Descent into the Underdark
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Valpip

The map records locations as the bearer experiences them so distant locations are recorded vaguely with details added as they are learned.
Additional notes and detail can be added with a though after a days of practice with the scroll case.
Sawen Shadeflanks

Note that this map, and the one I will have you explore as well, shows major caverns. The connecting passageways are compressed to allow more detail on encounters and events and less on traveling around.
The first challenge is the steep slope leading down. The tunnels is wide enough at first for Sawen to glide down but he quickly returns as you make your way down.

You soon reach the point he mentioned and see the passage turn into a near vertical drop through a craggy tunnel that varies between 2 to 20 feet wide. Even the wider areas are not large enough for Sawen to properly fly so he is forced to join you as you both climb down.
Describe how you want to handle the climb. Who is first? Any strategies/techniques you use. And make a climbing test. I allow players to test with focus out of combat. That means anything 4 or higher indicates a success. A standard test rolls 2d6 but your Strong trait gives you advantage so you can roll 3d6.
Rolls
Climbing test - (3d6)
(116) = 8
Sawen Shadeflanks


As you are discussing options you hear a faint noise nearby. Turning your help you spot a lizard like creature the size of a large bull. The beast hisses as the light strikes its eyes before it closes them. With its eyes still closed it charges.
+ attack (1 damage per success unless stated otherwise)
+ evade (Until you can act again Test at disadvantage any time you are hit to avoid damage)
+ move (move to a new room/field)
+ focus (improve the odds on you next roll)
+ other test
Rolls
Attack - (3d6)
(263) = 11
skill | none | proficient | mastered |
Dice | 1d6 | 2d6 | 3d6 |
You have a heavy weapon that only allows a single attack for 2 damage. This let's your either Evade, Focus, Move etc... for your second action
Behind him Sawen takes to the air as he releases an arrow at the lizard but it glanced harmlessly of the thick skin.
A low hiss issues from the gapping maw as the lizard tears back swiping with a claw and fighting with it's large jaws. Both attacks lands, wounding Edair 2 damage
Rolls
Sawen arrow - (3d6)
(234) = 9
Beast bit, claw - (2d6, 2d6)
2d6 : (66) = 12
2d6 : (45) = 9
Rolls
Attacking - (2d6)
(16) = 7
An arrow sails over your head and again fails to inflict harm.
The large lizard inturn snaps at you and its jaws snat at your arm as the beast lunges at you. Roll an evasion test 1d6. If you fail you take 1 damage
Rolls
Sawen arrow - (3d6)
(441) = 9
Beast bite, claw - (2d6, 2d6)
2d6 : (26) = 8
2d6 : (24) = 6
He again, watches the beast for any signs of movement and attempts to dodge.
Rolls
Evasion test - (1d6)
(2) = 2
Attack - (2d6)
(44) = 8
Sawn fires down on the lizard and finally manages to strike it. The lizard is starting to show caution and hisses as it slashes at you with a claw before jumping back and trying to evade any retaliatory strikes from you
Though your shout has little effect you can tell the exchange of damage is not too the giant lizards liking and it is becominmg increasingly less bold and If Sawen can continue to strike it you should be able to drive it off.
Rolls
Sawen Attack - (3d6)
(564) = 15
lizard claw - (2d6)
(62) = 8
Rolls
Attack test with focus - (2d6)
(65) = 11

Rolls
Sawen Bowshot - (3d6)
(135) = 9
"Come on, let's continue our expedition." He puts his great sword on his shoulder.
4 hits took you down to 4/8 health
Are you keeping your helm light on or making due with ultra low levels of the caves luminus light?
After several minutes you come to another opening, this time in the floor. Cool air is felt emanating from the narrow passage leading further underground.
"Let’s spend at least 3 hours down here, Sawen. Do you think you lift me into that hole there? After I inspect it, of course."
Choose your own adventure time (so you are aware of what I think of as the basic options)
1. Explore back the way you came
2. go down the tunnel in the floor
3. head out into the middle of the cave
4. continue onwards
5. other, describe please
If I don't hear back by monday I will assume you want to still go down the tunnel in the floor
He takes a seat on the ground, resting his feet after all the walking and climbing, "Any chance you can scout ahead? I’d like to know what we’re facing before we go charging in."

Turning to look down on the boat you see a couple of the crew near the wheel pointing in your direction and one raises what you take to be a spyglass and points it at you. The man lowers the object and gives a wave in your direction. And then they are sailing past and the crew returns to their jobs at hand. Where to you can not say but the light of the boat looks to be following the shoreline.
Sawen Shadeflanks

But the depth of the earth overheard weighs down on me. I will stay off you ask but think we have enough to report.
This area definitely has mysteries to explore but will require a better provisioned and larger party


Valpip explains he need you to deliver the device he just finished to Danoll, a vetran scout working with others who are working to restore a manor house with magical stores and staff that hase survived the shattering mostly intact. Ocne the device is delivered you are free to stay and help out, he understands there is still a bit to secure there, or return and get a job from the clerc in the base above.
He attempts to swipe the magical device from Valpip’s hand, "Fine. I'll deliver this thing for you. The pay better be good."
A voice calls out of thin air. Everyone is busy. Head out to the corridor down the hall then up the stairs.
Someone will be with you in a minute You look around as you follow the instructions, bringing the box with you. You are in a cellar by the looks of it and the stair lead up to a hallway that is paneled in polished wood and furnished nicely. Paintings hang on the wall, flowers in a pot set nearby gently scent the air.

Go ahead and introduce yourself to them. The party is outside. After coming to some sort of arrangement with Sylfir and Danol and they sent you with Witic, a small plant fey creature, to find them.
Ander and Garic are escorted to a small guard station with stairs that lead down into cellars and passageways below the base. A short trib through lamp lit rooms and corridors then past a guard station with a new iron gate, and into a rough passageway.

He hands you a map before wishing you luck and safe travels.

Once we get to the research center, we’ll check up on whatever supplies we need, he says in noble knightly fashion.

Yes, more help is here! I am Ander, Ander An’DERson! He really hits the second syllable of his surname, and speaks with a tone like his name’s supposed to MEAN something!
And this is Garic. We’re here to clear caves and do a bit of mapping. Have you useful supplies for us, good sir? We’d be obliged to peruse your wonderful wares!
Valpip

The Cave Fisher and the Dark Mantles are both predators that tend to lurk on the ceiling and are quite good at hiding. This makes hunting them quite hard. As the dark mantles are small they tend to hunt small creatures and we are working out methods to deter them from bothering us. The Fisher on the other hand is quite dangerous. Especially since we moved in and scared most of its food away.
Tell you what, why don't you go after the Fisher, if you think you are able. I can get a couple potions of Clinging that should make dealing with the Fisher much easier. It will let you climb walls or cling to the ceiling, just don't run or jump while off the ground or you might have a rather exciting, and brief, revelatory experience.
Thank you, friend, for…these things… Ander pauses just long enough to contemplate the items most curiously. Probably easier to use than I think, he ponders to knightly self!
We will make great use of this bounty, oh kind Valpip! Thank you ever so much. And…yes, YES! My associate and I, we will find this Fisher fellow. He will bother you, no more, that I can tell you.
You might even say, we will FISH for the FISHER! Ander pauses just long enough for the lame joke to land…just as it’s supposed to!
Once pleasantries are duly exchanged, our knightly fellow and his flame-shield bearing friend make their way deeper into the complex. Perhaps our knightly fellow marvels at how cool his neat helm gadget is!


Ander hands back the spider silk and the amulet. He hands the telescopic staff thingy to Garic, and wears the helm himself, striking a pose witv customarily-knightly pride!
Much obliged, he exclaims to Valpip!


Flame Burst
You may make a Ranged Attacks against up to 3 Targets in the same zone.
Fiery Shield Strike
Make an Melee Attack with your shield. If successful, your Target also takes 1 damage on their turn for the next 2 turns.
Burn Life
Test. If successful, the target gains two additional actions this turn. After these two actions, you lose 2 Hit Points.
Infuse Life
Test. If successful restore 2 HP to one target. If you Test with Disadvantage and are successful, you can restore 1d3+1 HP to one target.
Let’s march in, I’ll have muh sling ready to get a shot off before I close in gif melee. Cover me with spell fire, pot favor.
Ander tries the best light-up thingy on his knightly helm. Then strides forth into darkened descent.
Let’s go-dark, for a bit, now that we’re here. Give it a bit, see if the Fisher appears. When it does, then let’s turn on our lights suddenly. Shine right in its face, maybe startle it just long enough to get a jump on it.
Ander keeps his slingshot ready. Hoping to get a shot off before switching to his trusty sword!
Give me a couple of rolls and any other actions you may take
Any thoughts, he mouths, seemingly, to himself.
Ander tries positioning himself just in front of Garic. Intending to protect his spellcasting friend, just in case a tactical defense is soon warranted. And our knightly fellow waits.
Also…’consulting’ the King The Knight.
Rolls
Standing guard - (2d6)
(21) = 3
Knight

Rolls
random wanderings
This…maybe isn’t working, Ander quietly says. Garic…we may need your kind magic. Have you, well, you know the…what do you call it…cantrip thingy, that maybe causes ghostly sounds to occur? Or maybe one of those magical hands that can grab small objects? If we could make sounds like footsteps…well, louder footsteps, or maybe a magical hand that could pull on any of the…I guess, fishing line hereabout…then maybe we draw out the Fisher more quickly.
Quicker. More quickly? You know what I mean, right?"
Garic, now! Activate your shields! Shine the light, good man!
Drawing back his arm, Ander looses a sling bullet. Intending to hit the Fisher right between fishing eyes!
Rolls
Sling! - (1d6)
(4) = 4
a tiny thead glistening in the light stuck to the knights pack, tugging it upwards. With a twirl and release a stone is sent at the thing, striking it on the head and causing it to hiss. (un?)Fortunately all this commotion works Ander out of his pack and he falls to the floor of the cave, without his pack. OOC: FYI : Activating the helm is free. You can do 1 simple action, open a door, turn on your helm, grab a weapon, for free each round. so I am giving you focus as your other action. | ![]() Cave Fisher |
![]() Garic | Garic exclaims in surprise as your light reveals the thins clinging to the ceiling above. With a whoosh both his shields are suddenly surrounded by flame and he throws a couple of punches upwards, sending bursts of flame at the fisher. |
Under the helms spot light the fisher scuttles further up and sway from the reach of your helm into the darkness beyond. | ![]() Cave Fisher |
![]() Garic | Garic shouts It going to hide, we need to get you on the ceiling so you can track it |
Rolls
Attack - (2d6, 2d6)
2d6 : (13) = 4
2d6 : (51) = 6
Yes! Indeed, we need to get me on the ceiling to track it, Garic! How do we do that?! Get me on the ceiling, I mean! And, track it?! So basically, the whole thing?!
Garic

Stay climbing he says and hands you his pole before rushing to retrieve you pack from where it fell
After you use the potion and are on the rock lowerthe pole to me
Ah yes, Ander exclaims. Appreciating kind reminder of magic gear duly equipped! (Gulp, gulp, gulp)… And so it is, within but a few annoying gulps, our knightly fellow attempts a climb, and a cling!
Here we go, he says. Magical pole strapped to his back, and striking an athletic climber’s pose!
Rolls
Climbing - (2d6)
(51) = 6
Ander grins slightly as he ponders lack of ordinariness. Well, this IS what I signed up firm after all, he thinks to knightly self. Fact is, Ander is seeking to make good on his knightly name. And wgat better way to do it, than clinging from a ceiling and searching for a monster trying to kill him?
Don’t answer that!
Rolls
Search - (2d6)
(61) = 7
Garic calls ahead Right behind you as he nears the ceiling close to where you arrived. The two of you set of in pursuit with you in the lead chasing down the fisher and trying to keep it in the spot light.
Roll twice, once for the Hunt 3d6 and another for maneuvering in the rough terrain on the ceiling to catch up 2d6. If both succeed you can go ahead and begin combat with favorable situation that you create, 1 failure and it will be fair, both fail and .... well we will see :)
Rolls
Hunt - (3d6)
(344) = 11
Catch Up - (2d6)
(55) = 10
I don't always use initiative but those sends a good time for it. If the total is over 8 go ahead and take your turn.
Rolls
Fisher initiative - (2d6)
(53) = 8
Garic initiative - (2d6)
(56) = 11
Bringing his trusty sword to the fore, Ander swings mightily at the villainous Fisher! Before also evading counter strike with his trusty shield!
Quite the evader, our knightly fellow!
Rolls
Initiative - (3d6)
(634) = 13
Attack! - (2d6)
(54) = 9
Evade! - (2d6)
(54) = 9
Rolls
Garic Attacks Fisher - (2d6, 2d6)
2d6 : (33) = 6
2d6 : (13) = 4
Fisher Attacks Ander - (3d6, 3d6)
3d6 : (621) = 9
3d6 : (151) = 7
Take that, Ander exclaims to his dark-denizen adversary! And just after flash of cold steel interrupts cavernous air, our knightly fellow attempts masterful evasion with trusty shield!
We will win this day, Garic! I duly declare it!
Rolls
Evade (current round)! - (2d6)
(64) = 10
Attack (proceeding round! - (2d6)
(33) = 6
Evade (see above)! - (2d6)
(21) = 3


Rolls
Garic Attacks Fisher - (2d6, 2d6)
2d6 : (45) = 9
2d6 : (16) = 7
Fisher Attacks Ander - (3d6, 3d6)
3d6 : (424) = 10
3d6 : (351) = 9
Our knightly fellow’s shield. Emblazoned with the An’Derson coat of arms thereupon. The knight thinks upon familiar things, his family, noble lineage…all things inspiring. And his thoughts get him through, pressing him to keep evading the monster’s vile claw and grip!
You will rue this day, beast, Ander exclaims! You will not lay us low!
Rolls
Attack - (2d6)
(61) = 7
Evade (for last round) - (2d6)
(14) = 5
Evade - (2d6)
(21) = 3


You feel suddenly much faster and Garic seems weak for a moment before healing himself.
Ander has 4 actions this round
Rolls
Cave Fisher Attack vs Ander - (3d6, 3d6)
3d6 : (151) = 7
3d6 : (466) = 16
Garics Spells - (2d6, 2d6)
2d6 : (55) = 10
2d6 : (52) = 7
You are a good shield-bearing magician, Garic! Honorable by ANY knightly standards! I will smite our foe even more speedily than ever!
After speedy complimentary soliloquy, Ander assails his villainous foe in the fastest act of heroism imaginable!
Rolls
First Attack - (2d6)
(66) = 12
Second Attack - (2d6)
(33) = 6
First Evade - (2d6)
(36) = 9
Second Evade - (2d6)
(43) = 7
Knight

Rolls
Thurs Attack - (2d6)
(61) = 7


@WhiteDwarf Roll a Save check to deterring how far you fall before activating the rod.
Rolls
Cave Fisher vs Ander - (Throw:2d6, 2d6)
Throw:2d6 : (66) = 12
2d6 : (43) = 7
Garics magically assisted throw - (2d6, 2d6)
2d6 : (55) = 10
2d6 : (62) = 8
Rolls
Save! - (2d6)
(12) = 3
Rolls
Cave Fisher attack - (3d6, 3d6)
Garic attack - (2d6, 2d6, 2d6)
Garic goblin Evade - (2d6)
(35) = 8
Cave Fisher attack - (3d6, 3d6)
3d6 : (656) = 17
3d6 : (463) = 13
Garic attack - (2d6, 2d6, 2d6)
2d6 : (36) = 9
2d6 : (23) = 5
2d6 : (51) = 6
Garic goblin Evade - (2d6, 2d6)
2d6 : (51) = 6
2d6 : (42) = 6
Ander finally reaches the ceiling and flips back onto it
Take that, Ander exclaims to the foul beast! Foul beast!. Like we said…!
Rolls
First Attack! - (2d6)
(45) = 9
Second Attack! - (2d6)
(41) = 5
Belagroff walks to where he thinks the explosions are coming from.
Wit the last stoke finishing off the cave fisher it falls free of the ceiling. Looking up down to the floor of the cave Ander swallows and thinks that next time a flying potion might be better. He then notices a lantern moving to illuminate the cave fishers body down/up where it fell.
Garic says Someone's stealing our kill. Quick let me tie this rope to the rod then you can lower us both quick. acting on his words he ties a rope to the magic pole and waits for you to engage it before leaping off the ceiling to dangle under the pole and you both descent towards the floor of the cave, the cave fisher, and whomever that is down there.
I don’t care who gets the kill, Ander replies. Just so long as we clear evil outa here…and get ourselves outa here alive!
Well met, newcomer! I’m Ander. This is Garic! And we’re trying to survive violent death! Nice to meet you!
What manner of creature is that thing? he says pointing Baby at the Cave Fisher’s corpse.
Looks like you Lads could use a hand. Mind if Baby and I join ya?
Yes, exclaims our knightly fellow. Please…make yourself comfortable!
Rolls
Secret Roll
Secret Roll
My plan is, we claim part of this thing’s carcass, as proof that we’ve vanquished this vile monster from the realm. We go a bit farther into the Underdark, in order to map a path to the next exit…or, entrance, however you look at it. Then we return to the surface, share our righteous deeds and bask in fortune and glory. Oh, the bardic tales they’ll tell about me!
About us, of course I meant us!
In the most heroic way possible, Ander takes precious, unthreatened moments to cut off the cave fisher’s head.
Knight

Actually, Belagroff of clan Bearjaw, I propose we three leave for the surface forthwith. Allowing others just behind us to continue mapping, whilst we return and bathe in triumph over for glorious battle we’ve won!
Quickly, Garic, and Belagroff of clan Bearjaw, please help me to dislodge vile head from villainous body. That we may bask in glory among for comfortable confines! This will be great
Knight

Fiznik
Upon returning to the torchlit tent and strange tiles you soon find the old wizard. He seems a bit surprised at your quick return and asks how you were able to corner the creature. After getting the story, recounted by Ander with grand declarations of heroic deeds and valiant efforts, with no comment on that terrifying fall. The wizard brushes the tale aside and puts your success down to the magic items you were lent.

Now, will you be after the Dark Mantles? Oh, and did this good dwarf show you the scroll case we sent with him? he asks peering at Belagroff.

1. Path back to base camp on the surface
2. Research camp at the Matrix Node
3. The cave Fisher cavern
4. The Dark Mantle cavern
5. Passage down to the underdark
A scroll, you say? No, I can’t say he has, yet. We…sort of just met.
The dark mantles?! Yes. Oh, yes! Let us get ready to tackle the dark mantles, my friends!
Good wizard, have you any insight to share with us, regarding this dark mantle madness?!
The darkmantle hangs from a ceiling by a muscular "foot" at the top of its body. It can look like a stalactite, by holding its tentacles stiffly under itself, or like a lump of rock, spreading its tentacles so the membrane between them covers its body. Its shell and skin usually resemble limestone, but a darkmantle can change its color to match almost any type of stony background.
Scholars believe the darkmantle has recently evolved from a similar but far less capable subterranean predator. A darkmantle is about 4 feet long from the tips of its tentacles to the top of its head. It weighs about 30 pounds.
Everyone got that? Good, excellent! Thank you, wizardly friend, for kind exposition. I’m sure it was wonderful!
If you might have a large sack please. Will be a fine way to us to carry back proof of the great deed we’re about to do!
After a time of extolling and relishing in his knightly derring-do’s, Ander leads his intrepid friends back into darkened descent!
Fiznik

The map records locations as the bearer experiences them so distant locations are recorded vaguely with details added as they are learned.
Additional notes and detail can be added with a though after a days of practice with the scroll case
Now, if you are all going after the dark mantle beast I suggest you get some ranged weapons he comments, looking you over They are known to be able to fly. Oh and you, dwarf, you get your pick of the left overs. and presents a couple magic items with descriptions, for Belagroff Bearjaw to borrow while working the caverns.
This can be done once a minute.
Thank you for the lovely…sacks, good friends of great wizard! I have but a humble sling, but it will serve me well as a ranged weapon. I’m sure we will face no trouble at all with this dark mantle!
Let’s be off my friends, unless any of my team has further business here.
I don't carry a ranged weapon. Baby and i prefer to do our fighting up close and personal. Im ready to take on these flying beasties wheneveryou are.
Ok, any plans or strategies you wish to use or are you just searching?
The cavern the darkmantle tend to hide in has a large number of stelagmites and stelagtites. Knowing the darkmantle look just like these things while imobile makes them appear much more sinister and the shadows form your lights more threatening.
Ok, any plans or strategies you wish to use or are you just searching?
The cavern the darkmantle tend to hide in has a large number of stelagmites and stelagtites. Knowing the darkmantle look just like these things while imobile makes them appear much more sinister and the shadows form your lights more threatening.
Ok, here’s the plan. Garic, you go search left, Belagroff you go search right, and I’ll go search up the middle. And I’ll look very heroic when I do it too!
Can you both look heroic also? Because I think that would be very good, if so!
Ander strides forth, his magical helm lighting his knightly way. Unless that had to be returned after the cave fisher scene. Which, would be sad.
Rolls
Searching. - (2d6)
(61) = 7
Also searching. - (2d6)
(25) = 7

The dark cave is full of natural rock formations but there is not sign or sound of any creature.
He begins searching the right side of the cavern, clicking his tongue to activate the amulet to get an idea of how big the cavern is.
Rolls
Searching - (2d6)
(23) = 5
Still Searching - (2d6)
(13) = 4

Quickly, someone…or, take your time, no great hurry…please, how about we strap something enticing, to the end of our pole? A tasty treat perhaps…or a shiny golden coin?
Perhaps our quarry is hungry, or short on cash!
As these caverns have been frequented by the expedition members and scouts like yourselves have been hunding local predators you assume there must be smaller things for them to prey upon but the expedition never bothered with them. In fact the darkmantle themselves would be ignored if not for the fact that their packs are known to prey upon humanoids and so represent a threat to the researchers.
Come out, come out whereveryou are! Come and play! Baby wants to give you a kiss!
Then he looks at Ander and shrugs
List supplies you take and specify what you are using for bait. Supplies are listed in the Stores section of the ~Tiny Info~ sheet (see below the "Rolls" section for the in page button or open the sheet from the "Characters" menu at the bottom of the page)
Then set out the plan you want to use to lure out the darkmantle.
Hopefully this might work, exclaims our knightly fellow.
Ander lashes the side of meat to Ye Ole Telescopic Pole and moves it around the ceiling. Time to go fishing!
Hello..anyone here?

Select all that interest you Multi
No goblins, Ander replies. But my friends and I are seeking to vanquish dark mantle from the realm. Would you care to help us? In return, we will help you with your goblin problem. Right, friends?
Now that he is closer and in the light you see he only carries a simple backpack, a torch and a staff...
I’m Ander. Ander An’Derson! The knightly fellow really accents his surname. Like it’s supposed to MEAN something! This stout one here is Belagroff of Clan Bearjaw, and that over there is Garic of…well I think he’s just Garic, actually.
Happy day and well met to you, Ishzu. Your name is truly wonderful!
Garic

Garic

I have met these a couple of times but they are wild and aggressive. Some are more friendly that others. Others cute me as a traitor. and he shrugs.
Garic

Invigorated, Ander replaces Ye Ole Telescopic Pole into his trusty backpack. Very good then, let us confer with the good Farmer. Ishzu, will you lead us back to the Farmer please?
Perhaps we can bargain him with this tasty side of meat!
What do you know about this farming fellow, Ander asks Ishzu. Does he respond well to rocks? Should I throw one as well, or would that be overkill?
Trusting crystalline wisdom, our knightly fellow makes kind approach to the farmer’s supposed domicile. Striking valiant pose as he does so!
![]() Death-Dog | ![]() Haashad Krisska | The troglodyte stands about 6 feet tall and is shoulder to shoulder with the "dog". The thick covering of scales likely provide a natural armor to the troglodyte. Its shoulders are broad and it muscled from it's shoulders going up its neck indicate it likely has powerful jaws in addition to the claws on its hands. It looks to Ishzu and asks You return so soon crystal one? What is is you seek? |
Yes, seems we seek dark mantle. I believe it’s singular OR plural. I think it’s more than one. That we seek, I mean.
I am Ander. Ander An’Derson. Well met, I am sure!
Haashad Krisska

(See the Price guide section Stores spoiler for general goods pricing Normal pricing column) You can negotiate or try and persuade him, with accompanying rolls to get a better deal
success/price 1/9 Gold, 2/7 Gold, 3/5 Gold
We want to help you, but we are not a wealthy lot. We can offer you four gold, plus this tasty side of meat. I mean, I think it’s tasty. They say it is, but I’ve never tried it myself. I’m sure it’s delicious. I mean, I’m pretty sure!
Ander speaks and gestures in a manner both knightly, and charismatic!
Rolls
Charismatic! - (3d6)
(135) = 9
Haashad Krisska

He then proceeds to explain more on the best methods of darkmantle hunting. The beasts are aware of light but do not use it to hunt, instead they have excellent hearing and can even "see" with it in a limited range. He suggests letting a single member of your party, the hartiest or with the best armor, walk with a torch and the best he just sold to you. The others are to stay out of the light and move silently. The darkmantle are more likely to attack a single or pair of creatures. If you suspect where they might be found then perhaps set up a camp nearby with the bait and single guard in the firelight with the others hidden and still nearby. Once the darkmantle attack you need to beware their ability to generate darkness. Haashad overcame this by using weighted nets with hooks in them that he would entrap the monsters in, taking out one at a time. They will try to flee so if you wish to get the entire colony you will need some way to trap or ground them. Otherwise you can simply repeat the process every couple days be able to catch most. The rest will be frightened off and flee the cave you hunt them in.
My friends, we must try sealing off our quarry’s escape routes. Perhaps we enter the caver again, then one of us move immediately to the exit, and cast a spell to seal it off? Have we any magic in that regard, my friends?
Please say Yes!
Haashad Krisska

You can try to combine the effects. Locate and lure out the darkmantle with the animal then drive them away by hurting or slaying as many as possible while controlling where they flee with fire and such things.
The troglodyte seems more relaxed as you discuss your plans but his two headed hound continues to growl anytime anyone gets too close to him or his master.
Remembering something, Ishzu asked Haashad. "I found the group of goblins you mentioned by getting away from me. Do you know where their main camp is?
Yes, anything you can show us would be most helpful. I…think we’ll be hard pressed, to build up enough of a barrier to really contain these dark mantle.
Haashad Krisska

Having concluded your trades you return with your new cave "cattle" to the section of the caverns that the darkmantle have been frequenting.
The light will hopefully work to blind them temporarily. If we’re ready, for when they appears, we might get the jump on them!
You currently have one large slug like creature with a bloated body, short legs and a sucker like mouth that lets it "graze" on any moss or lichen growing on the rocky surfaces of the underdark. Setting it out, to lure the darkmantle out of hiding, it begins foraging as you await the hunters. After a couple of hours of noting a mass of darkness surrounds the cattle and you hear it begin to bellow and cry out as you hear odd flapping noises.
And:6 -|- Bla:5 -|- Iz:7
Rolls
Sling! - (2d6)
(26) = 8
Evade! - (2d6)
(56) = 11
Initiative if needed! - (3d6)
(552) = 12
Rolls
Ishzu: Test - Basic Push the Mantle! - (2d6)
(52) = 7

We shall prevail, my friends! Oh yes, indeed!
Oh how our knightly fellow’s blind enthusiasm is so endearing! Hopefully it is!
darkmantle
Belagroff stands uncertain when suddenly . . .

And:6 -|- Bla:5 -|- Iz:7
Ander and Iszu not stand between two swirling clouds of only darkness that their light cannot penetrate.
Rolls
Attack vs Belagroff 2 dmg - (3d6)
(256) = 13
Rolls
Sling! - (2d6)
(12) = 3
Evade! - (2d6)
(16) = 7
Rolls
Ishzu: Test - Basic - (2d6)
(35) = 8
Ishzu: Test - Basic - (2d6)
(62) = 8
nice way to use Ishzu's abilities 😁
Rolls
attack - (2d6)
(63) = 9
The darkmantle falls at his blow. But then another cloud of darkness envelops the group and bait once more as the creatures move in to attack. The movements in the inky darkness proof that they, Iszhu seem to have some way of perceiving without sight.
Ishzu sences a creature swooping down at him and calls out in alarm as he move out of its way but Ander is a bit slow to react and is slammed into by something that pierces his back. 2 damage. The wight and size slightly startles Ander and he is confident the thing on his back is much larger than the one they just slew.
All attacks on the creatures are at disadvantage, roll 1dd6, when you can not see them
Blrn:10 -|- Skv:7 -|- Eld:5 -|- :And:4 -|- Grn:5 -|- Iz:7 -|- Olv:6
Rolls
Attack vs Ishzu (2 damage) - (3d6)
(243) = 9
Attack vs Ander (2 damage) - (3d6)
(451) = 10
Blornvid relays to the others that the dark misty stops even his sight
I'll throw a roll in case it matters.
Rolls
Skeeve: Fire "light ball" into cloud of darkness - (2d6)
(34) = 7
Oliver moves onward with Blornvid, but stops midway as the dwarf continues advancing.
"Oh mother otter, I really wanted not to use this yet, but better to lure the dark thing out than have it lure us in"
And he retrieved and rolled his spheric flask forward -just not directly at Blornvid-, then muttered the magic trigger word, releasing the cozy smell of the Tavern in the middle of the underdark.
Action 2: roll flask and speak trigger word
I specified that Blornvid kept running because it totally seemed like he used both actions to move
Rolls
Alchemy - (2d6)
(23) = 5
Grin points to the side of the cavern, off to the left of where Blornvid and Oliver are running. He takes off in that direction.
Ah, reinforcements! Welcome, good people! You are GOOD people, yes?!
Please allow myself to introduce my…self! I am Ander, a knight being assailed by pressing darkness! Nice to meet you!
Let’s do this!
Ander simultaneously loads another stone into Trusty Sling and launches it disadvantageously at this presentbdarkness!
Rolls
Trusty Sling! - (1d6)
(6) = 6
Evade! - (2d6)
(31) = 4
As he is running to follow Grinfletch, hey, Ander. Well met, I'm Ealdwig. Gotta run, talk later.
Trying to keep up, any ideas how? Ealdwig turns on the light in the chromacloth that adorns his head.
Rolls
Ishzu: Test - Basic - (2d6)
(21) = 3
Now, Veilstitch, shall we brighten up the place? Grinfletch's cloak suddenly changes to a perfect white with a glossy texture.
Skeeve move, magic
Ealdwig move, nock arrow
Blornvie move, move
Oliver move, alchemy (add a roll to your earlier post by editing it)
Grin move, move
No ranged attacks if you can not see the target
Ander - It has not been stated before so I will change your action to a sword swing at a form that moves past him in the dark
To clarify: Ander and Ishzu are engulfed in a thick cloud that essentially blinds them
I allow critical hits with 2 6's rolled. One advantage of weapon mastery. This is a rule I was planning on introducing to the newcomers about now. So there ya go.
Ishzu : fails to lock onto the mental presence of the attackers. I assume his second action is an Evade without a target unless he wants to try attacking with disadvantage against the darkmantle that attacked him.
Belagroff is passive. We'll see what is going on with him if Ishman returns to the game
darkmantle

You are up
Ander and Ishzu are basically blind but know the clouds are not so large that they can not leave the mists in 1 move action
Rolls
2 damage attack vs Blornvid - (3d6)
(151) = 7
He points: There! Ealdwig, your lamp-helm spooked’em! He raises his crossbow and focuses on one of the larger darkmantles rising from the clouds of darkness ahead. He fires.
Actions: focus, attack
Rolls
Attack (with focus and marksman) - (2d6)
(65) = 11
Rolls
Ranged attack (w/ focus) - (2d6)
(55) = 10
Ranged attack - (1d6)
(1) = 1
Second ranged attack - (1d6)
(1) = 1
Agh! Seems I am fast becoming infective on this battle! I shall reposition my knightly self, friends!
Valiant declaration duly declared, Ander strides out of darkened cloud. Then launches another stone at the nearest dark mantle!
Rolls
Moves, away, then Slingshot! - (2d6)
(46) = 10
Evade! - (2d6)
(45) = 9
• Push: Test to forcefully push a target away from you. If you are successful, the target takes no damage, but is pushed one range farther away (Close to Near; Near to Far). This cannot be used on a target already in the Far range.
• Hurl: As an action you may move any object weighing as much as you without testing. If you wish to hurl it violently and cause damage, you must Test successfully. Hurled objects deal 1 damage to anything they strike.
• Shatter: Test with Disadvantage. If you are successful, all enemies you can see take 1 Damage.
• Shield: When you take an action to use Shield, you count as having taken the Evade action and as having the Shield-Bearer Trait.
Rolls
Skeeve: Shatter #1 - (1d6)
(4) = 4
Skeeve: Shatter #2 - (1d6)
(6) = 6
Focusing takes one of those actions. It gives you success on 4, 5, or 6 (instead of 5 or 6), but doesn't change the number of dice you roll. Besides which, Disadvantage trumps everything (with rare exceptions that don't apply here). So you are only getting to use one die.
Putting them all together, you can do one of two things here:
Focus, then Fire. In this case you roll a single die and succeed on 4, 5, or 6. However, doing this means you will have to reload as your first Action next turn in order to fire next turn.
Fire, then Reload. In this case you roll a single die and succeed on a 5 or 6. Next turn, you will be reloaded and can fire at will.
Also, as a side note, unless you took Ranged Weapon Proficiency when you bought the bow (which would cost you 8 XP), you will always be firing the bow with 1d6, regardless of any other consideration. And if you really want to start using the bow more, you'll always want to blow 10 XP on the Quick Shot trait so that reloading is not a separate action.
Skeeve, Ok thanks for that. I am glad your proficient with the rules, since I don't really know any of them.
I guess I missed then (with my 1) and I'll use the second action to reload. It'll be a while before I can get proficiency, I took Trapmaster with my XP.
Did the light from the chromacloth have any effect on the darkness or the darkmantle itself?
As for what they look like, take a gander at the GM's post as a darkmantle. That should give you a good idea. Think of an octopus with webbing between its tentacles and a hard, pointed head with which it attacks you. And eyes around its body, instead of just having two.
+ attack (1 damage per success unless stated otherwise)
+ evade (Until you can act again Test at disadvantage any time you are hit to avoid damage)
+ move (move to a new room/field)
+ focus (improve the odds on you next roll)
+ other test
I mentioned attacks against the further Darkmantle are at disadvantage, 1d6. Grin rolled 2d6, Ignoring the 2nd dice, still a hit. Ealdwig rolled a bunch so.. I am taking the middle 1. Please roll @ disadvantage if I have declared it. If I did not declare it but it is still in effect I just take the 1st d6 rolled.
Ander can Move and load his weapon or move and evade. He is currently listed as attempting 4 actions.
Ishzu can see all 3 darklings at this time as one is attacking Blornvid in the clear and the 2 that were in the darkness are flying up towards the ceiling. The party has enough light sources that unless otherwise stated you can see the targets. I will start marking hidden figures like so Darkmantle
There are 3 Darkmantle visible so Skeeve can add another attack to his earlier post.
To keep this simple melee attacks can be done on the darkmantle if it attacks you or anyone near you then you can attack them once.
1. Ander | 2. Ishzu | 3. Belagrof | 4. Blornvid |
5. Skeeve | 6. Ealdwig | 7. Grin | 8. Oliver |

Did the light from the chromacloth have any effect on the darkness or the darkmantle itself?

The illumination from the Chromacloth helps everyone see but does not appear to affect the Darkmantle at this time.
Given that, my rolls were once per Action. So, one roll for an Action succeeded, which means each of the three darkmantles should take one damage. Did I misunderstand the ability?
Hopefully the map and explanations help
Let me know if there are more questions
Oliver slings two river rocks at the darkmantle next to blornvid.
Also, if for some reason I can only attack them once a turn (you did say "if it attacks you or anyone near you then you can attack them once" but maybe I misunderstood) , disregard the second attack and assume I focused. Sorry for the huge amount of ifs.
Action 1: load-n-sling (quickshot and mastery)
Action 2: load-n-sling (quickshot and mastery)
Rolls
Sling 1 - (3d6)
(352) = 10
Sling 2 - (3d6)
(422) = 8
As the Darkmantle move around you can only get 1 melee attack in at a time unless it is sitting on you, like it is on Blornvid at the moment.
I haven't gone to big on Tiny yet. With all you guys here maybe it's time 😈
I have to admit I am having trouble imagining what a super-mantle looks like and works. If it drops from the ceiling, it could kill any of our duende in one shot!
I might even give you time to heal before releasing the kraken!
😈 No worries 😈
Or Fizbin and Valpip can come to save the bacon from getting too burned if dropped in the fire.
But be warned, the more powerful you grow the less likely I am to pull punches. Yes, that means Skeeve, the grandpa of the group :)
Rolls
Axe - (3d6)
(214) = 7
Secret Roll
Arkmenos: I posted a reply in your character generation thread.
Much better. :)
Rolls
Second axe swing - (3d6)
(624) = 12
Boss Battle FTW! I don't think I have taken any damage yet.
Rolls
Ishzu: Test - Basic - (2d6)
(11) = 2
From now on no posting until you see a new round mark like this. W have a couple that got out of order, or rather just got ahead of me. So I will reorder this and have locked the thread while I work on it
darkmantle

The other two Darkmantle, having gained altitude drop onto Ander and Ishzu with their deadly hardened tips but both are avoided or blocked by a shield.
1. Ander | 2. Ishzu | 3. Belagrof | 4. Blornvid |
5. Skeeve | 6. Ealdwig | 7. Grin | 8. Oliver |

Rolls
darkmantle vs Blornvid (1 damage) - (2d6)
(24) = 6
darkmantle vs Ander (2 damage) - (3d6)
(511) = 7
darkmantle vs Ishzu (2 damage) - (3d6)
(312) = 6

Good shot, Oliver! We’re tied, you and I! Come on, Ealdwig, don’t let the Otter show up a Duende! Ha ha!
He focuses, then quick draws and fires another long shot at the distant darkmantle he had previously hit.
Actions: Focus, attack

Ok here goes nothing! He lets the arrow fly at the large, ugly Darkmantle harassing Blornvid. Then he'll ready another arrow.
Rolls Ranged attack - (1d6) (1)

Having moved knightly self into better tactical position, Ander grabs Trusty Sword and swings at the Darkmantle

To Ealdwig: Nah, don’t take it to heart, lad. You strike me as a stout brawler, anyway, and the battle’s not over yet. You can still win the day!
Rolls
Secret Roll
Rolls
Skeeve: Shatter #1 - (1d6)
(5) = 5
Skeeve: Shatter #2 - (1d6)
(2) = 2
I may soon be a goner, friends! But I will continue carrying on with stone aligning and knightly quibble, for as long as possible!
Undeterred, Ander loads his sling and takes another valiant shot!
Rolls
Secret Roll
I added HP trackers for each round so you can see how your teammates are faring
Rolls
Blornvid: Test DC: 5 - Dis - (1d6)
(3) = 3
Oliver aims at the darkmantle on Ander and slings two rocks in succession.
Action 2: load-n-sling (disadvantage)
Rolls
Sling 1 - (1d6)
(4) = 4
Sling 2 - (1d6)
(6) = 6
Ishzu is up
Rolls
Ishzu: Test - Basic - (2d6)
(53) = 8
Ishzu: Test - Basic - (2d6)
(13) = 4
1. Ander | 2. Ishzu | 3. Belagrof | 4. Blornvid |
5. Skeeve | 6. Ealdwig | 7. Grin | 8. Oliver |

Uh... that wasn't an offensive thing to say to a Crystal, right?, Oliver muttered to his allies nearby.
darkmantle

1. Ander | 2. Ishzu | 3. Belagrof | 4. Blornvid |
5. Skeeve | 6. Ealdwig | 7. Grin | 8. Oliver |

ROUND 6
Blrn:8 -|- Skv:7 -|- Eld:5 -|- :And:2 -|- Grn:5 -|- Iz:7 -|- Olv:6
Rolls
Attack Ishzu - (2d6, 2d6)
2d6 : (41) = 5
2d6 : (33) = 6
Trib & Drag Blornvid - (2d6, 2d6)
2d6 : (46) = 10
2d6 : (41) = 5
He focuses on one of the mantles and tries to pull it out of the darkness and hold it still in mid-air.
Rolls
Ishzu: Test - Basic - (2d6)
(35) = 8
He consciously slows his breathing and concentrates on the frozen monstrosity. [i]Ok, you can do this.[/b]
He lets out a deep breath and let's it fly.
Rolls
ranged attack - (1d6)
(2) = 2
That's enough of that. He drops the new bow, pulls out the pole, uses the command word to extend it to it's full 10' length and runs toward the suspended Darkmantle.
His focus shifts to the darkmantle moving towards the shiny blue crystal-being. Oi! Rock-head! Let me help you with that tentacle problem you’re having!
He loads and aims his crossbow, focuses for a moment, then fires.
Actions: Focus, Attack
Rats! See Ealdwig- it’s not all experience that counts! Sometimes chance gets the better of you like a bad gamble on a dice roll! That Oli Otter’ll best me if I’m not careful!
Rolls
Crossbow (Marksman Focus, disadvantage) - (1d6)
(2) = 2
Since there are still multiple targets he can see, and he has no one to heal, he just lets loose with two more Shatter attacks.
Rolls
Skeeve: Shatter #1 - (1d6)
(1) = 1
Skeeve: Shatter #2 - (1d6)
(2) = 2
In Ealdwig's case how would that interact with not having the proficiency?
Rolls
3d6 - (3d6)
(534) = 12
Take that, exclaims the knight to monstrous villain!
Rolls
Sword if possible, otherwise Sling - (2d6)
(41) = 5
Evade if possible - (2d6)
(14) = 5
Oliver slings two of his most round river rocks to the darkmantle that Blornvid pulled out of the darkness.
Action 2: load-n-sling (quickshot+mastery)
Rolls
Sling 1 - (3d6)
(151) = 7
Sling 2 - (3d6)
(526) = 13
Oi! Rock-head! Let me help you with that tentacle problem you’re having!
And for any "old timers", I am assuming that dark mantles are the modern update of the Classic Piercers.
1. Ander | 2. Ishzu | 3. Belagrof | 4. Blornvid |
5. Skeeve | 6. Ealdwig | 7. Grin | 8. Oliver |

The dark circles are pitch black and anything inside them can not be seen and anyone inside is blind
Thick grid is 10' and sub grid is 5. You can step 10' without using an action, move 30' with an action.
Ander move and attack, no evade
Pending Blornvid
He can attack at disadvantage while prone
he can't move without spending an action to break free, standard test
If he breaks free he can stand for free and attack as normal
I figure since it didn't let go after tripping, and this got dragged out of the dark this seems a reasonable benefit for the cost of being exposed
Rolls
Blornvid tries to break free - (2d6)
(33) = 6
2nd attempt to break free - (2d6)
(54) = 9

The Darkmantle facing Blornvid snaps at his foot before quickly retreating to the darkness. The Darkmantle facing Ishzu does much the same. Both now are hidden in their dark cloud though they look to be breaking down and will fade within a minute. With the Darkmantle either hiding or having fled you are left with facing each other and missing one adventurer.
2 6's is a critical hit on Blornvid, so 2 damage. This is one of the house rules for vetrans.
1. Ander | 2. Ishzu | 3. Belagrof | 4. Blornvid |
5. Skeeve | 6. Ealdwig | 7. Grin | 8. Oliver |

ROUND 7
Blrn:6 -|- Skv:7 -|- Eld:5 -|- :And:2 -|- Grn:5 -|- Iz:7 -|- Olv:6
Rolls
Darkmantle vs Blornvid - (2d6)
(66) = 12
Darkmantle vs Ishzu - (2d6)
(52) = 7
Grin quickly loads and fires his crossbow at the darkmantle closest to Ishzu and Ander.
He then focuses his attention in the direction of the loud screech. What in Titan’s name was that sound?
Actions: Attack, Focus (in preparation for the next round’s attack)
Rolls
Crossbow shot (disadvantage from the darkness) - (1d6)
(2) = 2
1) There is no darkmantle for Skeeve to fire a magic bolt at.
2) That Blornvid is close enough that Skeeve does not need to Move to reach him.
2) That Blornvid is close enough that Skeeve does not need to Move to reach him.
Go, friends! I’ll try and hold em off! Our knightly fellow tries strong the monster just as his companions fall back. So he can be the last to retreat from the fight!
Rolls
Sword! - (2d6)
(22) = 4
Knight

@Thunder_Lungz : ALL darkmantle are either hidden in the dark clouds or fled beyond your sight
Hit Points : Blrn:6 -|- Skv:7 -|- Eld:5 -|- And:2 -|- Grn:5 -|- Iz:7 -|- Olv:6
He also says, "Ealdwig, don't forget your new bow!"
Looks like Blornvid got one HP back.
Rolls
Skeeve: Heal attempt #1 - (2d6)
(63) = 9
Skeeve: Heal attempt#2 - (2d6)
(44) = 8
"Oh, so you were that voice. Oh, yes, yes, proper introductions will have to wait" and he bows slightly and shuts up, listening attentively to their surroundings.
If we have time, he reaches over to Zander and Isuzu to heal them. If we have no time he will try twice for each one. If we have time, he just heals everyone as best he can.
(These assume he is rushed. If not rushed, he uses focus and everyone is back up.)
Well, that's one each. Hopefully we have a little more time.
To be clear, Skeeve spent an entire turn (two actions) attempting to heal Ander. That's technically four single die rolls, but i rolled each action's rolls together to save time entering the rolls. Out of the four rolls for that turn, I got one success. The next turn I did the same for Ishzu. Again, four rolls over two actions with one success. So, after two turns I healed them for one point each.
I'll be more clear in the future. I thought I mentioned this was over two turns, but obviously I failed in that. I apologize.
Rolls
Skeeve: Ander heal #1 - (2d6)
(26) = 8
Skeeve: Ander heal #2 - (2d6)
(24) = 6
Skeeve: Isuzu heal #1 - (2d6)
(43) = 7
Skeeve: Isuzu heal #2 - (2d6)
(51) = 6
Ah, thank you Skeeve. Am feeling better!
Ander considers the situation, this our party’s present plight!
I’m not certain we’re making much headway, against the dark mantle. Thoughts? I’m Leary to just run back in with same result as before.
+Indicates bonus HP from armor, magic, etc
He also says, "Ealdwig, don't forget your new bow!"
Looks like Blornvid got one HP back.

1. Ander | 2. Ishzu | 3. Belagrof | 4. Blornvid |
5. Skeeve | 6. Ealdwig | 7. Grin | 8. Oliver |
Skeeve will use the first turn of combat to heal Ander again. Are there any more intermediary turns to make healing attempts in?
I'll give one more set of rolls (the hard way, to be clear) for healing on Ander. If I get more chances, great.
Rolls
Skeeve: Healing Action 1, #1 - (1d6)
(3) = 3
Skeeve: Healing Action 1, #2 - (1d6)
(4) = 4
Skeeve: Healing Action 2, #1 - (1d6)
(4) = 4
Skeeve: Healing Action 2, #2 - (1d6)
(5) = 5
"Mighty rivers, be merciful."
Hopefully this adventure won’t be quite as dicey, he thinks to himself. He continues to focus his crossbow towards the south.
This is proven as it shoots 4 of them at the party from over 20 feet away. Luckily they do not hit with enough force to hurt but anyone struck finds themselve now teathered to the massive thing with teeth and slowly pulled closer. Ishzu is actually pulled from his feet and drawn strait to the things mouth which opens to crush down onto him!

Almost at the same time 3 darkmantle descend from the shadows on the ceiling swooping down, tip first, to sty and skewer other party members.

1. Ander | 2. Ishzu | 4. Blornvid | |
5. Skeeve | 6. Ealdwig | 7. Grin | 8. Oliver |
Rolls
Ropper tendrils vs Grin, Blornvid, Ishzu, Ander no damage - (3d6, 3d6, 3d6, 3d6)
3d6 : (344) = 11
3d6 : (254) = 11
3d6 : (562) = 13
3d6 : (214) = 7
Darkmantle attack vs Oliver, Ealdwig, Skeeve 2damage - (3d6, 3d6, 3d6)
3d6 : (234) = 9
3d6 : (535) = 13
3d6 : (336) = 12
Bite vs Ishzu 2dmg - (3d6)
(156) = 12
2 damage each to Ishzu, Skeeve, Ealdwig
Blrn:7 -|- Skv:5 -|- Eld:3 -|- And:5 -|- Grn:5 -|- Iz:5 -|- Olv:6
Ranged attacks are all loaded so you can fire imediately.
To hit the Roper with melee attacks you will need to use an action to move closer, except for Ishzu.
Rolls
Skeeve: Shatter Attack #1 - (1d6)
(2) = 2
Skeeve: Shatter Attack #2 - (1d6)
(3) = 3
As he fires, he’ll step off to the north west by a few feet (whatever he’s able to do as a free action).
Oi big boi! Over here!
Rolls
Crossbow (focus, marksman) - (2d6)
(22) = 4
Crossbow - (2d6)
(63) = 9
Rolls
Ishzu: Test - Basic (Staff - (2d6)
(55) = 10
Ishzu: Test - Basic (Breakfree - (2d6)
(45) = 9
Rolls
Agility trait to avoid one attack - (1d6)
(3) = 3
attack with pole - (2d6)
(31) = 4
2nd attack with pole - (2d6)
(13) = 4
Uh, no, I didn't mean eat Ishzu, sorry.
Rolls
Sling 1 - (3d6)
(346) = 13
Sling 2 - (3d6)
(611) = 8
Sensing Blornvid's impending attack, the Roper jerks him just enough to throw off his aim.
Blornvid drops the crossbow and pulls out his axe.
Rolls
Fire crossbow at Roper - (2d6)
(41) = 5
Skeeves magic casting is disrupted by the Darkmantles stubby tendrils as it lifts itself up after stiking him
Grin manages to sing one of his arrows into the massive creature and the Roper emits a low growl of irritation.
Ishzu jabs the staff to push himself away from the gnashing teeth them using the staff's leverage peels the tendrill off of himself. Now free but meere feet from the massive body and the nasty teeth as tendrils flail about it seem certain he may end back inside the mouth without aid.
Ealdwig lashes out with his pole but the only result is the recollection of a few select curses brought to his remembrance.
Olivers stones stike true and hard, dropping the Darkmantle!
Blornvids bolt also glances off the large creature.
![]() Roper | The Roper tugges Blornvid for a bite 2 dmg while 3 other tendrils lash at the party, including the nearby Ish, Grin who shot it, and the noble Ander. Ander and Grin are both grabbed by tendrils but Ishzu manages to avoid being entangled by them. Meanwhile the remaining Darkmantle each attack once before one retreat into the heights of the cave to avoid melee weapons and one flies back into the diminishing dark cloud. Ealdwig gets swiped at Roll agility test to evade | ![]() darkmantle |

1. Ander | 2. Ishzu | 4. Blornvid | |
5. Skeeve | 6. Ealdwig | 7. Grin | 8. Oliver |
1 wounded Darkmantle flying overhead, 1 wounded Darkmantle hiding in the dark, and the Roper is in melee with Blornvid and Ishzu. Anger, Grin, and Blornvid are all held by the Roper and can only move towards it.
Rolls
Roper Bite vs Blornvid, 2 dmg - (3d6)
(135) = 9
Roper tendrils grab at Ishzu, Grin, Ander - (3d6, 3d6, 3d6)
3d6 : (341) = 8
3d6 : (544) = 13
3d6 : (531) = 9
Darkmantle attack Skeeve, Oliver, Ealdwig - (2d6, 2d6, 2d6)
2d6 : (23) = 5
2d6 : (66) = 12
2d6 : (52) = 7
Skeeves magic casting...
Grin manages to sing...
Ishzu jabs the staff...
Ealdwig lashes out...
Blornvids bolt also glances...
Rolls
Sling - (1d6)
(4) = 4
Rolls
Skeeve: Magic Bolt 1 - (2d6)
(36) = 9
Skeeve: Magic Bolt 2 - (2d6)
(31) = 4
Just to inform you : Those caught in the tendrils grasp can attempt to break free as an action, roll standard save test. Anyone can attack the tendril to destroy it, freeing themselves or another.
He yells to anyone who’ll listen: Aim for the tentacles!
Actions: Focus, Attack (at the tentacle holding him)
Rolls
Crossbow Attack (focus, marksman) - (2d6)
(16) = 7
He stares into the ropers eyes trying to give it a massive head ache.
Rolls
Ishzu: Test - Basic blast - (2d6)
(23) = 5
Ishzu: Test - Basic evade - (2d6)
(51) = 6
Oh man, not good. 9 dice and not a single 5 or 6.
Rolls
2nd Action First Round - (3d6)
(141) = 6
2nd Round 1st Attack - (3d6)
(234) = 9
2nd Round 2nd Attack - (3d6)
(441) = 9
They work fine for me. Must be something wrong with your release?
You guys sure have had it tough. Who offended the Patron of pseudo random generation digital dice ?
Rolls
DM taunting fate and luck - (3d6, 3d6, 3d6)
3d6 : (663) = 15
3d6 : (266) = 14
3d6 : (643) = 13
(My virtual dice have been pretty broken lately, too. Hopefully things change around soon enough!)
He steps a bit further apart from the center of the fight, and slings away at the big Roper.
"Feeling lucky today?"
Rolls
Sling 1 - (3d6)
(433) = 10
Sling 2 - (3d6)
(546) = 15
Rolls
agility test - (1d6)
(1) = 1
Rolls
agility test - reroll with luck feat - (1d6)
(5) = 5
Rolls
Attack with acrobat pole - (2d6)
(53) = 8
Second attack if I am unable to move away - (2d6)
(21) = 3
Fair enough. I just wanted to note that everyone had finished their round.
![]() Roper | The Roper pushes Blornvid towards it gaping maw once more, biting into the armored dwarf. The two Darkmantle swoop down to attack Ishzu and Skeeve. | ![]() darkmantle |
Blornvid struggles and manages to keep himself out of the grinding orifice of the roper. Ishzu is almost grabbed again but as he dodges is slammed from above by the darkmandle 2dmg that emerged from the dark above and at his back. Skeeve manages to avoid the deadly living missile that then flaps and swims through the air back up to a higher elevation.
Rolls
Roper Bite vs Blornvid, 2 dmg - (3d6)
(321) = 6
Roper tendrils grab at Ishzu, Grin, Ander, Oliver - (3d6, 3d6, 3d6, 3d6)
3d6 : (523) = 10
3d6 : (344) = 11
3d6 : (343) = 10
3d6 : (424) = 10
darkmantle vs Ishzu (2 damage) - (3d6)
(251) = 8
darkmantle vs Skeeve (2 damage) - (3d6)
(414) = 9
Both darkmantle are visible and hurt and the Roper shows signs of damage as well. The last cloud of darkness is beginning to fade.

Rolls
1st axe swing - (3d6)
(652) = 13
2nd axe swing - (3d6)
(646) = 16
Rolls
Trusty Sling! - (1d6)
(2) = 2
Rolls
Skeeve: Use TK to grab darkmantle - (2d6)
(52) = 7
Skeeve: Slam Darkmantle into Roper - (2d6)
(11) = 2
Skeeve: Use TK to grab darkmantle again - (2d6)
(15) = 6
Skeeve: Try the slam again - (2d6)
(52) = 7
"Ooh, just like one of those circus fair games that kids played!"
"Here's one rock at the fake flying duck!"
And he slinged one rock at the hurled darkmantle in the air.
"And here's one rock at the clerk to get a prize!"
And he slinged a second rock at the Groper.
"Pretty nasty kids, come to think of it."
Action 2: Sling a rock at Groper
Rolls
Sling 1 - at hurled darkmantle - (3d6)
(612) = 9
Sling 2 - at Groper - (3d6)
(342) = 9
Looking up GM smiles cheerfully but a feeling of dread pierces Bunt's hear, there is just something off with that smile :)
Rolls
Behind the screen rolls,while whistling inocently
Rolls
Ranged attack - (1d6)
(5) = 5
Rolls
Ishzu: Test - Basic - (2d6)
(22) = 4
Ishzu: Test - Basic - (2d6)
(52) = 7
Huzzah! He throws his fist into the air, then with renewed confidence, he turns, loads, aims at the Roper and shoots his crossbow in a single motion.
Actions: Movement, Attack
Rolls
Crossbow - (2d6)
(14) = 5
![]() Roper | The Roper roars in anger and flails its arms about. This time it throws Blornvid as far as it can while three other tendrils reach out to grab others. Blornvid arcs high in the grasp of the tendril before being released to fly up, then down to the stone floor of the cave. The Roper's howling drives the Darkmantle to ignore their wounds and continue their attacks | ![]() darkmantle |
Blornvid roll a Save to see how bad you take the fall. 2 6's = you cut the arm before going too far so take no damage, pass = 1 damage, fail = 3 damage
Rolls
Roper grab Ishzu, Ander, Skeeve - (3d6, 3d6, 3d6)
3d6 : (132) = 6
3d6 : (335) = 11
3d6 : (116) = 8
darkmantle vs Ishzu (2 damage) - (3d6)
(154) = 10
darkmantle vs Skeeve (2 damage) - (3d6)
(365) = 14
Blrn:5 -|- Skv:3* -|- Eld:3 -|- And:5* -|- Grn:5 -|- Iz:1 -|- Olv:6
The two dark mantle are hurt, with the one by the Roper on its last tentacle. The Roper itself is severely hurt now. Both Skeeve and Ander are in the grips of the long tendrils that have proven can be broken or simple escaped (save or other action test). Ishzu is critically hurt.

1. Ander | 2. Ishzu | 4. Blornvid | |
5. Skeeve | 6. Ealdwig | 7. Grin | 8. Oliver |
Rolls
Ranged attack - (1d6)
(1) = 1
And he proceeded to sling one rock at the tentacle holding Ander, and another rock at the tentacle holding Skeeve.
Action 2: sling at Skeeve's tentacle
Rolls
Sling 1 - Ander's tentacle - (3d6)
(563) = 14
Sling 2 - Skeeve's tentacle - (3d6)
(414) = 9
Grin takes two shots, first at the Roper itself, and second at the tentacle holding Skeeve.
Rolls
Crossbow (Roper) - (2d6)
(53) = 8
Crossbow (tentacle) - (2d6)
(42) = 6
Secret Roll
Oh, what to do, valiant Knight?
Even as Ander,pads another stone into Trusty Sling, his gauntleted hand rubs against…a certain token in his pocket. Is this really the best way to attack darkness? Or should I swing away? Hmmm….
Ander pauses only briefly in knightly wonderment. For now, he sends another stone into underdarkened air!
@daryen
Rolls
Trusty Sling! - (1d6)
(2) = 2
He moves closer to the larger group.

Rolls
Ishzu: Test - Basic - (2d6)
(25) = 7
Rolls
Roper tries to toss a dwarf! - (2d6)
(36) = 9
Just a reminder. Death in this game can only occur due to failed ST after being knocked unconscious at 0 HP. Damage stops at 0 HP. Any character can help stabilize unconscious character with a standard test.
... and he tries again ...
... and he's doomed.
*sigh*
Rolls
Skeeve: Blink back away from Roper - (2d6)
(13) = 4
Skeeve: Blink back away from Roper, try #2 - (2d6)
(11) = 2
Yeah that narrator is getting cheeky. I'll talk with him about that ☺️. Sometimes he just gets in a mood. It should pass.
I went earlier. Just ran away from the mantles. Do I need to go again?
Sorry smiley I forgot. Definitely need to go back to smaller party sizes after this. Too many things to juggle.
Rolls
Axe - (3d6)
(463) = 13
Just asking for some trying not to get chomped.
Yes Ealdwid and Ander have Weapon Mastery. I added it for them. So Ander frees himself on his first attack and can change his second action to a move or do something else
However, once again you guys are trying to go twice before the monsters have a turn.
NO FINISHING THEM OFF BEFORE I GET THE OPPORTUNITY TO KNOCK SOMEONE SENSELESS!!!!
hmmm now who should it be . . . . . . .
![]() Roper | The Roper emits a low moan and begins to retreat, slowly. Tts tendrils bring in less threatening treats to take on the go. Skeeve is yanked to the Roper and it opens its mouth for a bite. The other tendrils try to trip or knock Blornvid and his nasty wicked ax away. The Darkmantles move to block the others striking at Oliver and Ishzu. | ![]() darkmantle |
Rolls
Roper Bite vs skeeveBlornvid, 2 dmg - (3d6)
(452) = 11
Roper tendrils trip Blornvid - (1d6, 1d6, 1d6)
1d6 : (6) = 6
1d6 : (4) = 4
1d6 : (3) = 3
darkmantle vs Ishzu , Oliver, Oliver - (2d6, 2d6, 2d6)
2d6 : (44) = 8
2d6 : (56) = 11
2d6 : (53) = 8
Blrn:4 -|- Skv:1 -|- Eld:3 -|- And:5 -|- Grn:5 -|- Iz:1 -|- Olv:4

OK, what am I going to do now? Everything is looking injured, and so is the group. To Hells with it. Here goes nothing. You see the Chromacloth he wears as a headband turn yellow with a sparkle of lightning. OK guys, let's finish this! He pulls out his shortsword and flies, literally flies, directly at the monstrosity trying to drive the blade straight into it.
Rolls
attack with sword - (2d6) (5,6,3)

This…isn’t working, Ander stammers. Disguised at his lack of combat prowess with Trusty Sling! Dropping his missile weapon to cavernous ground, Ander draws forth…wait for it…Trusty Sword!
Ander attempts to slash at the tentacle holding him!
Rolls
Sword - (2d6) (2,3,5)
Sword, if two such actions allowed - (2d6) (5,5,2)
The Darkmantle is now far from any save Skeeve and his gallant rescuer, Ealdwig, who finds himself the proud owner of a Roper-kabob on a sword. Ishzu is being harassed by one of the Darkmantle, which is almost dead, and the other is clamped on to Olliver preventing him form using his bow.
Welp, I hope one hit is enough to finish it off.
Rolls
Skeeve: Stick Attack 1 - (3d6)
(316) = 10
Skeeve: Stick Attack 2 - (3d6)
(231) = 6
If you can not kill the darkmantle this round they are gone from view and can not be found.
"That's my sling hand, you clingy brat!"
Oliver proceeded to punch the darkmantle holding fast onto his arm, using his other arm.
Rolls
Punch 1! (disadvantage) - (1d6)
(1) = 1
Punch 2! (disadvantage) - (1d6)
(4) = 4
Rolls
Crossbow - (3d6)
(161) = 8
Crossbow - (3d6)
(144) = 9
Parting shots, friends, Ander exclaims!
Rolls
Sling! - (1d6)
(2) = 2
If it's not too late, Blornvid would like to load his crossbow and take a parting shot at a darkmantle, assuming that neither is within striking range of his axe.
Rolls
Blornvid: Test DC: 5 - Basic - (2d6)
(15) = 6
Rolls
Ishzu: Test - HEAl - (2d6)
(12) = 3
To Ealdwig, Skeeve says, "That was awesome! The way you just flew in and skewered it in the head was just amazing!"
Oliver was just about to clean his arm off darkmantle drool, but then reconsidered and carefully stored it in a vial.
"Might not be useless", he shrugged.
"Such a magnificent creature, though, don't you think?" he pointed at the fallen Groper.
Ealdwig looks at the ichor on his sword, anyone have a rag or anything?
Oh, where’s that crystal fellow? That monster kept breaking its teeth on him!
While I did roll for Skeeve after you did the flying attack, it was all in the same round, therefore simultaneous, for all intents. So, I'm giving Ealdwig the final blow as his attack was spectacular.
Also, when we first encountered the darkmantles, there were a lot of remains in their cave from their victims. That's where Blornvid's armor came from. Are there any other remains still worth checking out, or was that a different cave?
Any idea where those two other creatures ran off to? We might want to try and finish them off before they heal up. Ealdwig takes the waterskin from his pack and takes a long drink. He holds it out to the group. Anyone want some? I need to see if I can find any of those arrows. Smiling, I'm going to need them for practice.
@Bunt : Yes you can attack unarmed, or with any weapon you are not proficient with, at disadvantage.
240 cp
350 sp
190 gp
Small gold bracelet (50 gp)
2 Pair of engraved bone dice (25 gp)
Cloth-of-gold vestments (55 gp)
Black velvet mask stitched with silver thread (25 gp)
Copper chalice with silver filigree (25 gp)
Channelling Ring : Once per day, the bearer may casts magic without any sign of doing so as the need not move or speak.
Drunkard's Circlet : The bearer always knows the direction to the closest alcoholic beverage.
Hellish Gloves : When in the Nine Hells, the bearer has advantage on saving throws.
Rolls
Mineral search - (3d6)
(666) = 18
This is typical of most parties I see. Magic/gear goes to those who can use it best then sell of extra and split all $$$ equal.
We can say that is common "adventurer etiquette" that everyone knows. Though some parties deduct gear/item value from the recipients cut while other parties split coin evenly and rotate acquisition of gear. The question is who wants/cam use/needs a magic boost? That's up to you guys to roll play.
Friends, I could make great use of the venombane armor, of that I am certain. And, I would simply propose an even split of the coin. Is that agreeable?
It’s amazing, how polite and diplomatic our knightly fellow is. There is surely no known trope of a polite and diplomatic knight, anywhere, at all, ever. Lol
We will split the parties after the loot division is finalized. Remember your groups will likely not see each other much so you may want to keep that in mind with the loot division and how magic items are handled.
@Bunt We can handle searching for other materials, but with that roll you definitely get something good.
Darkmist gland fluid x3 : When removed from the glands this fluid reacts with air or water and to create dark clouds that are impenetrable to light. I may have other alchemical uses as well . . .
Valpip and Fiznik can appraise the items values and pay for then with gemstones if you want to sell them off, or just trade for what they have on hand. (See this post) Ander is currently borrowing the Helm. The other items are available to those who explore the underdark for the Expedition.
I really want to see who asks for the backpack. That is so cool. The best part is that you don't necessarily have to cart it around with you, unless you're doing some kind of multi-day trip. And who wants that circlet ...
Friends, I could make great use of the venom and armor, of that I am certain. And, I would simply propose an even split of the coin. Is that agreeable?
It’s amazing, how polite and diplomatic our knightly fellow is. There is surely no known trope of a polite and diplomatic knight, anywhere, at all, ever. Lol
I think there's seven of us, so that's...
34 cp each with 2 cp leftover.
50 sp each
27 gp each with 1 gp leftover.
Antitoxin give advantage on poison Saves for 1 hour or removed 1 poison effect and allows ST with advantage on others in the system.
I really want to see who asks for the backpack. That is so cool. The best part is that you don't necessarily have to cart it around with you, unless you're doing some kind of multi-day trip. And who wants that circlet ...
Edit: Yup, Im pretty sure now. Will narrate it soon
I'm just gonna say it's the pinnacle of Alchemical instrumentation. Well, that reveals quite a lot
Without even thinking about it, Ealdwig pockets a set of dice just before sitting down to count his newly found wealth, pretty much ignoring everything and everyone else.
A little spark of imagination then made the circlet capture his attention. Such alchemical wonder, truthfully, and so many questions it led to. What would be sufficient to make it alcoholic? What would be sufficient to make it a beverage?
His excitement was then slightly apparent. "The circlet. I I would. Yes, I would have the circlet... and the cup."
"Isn't magic a remarkable thing?"
Divided by 11:
21 cp each with 9 cp left over.
31 sp each with 9 sp left over.
17 gp each with 3 gp left over.
Tell you what, divide by 10. 4 new guys get double share and vets Skeeve and Ealdwig get one share. Blornvid will sit this one out. This way it's divided evenly with no leftovers.
24 cp each share.
35 sp each share.
19 gp each share.
Grin looks at the gold bracelet, then to Ishzu. If the crystal being wore that, it’d be the biggest engagement ring in the world.
Grin looks at the gold bracelet, then to Ishzu. If the crystal being wore that, it’d be the biggest engagement ring in the world.
This one made me laugh so much my wife asked if I was ok
Current assumption is the party will split after the division of loot.
Skeeve, Blornvid, and Eadlwig on to the Mannor
Ander, Oliver, Ishzu, Grin to Underdark
A list of items and their cost available for purchase on bast or from Fiznik
This can be done once a minute.
This one made me laugh so much my wife asked if I was ok
Definitely want to go to the underdark with the others. If no one else wants the mask, vestments and gloves (only if the gloves are pretty), he’ll take those and leave his gold for the others to parse up.
And when we split up, Grin wants to give Ealdwig and the team a Duende-handshake.
Channelling Ring (150 GP): Once per day, the bearer may casts magic without any sign of doing so as the need not move or speak.
Drunkard's Circlet (250 GP): The bearer always knows the direction to the closest alcoholic beverage.
Hellish Gloves (300 GP) : When in the Nine Hells, the bearer has advantage on saving throws.
240 cp = 2.4 GP
350 sp = 35 GP
190 gp
+
Small gold bracelet (50 gp)
2 Pair of engraved bone dice (25 gp)
Cloth-of-gold vestments (55 gp)
Black velvet mask stitched with silver thread (25 gp)
Copper chalice with silver filigree (25 gp)
190+50+25+55+25+25 = 370 + 35 +2.4 = 407.4 / 135 GP + 8 SP
Should give all information at once to avoid confusion in the future
Skeeve takes the ring.
Blornvid takes the backpack.
Ander takes the armor.
Oliver takes the circlet.
That leaves Ealdwig, Ishzu, and Grin for rewards. The only reward left are the gloves. So, assuming no one wants the gloves (because, seriously, who is planning on going to hell?), we can try to trade it in for one of Valpip's magic items. If no one wants any of those (and there are a couple cool ones), then we can see what we can cash it out for.
Assuming we can trade the gloves for a useful magic item, then that leaves two people needing rewards. I agree that just splitting the loot between the two works fine. That would give each 203.7 GP of value. They can then either divide the items and money up, or convert some/all of it to just GP and gems. Or they can buy a magic item with that GP from Valpip's list. If they are short, I am sure one or more of us can help them bridge the gap to make it work.
Given that, Skeeve will do three things:
1) Since no one can use it and no one has mentioned it, he gets the magic ring.
2) He takes the jasper gem (30GP) from his stash and puts it in the kitty, and takes the bone dice (25GP) and 5GP. That way he gets his dice, but he doesn't change the overall money pile.
3) He takes the zircon gem (50GP) from his stash and gives it to Valpip in exchange for one of those healing potions.
So, net, he just gets the magic ring. But with the swaps, he also gets the dice and a healing potion.
Is that OK? If no objections, I'll update my inventory later.
-------------------
Ander venombane armor [300gp]
Grin velvet mask (+shiny things if available) [25gp]
Blornvid dwarven backpack [500gp]
Ealdwig dice-n-money! [25gp+...]
Oliver circlet [250gp]
Skeeve magic ring and dice (need to fight Ealdwig to death) [150+25gp]
Ishzu beyond material needs
Not assigned - -
Hellish gloves [300gp]
Small gold bracelet [50gp]
Cloth of gold vestments [55gp]
Copper chalice [25gp]
Raw 227.4gp
-------------------------------
So here's what we can do. Those that are around 250gp or more in their desired item are good to go. This includes Ander, Blornvid, Oliver. Not Skeeve but aaalmost
If Ishzu agrees, it might make sense to give him the hellish gloves [300gp]. Would be quite flavorful (or a good sale).
Grin. Must. Get. Shiny. Things. We should give him the bracelet [50gp], vestments [55gp], chalice [25gp] and velvet mask [25gp] for a total of 155gp, which is a tie with Skeeve.
Ealdwig MUST get money. On top of the dice (assuming he wins his fight to the death with Skeeve), he should get nearly all money. Some should go to Skeeve and Grin, as their items are worth 150-155gp. I say 35gp for Grin, 35gp for Skeeve and the remaining 157.4gp for Ealdwig (plus the dice).
--------------
How's this for a starting proposal? We could make modifications starting from this point of approximate fairness
1) If Ealdwig is interested in anything in the shop, we can release some of his big pile o' gold (157.4) and give him the bracelet [50gp] and chalice [25gp] (you would put back 75gp and get these two items, and then use these items to trade)
2) I really really want to know Ishzu's opinion. Is there anything at the shop you like that you could trade for the gloves? I don't want to just forcefully hand them :P
Skeeve magic ring and dice (need to fight Ealdwig to death) [150+25gp]
And again, I am pretty sure we can "trade in" the gloves for something else in Valpip's list if no one wants the gloves.
That leaves two main scenarios:
1) No one wants the gloves or any of Valpip's toys. That means (going by the glove value you stated) there is a total value of 407.4 (total coin+shinies) + 300 (value of magic gloves) = 707.4. Divide that out by three for the magic-less people and call it even.
2) Someone does want the gloves or one of Valpip's toys in return. Then that person gets a magic item, leaving just two left. So divide 407.4 by two and give it to the two magic-less people and call it even.
Whatever anyone wants out of the non-magic items is just included in their payout (if they didn't get a magic item) or they pay for it with their existing funds (if they did get a magic item). And don't forget Valpip's mini-magic store.
Skeeve doesn't need any of the cash, even if the ring is low-value, as Blornvid got the highest value item, and Skeeve will get to make use of it along the way. He's good.
Grin: velvet mask+vestment [25+55gp] +113gp in coin
Blornvid: dwarven backpack [500gp]
Ealdwig: bone dice+chalice+bracelet [25+25+50gp] +98gp in coin
Oliver: circlet [250gp]
Skeeve: magic ring + bone dice [150+25gp]+16.4gp in coin
Ishzu: hellish gloves? [300gp]
Raw coin adds up to 227.4gp (113+98+16.4 gp)
Then we may need to move around the gloves depending on what Ishzu wants, as I've gone on a big assumption there
Actually, I'd say count Skeeve for the 25gp and not Ealdwig. Remember, he just took one pair. So, as far as Skeeve (pretends) to know there was only one set of dice.
Grin: velvet mask+vestment [25+55gp] +117.4gp in coin
Blornvid: dwarven backpack [500gp]
Ealdwig: bone dice+chalice+bracelet [12.5+25+50gp] +110gp in coin
Oliver: circlet [250gp]
Skeeve: magic ring + bone dice [150+12.5gp]
Ishzu: hellish gloves? [300gp]
Raw coin adds up to 227.4gp (117.4+110 gp)
We thank Skeeve for his generosity
Edit: Or 70, come to think of it. You can give 70gp to Ishzu for your armor (that way you three are balanced around total value 230-240gp)
Back to the Manor here
Grin uses 3GP of his own starting money to pay the full 150GP for the two items (I think I did that right).
So I come away with: hide armor, health potion, vestment, mask, -3GP. And there’s one happy Duende ready to be tucked into bed.
"Blornvid, would you mind sharing a pint of ale from your dwarven backpack with me? That would be enough to fill these five vials, and I would very much like to study that magic alcohol with the aid of my circlet." Oliver seemed very fond of the circlet he was now wearing.
Also, it'd be good to know if @Arkmenos is happy with his loot, or if he wants something from Valpip's mini-store, too.
I am fine with anything. Ishzu is very minimalistic, monkish. He cannot use armor. Any coins he receives, he will most likely give to any poor or baggers that come his way.
Please just list what he receives.
I am confused about one thing. Where are we? We were just in a cave fighting mantles and a roper, and now we are trading with someone.
![]() Fiznik | You are now at a small research camp underground near a set of tiles set into the ground that is referred to as a Matrix Node. The camp is run by a wizard and artificer. There are a couple guards, a researcher with assistant/porter and a bunch of supplies stuffed into and piled around the three tents. The Matrix is magic tool unknown the the region but research indicates it is a low level enchantment designed to aid in local rituals and allow all similar Nodes to interact to allow communication and transportation between them. | ![]() Valpip |
The camp supports the research as it takes about an hour to reach here from the surface base camp. The wizard and artificer have a few items on stock, and tricks to access the surface if needed.
Sure! We were in a big cave beating up the roper and mantles. However, not too far away is the "base camp" in the caves that is built close to a teleportation pad. This is a tent set up where the two main magic people of the above ground settlement conduct a lot of research. (Namely Fiznik the human wizard and Valpip the gnome artificer.) If you read back a page or two (you might have to go back 2-3 pages to get the full breakdown) you will see the list of items that Valpip has on offer.
You kinda ended up with a set of "Hell Gloves" that help you out if you ever end up in Hell. (Technically, the Nine Hells, but the same idea.) Unless you want those (and no judgement if you do), I recommend that you sell them. So, assuming you don't want the gloves, and you really aren't all that interested in the money or Valpip's magic items, I suggest doing this:
1) We sell the gloves to Valpip. While we see no reason for their use now, this keeps them in reserve in case it ever becomes some place we actually decide to go to.
2) You buy the remaining two healing potions. This gives you options in the near future since you can't heal yourself.
3) You get around 140 or so GP.
Now, with this gold, you split it among your party. (Since you are staying underground, that'll be Ander, Grin, and Oliver.) That way you don't have to worry about the money and they're now obligated to help you out when you need some money spent.
This means that Grin and Ealdwig also get another 30 or so gp each, too.
Does that help, or do you want one of Valpip's magic items?
Meeting Ebonwrath a large black dragon with a pretty good-sized horde.
The Grub rancher Haashad Krisska with his pet death dog.
The tribe of goblins he is currently searching for. He asks if anyone knows the goblin's camp location.
"Blornvid, would you mind sharing a pint of ale from your dwarven backpack with me? That would be enough to fill these five vials, and I would very much like to study that magic alcohol with the aid of my circlet." Oliver seemed very fond of the circlet he was now wearing.
Also, Skeeve finds that story very interesting, especially the part about the dragon. He'll try to see if he can get a feel for where that all took place. But that's purely for future reference, as he has a kennel to investigate.
"I am Skeeve. These are my companions Blornvid and Ealdwig. We came back from trying to tame the Manor grounds for resupply. We were heading back to the manor, but when we heard the sounds of fighting, we wanted to help. Those darkmantles messed us up before, so getting a chance to help even the score was something didn't want to miss! We didn't know about the roper, though.
"I know you all want to explore the underdark more, but don't hesitate to come visit us when you want to finally be above ground for a bit!"
Ishzu offer's his greet to the others as well.
You'll have two potions and about 140gp if I remember the numbers correctly
Essentially Ishzu trades in the gloves for two armors for the duende [100+100gp] and two health potions [50+50gp]. Then Grin and Ealdwig hand him over 70gp each and get their armor. Ealdwig could choose anything worth 100gp instead of armor if he wants.
-----------------------------
After this trade, it's as if you three had received this loot from the fight:
Grin: velvet mask+vestment+magic armor [25+55+100gp] +47.4gp in coin [total worth: 227.4gp]
Ealdwig: bone dice+chalice+bracelet+magic armor [12.5+25+50+100gp] +40gp in coin [total worth: 227.5gp]
Ishzu: two health potions [50+50gp] and 140gp [total worth 240gp]
As you can see, the total coin still adds up to 227.4, and you three have similar total worth value of items. @Grin, with this you can get your potion as well by spending your money and a little extra, which I guess is exactly what you did? Since we started with 10gp, you should end with:
Velvet mask
Vestment
Magic armor
1 Health potion
7.4gp (7 gp and 4sp) in coin
For convenience, say you gave 50gp to Ealdwig for the bracelet and then traded the bracelet for the potion. That way Ealdwig can take the bracelet off his inventory and add 50gp more. Ealdwig's effective loot is thus
Ealdwig: bone dice+chalice+magic armor [12.5+25+100gp] +90gp in coin [total worth: 227.5gp]
He then regrouped with them and was able to see Ander and Ishzu up close for the first time. "Blimey. You both are really shiny. Oliver Alchemist's the name. Otter's the business. No, sorry, it's the other way around." He stretched both of their hands at the same time, and paused for a few moments.
"You're Ishzu. But who... what are you? You bring about a few questions to my mind. Even more than the otterfolk bring to me. Y'know, cause small regular otters do move."
bone dice+chalice+magic armor [12.5+25+100gp] + 90gp in coin [total worth: 227.5gp]
Or
bone dice+chalice [12.5+25gp] + 190gp in coin [total worth: 227.5gp]
(You can swap out 50gp for the bracelet, too if you want.)

They talk about the other local perrils, the spider cavern and gelatenous cube are both known threats but do not wander so are easily avoided. The spider cavern is supected to lead to the surface and the Expedition would like it explored and either guarded or sealed off. For now they simply check the spiders ocasionally, using them as a natrual deterant. The gelantenous cube resides in what must be a manufactured shaft but who built it and why? It too leads up but as none have been able to get past the cube they leave the cube to guard tht for them. The concern is that if it is constructed, perhaps the buildier of the passage have a way to bypass the cube. So it is still watches closely
Besides those two things there is teh cavern with the pink fungus that emits deadly spores to the NW and the magic pool a short way from the camp. Both Fiznik and Valpip have looked at the magic pool and simply told the guards to leave it alone but did not go into details. Ishzo had been tracking a goblin trail that lead towards the region with the pink fungus and/or the passage back to the surface.

You chat a bit more and they relay the sotries they have heard about those that ventured deeper into the underdark using the passage that leads down deeper into their depths to the west. Once we seure teh othe passages, ya know the spider, the cube, and now the goblin, then tat will be the last problem and we will likely stick a couple guards there. But fore now there are too many places to watch so we just guard back at the base and here at the camp.

And sorry Skeeve & Ander, I’m not ignoring you, there’s a lot going on. Grin does want to thank Skeeve and also acknowledge the others. And he will acknowledge the knightlyness of Ander in due time.
And I’ll add something later for him wanting to help with the goblins and possibly get to see this dragon horde…
... And you might not get full participation on that.
Anyway, no slight read. We've only briefly met, and we're splitting up again. Plus we lost two members between entering the dungeon and now. I think one is now in the background of the settlement (the duende cook), but we don't know what happened to the other (the dwarf merchant).
And thank you for being lenient on Skeeve and Ishzu.
"Plus, when you're caught, you get to wear the Circlet, and you need to drink your beer or you'll be blind for real."
"Heh, might even play it now, with that dwarven ale backpack. I'm sure Fiznik and Valpip wouldn't mind a few broken tables and whatnot. Right fellas?"
[ooc]The gift of a dragon is that it doesn't kill you out of hand. You're probably not getting anything out of its treasure.
"Now, before leaving this research camp, there is a little experiment I want to run. Shouldn't take long if you would be so kind to allow me to use a controllable flame, Fiznik. I promise that the outcome could be interesting to you as well."
"So far, so good. After all they are all alcoholic beverages".
"But what would it take for them to stop being beverages, or to stop being alcoholic? Pure alcohol is definitely not a beverage, but poison. And non-fermented malt is evidently not alcoholic. My hypothesis is that by distilling their contents we should be able to split each vial into the substance that causes it to be a beverage -according to the Circlet- and into the substance that causes it to be alcoholic -likely a purer form of alcohol-."
Oliver attempted to distill the first vial into both substances, making sure that the Circlet detected the substance again when they got mixed together.
"Or maybe I don't know. It's technically magic ale. If you do drink a single vial, let me know what happens."
"And yeah, those are good questions. If there's a dwarf drinking an ale between me and you, this won't work. But I'll take my chances in the underdark. I'm not expecting to find a tavern in the middle of nowhere. I guess many more things than just this could go wrong. We'll improvise when that happens."
I am game for either excision, my crystalline friend! This is a good group, just happy I’m a part of it!
Oh, and Sir Ander, your new armor looks pretty on you… actually, are those web-like patterns in the armor? Very nice! Maybe it’s a sign we should go through the spiders, aye?
Knight

attempting to find your way through a dungeon or cave system and when attempting to identify creatures native to dungeons or caves.
Rolls
Knowledge about spiders/caves - (3d6)
(165) = 12
The peaceful spiders where one of the stops through the teleporter platform. If you want more information on the teleporter platform, ask in the general topic and we'll just assume we briefly covered it in more detail that time in the tavern.
The spiders in this cave system are relatively normal spiders. I assume they are about the size of your hand or something. So big in real life, but tiny in a fantasy setting. And this cave has lots and lots and lots and lots of them. So, if you can carpet bomb them, it might be worth the shot. But you aren't going to kill them one at a time.
Ealdwig doesn't need or want anything other than coin. Oh, and the dice he pocketed. So whatever you work out is fine. He'll sell whatever he is provided. Just let me know what the total is. I assume it was figured out somewhere back there in the posts.
When I can catch up I'll post.
Yeah, hi, I'm Ealdwig. Nice to meet you all.
Ealdwig 1: bone dice+chalice+magic armor [12.5+25+100gp] +90gp in coin [total worth: 227.5gp]
(The magic armor lets you reroll one evade roll per combat, which is very nice since you're a duende)
Ealdwig 2: bone dice+chalice [12.5+25] +190gp in coin [total worth: 227.5gp]
I figured you were going to take the cash, so you've got the bone dice, chalice, and 190gp in coin. So you now have a decent chunk of cash to your name. (You only got two dice, not all four, because Skeeve took the other two. 🙂) You'll probably wanna keep that chalice for when we party at the Manor!
bone dice+chalice+magic armor [12.5+25+100gp] + 90gp in coin [total worth: 227.5gp]
Or
bone dice+chalice [12.5+25gp] + 190gp in coin [total worth: 227.5gp]
(You can swap out 50gp for the bracelet, too if you want.)
I finally caught up. Wow that was a lot.
To Grin, smiling widely it was great meeting you. I haven't seen one of our kind in a while. Hopefully, we'll meet again in the future. Good luck in the underdark. Stay safe, my friend.
Before heading to the Manor, Ealdwig stops by the little magic shop and picks out some armor, hoping it'll help keep him alive a little longer.
Guard

You find a large pile of bones before a narrow passage that is oddly smooth and inclines upwards. The bones are piled in a small depression at the base of the incline and look to be the remains of many creatures, several of which are humanoid. Looking at the odd stone walls and floor you are unable to tell if it is man made or perhaps a lava tube? Odd as there have been no other smoothed tunnels but if it was made then someone spent an odd amount of time smoothing it out though not flattening all of the surfaces.
The party sends a spirit and flickering magical light source up the tunnel followed by the party after 50 feet. The tunnel goes up for over 80 feet when suddenly they get an alarm from the spirit who then promptly dissipated as it had been attacked by something. Ät the same time the spell is disrupted growing dimmer.
Looking up ahead all that can be seen is an odd distortion to the light. The light looks as if looking at it though an old thick glass window that has started to warp and distort. These distortions are changing and moving around then the light disappears. Glancing back they can not tell what causes it but a slight hissing sound precedes something vague, like a curtain or thin mist?, in the tunnel moving closer. After picking up the pace and reaching the cave at the base of the tunnel. The tunnel is to the north and they stood in the depression at the mouth/bottom of the tunnel.
Standing aside to watch the tunnel they hear the noise just before a strange mass exits the tunnel and stops in the depression. It has no distinct form or color and is nearly transparent. Whatever it is begins withdrawing back up the tunnel. Before it gets far the party attacks, spouting a thin stream of water at it that cuts into the mass, cutting a chunk off that falls into the depression. The translucent mass, a slime or ooze of some sort?, It's slowly making its way back up the tunnel. The section cut off by the water stream has filled the bottom of the depression with a brackish fluid. It slowly continues and up the tunnel but it came down much faster.
After watching for a while they realize that the ooze is very acidic, Likely the 'burning' feeling of the familiar referred to being enveloped and eaten as this is a common ooze tactic and one quite frightening considering the size of the one in the tunnel.
"Oh. Alcohol could work against the spiders. We could buy a good batch of wine from Valpip and distile us some pure alcohol. We put it in some nice round flasks, and also drench the alcohol on cloths around Ander's sword and Grin's arrows, to set them ablaze. Ishzu and I can chuck more flasks."
To Grin, smiling widely it was great meeting you. I haven't seen one of our kind in a while. Hopefully, we'll meet again in the future. Good luck in the underdark. Stay safe, my friend.
For that matter, hundreds of spiders - I’m sure they’re hungry too. I’d say we get the darkmantle bodies, whatever smelly food we can find, and Oliver’s fire as a backup. Then we can go into either cave.
Yeah, I took one of those from the hobgoblins and also one of their swords.
To Grin, smiling widely it was great meeting you. I haven't seen one of our kind in a while. Hopefully, we'll meet again in the future. Good luck in the underdark. Stay safe, my friend.
Perceptive friends might think Ander is talking about his own self, when in fact he is gaining great griping gab from the gaming piece in his pocket!
Oh how I’d relish in taking my venombane armor for a test drive agsinst arachnid swarms! Perhaps to try smoking them out first, rather than using fire, so as maybe not to destroy any loot they may be around. But we can discuss it.
Ander knows only that he’s ready to save the realm with his friends once again, and that he could use a drink at the Manor ahead of all else!
The items listed below are available to be checked out for use in the underdark/cavern from Valpip
This can be done once a minute.
In fact: "some dungeons have odd effects that can cause creatures to behave oddly. This includes swarms of bugs forming for no good reason. When a swarm forms they tend to be very territorial, perhaps due to the dungeons magic that forms them in the first place, and much more aggressive than normal. The truly terrifying thing about the swarms is there is nothing really to attack or defend against. If the swarm moves over you they start biting and there is no defense save magic. As for destroying them, burning is the most common method with oil often the main fuel source. Smoking them out is also used to agitate and drive them away. Once far enough away from the location they were drawn to they often dissipate. However if the area is not searched and the cause of the swarm destroyed or moved another swarm will likely form again after some time."
They still have a couple potions of healing, 1 costs 50 GP and heals 2 HP when used (takes an action), as well as antidote, some acid, napthat (fire bomb fuel), and other miscellaneous good.
If you want to go to the surface to shop/relax that would be good as I do require down time, rest in a known safe area, for new traits to be learned developed. 1-2 days. You can either role play it or I can hand wave and you can start on your next adventure in "the morning"
You all want to role play in town and work/craft things there? I’ve never really done that before and it sounds very interesting! And the fact we’d get a new trait after is cool too! As part of that, maybe Oliver and I could give the guards a break down here and take a look at the magic liquid and the fungus stuff while on patrol?
The base has an odd assortment of people, rough river boat and dock hands, mercenaries, adventurers, cayenne, and scholarly researchers. With the remainder of the day you wander about listening to snatches of gossip eventually making your way to the local hangout, the cantina. The variety of people is all to evident here and you note the varied accents of people from the Nations, Freeholds, and Kingdoms. Some of these cluster with those of like origins woke other groups are a mix of nationalities and people but are of a like profession.
The large room has a few small tables, mostly full, as well as several large common tables, and a bar sheet people are eating, drinking, and chatting.
You spend the next day making preparations and discussing plans as well as a few friendly sparring matches. The next morning you plan to set out bright and early.

A: Passage back to Base ~ 30 min
B: Violent Fungus
C: Magical Pool ???
D: Matric Node
E: Ooze living in a steep tunnel
F: Spider Cavern near the surface?
G: Passage to the Underdark ~ 1 hr
H: Small lake
H: Haashad Krisska (Rancher?)
J: Passage to black dragon hoard

Just list items sold and bought with a total
Just list items sold and bought with a total
Right-o dear Clerk, I’ll take:
-1 torch
-3 whistles (he whispers this and looks over his shoulder at the others to make sure they didn’t hear him)
-1 bucket
-1 pulley
-1 tankard
-1 flask of oil
-1 whip (is this ranged?)
-1 quiver filled with bolts (crossbow ammo x20)
-1 chain
-1 grappling hook
-1 crowbar
-10 rations (hangry boy)
-2 Pitons
-1 shovel
… and put it all in 2 sacks for me, would you kindly, thank you very much…
The total is how much? 22gold, 3 silver and 5 copper? Right you are, here ya go!
Grin scampers off to rearrange his pack and his new acquisitions.
Thank you, kind sir! I am honored to do this task, and perform knightly…things. It’s a wonderful endeavor, that I…endure..,
Oh, how our knightly fellow kind of goes on like that, for precious moments. Eventually deciding he should stay any coins burning holes in knightly pouches. He needs to save up for heavy armor, after all!
I suppose I should purchase more sling bullets, he says. Handing the clerk a few coins for twenty more shots with Trusty Sling!
25 Climbers Kit
1 Rope (50')
.05 Torches
.5 blanket
5+25+1+1=32
To get the benefit of extra HP for armor, you need to take proficiency. First medium armor proficiency, then heavy armor proficiency. That takes a total of 12 XP (6 XP each) to gain.
Now, whether your magic armor counts as "medium" or "heavy" is up to the GM, but he's been rather flexible thus far. So, no, it isn't worth it for Andor to spend any money on armor, particularly since he has magic armor.
A much better spend would be ditch his piddly little low-class sling and get a big ole impressive bow!
To save the DM some work, we can take a reference from the DnD PHB where a pint of Red Dragon Wine (better than common wine, worse than fine wine) is 1sp, and there are some calculations which were done here up to a painful degree of detail. Based on this, an estimated price for a full barrel of Red Dragon wine is 20-30gp. That would be perfect for Oliver. Also, if our base price per pint is different, I guess we could take the respective proportion.
Wine is around 10-12% and whiskeys are 40-50%. However, Oliver wouldn't know this and would likely go for whiskey based on Ishzu's advice unless it's criminally expensive
As an alchemist it would be known that oil based materials are best. Naphtha is a historical term used to apply to most of these fluids. There are some variations that burn hotter, are very sticky, more explosive, etc. Ex recipe: mix tar, oil, fat, crushed linseed, and stir in rough help fiber, place in clay/glass/wax sealed cask container = sticky fire bomb that burns for 3 rounds(vial) or 1 minute(mug sized jar) or 10 minutes(large jar or small cask)
Please state any activities to produce anything in character with the appropriate Test rolls
Current assumption is to take on the spider nest
Point out any missed questions or plans.


If you just need alchemical alcohol then it is the same price as oil, 1 SP per flask. For a small keg it's only 10 GP
"Oi! We got it! A good batch of alcohol. I won't need to spend all day distillating. Also, I think you were right Ishzu, it was probably a bad idea to do it with wine. We'll just need to carry this to base and begin cutting the blanket to put them on your arrows Grin. I also bought round flasks, which are easiest to chuck with a sling. You might be interested in that, Ander."
Ander & Ishzu: Each of you now has ten alcohol flasks and a jug.
Thank you so much, Oliver. Oh, I do relish me a good pint! Or, flask! Whatever!
What’re we talking about again?
His player trying to keep up after a live-long working day, Ander thanks the clear as well. Standing chic in his fancy magical armor, and ready for action! lol
Well, I feel ready for the swarm! Little beasties usually don’t scare me, but in great numbers… well, we might want to try to get some smoke into the spider lair too. So bring some sacks to burn too? I’ll purchase a couple more.
Once we get the spiders out, we’ll either need to keep them out for long enough to figure out why they’re swarming there, and then remove them…or just find the cave exit and tell the guards so they can watch it.
Oh! Almost forgot… here! He passes Ander and Oliver each a little whistle. Not sure when it might be handy, but I thought we could communicate using these. Sorry, Ishzu, I, uh… wasn’t sure if you had a mouth to blow, and you’re already able to speak into our minds.
Date&Time(Gama): 2@9:00
You start searching for the spider cavern based on the map Ander carries and after a while you are very sure you have found it. Cobwebs fill a small side cavern and Oliver can smell fresh air being blown into the cavern from beyond. The entrance to the cavern is small enough that only one can enter, leave, or evel look into the area at a time. Your torchlight causes a strange rustling as you near the entrance but when you look in you see nothing but webs and a faint indirect light from somewhere above and beyond the webs.
"Oh. I smell fresh air beyond this entrance. Care for a jug of alcohol, Ander? Armor or no armor, you're first and might need it. Go ahead, lighten up this load."
Oliver opened the keg, made the offer extensive to Ander or anyone else who may want to fill their jug, and then proceeded to close back the keg. He wasn't ready to carry the keg and a jug full of alcohol at the same time. He kept his sling and his torch close, and had stored some round alcohol flasks with his munition.
With or without a torch in hand? Any other actions before Ishzu heads in?
Also, Ander, does your spider armor help you fight against spiders and such?
As for myself, I’ll stand back a bit from the entrance to shoot from range and with this lit torch, I’ll light my arrows.
He stands back 30 ft from the entrance, lights a torch and sets it into the ground standing up.
Our ambiguous knightly fellow thanks kind offer for alcohol. Helping Oliver pour from ye ole jug!
Yes, this is prolly heavy, my friend! I will help with your burden, Oliver, let me bear it.
Everyone roll initiative 2d6 and declare 1 action for after you spend one to pull Ishzu back. Ishzu can do 2 actions. 1 before, 1 after being pulled out.
After pulling Ishzu out, Oliver opens the keg at his feet and grabs his sling.
Rolls
Initiative - (2d6)
(35) = 8
Rolls
Initiative - (2d6)
(12) = 3
Rolls
Vigilant! - (3d6)
(361) = 10
Rolls
Ishzu: Test - Init - (2d6)
(36) = 9
Ishzu: Test - Throw sack. - (2d6)
(64) = 10
Torches can drip burning pitch. You NEVER put a lit torch into an open container of combustables or BOOM
As toches are soaked in pitch they do not extinguish easily and can be set or tossed to the ground wihtout fear of it going out. Also, Ander has his helm of the headlight :) so you can all see fine.
Oliver opens his keg and grabs his sling to load and fire in a moment.
Grin lifts his readied crossbow with the bolt tip soaked in oils ready to light and fire in a moment. But the thought of the flame inside the crosbow echanism brings hims a bit of concern as the oils may drip ont the bow itself and the flames will surely be detrimental to it. Sigh, this is likely why fire arsher usually use long or short bows and not crossbows.
Ander loads his sling and prepares to fire it.
Meanwhile a moving carpet of arachnids swarms out of the cave on all surfaces. The flow starts to spread a bit as it gets out of the small cave opening but the majority make their way towards you with other branches moving to go around you or above you. Beyond them the cave is filled with the sight and sound of countless spiders ranging from some the size of sand to other bigger than your hand.
Good luck

Crossbow shoot strait. That's why people can use crossbow as beginners with less training. Fire arrows typically have what amounts to a small torch head around the tip which makes it fall quickly. They are also often looking so the flames never touch the bite when drawn. Putting a liner bolt in a crossbow is typically not good as it can throw off the aim by changing the bolt weight vs the the guidance of the crossbow barrel. Many crossbows barely have any bolt stuck past the view itself.
It's not a big deal for mechanics. But since a crossbow can be loaded in advance I figure it should have done drawbacks.
We’ll prolly need to firebomb the entire cave, if we’re going to get them all, Ander exclaims!
Rolls
Sling! - (1d6)
(2) = 2
He then moves further away from the mouth of the cave.
Rolls
Ishzu: Test - Throw Test. - (2d6)
(22) = 4
"Uh oh. We really really need a spark now."
Rolls
Sling flask 1 - (3d6)
(625) = 13
Sling flask 2 - (3d6)
(632) = 11
Attacks with flaming pitch on the tips of the bolts is at disadvantage to strike a specific target, like the oils in side the cavern. If you are going to shoot the oils at the cave mouth then the area is big enough to be a basic Test
Want to see a magic trick?
He fires the flaming bolt at the entrance right as the flasks shatter.
He then reaches into his pocket and grabs another alcohol flask, aims it towards the torch light coming from within the cave and hurls it.
Also, I’m guessing the throw the alcohol flask into the cavern is at disadvantage…
How sick would it have been if I got 666!?
Rolls
Crossbow (focus,marksman,mastery) - (3d6)
(555) = 15
Hurl Flask - (1d6)
(2) = 2
Ishzu grabs another torch, lights it a flame, and starts using it to burn the spiders as they come out.
Oliver is not amused by the swarm of little spiders.
Grin puts his crossbow on his back, and with an alcohol flask in one hand and his torch in the other, he rushes towards the cave entrance.
Rolls
Ishzu: Test - Push Barrel - (2d6)
(42) = 6
By this point the flames have drivven the spiders deeper into their own cave or perhaps out into the open? Either way you have little to do for the next several minutes as the oil burns and the flames slowly dwindle to mere traces. Still the heat of the rocks makes you wait a bit longer before moving towards the cave.
"Well, that will certainly... scatter them."
Oliver proceeds to retrieve and wrap up some cloth from the now-torn blanket he had bought around his nose and mouth, and offered pieces to his companions as well.
"Here, just so you take in a little less smoke. And no, I definitely haven't done this before."
… You don’t suppose it’s up there?
"But something intrigues me. There appears to be an exit right there, to the surface. Maybe we could find it from the other side. It must be very well hidden if it hasn't been mapped already."
Oliver took out one vial of wine alcohol and of wine extract that he had distilled at Vaplip's and also took out some blanket cloth and an empty round flask.
"But we could - you know - sling a wine beacon up there and search the hidden entrance using this fabulous alcoholic circlet."
"That is, unless one of you is an extraordinary climber... or secretly avian."
Wait a minute, where’s our crystal friend got to? Can he sense the thing we’re looking for?
Oliver was then surprised by Ishzu being so well equipped for the occassion (where was he storing all that??).
"Oh wow. Well, if you can pull that off, there's no need for a plan B."
"Ishzu, before you try to climb, do you mind moving my torch telekinetically here and there to collect some spider web? I want to see if I can make some sticky substance out of it later, but it's too high up for me since we burned the lower webs."
He does what Oliver asks. The torch floats up and twirls around collecting some webs...
Do we seem to be making any progress, Ander asks. Emerald eyes gazing upon cavernous flames!
Ishzu did feed the fire big time by rolling the full contents of the alcohol keg into it (he said oil, but I always assumed he meant that). All the little spiders dispersed. Since that point, we let the fire die out to explore the cave, and now there seems to be no other way but up, where there might be more spiders.
Ander flips on Ye Ole Helm of the Bullseye! Intending to grant high-powdered, additional lighting to piercing darkness!
My magically-minded helm may aid your torchlight, good Ishzu! Hopefully so!
A piton floats up and slams into the wall. The rope curls and wraps itself around it. He climbs up the step by step forcefully placing pitons with his mind.
Rolls
Ishzu: Test - Climb? - (2d6)
(51) = 6
Yes, good Grin! I will make the treacherous climb! And oh how the annals of legend will tell tall tales of all of it!
Hardly waiting for long-awaited acknowledgment, Ander takes up position with rope and hook. And in due time, begins darkened ascent!
Rolls
Climbing! - (2d6)
(63) = 9
"This is definitely not safe, but I'm ready."
"Pretty certain you can do it. Maybe. We'll be here to cover you with exploding fiery flasks. Quite sure you'll be fine. Probably."
"Brave heroic knights surely would know a song for this. Oh, I know just the right otter song!"
Flapping, jumping, gasping
scales up in the air
swimming in the river
upstream whence they came!
A calling from their cradle
salmons must obey
And weary, wise, and old they
come back home!
Haha! and he sings:
In the depths of the dungeon,
where shadows dance,
There roams a Duende
with a fiery lance.
With crossbow in hand,
and heart full of zeal,
Through cobwebbed corridors,
he makes his deal.
We will best these beasties friends. Which is better than besting besties. Because we want to keep our friends alive and well!
Oh, that valiant knightly fellow, and his heroic soliloquies. Even within clutches of certain death!
However after only another 6 feet out so three of the largest spiders yet, the size of cats or dogs, climb out from a narrow opening to stand above the pair waving their legs towards them.
Oliver desperately slings an alcohol flask at one of the dog-sized spiders, and follows with another flask for the other spider.
"With so many eyes, I hope alcohol alone is irritating enough to stop them."
Rolls
Sling 1 - alcohol flask (spider 1) - (3d6)
(141) = 6
Sling 2 - alcohol flask (spider 2) - (3d6)
(122) = 5
Ishzu! Try moving around them and projecting a warning that we will start more fire if they don’t let us pass!
Grin picks up the torch, waves it once in the air and lights the loaded bolt in his crossbow with it. He also takes some bonus action movement forward towards the party.
Perhaps next time say something in character?
Some players will not respond to ooc in character for a more immersive role play. Also roll a test for better results. Just asking gets bare minimum
You see 2 missiles fly overhead missing all possible targets but splashing nearby, frightening Ishzu and Ander...
The spiders hiss and two rear on hind two sets of legs to spray webbing down onto those below
Oliver and Grin roll a save test to avoid being engaged on the web. If webbed you must break free as an action before doing anything else
The spiders move freely on the walls it is doubtful that Ishzu and Ander can out maneuver them
Rolls
Random guy location, 1 Ander, 2 Ishzu, 3 above then, 4 left, 5 right, 6 above slider - (1d6, 1d6)
1d6 : (4) = 4
1d6 : (5) = 5
Rolls
Web save - (2d6)
(14) = 5
Rolls
Web save - (2d6)
(21) = 3
Gathering knightly nerves, Ander continues cavalieric climb!
Rolls
Sword on Spider! - (2d6)
(66) = 12
Rolls
Spider assault on Ander 2x2 - (2d6, 2d6, 2d6, 2d6)
2d6 : (54) = 9
2d6 : (31) = 4
2d6 : (26) = 8
2d6 : (41) = 5
Rolls
Crossbow bolt (fire) - (3d6)
(544) = 13
Rolls
Ishzu: Test - Basic - (2d6)
(21) = 3
Aaahhhh….!
It is perhaps only through knightly valor, or valorous knightliness, that Ander is able to reach gauntleted hand to sticky strands just in time. Perhaps avoiding lethal tumble into cavernous darkness!
Rolls
Test - (2d6)
(36) = 9
Oliver wiggles free, and tries once more to sling an alcohol flask at one of the spiders who bit Ander.
"Here comes an eyesore!" For the spider, hopefully.
Rolls
Sling alcohol flask - (3d6)
(156) = 12
Rolls
Weapon Mastery - (1d6)
(2) = 2
Tracking limited resources is a good idea. Thank you for doing so.
no proficiency attacks with disadvantage 1d6
weapon proficiency is basic test 2d6
weapon mastery is with advantage 3d6
As these are small flasks I am saying that each can only cover 1 normal creature, it will not burn for too long, and does not damage directly upon impact. As stated earlier these spiders are bigger. You do not need the burning area affects to target them.
As the spiders are small and Ander is below them . . . 1 of the spiders and Ander are now flammable, congratulations :)
p.s. Ander should be cautious of the flames to his right for the next bit.
Ander and Ishzu can still act this round
Rolls
TrustySword! - (3d6)
(152) = 8
He expertly loads, aims and fires two crossbow bolts at the spider(s) closest to Ishzu.
Spirits of the wild, forgive us for hurting these creatures.
Rolls
Crossbow shot - (3d6)
(361) = 10
Crossbow shot - (3d6)
(535) = 13
Oliver loads his sling with regular round river rocks and slings at the spiders near Ishzu, to clear the path ahead of him.
Rolls
Sling RRRR 1 - (3d6)
(156) = 12
Sling RRRR 2 - (3d6)
(511) = 7
Ander uses action to maintain his heightened position. Mov8ngbjust behind Grin to cover with TrusrySword in case of trouble!
Let me know any preparations and if Ishzu will accompany Grin.
Oliver watches Grin enter the crevice, slightly anxious. He thought he liked spiders, but has now decided that he doesn't fancy them all that much. Still, Oliver feels a twinge of regret about burning their nest.
"I wonder what that strange vertigo was. It happened just as we defeated the dog-sized spiders. Oh, and speaking about them..."
Oliver studied the dog-sized spider carcass for anything that might be an alchemical ingredient of interest.
Rolls
Alchemical identification - (3d6)
(433) = 10
He follows Grin into the opening dragging his staff next to him just in case something happens.
Oi, I’m alright! There’s some sort of crystals growing in here - embedded as it were, right into the walls of the passage. Only problem is, the crystals reflect the light from my torch so much, that it becomes a little too bright for my eyes! I wasn’t able to go through to the end of the passage, but I could make another try of it if I drape my trusty Veilstitch over my eyes to deaden the light.
He pops his head and shoulders fully through the crevice.
Ishzu, you want to come take a look? We might try to gather some crystals to bring back to show the others, but I don’t rightly know much about crystals with special properties. Perhaps you could take a gander?
Grin steps out into the cave. His cloak changes to a dark sheer fabric that is somewhat transparent. He takes the end of it and drapes it over his face. How about this? He reaches for his pack that he left by the crevice opening and takes out a crowbar and a bucket. I could use these to collect some samples for my dear Oli? I just didn’t want to harm the crystal if it might have been precious in some way to you, Ish… I mean to say, I never knew crystals could live such noble, vibrant lives as you, and perhaps these are some of your kin?
Ishzu becomes aware that though the crystals do not have thoughts of their own they are natural psionic properties. This may have something to do with the spider swarm.
Ex : as Grin exits the crevice and hand over the samples Oliver thanks him...
You can play off of each others stated intentions without needing to wait for explicit acts. Think of this as collaborative story telling. With this in mind if you include character actions, words, and intent then this becomes easier as everyone gets to know each others style.
Well done Grin, well done indeed!
Ander produces his magical map case, which surely annotates the party’s present position and findings thereupon.
Take care, small friend! Yes, hopefully Ishzu can help as well with kind crystalline insight!
After that, he takes a few seconds to focus, calm his crystalized brain, and see if he can mentally communicate with these crystals at all.
"Grin, this is marvellous! And you mean to say that this caused us vertigo? That is certainly peculiar. It may have lost its properties now that it's out of the crevice, but who knows. Let's see if we can do something interesting with it later, shall we?"
And he stored the crystal away, and then did the same with the dust, using a vial. He smiled widely at the discovery.
"Regarding the spiders, I don't mind them appearing again, but I guess the intention of the rest of adventurers is to clear this passage, so it would be nice if we could disperse the spiders without having to burn their nest again. And the crystals might be the key for that."
Maybe if we…AIM the Crystal at one of the spiders? See if they react to it?
Everyone roll a Save Test, 2d6
Oliver slumps to the ground overwhelmed and faints. Ishzu has a raging headache form being psionicaly overextended. Luckily his people have mastered their thought and used a similar technique to help teach each other so he knew how to break the bond before it got too well established. Looking again at the crystals he quickly retreats from the crevice.
He looks down at Oliver "Our otter friend will be fine. When I tried to connect with the crystals, our minds got melded together for a bit.
"The crystals need to be removed from this area. They have very strong psychic powers. Over time, they will mutate and empower the spiders in this area.
Grin, ignoring Ishzu and Ander for the time being, puts on the Black velvet mask stitched with silver thread and wraps his cloak around himself, willing it to a velvet black with silver ribs that run across its insides. If he holds it out to either side, they will look like bat wings. For now, he awaits Oliver’s wakening with the intention of scaring him for a practical joke when he does. He figures that Oli would most appreciate a good-natured laugh once he comes to.
Grin spreads his cloak wide in an imitation of a ghoulish winged creature.
Knight

"Oh. Ow. What ha... AHHHHH! HAHAHHAHAHA! You devilish duende you. You scared the fur out of me, with those omen-of-death looks."
He slowly sat upright, with a visible headache.
"Did you put the soft blanket as well? Like a true reaper of old tales: give with one hand and take with the other. Thank you."
"What just happened?"
Grin pulls off the mask and sits down next to Oliver, listening to Ishzu’s requests.
Well, Master Ishzu, but how can we remove it? And where is it going? Isn’t there some way to block it up? And what about some lunch? I’m right famished, I am! And Oliver here - he needs a rest, don’t he?
Knightly intuition tells me…perhaps we speak with our gnomish benefactor at base Camp, about ways to burn-out the cavern? Take care of the problem once and for all?
Ah, good call, my crystalline friend! A safe removal of the Crystal would be best indeed!
nah… on second thought! Let’s get out of here and catch up with the others!
Fiznik, we come seeking advice. We think we’ve discovered the secret to yon spider cave, but we need…a tool, or tools, some means to remove crystal from stone. Probably something a bit…heavy duty, in order to remove a large bit safely.
Would you great base campers have anything like that?
Fiznik

He continues his rant as he marches back towards his tent shouting orders at guards about "sending a runner", "where's that blasted gnome", "You lot, stop slacking and start packing up everything I will need" to the guards who look bemused as the wizard disappears into his tent, then look at the crates of equipment, then to each other. Too slow! booms the wizard as he reappears and with a casual wave of his hand the guards are flung back out of the camp as it erupts into motion. Several crates are empties as invisible hand move things about then loaded back up and ties to sets of transport poles. The guards are rudely moved over to the crates and shoved under the poles.
Nodding his head in satisfaction he glares at the guards not conscripted to being porters and snaps See no one disturbs the area or touches anything. Sound the alarm if there is trouble With a final glare the turns back to face you and smiles.
Lead the way, not time like the present. Off we go.
Or, did I just disrupt weeks of research and my nice comfy camp for a prank and he looks you all over meaningfully.
"Shall we? Right that way."
And he pointed in the direction of the cave, following after the crystal expert, who just so happened to be a sentient crystal himself.
Well…that was pretty easy, he quips to his friends. On we go, then!
Fiznik
As the mass flows down into the cave the elemental emerges with a large crystal shaped like a star bigger than any of you. You note that there are several other small fragments in the mud and Fiznik suggest collecting them as they are prime material for crafting many enchantments. After seeing the crystal the wizard seems slightly shocked and performs a few tests before calming down. He proclaims that with the crystal now removed from the stone it will cease growing and after wrapping a few charms on the structure he indicates it should now be safe.

After taking about potential uses for the crystal and the process to move and sell it Fiznik mentions he saw the passage above with natural looking daylight and asks if you have explored where it comes out yet.
Oh, and of course, I’m talking about some of the smaller shards, giving the larger ones to you, Master Fiznik, does seem the fairest payment I think. Though we also cleared the cavern of the spiders and we’re about to see where the cave leads too. So that should be worth something as well, no?
Well done, friends! @Master Fiznik, we certainly wouldn’t have managed as well without you, I find your offer sensible enough. Everyone else in agreement?
We should see if the crystals we have, if they still hold magical property for us collectively. Such items could be an important asset as an adventuring company.
Would…would you good people be interested in bonding together as an adventuring company? This is a good group.
Fiznik

All of the smaller crystals an innately magical, or psionic if you prefer, and can be used in crafting mystical equipments. On their own they are as useful as a lump of unforged mithril. The massive star shaped crystal lattice has formed a simple natural array and so does have some magical properties of its own at this point but that is nothing to what it might achieve if it were to be enchanted further by skilled craftsmen. The charms he put on it are simply isolating it from external mental energies.
4 x large 4" crystals 100 GP each to Fiznik
8 x medium 1" crystals 50 GP each (best option to enchant for your use)
26 x small 1/2"crystals 25 GP each
65 x tiny 1/4" crystals 10 GP each
51 x lbs of small 1/16" crystal fragments
Now if there are no further questions I really must get back to figuring this thing out and he wanders over to the Matrix Node
"Well, I'm going to be honest. As much as I love the large crystal, I have no idea what to do with it besides selling it. That is... unless it is somewhat sentient? If it is alive in some form, I wouldn't dare put a price on it."
"I'll wait for Ishzu's perspective on this. It seems like he needs a moment for now, though."
I have to agree, Oliver. If the Crystal is sentient, then selling it into service isn’t too far removed from slavery.
Yes, let’s glean Ishzu’s thought and feeling on the matter. He seems quite invested.
I will set up the bar thread in a bit.
Would you…would you like me to talk to them, Ishzu? As a knight, I can be very persuasive. At least, it seems folks give me credence and latitude due to my station. Unless and as maybe they’re only humoring me, of course.
After finishing a good meal and some shopping, relaxing, and gosip, you decide to head back underground and stay overnight at the research camp. Fiznik reminds you to make use of the Magical map case that Ander has for marking notes on points of interest as it maps out your travels. He also gives you a pass to claim some of the gear there and allows you the use of his tent for the night.
Taking the long trek back to the camp you find that only 2 guards remain at night and they are glad for the company. You rummage through the supplies but desice to finalize you choices in the morning. You settle down for the night with Ishzu finding a quiet spot out of the way to meditate while overseeing the camp.
Rope, Grapple hook, lanterns, oil, Rations, waterskin, chalk,
These are limited to 1 per person and must be returned when not working to explore the underdark.
While wearing this amulet the wearer can whistle, pop their lips, shout, or emit noise in some other fashion and be able to tell the approximate size and shape of an area they are facing. This can be done once a minute.
Then in the middle of the night, as marked by the watchmen's hour glass, you are all awoken by Ishzu's telepathic shout.
Everyone but Ishzu is in the tent and needs to roll a Save test to see if you wake quickly or stumble out of bed is a stupor, lose 1 round.
Rolls
Quick wake up - (2d6)
(14) = 5
Rolls
Wake up - (3d6)
(443) = 11
Oh no! Our knightly fellow awakens from solemnly stalwart slumber, only to be shaken n stirred by well-intentioned telepathic barrage!
Agh! My knightly dream-stage is SHATTERED, my friends!
Rolls
Save - (2d6)
(41) = 5
Rolls
Nightmare save - (2d6)
(65) = 11
Stay in the tent. Something is out here. If we don't bother it, it will not bother us. Just be ready...
Ishzu stands still a short ways outside the tent. He waits to do anything until knowing what is coming.
Ishzu, for future reference if I have not mentioned this already I will normally require line of sight for standard telepathy. More than that requires a roll. I figured a targeted "shout" would not require it.
Rolls
Perception - (2d6)
(14) = 5
![]() | 1:Ander / 2:Grin / 3:Oliver / 4:Ishzu / red-yellow ember are lanterns, yellow eye are guards |
__________________________________________ |
Oliver yawns. A dormant fraction of his brain registering the emergency.
goblin

Ishzu can see over 20 goblins swarm the camp. Most go strait for the large crystal and begin tying ropes to it.
Rolls
arrows vs guard 1 - (2d6, 2d6, 2d6, 2d6, 2d6, 2d6, 2d6, 2d6, 2d6, 2d6)
2d6 : (26) = 8
2d6 : (34) = 7
2d6 : (42) = 6
2d6 : (24) = 6
2d6 : (64) = 10
2d6 : (46) = 10
2d6 : (43) = 7
2d6 : (26) = 8
2d6 : (12) = 3
2d6 : (64) = 10
arrows vs guard 2 - (2d6, 2d6, 2d6, 2d6, 2d6, 2d6, 2d6, 2d6, 2d6, 2d6)
2d6 : (42) = 6
2d6 : (55) = 10
2d6 : (13) = 4
2d6 : (45) = 9
2d6 : (21) = 3
2d6 : (62) = 8
2d6 : (66) = 12
2d6 : (23) = 5
2d6 : (31) = 4
2d6 : (23) = 5
Can I see any of the goblins?
Into the Party hiding away in the tent Ishzu tells them"Guards are dead. A lot of goblins. They are taking me as treasure.
The only other Large Crystals I brought with me would be in my pack (Unless they are too large)
Rolls
Ishzu: Test - Basic - (2d6)
(36) = 9
Knight

In both cases, only the owners can "hear" the magical chess piece. But no one wanted me to put the messages in hidden notes, so I just post openly when the piece has something to say. I always keep it short and simple.

Everyone in the tent was woken but Ishzu, which would be a new experience to all, but only Grin is fully awake. Each player can react as appropriate for their character. Grin tries to put them to bed, odd and a bit optimistic but still nice.
I love how Ishzu is "sneaking" into the goblin camp, LoL!
And that’s cool about the chess pieces.
Is the plan still to remain hidden and follow the goblins with Ishzu?
We can try to open the back of the tent and then remain hiden behind some rocks, if there is rocks to hide, or something similar.
Also, my interpretation of the map is that the green crystal is the big one from the spider cave and the #4 on the map is Ishzu. They might take both? @Psybermagi , our confusion I think is from the description of the goblins touching Ishzu and then saying they want to take the big crystal which I originally thought meant him. But now I’m guessing is the big one from the spider cave, right? Is my interpretation wrong?
@Psybermagi Can you splane again please, re- Items, what are differences between Cheap, Normal and Premium goods? Is that like disadvantage/normal roll/advantage on related tests? Thx. .
He tries to see if the coast his clear, when ready he signal his companions to follow him.
He crouches trying to disguise his bulk with the darkness surrounding, moving silently to any big rock or hole that can hide his group and still be able to see what happens in camp.
Let’s hide here and wait for them to leave. Then we can follow them.
"What is it with goblins? They're always up to no good in this side of the shattered lands."
Oliver attempts to squeeze into hiding with the others, trying to not lose sight of Ishzu -the valuable statue-.
Brewner is forced to use his knife to cut a slit in the back as the tent is sewn tight. Once large enough he opens it and peers outside so see a small squad of four goblins loitering to the west. They glance towards the camp occasionally but mostly are looking to the NW, which is the way back to base.
You wait till they are looking away and move one at a time to the cave wall, away from the torch light. Unfortunately for you one of the goblins heads toward the tent while you are still in the process of fleeing . . . .
Ishzu fights the urge to leave stasis as while in that state his limbs naturally lock up.
Rolls
Goblin spot check - (West_squad:2d6, East_goblin:1d6)
West_squad:2d6 : (45) = 9
East_goblin:1d6 : (2) = 2

Brewner and Grin are across by the wall. Either Ander or Oliver is caught in the open with the other still in the tent with the front being approached by another goblin.
10' map grid
He thinks that silencing this guard might cause confusion so the guards all look outwards thinking that we’re attacking from somewhere else.
Rolls
Crossbow - (3d6)
(656) = 17
Crossbow - (3d6)
(644) = 14
Everyone else but Grin can still act.
"You know what they say, never leave the good wine for later."
And he slung the vial at the cavern rock of the passageway, after which he regrouped with his companions next to the cavern wall.
Action 2: move
Rolls
Sling vial - (3d6)
(156) = 12
Well done Grin, he exclaims amidst darkened vapors! Well done!
Our knightly fellow shifts from the tent to rejoin his group.
If we’re in the mist, we might convince the goblins to attack each other. If the goblins to the west are in the mist, we could escape that way or attack them and try to confuse them. Either way, the one dude who saw us has a two arrows through him and I don’t think they will know exactly where it came from, so we could turn them all against each other.

Because I have a kind of ridiculous idea =)
The cave is huge, so I assume it has a very high ceiling, using my rope with the grappling hook we climb to a higher elevation, preferably to a platform, when we are all up there we pull the rope up, the way I'm imagining only a goblin that comes near that corner (1 or 2) and thinks about looking up will be able to see us, but because of the torches in camp we still can see what happens with Ishzu and the cristal, then we see what happens, if is to follow them we drop the rope back. GM is this even possible? Does it make any sence?
Ps: Sorry for the long post
Rinse Repeat.
It is at this moment that he observes the rough wall, the platforms and the darkness in the highest part of the cave.
Whispering Brewner says "We climb...yes we can climb, high enough where the darkness meet the cavern wall"
He quickly prepare the rope with the grappling hook and throws to the highest platform that he can see, give one strong pull to make sure his well stuck.
" Oliver and Grinfletch you two first. Quickly, quicky my friends"
Failing this, he passes the grappling hook to Oliver, knowing that Mr Otter at least is an expert in slinging things. Here Oliver, you try it. Also, I have plenty of alcohol arrows and alcohol flasks here, if you want to try something. He hands two of the flasks to Oliver and then, relying on his dungeoneering experience to find his footing, he climbs up Brewner’s rope into the outcroppings above.
Rolls
Grappling hook throw - (2d6)
(43) = 7
Climbing with Dungeoneer trait - (3d6)
(562) = 13
Meanwhile, back in the bat cave, uh I mean over by the tent, Oliver's lob of the Darkmist vial is nearly perfect and the vial explodes with a soft tinkle of shattered ceramic. Instantly the area around that end filled with darkness.
Ander takes the opportunity to rush to his companions exulting in their escape, perhaps prematurely. The four of them formed a hurried huddle south of the tent to make a plan. The goblins in the darkness call out alarms. The goblins at the camp pause but you see the robes ones snap orders and 4 of them rush towards their comrades calling for help while the others all ready their bows and peer around for targets.

1. Brewner 2. Grin 3. Oliver 4. Ander 5. Ishzu
Rolls
Ishzu scan - (2d6)
(43) = 7
goblins block Ander - (2d6)
(41) = 5
Ander needs 1 Test to get out of the darkness past the goblins without incident. As per normal, use what you have, if you have anything, to give yourself advantage.
Striding south, then west, Ander attempts to avoid goblin pod entanglement. It should go very well!
I think Brewner’s running 50ft took both your actions and i took actions out of turn so we can pretend the climbing and rope stuff hasn’t happened yet.
I think the wall climbing could still work if we roll really well. We’d do what Psyber suggested and state our plan and hoped outcome then make the roll.
Alternatively we could try to run for the darkness which probably won’t last for long.
Well done Grin, he exclaims amidst darkened vapors! Well done!
Our knightly fellow shifts from the tent to rejoin his group.
Ander was in the tent "D" The rest, 1,2,3, were to the south/below of that. Ander declared he was rushing through the dark mists to the west/left created by Oliver then rejoins the group. I assumed Ander thought the group was already past the goblins.
If what Ander meant to do was simply join the others south of the tent then I will revise the previous posts
The group is huddled against the wall just at the edge of the lantern light from the camp. A group of 4 goblins, 1 wounded, is calling for help, another group of 4 goblins is moving towards the darkness and will pass too close for you to hide effectively. You know all the caverns this side of the darkness lead nowhere save the spiders nest cave but that is past the large crystal where even more goblins are clustered.
Yes, I like our chances agsinst a mere four goblins. I will be ready for them, as they pass near us.
The darkmantle created darkness lasted a minute and this is the closed concoction to that created by Oliver so it will likely last about that long (first one used right?)
You do not have time to discuss as the goblins from the main group are moving quickly and will spot you any moment.
Rolls
Tossing alcohol flask - (2d6)
(31) = 4
Alcohol flask 2 - (2d6)
(53) = 8
Rolls
Toss torch! - (2d6)
(21) = 3
Oliver and Brewner are up.
For the sake of swiftness, Oliver is forced to drop his sling to grab the BLAZEBALL BAT. He then produces two rocks, flips them one at a time and bats them engulfed in flames towards the incoming goblins.
-Action 1: load-n-swing fiery rock
-Action 2: load-n-swing fiery rock
Rolls
Swing fiery rock 1 - (2d6)
(43) = 7
Swing fiery rock 2 - (2d6)
(24) = 6
Rolls
Torch throw - (2D6)
(42) = 6
What does Ishzu do?
Frusx has the most shinys.
Woilm has swiped my foods.
Sruins wants to kill me.
Urt weapon looks goods.
Hunt Master want Forol dead.
Rolls
Ishzu: Test - Basic - (2d6)
(45) = 9
Maybe next time some one can focus? Thems the breaks.
But I can be a gracious and benvolent DM
To your back you see goblins emerge from the dark cloud, one helping his woundd friend. Seeing the mass of flam and arrows folling on you they ready their weapons as they bunch up and wait for reinforcements.
Oliver, Grin, Brewner 1 damage, Ander gets 2
Rolls
rain of arrows - (2d6, 2d6, 2d6, 2d6, 2d6, 2d6, 2d6, 2d6, 2d6, 2d6, 2d6, 2d6)
2d6 : (56) = 11
2d6 : (44) = 8
2d6 : (22) = 4
2d6 : (51) = 6
2d6 : (16) = 7
2d6 : (22) = 4
2d6 : (13) = 4
2d6 : (31) = 4
2d6 : (36) = 9
2d6 : (25) = 7
2d6 : (12) = 3
2d6 : (36) = 9
Hoping Ishizu can turn them against each other
Grin said he backed up but didn't say he entered the dark so I assume he just edged closer?

Run! Grinfletch makes a run for the darkness and tries to move as far around the cave wall into the darkness as possible.
He starts focusing on the large crystal.
Hoping to cause a mental disturbance to all of the goblins nearby it or touching...
Rolls
Ishzu: Test - Basic - (2d6)
(64) = 10
For each hour of rest, i.e. no or very little activity, you heal one HP. A full six hours completely heals you. I don't remember when Ander was wounded, but given you got some sleep in, that's one HP per hour of sleep. Then, for any quiet time before that, that would also have been one HP per hour of rest. So, it is likely any damage Ander had before the incident with the goblins happened should have been healed. Everyone should have started this encounter with full health.
However, the only way to have healed anything from this encounter is through a potion or magical healing from Ishzu. So, Ander should be at 4/6, as he took damage this encounter, if i am remembering correctly.


goblin

Brewner thinks about what the king chess piece says and gives a little chuckle. He thinks to him self "Maybe you can pestern some goblin"
I could go to the north and light the fire from there. They might not suspect you to the South! I can hide in a corner section somewhere under my cloak and maybe they’ll follow me later.
Flasks typically cover 5x5 so you can make a 25' wall. That's not enough to block all the passages. If you stretch it thin to a 50' wall the flames will not be very thick and can easily be jumped. Grid is 10'
You could make the arc start at the edge and go into the darkness
Basically, he’s planning to fire a flaming arrow into the dark space once the goblins come through to break them up and cause confusion. Then he’d go and hide somewhere in case they charge him. Hopefully the friends in the south can either hide or catch the goblins by surprise?
If you're hiding your probably don't want to shoot a flaming arrow from your hiding spot when they can see it.

With his heart beating fast due to the escape, Oliver stays hidden with the rest and keeps quiet for a while, accompanying the aura of solemn heroic silence emanating from Ander. He keeps the bat in his hand, adamant to make it work when the goblins come out (if the goblins come out).
Rolls
Save test - (2d6)
(34) = 7
Water

Ishzu, who is being dragged to the platform sees the mass of water burst out of the darkness as the goblins screech even more frantic now. The two mages are performing a ritual and Ishzu sees the tiles pattern changing on the Matrix surface but before he can see the completed pattern the elemental washes over him before receding like the tide leaving all the goblins soaked but clustered around their leaders. Just before being swallowed by the darkness Ishzu sees the goblins all scramble onto the platform and a black and white light fills the area around them before they vanish.
The elemental returns to Grin, setting Ishzu down before "speaking" again to Grin. I have fulfilled your simple desire. farewell. before it collapses into the pool, washing Grin out to stand shocked and momentarily speechless.
After a while he tries to find his shovel or any other useful object
Ishzu is standing next to the pond
"I'm just glad the important crystal is safe. The talking one, I mean. We'll need to do something about the other one. Was it washed away with the goblins? Or did they manage to take it?"
Oliver tried in vain to dry one of the soggy sleeping mats, but then stopped and smiled.
"It was beautiful, though,wasn't it? "
Yes, I suppose those riff-rafts absconded with it! The crystal, I mean!
We must try and retrieve it, friends!
@daryen will start to act as the DM for this story. As stated in the announcement in the Q&A thread this is to talk find of the load and allow me to keep this game open for beginners to Gamersplane, Play by Post, RPG, or Tiny D6.
Several of you have interacted with him already either this chat or your magic items that give council.
I will still be around but much of the day to day will be run by daryen.
Maybe I can be a guest GM some time and have another goblin hoard attack you guys, just to relive those good old days. 😁
" This guards died doing their job, trying to protect us, they deserve at least this, they are with theirs ancestors"
King

" This guards died doing their job, trying to protect us, they deserve at least this, they are with theirs ancestors"
"We bring them to the surface, but do we do it now or do we follow the rest of the goblins with the crystal?"
Oliver pats Brewner on the shoulder.
"And your chess piece sounds wiser than most."
The goblins left using the Matrix Node. That means you can't follow or track them on the way out. However, you can try to see how they got *in*, since you know it wasn't through the Node.
And you wouldn't really be able to dig graves for them down here, as it is pretty much all rock.
So, the question is, what do you want to do now?
Just then, Oliver noticed the pool of shiny water and smelled around to identify any riverside species that could serve him for alchemy.
Rolls
Alchemy plant identification - (3d6)
(255) = 12
Oliver pats Brewner on the shoulder.
Oliver noticed the pool of shiny water…
Also, before we leave, we might want to hear from @Smiley about Ishzu’s experiences and plans.
Ander looks at Ye Ole Dungeon Map, which perhaps updates to mark the Elemental Pool in real-time!
Now, when you’re done looking for ingredients, Oliver, we’ll be over there preparing these corpses for transport…
He squelches off in his wet clothing, not quite sure why he’s feeling frustrated…
I'll describe the trek up tomorrow morning.
And he moved back to the group to prepare the fallen guards for transport back to the surface.
Guard
When you reach the gate, the guards there quickly become active and ask what happened. The simple answer, "Goblins," gives all the information they need for now. They send a runner to get more people to manage the task at hand. They relieve you of both the bodies and the camp equipment and start the process of salvage and recover of the equipment.

While waiting, Oliver talks with his companions.
"They are big researchers on the matrix node thingie, right? If anyone can give us a hint as to how to track these goblins, it would be Fiznik and Valpip."
Brewner said he saw the tracks of the Goblins where they came in from the West, too. Maybe we could follow that as well?
I have Trusty Sling and my sword at the ready, friends! I stand ready for anything. Well, maybe not a greater demon or something like that. Or an ancient dragon. Prolly not ready for something like that. But pretty much anything else!
Brewner stretches and checks his wounds " If we going to face a goblin horde we need to be at our best, those goblin were able to find their mark with those nasty bows, a short rest?"
Hmm. On the base thread, ordinarily, yes, that is likely what we'd do. However, with this being semi-split, I am not sure. Let's find out ...
... Calling @Psybermagi ...
Should we move this temporarily up to the base for their conversations with Fiznik and Tyren, or just handle it in this thread?
So, I left you basically in the warehouse. Where do you want to go? I'm gonna assume it is still before noon and you got enough sleep before the raid. I'll also assume you got a quick resupply of standard stuff (rations and a torch each), so your set of starting supplies are full. Any fancy stuff you'll have to go get. Since you did get back here, everyone will know what happened within the day (from the guards who met you and the clerk). You can talk with Fiznik or Tyron if you want, but it isn't required.
"Is there any way to track the last destination of a node? We'll research the area of the ambush as best we can, but anything we could learn of the node itself would be useful too."
"Captain Tyrel my name is Brewner of Noric and i will like to have a talk with you about this goblin problem, the camp in the underdark was overtaken as you probably already know. I came to ask for yours suport, is time to end this menace. My group was able to find tracks that we belive will takes to their lair, some of my friends are at this moment talking to Fiznik for is advice and suport as well"
Rolls
Charisma - (3d6)
(652) = 13
Fiznik

I was able to contact someone with access to more information on the Matrix last night after returning to my library and I believe he can help me reactivate the node in the cavern. I will be returning to the node with a squad of guards and ensuring it is warded better but we still don't know how the goblins got into the caverns. Perhaps from the underdark? he muses with a scowl on his face.
Also, I asked Psybermagi to run Fiznik so he stays consistent.
So tracking them back the way they came! And hearing from this Tyron fellow.
Tyren (Captain)

"First, I want to thank you and your group for bringing the guards bodies up. That is deeply appreciated.
"We won't be able to provide any guards to help you with your searches around the caverns, but I am sure Fiznik is going to make sure there is an increased security presence around the new underground camp he will rebuild. So, while we can't directly help you, mainly due to having only so many guards, the base will be more secure going forward.
"That all said," he says with a determined look, "if you find the main goblin camp they came from, I am very sure you will be able to get support to deal with the problem."
Tyren (Captain)

Tyren looks at Grin for a moment while his brain mentally removes the food from the question. "You are more than free to take them on on your own. The Guard is strictly chartered to protect the Settlement only, with the outpost in the caverns as an important, but notable extension of that charter. We do not need to mete out our own retribution, but if you need the help, that can be another rare extension."
"I am sorry I couldn't do more friends. Those goblins got the drop on me. Before we head out, I would like to thank the water Elemental that saved us."
The water elemental is gone and Ishzu can detect nothing in the pool. (It is still a magical pool; there just isn't any intelligence or thought residing in it.)
Also, I assume Ishzu healed everyone on the trek out.
"Yes i am ready, lets free the caves from the goblin menace"
Oliver produced two vials from his pouch, one with a deep purple color and the other with transparent shades of purple. He then gave them to Brewner.
"Take these two vials as well. If you mix them up, I might magically know where you are, using this circlet I'm wearing, unless there's someone with a beer between us."
Then he chuckled and snorted. It still sounded as funny as the first day.
"I do mean it, though. It's just wine alcohol and wine extract. If you mix them, you get wine, and this circlet always tells me the direction of the closest alcoholic beverage."
Rolls
Dungeoneer Advantage - (3d6)
(153) = 9
He tries to create a mental connection with the water elemental that was in there before.
Rolls
Ishzu: Test - Basic - (2d6)
(34) = 7
In the caves, with so much darkness, Brewner focuses on his hearing to sense if there are enemies ahead.
Agh, we lost part of our loot, friends! Oh well. At least we live to tell tall tales, eh?
Our knightly fellow readies Trusty Sling in case of trouble. Which would get a sling bullet atop the noggin, if so!
As you stop to decide what to do, Grin, Brewner, Ander, and Oliver realize that Ishzu is not with the group anymore ...
The first thing is to go to the top toolbar and click "Characters" -> "All characters". This is highlighted by the purple arrow. You have to select "All characters" even if you have only one character.

You should then see the following image. I circled two icons in purple. Currently, the icon for the characters in question (Ander and Brewner) have the icon showing gray. Please click it to turn the icon red. Whatever you do, do NOT click the big red X. That would be very bad.

Thanks!
He took a sample into a vial and then closely observed, smelled and poked the substance in the wall with a stick (he wasn't brave enough to taste it just yet). "It's pink!" was his deep observation after a minute.
Rolls
Substance identification - (3d6)
(564) = 15
Oliver experiments with the slime some and sees that it slowly digests organic matter, but not minerals. There might be other things immune to it, but he doesn't know what. From what he can see, they should have more than enough time to cross it without permanent effect, but they'll need to scrape it off of everything they don't want to lose. He also assumes that eating it or letting it inside (through their nose or a wound) would likely be bad.
Anyway, what else do you do?
Brewner crosses the slime in great leaps
"It's pink! And it eats! I'm going to get a few and give them names. Their diets shall answer a few questions."
Oliver took out five more samples in vials and marked each with a letter, starting with the one that he had taken before.
"Alice, Bell, Cece, Dean, Ellie, Fang."
And he put a small leaf in each vial, letting the slimes slowly eat them up.
I need to provide a little more detail ...

The room is roughly 60 feet in diameter, so the far side is at the limit of effective torchlight, giving very little detail on the far side. The slime covers the entire floor of the cavern, and spreads a up just a little on the edges, only a very few inches (it isn't consistent, but it's less than six inches). The surface of the slime is remarkably level.
You have approached it from the east (right-hand) side of the cavern. You can't tell for sure, but it does look like there might be a smaller exit on the far (west) side of the cavern. The rest of the cavern walls look have no openings, but the shadows could always be playing tricks on your eyes.
Oliver's experiment with the leaves will show roughly how quickly it consumes the leaves. Right now, nothing much is happening as it isn't that fast. (Fortunately, it appears pink slime works way less slowly that more formidable slimes.)
If there is Brewner going to follow them, if not, he his going to go near the south wall
Rolls
Focus +test - (2D6)
(14) = 5
The pink slime does not seem to react to Ishzu. If he leaves his digit in the slime, it will attach to him, as it does with the surrounding rock, but it doesn't seem to react to him. Ishzu is pretty sure it would react to his equipment (backpack and staff) as they are composed of organic materials.
When Grin pulls the torch back, he sees that the surface that was touch, and the immediate surrounding area, is burnt and scorched. However, it doesn't have any real reaction. It doesn't retreat; it doesn't consume itself (at least not quickly enough to detect); it does not grow back (at least not quickly enough to detect). It just has a burnt spot now.
Quite frankly, Ander has a completely reasonable response to the slime. However, somehow the goblins managed to get through it relatively unscathed. Maybe there are clues about?
Grin inspects the mouth of the opening. As he does he wonders out loud: could we just walk through and wash off the slime?… we’d need some water… Oliver! That waterskin I gave you with the pool water - want to pour it on the slime and see what happens?
attempting to find your way through a dungeon or cave system".
Rolls
Inspect (with dungeoneer?) - (3d6)
(156) = 12
Grin looks around their side of the pool and finds a very odd looking set of items. They look like long boots, long gloves, and a mask that covers the eyes, nose, and mouth of a goblin. Despite obviously being made for a goblin, the boots and gloves look a bit oversized (but still not big enough for a human, or even a dwarf). It's like the boots and gloves are intended to go over a goblin's normal clothes. Grin can easily use the boots and gloves if he wants; they are close enough fit. The mask won't work as well, but it would suffice.
As for the burn mark, it doesn't really matter. Imagine burning a spot on the surface of an algae clump. Sure, that piece of the surface is burnt and damaged, but it's pretty irrelevant to the rest of the clump and doesn't change the (lack of) surface tension on the clump. If you step on the burn mark, it would be like it wasn't even there; you foot would go right to the rocky floor.
Two more quick items just to help a bit:
1) It is better to scrap the pink slime off. Water just doesn't do a great job of washing it off. It sticks to itself pretty well, so when you do scrape, it tends to peel off in sheets, to an extent. Water might help with the final bits, but the first 95+% needs to be scraped off.
2) The water from the pool simply becomes clear potable water when taken away from the pool. The magic is in the pool; it doesn't follow the water. I'll just say it came up as a side comment from Fiznik while pontificating at some point or as a side note from Skeeve when you socialized back in the tavern.
He slows down after half a minute. Goodness it’s hard to breathe in that mask. What do you think it’s for?
"These cuties are very slow, but by the shattering are they inexorable. Imagine breathing or eating one of them." And he shuddered.
"I wonder... is alcohol organic for these fellas?" Oliver uncorked the first three slime vials. He gave Alice (slime A) a small square of cheese, gave distillated wine alcohol to Bell (slime B) and gave wine concentrate to Cece (slime C). Then he put the cap back on the vials.
-The cheese came from Oliver's lunch.
-Oliver had previously distilled wine into wine-alcohol and wine-extract. The first one should be mostly alcohol, while the second one should be mostly grape juice.
You had complete access to, and permission to use, the "standard" set of trinkets Valpip and Fiznik lent out. So, really, you can have any of them, including the pole. If I was a stickler, I would say you already had your chance to take something, but since we didn't really touch on that, that's on me, too. So, yes, you can have the pole with you if you want. You just have to return it when you leave this set of caverns.
With effort, Ishzu is able to get enough of a grasp on the object to drag it up and out of the slime to their side of the cavern. As the object is pulled out, the slime just slides off of it. It has kind of a lumpy main section, with three long tentacle like things out of the main section. No one really recognizes what it is at first, but finally Oliver's eyes go wide and bright. "It's a dead mimic!" he exclaims. Ishzu did not find any loot around it, so apparently if it had any, whoever killed the mimic already took any loot.
As Oliver investigates the dead mimic, he can see it is far from fresh, so any ichors or other extracts are long since lost. However, aside from the natural deterioration caused by being dead, it seems remarkably unconsumed ...
Eh, I will stand safely back whilst slime is sensibly searched. But I have my sword, not to mention Trusty Sling, at the ready, if there is trouble!
"Agh, I can't really make sense of all this. What's a dead mimic doing here? And why is it not consumed by the slime?"
He paused for a moment and stared at his companions.
"Well, I reckon we should leave these questions drying in the shore and look for marks that can lead us to the goblin whereabouts. Do you see any exit around there, Ishzu and Grin?"
He quickly waves Ishzu over and they both take a look. They agree this is likely where the goblins entered from.
1) Explore the goblin passage.
2) Explore the passage on the opposite side of the cavern.
3) Go back, and check out one of the other open mysteries in your set of caverns here.
4) Go down to the deeper underdark.
5) Skin the mimic and make galoshes for everyone!
Remember that your base instructions are to finish clearing the caverns around the Maxtrix Node and identifying entrances. You have done that here now. But these are general directions, not orders. You can go wherever you want.
Mimic face cream to allow facial reconstruction
Acid resistance
.. Ideas ideas. 😁
Other PC are leaning
It requires a the appropriate mystical trait or a talisman charged by Fiznik or Valpip
Oliver sounded determined, but then looked at the freshly unearthed mimic carcass, begging to be taken home and dissected.
"Though that mimic is very tempting to take to base too, to be honest."
"Alright! Goblin hideout it is! Time to save Ishzu's cousin!"
And he proceeded to stow away the most delicate parts of his gear before getting into the slime and heading towards the goblin gap.
The cavern you have appeared in is large (at least 100 feet to the far side) and extremely dark. You have entered from what Grin believes to be the southern side of the new cavern. Close to where you come out of the passage, you can see a small area that Grin can tell has been used multiple times as a staging area with the remnants of a fire pit. While there are no embers, it has been recently used. Most likely by the warband that attacked your campsite in the other caverns. As you get ready to make your next move, you hear movement to the east, and when you look you see the dim flickers of torchlight beginning to be evident.
A voice calls out, "Fizzer! Dlank! Is that you?
"Grin, you're wearing the goblin gear. You could pretend you're one of those two that fell asleep in the pit while on duty. Just lay there and snore. Then we ambush when the goblin draws near."
Rolls
Sleep like a goblin roll - (2d6)
(22) = 4
When I call for a roll, that is because there is risk and uncertainty. In many circumstances, it is truly success/fail (e.g. in combat; you hit or you don't). However, when things are free-form, then the reading of the dice is more flexible and helps the GM determine how to guide what follows. Just because the dice roll is a failure doesn't mean what you are trying to do is utterly failed in the worst possible way. (Well, roll snake eyes, and, yeah, that's not good. Roll box-cars and it will ludicrously bend in your favor. Everything between is nuance.) Instead, it gives the GM guidance in how to handle that situation.
Also, if you think you should have advantage on a roll, always call that out and say why. It could be magic, circumstances, background, trait, whatever. I do not promise to accept the reason and give the advantage, but you think there is a legitimate reason why you should get advantage, never hesitate to ask. Just remember there has to be a reason for it. Just like if I pull disadvantage on you, I have to tell you why. I may need to wait to explain why, but I should always be able to say why.
In this case, we'll stick with the roll as it. Don't worry, it isn't fatal or anything.
Also, state whether you are giving Ishzu his chance or not.
Ishzu replies, Yes, to the one asking, then repeats himself to all three of them. I am looking for the Hunt Master. I am supposed to have a meeting with him. Can you take me to him?
The first one to speak seems to have quickly recovered and scoffs, "If the Hunt Master was expecting to see anyone, I would have known about it. But I don't, so he isn't. Besides, why would the Hunt Master even need to speak with you? And telling me that he's the only one who can know isn't going to get you anywhere."
Rolls
Ishzu: Test - Basic - (2d6)
(51) = 6
Your calm demeanor and non-threatening approach have completely overcome the goblins' wariness. "There's just you. I doubt you're that dangerous. We can take you back to camp, but first we have to check on our warband. They are overdue, and that's a bad thing. I'd ask if you've seen them, but if you had, you'd probably be dead now." At that the goblins have another good laugh.
To the party They might take me camp. They think I am harmless.
If that is close to a correct picture, we could all go West and avoid the Goblins entirely, or we could lay an ambush around the tunnel to the South that they are about to investigate. Does that sound right?
"Let's do that. I'm not too eager to negotiate with them this time around. Don't want to murder them either, though."
He then drew his bat eagerly and started moving into position.
"Plus, I REALLY want to see some fire."
Whoever is the sneakiest needs to give me a roll to get into position. (The one roll will cover for everyone.)
I am intentionally using different terms for things just because I figure the goblins wouldn't use the more refined terms. Like head-speak for telepathy and Pop for Teleportation. Plus it's fun trying to come up with the new terms.
"Sadly, that's a very prudent and sensible idea. Let us tag along, then, and keep our distance. Ishzu is a surprisingly good infiltrator considering how notorious he is."
He stared at the sillhouettes of Ishzu and the crystal goblins, walking ahead.
"They don't seem so evil now, do they?"
At this point, Ishzu was just outside your sight, though you knew exactly where he was. They could easily see him, but couldn't see you. Ishzu distracted them with conversation and kept them talking, so the idea there was more than just Ishzu didn't occur to them. You all quickly quenched your torches and kept quiet, so you didn't cause suspicion. Note that, except for Ishzu, none of you have actually seen the goblins at all. You have only heard them. (While these goblins don't have a problem with someone using head-speak on them, it never occurs to them to try and use it back. They just talk normally.) Had Ishzu led them back into the circle, you could have jumped them. Alternatively, you could have charged into the corridor spent one move (to get to them) and one attack in a surprise round.
What the goblins originally wanted to do (assuming you weren't there) was to go into the circle, and enter the passage you came out of, go to the pink slime, and then see what they can find in those caverns. When they found Ishzu and heard his story, they were trying to decide whether to not believe Ishzu, then take him with them to find out what happened; or to believe Ishzu, turn around, and take him back to camp for interrogation and further orders. They have apparently decided to believe Ishzu and are turning around to take him back to camp for interrogation.
Also, let me know what you are doing regarding trying to map or keep track of where you are. The goblins know these caverns. You most definitely do not.
As far as goblins in general, they are highly nuanced.
Unlike hobgoblins which have a organized structure with decent cohesion, goblins are very fractured. Hobgoblins in the area are part of a single nation-state. Except for the goblins under those hobgoblins' thumbs, goblins as a whole are not cohesive. Any given goblin group could have a different structure, a different style, a different belief, and a different attitude towards others. And it isn't just the leader. Some groups have a strong leader, but most do not. Individual goblins can have an even wider range of personalities and approaches than even humans. The two main constants are their individuality and impulsiveness. Goblins are chaos. Not always destructive chaos; just unpredictable chaos.
So, if you meet one goblin, do not make any assumptions about what group they are part of until they actually tell you. You can't know unless they are wearing a uniform, and that's not even guaranteed. And extremely rare. But if they tell you, it's probably true. Most likely.
The map records locations as the bearer experiences them so distant locations are recorded vaguely with details added as they are learned.
Additional notes and detail can be added with a though after a days of practice with the scroll case.
Thanks!
On the next steps, it is going to take me until later today to post the response. Sorry for the delay.
Besides, have your every tries to follow written instruction in nature? "Go to the third really big tree and turn left then head to the cubby looking rock"
Over what feels like forever (but is really around six hours or so), they make their way to the entrance. Ishzu keeps in mental contact with the rest of the group to let them know any time the goblins do anything that could confuse the trail. He is also sure the goblins are taking an intentionally long route to get where they need to go. Likely to try and confuse him. In fact, it did work, as Ishzu is not sure exactly how he would get back to the pink slime cavern anymore. Fortunately for them, Ander's trinket sees all. Later when they check it, they will see that they did indeed pick a horribly messy route that crossed itself multiple times. Fortunately, there were never any immediate double-backs, so the party following was never caught. When the goblins and Ishzu finally make it out of the caverns, they find themselves in a protected cave. It is still light outside, but getting late. The goblins stop here. "It is still too light outside. We wait here for it to be dark."
If Ishzu wants to ask anything before continuing out of the caverns, please feel free to insert it.
The terminal cave opens up into an open plain not far outside the end of the swamp area of the ruins. They emerge from the side of a small hill. The goblins look around carefully before heading before fully leaving. Apparently, they think it looks clear enough and say to Ishzu, "Let's go. Be quick. We are exposed out here." They set off at a quick pace. After they leave, the rest of the party sees them leave and wonders how to follow without being seen. However, just as Brewner, Oliver, Grin, and Ander get a good look, they see a pack of five feathered lizards tracking down Ishzu and the goblins from their rear.
What do you do?
Rolls
Crossbow - (3d6)
(334) = 10
Crossbow - (3d6)
(246) = 12
Rolls
Fiery rock 1 - (2d6)
(24) = 6
Fiery rock 2 - (2d6)
(63) = 9
Targeting the nearest lizard person, Ander places two stones upside reptilian noggin!
Rolls
Trusty Sling! - (1d6, 1d6)
1d6 : (5) = 5
1d6 : (2) = 2
Rolls
Hide in nature- Survivalist trait - (3D6)
(623) = 11
The lizards failed to see Brewner, so he can act as he wills. The other three are now engaged in combat! All four get to act next.
Rolls
~TinyCoGM~: Run Check DC:5 - Basic - (2d6)
(21) = 3
~TinyCoGM~: Run Check DC:5 - Basic - (2d6)
(53) = 8
~TinyCoGM~: Run Check DC:5 - Basic - (2d6)
(14) = 5
~TinyCoGM~: Run Check DC:5 - Basic - (2d6)
(14) = 5
~TinyCoGM~: Attack Roll DC:5 - Adv - (3d6)
(624) = 12
The leader responds, "It doesn't matter now! They are giving us an out! Let's get out of here!" He grabs Ishzu's arm to pull him along with them.
He takes two shots at the the lizards, prioritizing the one he shot before.
Rolls
Crossbow - (3d6)
(661) = 13
Crossbow - (3d6)
(154) = 10
Note that Grin jumped the gun a bit. I need Smiley to give me Ishzu's actions to finish the round 1.Grin's attack is the opening to round 2. What Ishzu does will influence the goblins actions.
He swings his Warhammer furiously.
Rolls
Attack - (2D6)
(33) = 6
We will win this day, my friends!
Really, knightly fellow? Ya think so?!
Rolls
Sword! - (2d6)
(43) = 7
Evade! - (3d6)
(565) = 16
In that brief instant, Oliver admired their magnificent colors up close, but he couldn't spare more than a second, as they weren't here to play. He held fast to his bat.
Do note that by the end of the combat, Ishzu (and the goblins) will be far enough away that he won't have any ability to talk to them and the group will need to use their tracking skills to follow.
Brewner and Ander both missed. Oliver gets to take his actions. Then the four feathered lizards get to make their attacks.
to make an attack with disadvantage. If you do and succeed, you deal 2 damage instead of 1.
Rolls
Angry bat swing 1 - (1d6)
(1) = 1
Angry bat swing 2 - (1d6)
(6) = 6
Also, as an obviously "gag" magic item, a bat is a bat. Wail away!
Fully engaged now, all four lizards attack. Two of them shift positions completely surround the group, the other two just attack who is in front of them.
Lizard 1 moves and attacks Brewner. (It hits.)
Lizard 2 is dead
Lizard 3 moves and attacks Grin. (No damage.)
Lizard 4 attacks Ander twice. (Hits twice. Evade avoids one hit.)
Lizard 5 attacks Oliver twice. (Hits twice.)
After that, it's your guys' turn to attack or whatever. You are now surrounded.
Rolls
Lizard 1: Attack Brewner DC:5 - Adv - (3d6)
(345) = 12
Lizard 3: Attack Grin DC:5 - Adv - (3d6)
(133) = 7
Lizard 4: Attack Ander DC:5 - Adv - (3d6)
(544) = 13
Lizard 4: Attack Ander DC:5 - Adv - (3d6)
(464) = 14
Lizard 5: Attack Oliver DC:5 - Adv - (3d6)
(621) = 9
Lizard 5: Attack Oliver DC:5 - Adv - (3d6)
(521) = 8
For a little context, the party is basically back-to-back-to-back-to-back, with the feathered lizards surrounding them. Each lizard has basically picked a target. The ones attacking Oliver and Ander are damaged; the other two are unscathed.
You guys are up.
Yes, it really really does!
In any case, Ander slashes two more strikes at his unfortunate assailant!
Rolls
Sword! - (2d6)
(56) = 11
Also Sword! - (2d6)
(15) = 6
He cracks his whip at his closest foe, hoping for damage but happy to scare the lizard back.
Rolls
Whip crack! - (1d6)
(1) = 1
Oliver grabs one flask of darkmist fluid from his pouch and slams it on the ground, producing a cloud of thick darkness around them. He then swings his bat blindly in the direction where the hurt lizard was.
Rolls
Furious blazebat swing (berserker) - (1d6)
(4) = 4
Rolls
Focus+attack - (2D6)
(13) = 4
And ... Grin takes a hit. Everyone else escapes unscathed this round. But ... how will the characters' attacks fare?
Rolls
Lizard 1: Attack Brewner DC:5 - Dis - (1d6)
(2) = 2
Lizard 1: Attack Brewner DC:5 - Dis - (1d6)
(3) = 3
Lizard 3: Attack Grin DC:5 - Dis - (1d6)
(2) = 2
Lizard 3: Attack Grin DC:5 - Dis - (1d6)
(6) = 6
Lizard 4: Attack Ander DC:5 - Dis - (1d6)
(3) = 3
Lizard 5: Attack Oliver DC:5 - Dis - (1d6)
(1) = 1
Lizard 5: Attack Oliver DC:5 - Dis - (1d6)
(4) = 4
…fml
Rolls
Evade test - (1d6)
(1) = 1
Rolls
Fierce bat swing 1 (berserker) - (1d6)
(3) = 3
Fierce bat swing 2 (berserker) - (1d6)
(6) = 6
1- Move 2- Lizard throwing
Rolls
Strenght- Lizard throwing - (3D6)
(151) = 7
Rolls
Sword,twice! - (2d6, 2d6)
2d6 : (63) = 9
2d6 : (36) = 9
With furious focus, Grin strikes out at his assailant again with his whip.
Actions: focus, attack
Rolls
Whip attack (focused) - (1d6)
(6) = 6
The already wounded feathered lizard didn't have the remaining energy to successfully evade Ander's truly heroic sword stroke and falls to the mighty blow! The mortally wounded lizard lets out a scream before falling to the ground!
One of Oliver's manic bat swings crushes the chest cavity of his opponent. While this lizard is not able to let out a scream, the crunch of the bones was message enough!
One of Grin's whip snaps does make contact, but it is only a minor injury.
Brewner stepped out of the cloud, but doing so caused him to miss his grab a lizard. However, this does give him the opportunity to see the receding figure of Ishzu getting much closer to the marshes.
With a plaintive squawk from one of the remaining feathered lizards, the two remaining ones decide there are easier meals somewhere else and they beat a hasty retreat. As the ink cloud starts to dissipate, Grin, Ander, and Oliver see the backs of the receding lizards and the remains of the two they just killed on the ground. When they look around for Brewner, they see him looking off in the distance. Turning to see what he is looking at, they see Ishzu and the goblins much, much closer to the marshes.
On Brewner's attempt, I think it would take up to two rolls. One "to hit" and grab the lizard and a second to hit a target with it. (There would be no second roll if you are just trying to throw it as far as you can.) However, the grab would have had to take place in the cloud, not outside it, which puts that attempt at disadvantage. (The throw would have been at advantage, even in the ink cloud.) In other circumstances, I would have worked with you to make sure of how you wanted to play it. However, since they are running away, I am modifying it for expediency and to let you re-find Ishzu.
Final tally on your side:
Ander 5/6
Grin 4/5
Oliver 4/6 5/6
Brewner 5/6
You're all dinged, but nothing horrible.
Rolls
Lizard 4: Evade Check DC:5 - Dis - (1d6)
(1) = 1
What does the group do?
I’ll just treat my clothes with All Temperature Cheer, once we’re back to Base. Tough on stains, doesn’t bleed colors and always smells fresh!
After expounding upon domestic expertise, Ander gets on with trying to track his crystalline friend!
Rolls
Tracking! - (2d6)
(63) = 9
"Found anything? This indeed seems to be right where they entered."
He hopes to do it with out the goblins noticing...
Rolls
Ishzu: Test - Basic - (2d6)
(44) = 8
Grin is still grumbling to himself. He also considers helping with the tracking, but knows that his tracking sense somehow only really works well when he’s dungeoneering in a cave or the like.
Also, while you will only get Advantage in dungeons, you can still try with a normal 2d6 Test, too.
Plus, we have two crystals to rescue
That said, this is working out so far ...
As for these goblins, no, they aren't the sharpest tools in the shed. But they have seen some stuff, so someone like Ishzu isn't going to completely throw them off their game.
He also tries to recognize anything that might be useful
Rolls
Survivalist - (3d6)
(163) = 10
Frog

He then steps back and resumes a serious demeanor. "However, since you a representative of a dragon," he motions to the briefly glowing tattoo, "that affords you at least a little leeway. Don't overstep it." He pauses to let that sink in.
"Getting back to my concern, I don't see any reason to not at least check out out your story. I can understand the war band leaving through the Pop Square, but if they really did, they should have made it back here by now."
The Head Goblin starts issuing orders. He turns to one of the guards and says, "Arm the oldest of the younglings and take all of the younglings to the bolthole to await our return." Ignoring the guard's look of utter disappointment, he turns to the rest and says, "We leave now." A furious amount of activity starts taking place. The disappointed guard and the older yougnlings gather the rest together, while the rest of the adult goblins form into a new war band. Within 5 minutes they are on their way, taking Ishzu with them, even though it is still in the middle of the night.
Also, if you want to say anything extra before the Head Goblin forms the warband, please do so. There is time for some discussion first.
Rolls
Plant Identification - (2d6)
(44) = 8
Where we are now, no, I don't think there are any "river plants" in the vicinity. But we can work on that as we go along.
Ishzu would ask for a goblin to lead him to the Stone Slider tribe or directions to it.
Is the New War Band heading towards the rest of the Party?
Is the New War Band heading towards the rest of the Party?
Plus, they live here. If they were trying (and they don't know you exist yet, so they don't know they should have), they could have made a much harder trail to follow. However, the Head Goblin is focused on getting to the Matrix Node to see what was going on.
Does Ishzu still have his pack and/or all of his items?
If he does I should have a few vials I can mix together to make alcohol. Oliver has a magic item that would pick that up.
Good plan. Go for it!
Rolls
Ishzu: Test - Basic - (2d6)
(65) = 11
"Huh. A nearby alcoholic beverage has just popped out of nowhere. Until now the circlet was pointing at what I guess was a tavern, but now it has suddenly switched to another beverage. Let me see if it was just because of us moving..."
Oliver goes back a few steps to see if the direction of the nearby beverage changes.
"It didn't change back! This means that this beverage was JUST made, and not that we approached it! My-my, it might be Ishzu mixing the vials! If that's the case, he would be in THAT direction."
And he pointed towards the direction indicated by the circlet.
If Ishzu is nearer than any other alcoholic beverage, when he mixes his vials, Oliver will notice a sudden change in the direction to the closest alcoholic beverage. Of course, this could just be because they are moving and the circlet found a new closest target, so to rule that out, he backtracked a bit and noted that the closest beverage did not switch back. He concludes that the target is not switching back because the beverage was JUST made, so it could be Ishzu.
Alternatively, it could be a nearby fast wagon transporting ale, but that should be quite easy to rule out (Oliver would "sense" the beverage direction change fast)
Brewner looks at his teammates with amazement
Ishzu is told by his immediate companion, that the Pop Square is hidden in the ruins of a small outpost in the marshes. The partial remains of the walls of the main building are still there in the center of the ruins, and the Square is in a room underneath that building. You have to go into the building's ruins, then find the stairs down to find the Square, which is what they had done. The tribe's shaman and his apprentice were able to use the Square. Usually only the apprentice would accompany war bands, but this time, for some reason, both went.
The war band enters the ruins and head for the building's ruins. Once the get there, they see two goblins standing guard per wall facing on the building's ruins, two guards standing where the stairs down are, and what looks like the rest around the center of the building's ruins. The Head Goblin starts to enter the building's ruins, but is blocked by the two guards. Incensed, he knocks them both out of the way and charges in. He is immediately stopped short by what he sees, and the eight goblins who surround him with their weapons drawn. Stunned, he stands speechless at the sight before him. The perimeter guards quickly group and present an armed stance before the rest of the group, between the now isolated Head Goblin, and the rest of the current war band and Ishzu.
Now finally able to see what the commotion was about, Ishzu sees what must be the shaman tied up on a smooth stone table. The apprentice, knife drawn, turns to face the Head Goblin. The Head Goblin says, "What are you doing!? Why are you still here?" It is at this point, the Head Goblin sees the glassy eyes of the apprentice, and in fact, of all of the goblins arrayed against him. In an oddly detached voice the apprentice says, "This one here is too strong willed to control, so he must be sacrificed." With that, she turns to the shaman again and in one swift motion slits the throat of the shaman.
Turning back to the Head Goblin, the apprentice says, "Each of you will go down into the room and touch It. You will either join or you will be sacrificed like he was."
For everyone else, Ishzu has to figure out what his approach is before you can come on the scene. You are several minutes behind him.
Clarifying statements.
Goblin Leader & Warband A are being held captive by Warband B.
Warband B is under the control of something.
Warband B is going to make Goblin Leader & Warband A under control of same thing.
Can I roll a Test to see if I have any idea what is control Warband B? (Ishzu has been around a long time)
Can Ishzu try to sneak away while this is going on? Is he being held by Spear point also?
Will post when home.
Rolls
Ishzu: Test - What is going on? - (2d6)
(34) = 7
Warband B is definitely under the control of something.
Warband B and Warband A are faced off. (So Warband A isn't technically captured yet.)
Warband B intends to assimilate Warband A.
You already know what is controlling Warband B. (At least, I expect you to.) If you are not sure, make a roll at advantage (no focus) and I will tell you. Also, do note that the goblins of Warband B, who were literally carrying you around to "steal" you, are not showing any recognition of you at all.
Since Warband A and half of Warband B is faced off, Ishzu can pretty much just turn and run if he so desires. Someone (from either or both sides) could chase him, but they have each other to worry about. Quite frankly, if Ishzu runs, I'll have to figure out if several goblins don't just join him in the retreat. Alternatively, you could try to sneak off. That'd take a test at Disadvantage (there is way too many eyes), but in that case, you'd have a brief head-start before anyone notices. In that case, pursuit would be significantly less. (And again, just becomes someone from Warband A is following you doesn't mean that they are pursuing. They could just be fleeing, too.)
Your other alternative is to risk being assimilated and working through that.
Rolls
Ishzu: Test - Adv What is controlling - (3d6)
(265) = 13
Ishzu: Test - Dis sneaky away - (1d6)
(6) = 6
If you try to sneak away, you are able to successfully. It will take about a minute for the goblins in Warband A to figure it out. It appears that the guards in Warband B don't seem to be paying attention to you as you try to pull back and away.
Once he thinks he is far enough away, he quickens his pace away from the goblins.
Hoping to find the others, he retraces the steps that he and goblins took.
Please play out the reunion in character!
Strangely, it sounds like a feathered lizard dying.
Rolls
Bird Call check - (2d6)
(21) = 3
And Oliver proceeded to hide as well.
Rolls
Hide - (2d6)
(55) = 10
Ander attempts to hide along with his crafty companions.
Rolls
Hide, with Focus? - (3d6)
(562) = 13
"Ishzu! You wine-mixing genious! Am I glad to see you in one piece --er, you were always a single piece, right?--."
"Ah yes, sorry, maybe you're not too fond of hugs."
Oliver lets go, but remains enthusiastic now that the team is back together.
"Well, we have come this far, and this second band of goblins may even be grateful if we get their minds released from the crystal. How well guarded is their outpost?"
King

He lowers his crossbow.
But you owe us big time if we help you! I mean a permanent alliance between our groups and a formal reconciliation process so no one on either side continues to hold a grudge and we can all forgive and live in peace and harmony. Also, I’m very hungry! I would appreciate a snack!
And he took one of the cheese blocks that he had been carrying around since lunch.
Oliver proceeded to draw his sling out, but his gestures clearly indicated that he was not aiming at the goblins who had just arrived, but at anything that could have been chasing them.
"But what can we really do about 30 goblins? We need to plan something or we're fried fish."
Fire? Distraction? Meddle/interfere with the crystal?
Ander has the charismatic trait, advantage on negotiations.
Edit- Sry, I didn’t intend to roll yet lol.
Rolls
Charismatic! - (3d6)
(613) = 10
"How many of your kind are now under control of the crystal? How many are not?"
I guess Bunt will be the tie breaker
"I don't know how many of them there are, but they are down two."
We should allow ourselves with them. With the first group, I mean. Look, I don’t want to throw in with these…meanies… but, something about the enemy of my enemy is a friend to me.
Or….well…did I say that right…? How’s that phrase go, exactly…?
"We have surprise on our side, ambushing them is our best option, i dont think the younglings goblins will be of much help"
Brewner then takes a big breath
"We ambush them now with the help of this goblins, we hide and let the big group pass when the shaman appears we focus our might on him, maybe kiling him will free the others from the crystal power"
The goblins confer for a bit, then say, "We'll accept your help, but we make no promises for anything in the future other than we will never bother you," pointing to the group before him, "again. We can talk about anything more than that if we succeed."
The leader then says something to a medium sized goblin, who immediately sprints away toward their camp. He says something to two other goblins, who then immediately move back from where they were fleeing.
"This is not a good spot for an ambush. We have a better spot to do it in. Follow us."
I guess Bunt will be the tie breaker
Oliver took a step to follow the goblins to wherever they were pointing. "Might as well trust now. We need all the strategy and surprise factor in our side."
"Oh, right. I almost forgot. Here, Ishzu, hand me your wine vial and take these other two vials, for when you need to do this again. And Brewner, here, take another pair of vials, so you can mix them like Ishzu did anytime you need to redzevous with us."
Without a side glance, Oliver handed the wine vial to Grin, but he found this amusing and his chuckle gave him away.
After a few minutes, the lead goblins says, "This should do. They are forcing Zigg to guide them, and he should lead them through here." The location is a dense thicket with a fairly narrow pass through it. However, how narrow it is, is not obvious until one has gone in a fair bit. It will force them down to just two abreast, meaning they will be more spread out. "Anyone with ranged weapons should climb those trees, there and there. It will give you a great vantage point to shoot anyone who has entered the thicket, or is outside it."
About this time, the runner returns with the guard Ishzu had seen left behind. He told the leader, "The younglings are somewhere safe and are guarded by the older ones. I am here for vengeance."
The lead goblin nods at the guard and says, "You," pointing to the main group of goblins, "attack from the other end and don't let them emerge. Anyone with missiles, attacks from the trees, everyone else hide and attack from behind them. I don't know why the took so long to follow us, and I don't know how the apprentice is controlling everyone. But let's stop them now."
Alternatively, Ishzu doesnt need to breathe, correct? If so, there are fetid pools and ponds all around. You could hide in one of those even farther back from the entrance to give yourself more options.
I have gone with Trusty Sling in past, but my knightly ways dictate a straight-up fight with these creatures. I will smite them in melee, my friends!
"Don't forget let them pass until the shaman is in range and Ishizu tried to communicate with the crystal"
He then hides Warhammer in both hands
Zigg replies, "Our camp is just on the other side of the thicket! Of course it narrows! Do you think we'd live out in the open!?"
The apprentice pushes him back and mutters to herself, "Maybe it will be better if we follow the thicket around ..." As she says this, the other goblins (except for Zigg) all seem to freeze ...
To try to illustrate this, let's center on Ishzu. Ishzu is Close to/directly above the lead five goblins. They are all in the same range. One range away from Ishzu is the apprentice and the central group in one direction, and the rest of the party in the other direction, making both of them Near to Ishzu, but Far from each other. (The rest of the party is Near to the lead five goblins and Far from the apprentice and the central group.) All of the goblins inside the thicket are Far from Ishzu. It takes one move action to change a range. So, for example, if Ander or Brewner pop out of their hiding spots, they would have to take a Move action to be able to melee with the lead five goblins. (This is not advice; just an example.) Ishzu can "drop" for free, so with one Move action, he can be at the central group.
(Side point: I have been treating "surprise" like you have forfeited initiative, but get to act one Turn early. That way even with surprise, no one gets to move twice before anyone else can act.)
Do be aware that you aren't killing anyone in a single shot, so you won't "drop" anyone with a single bolt. If you shoot one of the crystal carriers, I guess there is a chance they could loose track and drop it, but it isn't a sure bet or anything. However, if everyone strikes the apprentice, maybe you can accumulate enough damage. Only one way to find out!
Ishzu can drop and move, then have one action left at the crystal.
The plan was everyone with ranged weapons to attack the shaman, 4 goblins, Grinfletch and Oliver lets hope is enough
The idea, as I understood it, was to gang up on the shaman, but since they are too far away to melee during surprise, that plan kinda died. Taking pot-shots is probably a good idea as getting lucky might be able to take out the shaman anyway.
Squinting with intent he whispers to himself: we came here to kill goblins and eat cheese…and I’m all out of cheese.
He fires two shots of his crossbow at the apprentice.
Rolls
Crossbow yeet - (3d6)
(152) = 8
Crossbow twang - (3d6)
(554) = 14
Oliver slumps to the ground overwhelmed and faints. Ishzu has a raging headache form being psionicaly overextended. Luckily his people have mastered their thought and used a similar technique to help teach each other so he knew how to break the bond before it got too well established. Looking again at the crystals he quickly retreats from the crevice.
Ishzu;s people have used similar crystals to create psionic tools but the fact that this formation has grown in completely to the point of reacting to though indicates that given more time, a hundred to a thousand years, it may form its own awareness or since it seems to have an affinity with the spiders, either from one of the spiders being latently psionic or another reason, the spiders themselves may transition to crystalline life.
Likely then the crystal spiders would eat the rock and enhance their telepathic powers. However as of yet this is simply a possibility and the crystals are not alive and can not think on their own. Knowing that many telepathic creatures are feared due to those that use their powers to manipulate and dominate other life Ishzu has no idea at this point if the resulting mind or race would be a boon or a bane to those nearby.
Take that first paragraph talking about the one-ness. Ishzu approached the connection of "one-ness" as an equal and immediately pulled back. Now, suppose he had instead tried to dominate Oliver and dove in. At that point he is still mostly Ishzu, but now has access to Oliver's capacity. As long as he keeps anyone mentally stronger than him out, he can add in other weaker wills, yet still maintain control and expand his abilities.
The crystal is a tool. Whether it is good or bad depends on whether the person or people using it are good or bad.
Rolls
Sword! - (3d6)
(133) = 7
Also Sword! - (3d6)
(162) = 9
Rolls
Ishzu: Test - Basic - (2d6)
(55) = 10
When he ears Grinfletch arrows fly Brewner leaps out of his hiding spot and attack the nearest goblin
Rolls
Focus+ Attack - (2D6)
(43) = 7
Same for Ander BTW, he had to Move, then Attack.
The part below for Ishzu I should probably put in a private note, but since it be fast enough, it shouldn't matter.
She attacks first with two psychic bolts.
Rolls
Apprentice: Attack 1 DC:5 - Dis - (1d6)
(6) = 6
Apprentice: Attack 2 DC:5 - Dis - (1d6)
(2) = 2
As Ander and Brewner look around, they see that all of the crystal-goblins are not moving. They are just standing in place. It is then that they notice Ishzu standing next to the crystal, with his hand on the crystal, completely immobile.
From his vantage point, Oliver slings twice at the apprentice with his best rocks. Maybe if they could physically distract it enough?
Rolls
Sling 1 - (3d6)
(225) = 9
Sling 2 - (3d6)
(313) = 7
Once Ishzu and the apprentice are done with their two turns of mental combat, I'll finish the first physical round of combat, showing what the friendly goblins are doing.
Ishzu tries to push his thoughts into the Shaman and disrupt his mental connection to the Crystal....
Did I take Damage from the 6 Before?
Rolls
Ishzu: Test - Basic - (2d6)
(33) = 6
Ishzu: Test - Basic - (2d6)
(13) = 4
Rolls
Apprentice: Attack 2 DC:5 - Dis - (1d6)
(5) = 5
Apprentice: Attack 2 DC:5 - Dis - (1d6)
(6) = 6
Goblin 1: Attack DC:5 - Dis - (1d6)
(1) = 1
Goblin 2: Attack DC:5 - Dis - (1d6)
(6) = 6
@Smiley, please go ahead and give two more attacks (or whatever Actions you want to do for this "mental turn").
Rolls
Ishzu: Test - Basic - (2d6)
(15) = 6
Ishzu: Test - Basic - (2d6)
(66) = 12
You don't see much of anything, just classic winces, looks of concentration, hands to the head, things like that. No blood from the nose or or eyes or anything. At least not yet. :-)
The goblins are finally able to act. The lead goblins says, "Use the flats of your weapons! They are still our friends, even if they don't remember right now!" Four (including the lead goblin) sprint out and try to knock down the goblins between the group and the apprentice. Interestingly, the two guards are not visible at all, though indication of their movement can be heard.
Rolls
Lead Goblin: Attack DC:5 - Basic - (2d6)
(12) = 3
Goblin 2: Attack DC:5 - Basic - (2d6)
(36) = 9
Goblin 3: Attack DC:5 - Basic - (2d6)
(45) = 9
Goblin 4: Attack DC:5 - Basic - (2d6)
(41) = 5
The porters (the four goblins holding the crystal's harness) don't move.
The two pairs of goblins on either side of the porters move and attack the otherwise hidden goblins guards.
The three trailing goblins move forward. They spend their entire time moving.
Three of the four goblins in the front are prone and spend their time getting up. The fourth attacks Ander.
Rolls
Side Goblin 1: Attack on Guard1 DC:5 - Basic - (2d6)
(42) = 6
Side Goblin 2: Attack on Guard1 DC:5 - Basic - (2d6)
(24) = 6
Goblin in Front: Attack on Ander DC:5 - Basic - (2d6)
(64) = 10
Goblin in front: Attack on AnderDC:5 - Basic - (2d6)
(63) = 9
Side Goblin 3: Attack on Guard2 DC:5 - Basic - (2d6)
(12) = 3
Side Goblin 4: Attack on Guard2 DC:5 - Basic - (2d6)
(64) = 10
The apprentice doesn't make any attacks because she is trying to get everyone moving.
The other two still make their attacks.
Rolls
Head-Goblin 1: Attack DC:5 - Dis - (1d6)
(2) = 2
Head-Goblin 2: Attack DC:5 - Dis - (1d6)
(1) = 1
Grin takes another two shots at the apprentice.
Rolls
Crossbow - (3d6)
(214) = 7
Crossbow - (3d6)
(512) = 8
They aren't invisible. They are just hidden from your view.
When you first met the survivor goblins, there were five of them. The lead goblin, four more, plus a slightly larger guard. One was sent ahead and came back with a second slightly larger guard. (There were originally four larger guard goblins that were the personal guard of the Head Goblin. Two of them, and the Head Goblin, died before this encounter. These are the two that are left.) They are doing their own thing and are spent last Turn preparing for a special attack. However, the opposition detected them and tried to attack them to stop them from doing what they were planning.
But, again, they aren't invisible. You just can't see them. Plus, they are on your side. Does that help?
"Try to reach the apprentice" He roars
Rolls
Grab and throw- Strenght trait - (3D6)
(535) = 13
Oliver keeps slinging rocks at the apprentice, wondering where their ally goblins went. He also wonders whether a rock to the head is flat enough for the goblin leader.
Rolls
Sling 1 - (3d6)
(536) = 14
Sling 2 - (3d6)
(413) = 8
Rolls
Grab - (2d6)
(12) = 3
... Unfortunately, the harness got in the way and his swing was accidentally blocked by the hardness. His axe swing did snap one of the upper supports, and now the integrity of the harness is compromised.
The other guard attempts to knock both if their opponents back so they can progress to the crystal, too.
... Both opponents are staggered, meaning next turn they will be able to make an attack on the crystal or apprentice, whichever they were heading toward.
Rolls
Friendly Guard: Strike Crystal! DC:5 - Adv - (3d6)
(131) = 5
Other Guard: Attack first opponent DC:5 - Adv - (3d6)
(216) = 9
Other Guard: Attack second opponent DC:5 - Adv - (3d6)
(263) = 11
Rolls
Ishzu: Test - Basic - (2d6)
(26) = 8
Ishzu: Test - Basic - (2d6)
(12) = 3
Ishzu: Test - Basic - (2d6)
(41) = 5
Ishzu: Test - Basic - (2d6)
(36) = 9
Since he is now the dominant party, he can tell that the crystal is not intelligent; it is merely a tool that can be used by anyone with the correct natural abilities. However, he can feel the draw of its potential as if it wants him to use it. The domineering was driven by the apprentice once she gained enough experience with the crystal to use it. Her control was still pretty rudimentary, but good enough to puppet the other goblins. The other goblins are not freed yet, however they are not moving, either, as they have no one directing them.
Once the controlled goblins stop moving again, and the apprentice goes down, the allied goblins stop attacking the others. The lead goblin does come up to the apprentice and drags her away from the crystal and ties her up securely.
I wonder if it would be more valuable to us to break it into big shards to lessen its power so it can’t be used to control people. Then we can give some of the bigger shards to Fiznik/Valpip, the goblins, and then just sell them ourselves or bedazzle our gear for some mechanical bonuses?
With utmost focus, he endeavors to sever each goblin's link to the crystal, starting with the least resilient mind among them. He hopes that dismantling their connection gradually will prove more manageable than attempting it all at once.
Rolls
Ishzu: Test - Basic - (2d6)
(51) = 6
Hullo heroes! What’s the - Oy! What’s wrong with Ishzu!? Is he… dead?
Once all of the goblins have been released, Ishzu disconnects. But keeping everyone safe from the crystal is very taxing, and he can't keep it up too much longer. The lead goblin manages to keep order and even invites the group to join them at their camp for the day so everyone can regroup. The two guards want to smash the "evil totem crystal". The wounded apprentice is trying to get back into range, but isn't allowed to move by the two goblins assigned to watch her.
Also, are you going to visit the goblins camp? Also, are you going to ask about the other tribe? And how do you plan on getting back?
He looks round at the group of goblins and to the leader: I bet you’d like to hear the story of Brewner, the great Hopper of Noric. Perhaps a rest at your camp would be nice. I would like a chance to see that the children are safe. And maybe try some fabled goblin stew!
"I implore you not to rush its destruction... at least not without a methodical approach. It would be wise to enlist the expertise of someone skilled in crafting the crystal into practical implements," he suggests.
Turning his mental speak to only the party members, he queries, "Have the remaining goblins been infromed of the negotiated terms?"
"This friendship could be the beginning of a new era, I also hope that this friendship extends to the rest of my people. No more attacking guards and other adventurers."
Rolls
Charisma - (3d6)
(412) = 7
And this relationship goes both ways. They are not making friends with humans, or a tribe or a settlement. They are making friends with you. As such, there is no extension past that. So, telling them that you want them to not attack some guards only makes sense so far as you are involved.
I hope that helps with how far your friendship with these goblins will get you. Also, this particular tribe is diminished and will need to get a strong leader and will need to find/recruit/develop a shaman to have better staying power. You did save the tribe, so they are indebted to you. But that is to you.
The next morning, you all gather up and say your goodbyes. The Lead Goblin (who is now the temporary leader of the tribe), says, "You asked about the something tribe. Here is a map to the edge of their territory. We do not get along with each other, so it is best for none of our tribe to take you. And don't let them see this map. Destroy it before you make contact with them. Thank you so much for saving our tribe. We are forever indebted to you. We will always avoid you, even if our tribes are fighting. You are always welcome as long as I am here. We will avoid the caverns past the pink slime.
"These two will take you to the edge of the swamp and point you to the cave entrance."
After you leave, when you check the map, it initially looks like a jumbled mess. However, when you compare it to Ander's map that auto-scribes, you can make sense out of it. It will require you to go into the last cavern system you were in, but not go back through the pink slime.
"Well, excepting dinner, that really went as good as it could possibly go. Though it's a bit sad to downgrade such a mighty artifact just because it almost murdered us two times."
He paused for a moment. "I wonder... could the crystal control inanimate objects as well? Or maybe an empty armor filled with small spiders?" This made him shudder. "Nevermind, forget I said that."
"Perhaps we could get the crystal whole to Fiznik for him to put a containment charm again, and buy us some time to decide what to do with it. Also, we might need to report to him anyway. We have cleared the area preceding the pink slime cave from future goblin incursions. On my books, that counts as a handsome victory for the exploration team."
He happily chats with them, loudly sharing stories about the group’s adventures.
I kind of want to keep it whole and bring it back to Fiznik.
How far away are we from Fiznik?
Keeping it whole could cause problems, though.
I have a few (simple) tests that I would like to do before leaving the goblin camp. I would love Oliver's help with these.
Is there a way to see if there is a radius of effect?
How far away does a creature have to be to NOT be effected by the crystal?
If any other creatures are affected in the above radius?
My plan (If possible) is to bring it to Fiznik. Keep it away from the camp, but monitor it. At least until we could get a craftsmen to make us some tools with the crystal...
"Those are excellent questions! Perhaps we could answer the radius one with a field test, at least for a simple mind... Hey Grin, mind convincing one of your goblin pals for a quick and definitely safe experiment?"
"And we probably need someone with a more sophisticated mind as well. Maybe a *knightly* sophisticated mind?". As if to make things more obvious, Oliver stares at Ander and smiles.
"That terrain over there seems large and deserted enough. We center the crystal there and move into a safe spot so that Ishzu can release the crystal powers again. Then Ander and our friend Wart slowly approach the crystal, and we mark the distances where they lose their individual sentience, measured in Brewner hops. Naturally, we need to release Wartwart and Ander from the crystal charm, and maybe even Brewner -Oliver chuckles-. That part is on you, Ishzu."
"So... how does this sound? It should be perfectly safe."
With a large grin on his face, Grinfletch says: Here we are, Oliver! Wart has volunteered for the experiment!
Honestly, this is a very powerful item that could cause tremendous damage in the wrong hands. The only reason the goblin thing didn't spin out of control is because the apprentice didn't really know what she was doing. Someone with much better skill and experience could have been truly dangerous. The reason you are all alive is because of her lack of skill.
Once they do, they could keep it 30ft away from camp and keep a watch on it. Moving its location around camp to not allow any critter to be under its influence for long.
The group moves quickly through the grass, always on the lookout for an ambush. A group of feathered lizards (though smaller than the ones seen before) is briefly seen, but they do not engage since they wouldn't have surprise. They make it into the base cave. They set the crystal and harness off to one side, while they gather against the opposite wall. They spend about an hour clearing their heads from the crystal. Ander hands over his magic map to Brewner. Brewner and Oliver pour over the path made on the map and figure out the best path back to the tunnel that will take them to the pink slime.
It is now about mid-day and the group is ready to continue.
"The sooner we reach the base and talk to Fiznik the better"
Before heading out, Oliver seems to ponder for a bit, staring at nowhere in particular. He then noticed Ishzu and approaches him, producing the vial containing the pink slime nicknamed Alice and holding it at eye's level. Alice seemed to have done great progress in the stick that had been placed in the vial.
"Ishzu, perhaps you are more knowledgeable in this matter. I am a bit worried about the pink slime. Is it slightly alive? Could the crystal take control of it when we get to the pink cave? Do you mind if I place Alice near the crystal to see if anything happens? If something does happen, I would not like to learn about it in the cave."
He then chuckled lightly. "That's funny... For once, I'd prefer a failed experiment this time around."
Grin can run ahead with Brewner too if we need to split up.
I had not even considered what the pink slime will do about the crystal. I have no idea. I'll have to figure that out before you are ready to enter the tunnel to the pink slime cavern.
I'll post the next step of the return journey tomorrow.
Along the way back, when cutting through a shortcut they saw on the map, the group accidentally steps into a nest of giant centipedes!
Also, will the fight that led to the elemental interaction, the lizard fight, and the goblin fight all be considered one achievement or many in terms of XP?
Rolls
Initiative - (2d6)
(55) = 10
Brewner says alarmed, as he grip firmly his warhammer
Rolls
Initiative - (2D6)
(52) = 7
As both the group and the nest kinda surprised each other, there is no true surprise. Since you guys succeeded on your tests, you all go first. (Initiative is supposed to be individual, but I find it easier in PBP to have each side go together.) You are all in Close range right now. You see about six of them, but there could be a couple more you don't see. It's not like there is an innumerable swarm.
Ishzu and Ander have to waste a turn to put the harness down if they don't want to risk damaging it. On the other hand, Ishzu can attack without putting anything down, if he so chooses, but will prevent Ander from making any heroic moves. I'll let Ishzu determine how to approach it and Ander will follow his lead.
Rolls
Crossbow shot - (3d6)
(335) = 11
Duende Agility to avoid opportunity attack - (1d6)
(6) = 6
Ishzu and Ander will carefully set down the Crystal.
Oh! And, congratulations!
I am assuming we are all fully healed and rested?
I am assuming we are all fully healed and rested?
"Hey, at least these are not trying to take control of our minds... yet."
Oliver takes out the blazeball bat (do these things like fire?) and swings two fiery rocks at the centipedes.
Rolls
Fiery rock 1 - (2d6)
(46) = 10
Fiery rock 2 - (2d6)
(36) = 9
" Meet your end, creature!"
He will try to hit any that his already injured
Rolls
Attack - (2D6)
(25) = 7
My turn: Doesn't Brewner have a megaultramagic hammer that deals extra damage on crit?
Oh, and which allows him to jump very high too. And fly.
Yes, Brewner was up front with Grin. Grin was providing the "dungeoneering" help, while Brewner was using his new map to help guide them on their path.
Yes, everyone is completely healed.
Ander puts down the harness with Ishzu, then gets ready, so doesn't get a chance to make an attack this turn. Ishzu can still make a single attack with his remaining Action. I am going to go ahead and run the centipedes for this turn, but Ishzu should still take his one allowed attack this first turn.
There are four moving around that will each making an attack. Behind them, two more appear, though they cannot attack this turn.
Brewner gets two attacks on him from one centipede (since he is adjacent to it). The other three move and attack Grin, Ander, and Oliver.
...
Brewner, Ander, and Oliver all take a hit. Each must make a Save Test or be poisoned. If poisoned, then your attacks are at Disadvantage. You get a save each turn until you throw off the poison, and suffer Disadvantage until you do throw off the poison. Note that subsequent Save Tests after an initial failure is also subject to Disadvantage.
Rolls
~TinyCoGM~: Attack 1 on Brewner DC:5 - Basic - (2d6)
(11) = 2
~TinyCoGM~: Attack 2 on Brewner DC:5 - Basic - (2d6)
(26) = 8
~TinyCoGM~: Attack on Grin DC:5 - Basic - (2d6)
(41) = 5
~TinyCoGM~: Attack on Ander DC:5 - Basic - (2d6)
(64) = 10
~TinyCoGM~: Attack on Oliver DC:5 - Basic - (2d6)
(53) = 8
Rolls
Ander: Save Test DC:5 - Basic - (2d6)
(33) = 6
Actions: Talking, lighting torch
Rolls
Poison test with Resolute trait - (3d6)
(453) = 12
Brewner made his save for this attack. Good job!
Rolling 3 Test to Heal them
Rolls
Ishzu: Test - Basic - (2d6)
(34) = 7
Ishzu: Test - Basic - (2d6)
(55) = 10
Ishzu: Test - Basic - (2d6)
(32) = 5
Everyone else can now act for this second turn. The centipedes are not retreating and they are definitely acting very hostile. While they do avoid the torch (fire burns!), they are not retreating or anything. They are simply moving around it to continue to attack.
Iszu's actions are done and, I think, Grin's actions are done (though they didn't have the effect he had hoped for. So, Brewner, Olive, and Ander now have two Actions each in the second Turn.
He strikes a centipede, damaging it. His second strike then finishes it off spectacularly!
Rolls
Attack 1 DC:5 - Adv - (3d6)
(642) = 12
Attack 2 DC:5 - Adv - (3d6)
(626) = 14
Brewner takes a big breath and aims his wrath to the nearest centipede.
Rolls
Focus+ Attack - (3d6)
(314) = 8
Action 2: swing bat with berserker
Potential action: if my first attack is a hit and kills the centipede, my second action is instead a fiery rock hurled at another centipede.
Rolls
Bat Swing 1 - berserker - (1d6)
(5) = 5
Bat Swing 2 - berserker - (1d6)
(5) = 5
Potential action: fiery rock - (2d6)
(55) = 10
The other two attack Ander and Brewner, respectively.
Well, that's two successful hits against Brewner, and none against anyone else.
The silver lining is that it is just one save needed from Brewner, not two.
Rolls
Attack Against Oliver DC:5 - Basic - (2d6)
(44) = 8
Attack Against Brewner DC:5 - Basic - (2d6)
(46) = 10
Attack Against Brewner DC:5 - Basic - (2d6)
(65) = 11
Attack Against Ander DC:5 - Basic - (2d6)
(34) = 7
Attack Against Ander DC:5 - Basic - (2d6)
(44) = 8
Rolls
Poison test with Resolute trait - (3d6)
(534) = 12
Focus+ Attack - (3d6)
(165) = 12
As one accustomed to cave-life, Grinfletch has come to care for most creatures, even the hungry and the hostile. After all, this is their home and they are not attacking us out of malice. They’re just following their instinct.
Only one damaged and one undamaged centipede left.
Rolls
Bat swing 1 - berserk - (1d6)
(5) = 5
Bat swing 2 - berserk - (1d6)
(2) = 2
(Optional) Fiery rock - (2d6)
(64) = 10
Rolls
Mighty Swing 1 DC:5 - Basic - (2d6)
(25) = 7
Mighty Swing 2 DC:5 - Basic - (2d6)
(32) = 5
The total is 186 copper coins and 12 silver coins. The map, when compared to Brewner's map, seems to show some caverns in the system you are in, past the cavern that leads to the pink slime and "your" cavern system. It appears to show the entrance to another area, but just of what isn't immediately clear.
Rolls
Throw torch to ground - (2d6)
(56) = 11
Throw food to centipede - (2d6)
(36) = 9
If it is any consolation, there are no eggs.
Also, if there are eggs, then there’s a chance more will survive since they don’t need warmth or parents to help them. They just need a corpse to eat when they hatch.
Not willing to waste too much time finding and moving the mimic body around to serve as a walkway, they just hug the perimeter of the cavern to get through the slime. Once through, they take the time to scrape things down to preserve their equipment and shoes. Once on the side of the cavern Oliver gets the group to indulge some experiments with the crystal and slime to see if there is any reaction. It takes some patience and very careful observation, but the slime does move very slowly and nearly imperceptibly move towards the crystal. He thinks they could hang it from the ceiling and it would eventually reach up to it. However, he shudders to think what could result if left with the slime for too long, though it would probably take a very long time to have any relevant effect.
They finally then make it back to the underground camp. When they arrive, they see there is more of a force present, with at least a half-dozen guards on duty, and another dozen workers setting up what will eventually be some perimeter defenses.
1) What are you going to do with the crystal this time?
2) Do you go try to find that goblin tribe bothering Ishzu's friend?
3) Do you want to tackle that gelatinous creature you were told about?
4) Go deeper into the next level down?
5) Something else?
I’m good to go with the group wherever. I think Grin just wants to find shiny trinkets, Oliver wants cool alchemical options and Ishzu wants to find the other goblins? What about Brewner? I kind of feel a bit tired with this particular base camp and wouldn’t mind moving on to something further out - wasn’t there an unexplored underground sea among other things?
Option #2 takes you back into that other cavern system you just passed through, and lets you use the little map fragment you found. This pulls on pre-existing story threads that have been laying around for a while now.
Option #4 takes you down to the "next level deeper" of the underdark. That's where someone reported seeing a huge underground lake with friendly undead sailors. Or something. You'll have to see how accurate that report really was ... This basically heads in a totally new direction with little known or established.
I'm also up for a little ingame downtime between excursions. Buy some gear, craft some thingies (Oliver would probably concoct something), and luckily level up. Oh, and roleplay what to do with the crystal!
I can heal peoples up. Do you want rolls for that?
Also, it occurs to me that the goblin quest might be a good linear one to follow, as long as it is a challenge and presents some new adventure. I think Ishzu might need to get us on board with that though, maybe telling us why it’s important? Otherwise we can go into the unknown!
Also, it isn't necessary to roll for healing out of combat. Just say your doing it and, if sufficient time is present, everyone is back up to full strength. Rolling is only necessary in combat or time-critical situations. When time doesn't matter, whether it is one roll or ten rolls, it's gonna work at some point.
I am also assuming Fiznik is up top while construction is taking place.
My energy level, motivation, and mental focus have completely dropped.
I have had no energy to post or do anything on any of the games I am currently playing in.
It has nothing to do with you as DM, the game, or the players.
I have just lost all motivation to type up anything.
I will try and work to fix this but IDK what to do.
It might just be from added stress or other BS reason.
Once again I am sorry. Give me a little bit.
Just let Psybermagi and me know what you want to do, and we'll work with you and Ishzu!
As soon as they get to Fiznik, Oliver asks about the charm hold the crystal powers under control for a few days, so Ishzu does not need to exert himself constantly.
Once everyone has gathered their supplies and prepared themselves, they head down to the caverns. The hour long trip to the Matrix Node is uneventful, and it is impressive how pedestrian the walk is now. It is well-marked, nicely lit, and all the points that were narrow, difficult, or annoying have been widened and smoothed out. (Mostly likely through a combination of hard work and Valpip's inventions.)
Reaching the Matrix Node, they see that construction is still happening, though much progress has been made since they were last down here. All of the entrances and egresses have been barred and gated, with the gates at an angle that prevents anyone from remotely attacking the encampment, making it much more protected. There is still work to be done, and magic wards to be added, but it should prevent another surprise goblin attack. (Though they can be sneaky, and given enough time, any barriers can be defeated or avoided.) While moving past the Matrix Node, Ealdwid pats the gem he has hidden in his belongings.
After some pleasantries with the guards present, the group continues on. They backtrack a bit, and pass the elemental pool that Grin had a drink from. Smiling at the memory, Grin restrains himself this time (not being in mortal danger and not wishing to be at the moment), and they continue on. Continuing on west, and south of the entrance to the cavern with the pink slime, they find the entrance to the deeper underdark.
The entrance is basically a very wide pit that is roughly 20 feet in diameter, with no bottom in sight. To progress, they will need to start climbing their way down.
This thread stays locked and I created a new thread to continue the actual adventure in ...