
I'm also up to using the inspiration on this, maybe for critical effect or something xD
Assuming everyone's OK with me fooling around, feel free to make that reroll for me if it'd improve the situation or something.
Rolls
Deception (+5) - (1d20+5)
(10) + 5 = 15
Rolls
Deception roll - (1d20)
(11) = 11
Deception roll (advantage) - (1d20)
(6) = 6
Rolls
Deception - (1d20-1)
(13) - 1 = 12
Deception (advantage) - (1d20-1)
(18) - 1 = 17
Rolls
Night Blades consider the story - (1d20+0, 1d20+0)
1d20+0 : (8) = 8
1d20+0 : (12) = 12
"Alright, good work. Hey, wait a second - this one's a Tiefling!" He gestures to Euphoria. "She might be a spellcaster. Devil's blood and all. We should blind and gag her so she can't cast any spells. The big one too, just in case."
He signals over to the other two Night Blades in the front of the room, who are busy cleaning their weapons. "Hey! Look what crawled through the pipe down in the pit! Grab some rags, might be a mage."
The others slice up some of the bedding and approach with strips of cloth.
Also I don't know if you can really tell if someone's a magic-user by their equipment..
Rolls
Persuasion (+3) - (1d20+3)
(2) + 3 = 5
It will take an action to remove the blindfold and an action to remove the gag (if your hands are free).
Meanwhile, Ralavaz and Naeris are still in the tunnel. It seems difficult for them to sneak past this many Night Blades in plain sight unnoticed.
How many Night Blades are going into the short hall with the four of us?
There are two Night Blades following. These are the ones that were guarding the door. There are others about, making it difficult for Naeris and Ralavaz to join up.
Rolls
Sleep spell - (5d8)
(87868) = 37
He quickly binds their hands and feet with rope and gags them with strips cut off from their uniforms, stripping them of weapons. He also takes the key to the double doors from the night Blade who unlocked the double doors.
He whispers"That was my last spell - I've only two cantrips left. We wait for a bit to make it look like we've had enough time to talk to Gardren. Then I'll put my head round the double doors and tell them Gardren's ordered them up to the top to guard the entrance at the tower. Then if that works we can get Naeris and Ralavaz to join us. If it doesn't work, well then we're gonna have to fight them. The dwarves will come charging at the door. We fight them. They won't expect anyone behind them and Naeris and Ralvaz will see what's going on and attack them from behind. The way I see it, that's better odds then before - two tough dwarves and two not so tough Night Blades against all of us."
Hilmar's plan to 'order' the Night Blades to go up top to guard the tower makes perfect sense. They are all a little on edge having caught intruders in their midst likely sent to murder them and nobody felt like napping right now. Going up top required almost no convincing whatsoever.
Naeris and Ralavaz are free to move forward now that the coast is clear.
Nice work!,- she quietly addressed the wizard, as Nightblades were leaving. Do you think there are more of them behind this door?,- the tiefling wonders, pointing.
"Woow, good job, very nice!"
He grins and streches his arms a bit. He listens to the next phase of the plan, which is still the old plan, just with the complications that came up got out of the way due to Hilmar's resourcefulness. All his weapons are quite large, and he does not actually have clothes to him them under anyway, so he leaves them as previously agreed upon.
"Alright, let's get this over with ..." he puts himself back into the role of a prisoner.
AND: 'All his weapons are quite large, and he does not actually have clothes to him them under anyway, so he leaves them as previously agreed upon.'
I understand Euphoria has her weapons concealed.
A male voice addresses Hilmar: "Brother, how fares your watch today?"
It stares at Hilmar, waiting for a response.

The party enters with Hilmar leading the "prisoners." Here, some of the splendor of builders of this tower has survived. Two hulking statues of faceless armored knights kneel in the corners of the room, facing the center of the chamber and a well there that leads down into the shadowy depths. A stone throne sits upon a raised dais opposite the door.
Five men in Night Blade cloaks are arrayed around the well, one of whom wears a gold mask. On his shoulder sits a hideous winged creature, which looks like a cross between a large bat and an oversized mosquito. You notice the Night Blades have their hands on their weapons. The man in the golden mask beckons you inside and speaks with a rasp.
"Intruders? In my home? How disrespectful. Kick them into the well."
You can feel his eyes scanning over you through his mask. Ralavaz hides behind the prisoners, his hood up and head down.


Rolls
Firebolt cantrip - (1d20+5)
(17) + 5 = 22
Damage if the cantrip strikes - (1d10)
(10) = 10
Rolls
Initiative - (1d20+5)
(17) + 5 = 22
Longbow attack - (1d20+5)
(16) + 5 = 21
Damage on a hit - (1d8)
(5) = 5
Rolls
Initaitve - (1d20+2)
(7) + 2 = 9
Rolls
Initiative - (1d20+2)
(8) + 2 = 10

ROUND 1 INITIATIVE ORDER
A) Naeris
B) NB1 - AC: 12
B) NB2 - AC: 12
B) NB3 - AC: 12
B) NB4 - AC: 12
B) Heartseeker - AC: 14
B) Gardren - AC: 15
C) Hilmar
C) Alfrey
C) Kaa
C) Euphoria
C) Ralavaz
Rolls
Alfrey Initiative - (1d20)
(8) = 8
Euphoria Initiative - (1d20+2)
(1) + 2 = 3
Ralavaz Initiative - (1d20+3)
(6) + 3 = 9
"You should have chosen your words more carefully at the door! Looks like you'll all drink" Gardren taunts as his Night Blades fly into action.
The ever swift Naeris manages to loose her arrow before they arrive, but it isn't a fatal blow. He keeps coming.
Rolls
Sacred Flame damage (if applicable) - (1d8)
(6) = 6
The second Night Blade also comes for cleric of Bahamut. He runs at him with his sword in a blur of spinning motion and lands a strike on Alfrey, his scimitar finding a gap in his armor! (5 damage)
The third Night Blade comes for Euphoria, looking to take her head off with a vicious roundhouse kick! But Euphoria easily dodges her spurred heel.
The fourth Night Blade flanks Hilmar and slashes at his throat, his eyes flashing with murder. The attack bounces harmlessly off of Hilmar's invisible magic armor with a loud "chink", denting the Night Blades' blade.
"Heartseeker! Drink!" Gardren commands and his pet flying creature takes flight. It comes down on Naeris, its barbed proboscis seeking her blood! Naeris is good and ready for it, and evades the creature's attack.
Gardren himself rushes into the fray, coming straight for the biggest of the party - Kaa. Gardren moves with the speed and strength of demon! He flashes a scimitar in one hand and a dagger in another. "Or maybe I should burn you alive like they did to me!" His blades find their mark twice (16 damage).

Rolls
NB1 attack on Alfrey - (1d20+3, 1d6+1)
1d20+3 : (1) + 3 = 4
1d6+1 : (2) + 1 = 3
NB2 attack on Alfrey - (1d20+3, 1d6+1)
1d20+3 : (18) + 3 = 21
1d6+1 : (4) + 1 = 5
NB3 attack on Euphoria - (1d20+3, 1d6+1)
1d20+3 : (3) + 3 = 6
1d6+1 : (4) + 1 = 5
NB4 attack on Hilmar - (1d20+3, 1d6+1)
1d20+3 : (4) + 3 = 7
1d6+1 : (5) + 1 = 6
Heartseeker attack on Naeris - (1d20+5, 1d4+3)
1d20+5 : (3) + 5 = 8
1d4+3 : (2) + 3 = 5
Gardren's 3 attacks on Kaa - (1d20+5, 1d20+5, 1d20+5, 1d6+3, 1d4+3, 1d4+3)
1d20+5 : (18) + 5 = 23
1d20+5 : (15) + 5 = 20
1d20+5 : (6) + 5 = 11
1d6+3 : (6) + 3 = 9
1d4+3 : (4) + 3 = 7
1d4+3 : (2) + 3 = 5
He attempts to grab onto Gardren, carry him over the well, and drop him into it.
Rolls
Athletics for grapple - (1d20+5, 1d20+5)
1d20+5 : (16) + 5 = 21
1d20+5 : (11) + 5 = 16
Gardren strives to resist Kaa's great strength! But Kaa is too powerful. He lifts him off his feet and walks forward. Gardren's pet snipes at his heels as he moves but fails to sink its teeth in! Kaa drops Gardren into the well, and he falls into the blackness with a sickening crunch at the unseen bottom.
Rolls
Saving throw vs. Sacred Flame - (1d20+5)
(18) + 5 = 23
athletics - (1d20+6)
(7) + 6 = 13
Heartseeker opportunity attack - (1d20+5, 1d4+3)
1d20+5 : (6) + 5 = 11
1d4+3 : (1) + 3 = 4
"You bastard, you didn't even try to save him!" he screams in anguish.
Rolls
ralavaz attack on NB4 - (1d20+4, 1d6+2)
1d20+4 : (13) + 4 = 17
1d6+2 : (4) + 2 = 6
✅ A) Naeris
✅ B) NB1 - AC: 12; 5 damage
✅ B) NB2 - AC: 12
✅ B) NB3 - AC: 12
✅ B) NB4 - AC: 12; 6 damage
✅ B) Heartseeker - AC: 14
✅ B) Gardren - AC: 15; Dead
✅ C) Hilmar
✅ C) Alfrey
✅ C) Kaa
✅ C) Euphoria
✅ C) Ralavaz

Rolls
Dagger attack - (1d20+5)
(5) + 5 = 10
damage if attack successful - (1d4)
(3) = 3
damage from Hunter's Mark if successful - (1d6)
(4) = 4
You can keep your new action, but like Naeris, a ranged attack with someone right beside you will be at disadvantage. You can decide to keep or change your action when the time comes.
Euphoria follows the mask with her eyes, she then focuses her attention on the bandit in front of Alfrey, strikes his leg with a whip, and tries to get him off his feet, pulling with all of her strength.
Rolls
Whip attack - (1d20+4)
(17) + 4 = 21
Whip damage - (1d4+2)
(4) + 2 = 6
Athletics - (1d20-1)
(16) - 1 = 15
In this case, they were ready for you. Gardren is a paranoid type and there's a specific phrase you are supposed to say when the guard asks 'How fares your watch, brother?' So, your initiative roll determined the order of actions for round 1. Because you had a low initiative roll, it's like you were slow on the draw so your action went after the Night Blades.
You can keep your new action, but like Naeris, a ranged attack with someone right beside you will be at disadvantage. You can decide to keep or change your action when the time comes.
Euphoria's whip lashes out and strikes the Night Blade beside Alfrey, ripping (11 damage) and pulls his legs from underneath him. He falls on his back, prone.
The Night Blades are appalled to see their leader thrown down the well! They double their efforts, coming at you hard.
Alfrey keeps the one attacking him at bay fairly, letting his shield take the brunt of their attacks.
Euphoria draws the ire of the Night Blade that she ignored while whipping someone else. They pull out a long dagger from a boot sheath and stab Euphoria in the side, partial getting past her armour. (5 damage) "That'll teach you to ignore me," they say with a smug grin.
Naeris is distracted by Heartseeker's wing and the creature manages to get its blood-sucking proboscis in her arm! (4 damage)
Ralavaz has drawn the attack from Hilmar and parries the Night Blade's blow.
ROUND 2 SO FAR...
✅ A) Naeris
✅ B) NB1 - AC: 12; 5 damage
✅ B) NB2 - AC: 12; 11 damage Unconscious, Dying (0/1)
✅ B) NB3 - AC: 12
✅ B) NB4 - AC: 12; 6 damage
✅ B) Heartseeker - AC: 14
✅ B) Gardren - AC: 15; Dead
C) Hilmar
C) Alfrey
C) Kaa
C) Euphoria
C) Ralavaz

Rolls
euphoria's sneak damage - (1d6)
(5) = 5
Nb1 vs. Alfrey - (1d20+3, 1d6+1)
1d20+3 : (3) + 3 = 6
1d6+1 : (2) + 1 = 3
Nb3 vs. Euphoria - (1d20+3, 1d6+1)
1d20+3 : (15) + 3 = 18
1d6+1 : (4) + 1 = 5
Nb4 vs. Ralavaz - (1d20+3, 1d6+1)
1d20+3 : (7) + 3 = 10
1d6+1 : (6) + 1 = 7
NB2 dead saving throw - (1d20)
(4) = 4
Heartseeker vs. Naeris - (1d20+5, 1d4+3)
1d20+5 : (10) + 5 = 15
1d4+3 : (1) + 3 = 4
"Ralavaz! Hear that! From the well!"
Rolls
Throwing knife - (1d20+4)
(19) + 4 = 23
Damage - (1d20+2)
(8) + 2 = 10
Damage - Throwing knife - (1d4+2)
(4) + 2 = 6
As the cackling gets louder, even the Night Blades are getting a bit creeped out. Ralavaz responds: "Oh gods, my worst fears are coming true ..."
ROUND 2 SO FAR...
✅ A) Naeris
✅ B) NB1 - AC: 12; 5 damage
✅ B) NB2 - AC: 12; 6 damage, Prone
✅ B) NB3 - AC: 12
✅ B) NB4 - AC: 12; 12 damage Unconscious, Dying (0/0)
✅ B) Heartseeker - AC: 14
✅ B) Gardren - AC: 15; Dead
✅ C) Hilmar
C) Alfrey
C) Kaa
C) Euphoria
C) Ralavaz

Rolls
Mace attack - (1d20+3)
(7) + 3 = 10
Mace damage - (1d6+1)
(5) + 1 = 6
He growls, turns at the guy threatening Euphoria and Hilmar, steps one closer to him and with a sudden grab and thug yanks him into the pit as well, hoping he falls onto whatever laughed and shuts it up.
He gazes down into the well: "Still talkative?!"
Rolls
Athletics for grapple - (1d20+5, 1d20+5)
1d20+5 : (15) + 5 = 20
1d20+5 : (10) + 5 = 15
Yeah, well, I thought of leaving it as it is, but nope, just doesn't feel right. So let's remove the damage. "That's not what my character would do". *shrugs*
Also, wow, spooky laughter!!
Gonna make my post today
Rolling attack with the long dagger using my own dagger's stats, assuming all daggers are the same in that regard.
I don't care if the bandit gets any damage. Is it the same as with a whip? I roll for it anyway.
Then, a blank roll if any is needed to see if Euphoria manages to pierce his hand. Not sure what would you want me rolling for that so just a 1d20 for you to modify for bonuses and penalties.
And then Acrobatics for... well, acrobatics :D Not sure I described that jumping action well enough though, any tips on that?
I do have an inspiration though, so I'd like to use it to make sure I get a nice new opening in that bastard's body xD
Rolls
Attack (Long dagger) - (1d20+4)
(2) + 4 = 6
Damage (Long dagger) - (1d4+2)
(4) + 2 = 6
A blank roll - (1d20)
(13) = 13
Acrobatics (ExperTEASE +6) - (1d20+6)
(2) + 6 = 8
Euphoria slices open the Night Blade's hand with their own dagger, wiping the smirk from their face. The pain doesn't last long, as Kaa grabs them from behind and tosses them down the well, ending them in a sickening crunch.
Euphoria ends up beside Alfrey, but fails to stick the tricky landing in the chaos of battle and falls prone.
Meanwhile, Alfrey is trying to land a blow. His mace crunches into the wall as his opponent ducks, showering bits of stone onto the Night Blade's head.
I applied the roll of 13 as Jusika's use of inspiration which will salvage her acrobatics.
As if in response, a burst of flame erupts from the well. Gardren, or what remains of him emerges in the flame, floating above the well. The temperature in the room rises sharply, and all the torches explode into gouts of flame. Gardren's golden mask has fallen away, revealing a hideously burned face and eyes filled with inky black. His Night Blade cloak is catching fire.

"POWER BEYOND MY DREAMSSS!" the Once-Gardren hisses, but it isn't his voice anymore. "ALL SHALL REJOICE IN FLAME!"
It lashes out at Kaa with Gardren's blades!
A) Naeris
B) NB1 - AC: 12; 5 damage
B) NB2 - AC: 12; Unconscious, Prone
B) NB3 - AC: 12; Dead
B) NB4 - AC: 12; 12 damage Unconscious, Dying (0/0)
B) Heartseeker - AC: 14
B) Gardren - AC: 15; Dead
C) Hilmar
C) Alfrey
C) Kaa
C) Euphoria; prone
C) Ralavaz
D) Gardren Reborn - AC: 15

Rolls
Resist grappling - (1d20+0)
(20) = 20
Once-Gardren attack #1 - (1d20+5, 1d6+3)
1d20+5 : (15) + 5 = 20
1d6+3 : (2) + 3 = 5
Once-Gardren attack #2 - (1d20+5, 1d4+3)
1d20+5 : (3) + 5 = 8
1d4+3 : (3) + 3 = 6
Once-Gardren attack #3 - (1d20+5, 1d4+3)
1d20+5 : (5) + 5 = 10
1d4+3 : (4) + 3 = 7
falling body hits gardren? - (1d4)
(3) = 3
Rolls
Dagger attack - (1d20+5)
(12) + 5 = 17
Damage if a hit - (1d4+3)
(1) + 3 = 4
Damage from Hunter's Mark if a hit - (1d6)
(4) = 4
Rolls
Firebolt - (1d20+5)
(19) + 5 = 24
Damage in case it hits - (1d10)
(2) = 2
Would his long-reach be applicable to grab his axe from where he stands? Would it be an action or bonus action? If it is out of reach, he will just grab the scimitar from the knocked out nightblade next to him. I am also not sure how it got unconscious though.
Edit 2: Not that it helps hahaha, o well it is fine if it is spent anyway.
Edit 3: healing is to half hp.
Rolls
Attack roll, Greataxe or Scimitar damage - (1d20+5, 1d12+5, 1d6+5)
1d20+5 : (4) + 5 = 9
1d12+5 : (4) + 5 = 9
1d6+5 : (2) + 5 = 7
Inspiration roll, maybe? - (1d20)
(6) = 6
The final standing Night Blade loses his calm and runs for the door. The other lies on the ground, slowly bleeding out (1 failed death save).
Alfrey's healing power surges new life into Kaa! He tosses the axe to Kaa, who swings at the floating demon, but deflects the mighty strike with a shrug.
ROUND 3
✅A) Naeris
✅B) NB1 - AC: 12; 5 damage
✅B) NB2 - AC: 12; Unconscious, Prone
✅B) NB4 - AC: 12; 12 damage Unconscious, Dying (0/1)
✅C) Hilmar
✅C) Alfrey
✅C) Kaa
C) Euphoria; prone
C) Ralavaz
D) Gardren Reborn - AC: 15

Rolls
Night Blade death saving throw - (1d20)
(2) = 2
So getting up costs half of the movement points, 30:2=15, so I'm left with 15 but then 15x2=30 because of Dash. Right?
Never thought my first nat ones would be two in a row! HAHAHAHA :D Expecting critical failure!
Rolls
Attack (+4) - (1d20+4)
(1) + 4 = 5
Athletics - (1d20-1)
(1) - 1 = 0
Euphoria lets her whip fly at Gardren and it wraps around his arm, but against his hellish flesh the leather cord catches on fire! Its tip burns away, leaving it half as long as it was before (the whip no longer has the finesse or reach properties. However, it does 1d4 fire damage in addition to the 1d4 slashing damage while it is on fire).
Tears streaking his eyes, Ralavaz advances forward and attacks the demon that wears his brother's flesh. The demon rebuffs him with ease. The demonic Gardren strikes back, and in his weakened state Ralavaz is no match for the demon's ferocity. (11 damage and Ralavaz falls unconscious)
Meanwhile, the Night Blade on the ground receives Alfrey's gift of healing! He immediately leaps to his feet and runs for the door, not even bothering to pick up his scimitar or pay thanks to Alfrey or his god.
ROUND 4
A) Naeris
A) Hilmar
A) Alfrey
A) Kaa
A) Euphoria; prone
A) Ralavaz - dying, prone (0/0)
B) Gardren Reborn - AC: 15, 2 damage

Rolls
death saving throw for NB4 - (1d20)
(3) = 3
Ralavaz attack on Gardren - (1d20+5, 1d6+3)
1d20+5 : (3) + 5 = 8
1d6+3 : (6) + 3 = 9
Gardren attack 1 vs. Ralavaz - (1d20+5, 1d6+3)
1d20+5 : (14) + 5 = 19
1d6+3 : (1) + 3 = 4
Gardren attack 2 vs. Ralavaz - (1d20+5, 1d4+3)
1d20+5 : (16) + 5 = 21
1d4+3 : (4) + 3 = 7
Gardren attack 3 vs. Kaa - (1d20+5, 1d4+3)
1d20+5 : (8) + 5 = 13
1d4+3 : (2) + 3 = 5
Rolls
Firebolt - (1d20+5)
(6) + 5 = 11
Damage in case it hits - (1d10)
(7) = 7
Rolls
Longbow attack - (1d20+5)
(19) + 5 = 24
Damage if a hit - (1d8+5)
(8) + 5 = 13
Damage from hunter's mark if a hit - (1d6)
(6) = 6
Rolls
Attack, damage - (1d20+5, 1d12+5)
1d20+5 : (19) + 5 = 24
1d12+5 : (9) + 5 = 14
Rolls
Attack - (1d20+4)
(8) + 4 = 12
Damage - (1d8+2)
(6) + 2 = 8
Rolls
Sacred Flame damage (if applicable) - (1d8)
(6) = 6
Naeris's arrow flies true, striking the demon in the face. It lets out a horrid scream that you will remember to the end of your days. (19 damage!)
Kaa's whirling axe strikes the demon in the side with a force that would have killed any mortal man. (14 damage!) The torches in the room explode in a burst of flame.
But the demon is not deterred. It intercepts Euphoria's blade and hisses. Next it sidesteps Alfrey's holy flame, wisely avoiding the damning power of Bahamut.
The demon lashes out at Euphoria and one of his blades manages to slip through her defenses (5 damage).
Meanwhile, Ralavaz slips closer to the grave. (fails first death save).
ROUND 5
A) Naeris
A) Hilmar
A) Alfrey
A) Kaa
A) Euphoria
A) Ralavaz - dying, prone (0/1)
B) Gardren Reborn - AC: 15, 36 damage

Rolls
wisdom save dc 13 - (1d20+2)
(17) + 2 = 19
Attack 1 - (1d20+5, 1d6+3)
1d20+5 : (17) + 5 = 22
1d6+3 : (2) + 3 = 5
Attack 2 - (1d20+5, 1d4+3)
1d20+5 : (8) + 5 = 13
1d4+3 : (4) + 3 = 7
Attack 3 - (1d20+5, 1d4+3)
1d20+5 : (3) + 5 = 8
1d4+3 : (4) + 3 = 7
ralavaz death save - (1d20)
(3) = 3
Rolls
Longbow attack - (1d20+5)
(6) + 5 = 11
Damage on a hit - (1d8+5)
(1) + 5 = 6
Damage from hunter's mark on a hit - (1d6)
(6) = 6
Longbow attack (reroll using inspiration) - (1d20+5)
(13) + 5 = 18
"Piece of ifrit shit!" he curses at it while continuing his barrage on it.
Also, doesn't your archery fighting style give +2 to attack rolls? So you would have +7 to it, not like it matters since the reroll is high, just an off comment.
Edit 2: wow a critcal hit! How do we do that? Roll again for damage dice, double the one rolled, or max out the dice? I will roll a d12 for it, at worst it won't be needed.
Rolls
Axing - (1d20+5, 1d12+5)
1d20+5 : (20) + 5 = 25
1d12+5 : (5) + 5 = 10
Critical hit! - (1d12)
(3) = 3
Rolls
Firebolt - (1d20+5)
(17) + 5 = 22
Damage if it hits - (1d10)
(8) = 8
Also, doesn't your archery fighting style give +2 to attack rolls? So you would have +7 to it, not like it matters since the reroll is high, just an off comment.
I'll look into inspiration.
Also, re fighting style - thanks, I'd forgotten about that.
The tiefling lunges forward, her rapier in front of her, but at the very last moment she throws a dagger with her free hand, trying to surprise the demonic bandit chief.
Rolls
Attack (dagger) - (1d20+4)
(20) + 4 = 24
Damage (dagger, piercing) - (1d4+2)
(1) + 2 = 3
roll 1 - (1d4)
(3) = 3
roll 2 - (2d6)
(61) = 7
As for crits, in 5e the rule is you reroll your damage dice and add that on to the first roll. This includes any dice added from rider effects like smites or sneak attacks. A lot of people house rules that too, because they prefer the way it works in older editions.
The damage roll is 3 (1d4+2) + 3 (another 1d4) + 7 (1d6 sneak attack, twice) for a total of 13.
Did I get it right? Any way to make those calculations as a new roll?
Alfrey revives Ralavaz just as his brother's body is being sucked into hell. He crawls to the edge of the well and watches helplessly as the inescapable contract is fulfilled. His quest to save his brother ends in utter failure.
CLACK, CLACK, CLACK, CLACK,- the tiefling's undoing the snaps on her leather chest piece, she then takes it off and pulls up her clothes to take a look at her wounds.
"Well damn." he lets out. "He is damned I guess." he turns to the revived Ralavaz. "Sorry, he came on quite hard and I would not have lasted much longer."
"You guys think the puppetry wore of from the rest of the bunch? That would save us a lot of effort to beat or disperse them." he scratches at his scabs left after Alfrey's healing, he is still aching a bit.
"Well damn." he lets out. "He is damned I guess." he turns to the revived Ralavaz. "Sorry, he came on quite hard and I would not have lasted much longer."
Looking to Kaa and the others he says, "Let's hope 'the puppetry' will have worn off from the rest of the Night Blades. I don't like the idea of having to fight those dwarves. I see Naeris has bolted the door. Maybe we should see what we can take from this room - and the well. Then try and get out as quickly as possible. If the Night Blades challenge us on our way out, we might be able to negotiate. If Kaa is right and the demonic magic is no longer a factor they might not feel so inclined to fight. A couple of them saw the demon before they fled and will probably have told the others. If they realise we vanquished the demon, then they may be reluctant to tangle with us."
"I understand. His fate wasn't your fault, and his life wasn't your responsibility. It was mine."
A search of the room reveals nothing of value. Lowering a torch down the well, you can see that both Gardren and the other Night Blade's bodies are gone, probably consumed by the gate that pulled Gardren into the underworld.
No sound comes from the other side of the door the entire time.
Sorry for your brother,- Euphoria says through pain, tightening the bandaging around her ribcage. Shame that's how it ended.
She puts her armor back on, gets up, and adjusts all the straps and belts on her gear. Hilmar is right. We should take all we can and leave before we get into more trouble. All of us could use some rest...,- the tiefling glances at Ralavaz, still looking down a well, and adds: And alcohol.
Euphoria looks around the empty throne room. Doesn't look like we can find anything of value here though. Only stone and dust... However... Her eyes jump towards the well, one could almost see the sparkles behind her eyeballs, as her mind exploded in a mix of emotions, all of them overpowered by greed. There is one more place worth checking out...
The infernal takes a grappling hook out of her bag, quickly attaches the rope to it, and comes closer to the pit. What if the mask didn't disappear with the bodies? Chances aren't high, but I wanna know for sure. She attaches the hook to a large stone on the edge of the well, tugs on it a couple of times, and, satisfied with the result, carefully starts climbing down the well.
Rolls
Acrobatics (Expertise +6) - (1d20+6)
(4) + 6 = 10
"You're a man of Bahamut, yes? May I ask for your counsel? I pledged my oath to the Platinum One while in prison. Bahamut's teachings showed me that I needed to right my wrongs, so I came here looking to set things right. But I accomplished nothing. I failed to disband the Night Blades, and I failed to save my brother. How can I make amends?"
Alfrey recalls his vision that sent him on the path to Hope. Could Ralavaz be the one Bahamut spoke of?
"My son, there is another like you — a follower of mine, worshipping in solitude. Go to the town of Hope and find this person. Your destiny will meet you there."
Then he hears the tiefling's excitement from the bottom of the well. He did not think the mask would be there, assuming it would have been taken down to the lower planes when the demon was vanquished. He has a bad feeling about the mask. He didn't articulate these thoughts earlier, having concluded that it had gone where the demon went. He looks down into the well and is filled with consternation on seeing Euphoria trying it on. "No! Take it off Euphoria! Be careful! At least let me try an identify spell on it before you try it out."
His attention returns to Alfrey and Ralavaz, amazed by what he is witnessing.
Euphoria has to jump to reach the rope, as it's just a bit shorter than the pit's depth. Her boots firmly press against the stone wall of the well as she walks up. When she is finally at the top, she struggles a bit to get herself out of it and to a horizontal surface, clearly worn off by the long day. The infernal lies down on her back to take a short rest, her eyes closed, and smiles. Can't wait till we get back to those hot springs,- she says, stretching her arms.
Who knows what will happen after today if the night blades are disbanded - or will some of the bandits remain a problem? Will Alfrey and Ralavaz cease adventuring? Will Ralavaz be accepted in town? What will the party do after this?
Experience tells her that focusing on the moment is best because there could still be dangers behind the exit door. She puts these thoughts aside and wonders that Euphoria can rest so peacefully at a time like this.
It becomes clear that the remaining Night Blades have run off to the surrounding hills. The big green shambling mound is quiet as ever, shuffling around in its wide patch of strangleweed. It seems oblivious to your presence.
Ralavaz chats with Alfrey, happy to have something to distract himself from the horrors of just moments ago.
"I don't know if you noticed it, but there's a temple in Hope. Its that circular stone building, you seen it? The folks in town keep it clean and have ceremonies and such there, but they haven't had a spiritual leader for a long time. Maybe the town would be open to you taking over the place?"
Is there anything else you'd like to do before returning to Hope?
As the party makes their final preparations to leave the tower, it occurs to Alfrey to make another inquiry of Ralavaz. "Are you coming back into town with us? I don’t know if you’re aware of this, but the sheriff is looking for you. She seems to believe that you’ve gone back to your old ways. We will vouch for you, of course, but I can’t say for sure that there won’t be any trouble for you back there."
She ensures that they can head to the safety of the tower if it attacks, then casts 'Speak with Animals', forming the sounds and gestures that she's learnt.
She tries to get its attention: 'Hi there! Can you hear me?'
"Hmm? What's this? A little one that knows the old language of wind and leaf? I thought your kind was gone forever."
The creature lumbers toward Naeris, the ground shaking as it walks.
‘I confess I don’t know this language except by magical means. I’m just a humble wood elf. I wanted to check that the folks living in this tower didn’t trouble or confine you when they were here.
Now that you are closer, you see some scorch marks where the shambling mound was hit by flaming arrows.
"But you needn't worry about old Strangleberries. We came to an arrangement..."
Some vines reach out from the mass of vegetation and show where large chunks of the stone tower had been torn down.
"In my younger days I handled much bigger thorns than those little pricks! But I have lost the taste for flesh in my advanced age. Now I wish only to tend my garden."
"By the way, If you ever wish to learn it I would be interested in teaching you the language of wind and leaf."
'As you probably saw, I'm not here alone. My companions should know that they needn't be afraid of you, though I don't know if they'll be coming this way again.'
To Strangleberries she says 'We're quite a diverse bunch. I'm Naeris, an elf, and we are also three humans, a bugbear and a tiefling.' and she introduces them.
Strangleberries?,- the infernal casually shows her teeth in a broad smile,- What a lovely name! Yes, tell them that, a lovely name! Euphoria waits for Naeris to communicate the message, all the while she smiles and nods, very glad they won't have to go through another fight today.
To clarify - they/them aren't my pronouns, I just enjoy using these. x)
"You would get along well with my mother, she likes gardens too! Not working it tho, always made us kids to it ... " he won't mind a little chit chat with an interesting fellow like that, since it is interesting, almost more interesting than a crazy masked man. But all in all, he won't keep up the group and will be happy to enjoy his well earned rest and leisure back in town.
He turns towards Strangleberries, smiles and waves farewell. He then faces in the direction of Hope and begins to walk carefully trying not to tread on their 'garden' plants.
As the party makes their final preparations to leave the tower, it occurs to Alfrey to make another inquiry of Ralavaz. "Are you coming back into town with us? I don’t know if you’re aware of this, but the sheriff is looking for you. She seems to believe that you’ve gone back to your old ways. We will vouch for you, of course, but I can’t say for sure that there won’t be any trouble for you back there."
"Til we meet again, my new friends. I will guard this old tower so those meanies can't return."
Ralavaz is fine with waiting outside the edge of town.
"I've paid my dues for what I did for the town in the past, but I wouldn't blame them if they want nothing to do with me. Appreciate you putting in a good word, of course."