Through the throng, you can see some roads that lead down to the Waterfront District and the harbor with its many docks. But instead of continuing downslope, the carriage team turns and gradually proceeds up a street that rises toward the cliffs that overlook the harbor. The view above is dominated by the Royal Castle that looks protectively down on the rest of the city and the surrounding area. Findazzle remarks that both the Inn he stays at when he's in town and Tykus' tower are in this High Street district. As you enter High Street, you pass by a series of temples to the gods. Adran notices that one of the temples - a church of Bealdor - bears the same markings as the silver candlestick he used to bash Zik.
The High Street
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Through the throng, you can see some roads that lead down to the Waterfront District and the harbor with its many docks. But instead of continuing downslope, the carriage team turns and gradually proceeds up a street that rises toward the cliffs that overlook the harbor. The view above is dominated by the Royal Castle that looks protectively down on the rest of the city and the surrounding area. Findazzle remarks that both the Inn he stays at when he's in town and Tykus' tower are in this High Street district. As you enter High Street, you pass by a series of temples to the gods. Adran notices that one of the temples - a church of Bealdor - bears the same markings as the silver candlestick he used to bash Zik.
Argus Goldblood
You proceed into the building; the ground floor is a bustle of tables of varying heights for clientele of disparate species. Business is brisk as the sun falls. Most tables are full, and there are many well-to-do patrons standing at one of the three bars as well. But one of the wait staff meets Argus, bows, and leads the party to the wide set of wooden stairs leading up to a broad mezzanine looking down on the common room and filled with tables of more sedate patrons deep in the important business of drinking, smoking, and conversation. The stairs lead up to a third floor with broad balconies looking out on the city during golden hour. But the elegantly-dressed employee leads you up another flight of stairs to the top floor, where they are met by an elven hostess who beams when she sees the dwarven scholar. "Argus! It is a pleasure to lay eyes upon you again! When you did not arrive at your usual time, we were concerned. But now we rejoice, for you are with us once more!" She bows and extends an arm to indicate the low tables with cushions. "Will you and your guests please make yourselves comfortable while I prepare?" She glides away toward the private bar as the escort who led you all up through the establishment bows and proceeds back down the stairs. It is clear that this floor is reserved for private parties and you will be alone here. The elf speaks briefly with the bartender, who begins to set out cups for each of you while she moves to slide open the doors, revealing a 360-degree view of the city and the harbor, with the sea to the west, and the Granges to the east. "Please, please, sit and be comfortable!" Argus urges, and plops down on a cushion at the beautifully-lacquered table.
For a moment, she looks to Elysia meaningfully in an expression of gratitude, appreciation, and love. She swallows another deep quantity of air before doffing her travelers cloak and rejoining the group. Claiming a cushion, she produces an elegantly crafted and delicately filigreed golden lyre from her freshly-stowed bag. "If no one objects," she indicates the instrument cradled in her lap with a tilted head, poised to play should no one encourage she do otherwise. "This view is inspiring, I cannot help but wish to paint alongside its splendor."
The flute she used earlier is still stowed in her belt, but she knows that her lyre better lends itself to engagement in the discussions to come. Having spent many hours with the strings in her hands, she can play in a semi-meditative state that soothes her own nerves and busies her fingers while conversations flow.
He took a seat, uncomfortable in the opulent environment. He was glad for Eozindra’s music, though it didn’t do much to ease his discomfort. He coughed and cleared his throat.
"So, Argus, what news do you bring from the road? Or what can you tell us about this city? It’s a wonderful place, but those guards looked ominous, and there have been strange rumors about wizards being snatched up and the like?"
Argus nods. "Please provide each of my guests what they desire to eat and drink. We are celebrating life!" The hostess bows and withdraws to a discreet distance: ready to respond to any glance or gesture, but far enough away to not eavesdrop. You realize that the man is not just a bartender, but also a chef with his own cook station to one side.
What do you order, and what questions do you have for Argus about the city or other topics he might know?
Argus Goldblood
"There has been talk of increased banditry on the roads of late, but I am glad to say that I saw no such ruffians. My most recent trip was to Grayhaven from the Alabaster Academy, where I was to speak on my theories on dragonglass. But the schedule was very full, the keynote went long, and I was bumped for time." He shrugs. "Their loss. But the other topics at the conference were fascinating; there was one talk in particular about The Practical Limits of Transmutation Magic from the author that I found especially intriguing. I know next to nothing about the subject, of course, but it's a compelling field of study." Though Findal seems enthralled at this, Argus sees some vacant expressions and suddenly remembers that there were other questions.
"Ah, but why am I boring you about academic talks when you want to know more about the City? Of course you want to know more, of course you do! It's called the Jewel of the West for a reason! In addition to the Bottomless Cup," he gestures at your fine surroundings, "There are many other fine establishments that cater cuisine from many lands and cultures. And entertainment! Of course there are many diversions across all the Districts, though some of them I've only heard about, as I wouldn't venture into the Waterfront District myself..." Then the latter part of Morik's questions register. "Oh, but you wish to know more about the Duke and his guards. The Draymore family has been chosen by the Grayhaven Burgher Council and ratified by the Crown for generations." He looks around theatrically, as if he is afraid of being overheard with something particularly salacious. He continues in a low voice. "The Draymores have all been canny operators - they'd have to be, to come out on top of the Council each generation and then maintain their position - but Dain? Dain is head and shoulders above his forebears. He's in a unique position in the history of Grayhaven: he's head of the Council, appointed as Duke of Grayhaven, but he's effectively also the Regent for Queen Sophia. No one expected the Queen to ascend to the throne as early as she has - she's still just a girl, and she defers to the Duke's judgment in most matters. Dain Draymore is effectively the King of the Greenwold. And for the past day and a half, he's been combing the city for gnomish wizards." Argus looks meaningfully at Findal. "Of course, I don't know if you are a wizard, but I'd be careful nonetheless. I don't know what he wants them for, but his guards are rounding up gnomes just on suspicion that they might be wizards."
Considering her host was being generous, she decided a taste of home would make for a good meal. Turning her attention to the chef, she kindly requested, "Might I please order a braised Aboleth tripe with fingertip potatoes and a glass of your finest wine?"
Done with ordering, her focus swings to Argus. "Thank you for your kind hospitality. If it isn’t too imposing, might I inquire to your reason for being in Grayhaven during this visit?" Her posture remained relaxed, aided by the music that she found more pleasing to hear than any other musician she’d ever encountered, yet her gaze remained steadfast and focused as she awaited his response.
She is dancing for the sun, to bid him good night.
She is dancing for the moon, to welcome her into the night.
At first, the elven hostess is confused by her actions, but then she recognises the movements. She has seen them long ago at a Lunea festival. She smiles and places a jug of water, bread, salt and oil at Elowins seat. That is the traditional meal after the twilight dance.
Argus Goldblood
Hearing Elysia's order, Argus smiles broadly. "Ah, a refined palate! Aboleth is a bit too chewy for my taste, but the flavor? Exquisite!" He considers. "That said, I believe tonight I will have a catoblepas flank, and bring us a bottle of the yellow musk red; that should pair nicely." The chef hurries off to get those two dishes started.
Findal
The hostess nods, though it's unclear whether she does remember or is just being polite; she's seen so many restaurants come and go in her time, how could she be expected to remember them all?
"I had a dish at Stormbrewer's that I'll always remember: baked chuul. You wouldn't have any chuul on hand, would you?"
The elf shakes her head regretfully. "I regret to inform the gentleman that there haven't been chuul in these waters for decades."
"Of course, of course," the little gnome's high voice drops in momentary disappointment. "But that's a good thing, of course. Chuul are terrible monsters, after all. Let's see...let's see...do you have quippers?" She nods, and Findal beams. "Wonderful! I'll have some roast quippers!"
She inclines her head in acknowledgment, keeping track of the orders while the chefs is occupied. "And what would the gentleman care to drink?"
"Oh!" Findal looks mildly confused. "I'll have some of the yellow musk..." The elven hostess shakes her head. "The gentleman may do as he wishes, but should recall that red wine does not generally pair with fish. Would the gentleman wish to have a glass of a suitable white wine?" Findal jerks a nod, and the elf leaves to convey the order, then waits out of earshot for anyone else who cares to order.
Argus Goldblood
"Please, consider it my gift. Now that I've used it as a dramatic visual aid for my talk, I have no other need of it. My research stands on its own, and I'd like to give you something more for your rescue, in addition to this meal. I believe it likely has some value to collectors of rare stones. Are you familiar with the theory of dragonglass?" He takes another drink before launching into his explanation.
"Researchers have long debated the existence of a unique substance that is created when dragon breath interacts with certain types inorganic matter. Some contended that the breath would transform and fuse such matter into a special, magical material called dragonglass. Others contended that, since the heroes who fought dragons in ancient times did not have had their shields turned into dragonglass, this was fantasy. Well, I have long argued that previously forged materials cannot be melted into dragonglass, but that raw materials with a crystalline structure - sand, rock, salt - can be. So one would need to look in places of high concentrations of such materials - beaches, caves, mountains - where we know dragons have lived in order to find actual dragonglass." He picks up the chunk of glittering stone and hands it around the table for you all to appreciate. "I found this example of dragonglass on a beach." Argus looks very smug. "TSETSE was in quite an uproar, I can tell you. Confirmation of hypotheses regarding magical creatures is very rare...it takes a dwarf of the highest caliber to accomplish such a thing!" He folds his hands on his belly and leans back, trying (and failing) to not look too self-satisfied.
Findal
Argus sighs and shrugs. "I'm sorry to say I don't. It's only been the last day or so; you're the first gnome I've talked to since it started. But I would encourage you to avoid joining the captives."
As the evening wears on and the meal is enjoyed by everyone - the food is exquisite and the drinks are delicious - Findal begins to get more anxious to continue on to meet Tykus.
Should crit land on her a replacement character would be more "dragon glass" inclined.
This is not an invitation to kill of Elowin, just letting you know where I stand and why I'm not interacting with this mcguffin.
She ponders the thought in her head aloud. "Why would he target magical gnomes and not all magical folk in general?" Curiosity over this was beginning to worm its way into her mind. For not a moment later, she mumbled, "I wonder how difficult it would be to see where he is taking these individuals he does seize."
The mention of dragonglass piqued his interest, and he stretched his neck to look at it. Holding it and examining it, he saw nothing of it that was particularly spectacular, but a new element naturally created through dragonbreath fascinated him. His dreamy mind conjured up old storybook tales of artifacts of great magic to help heroes reclaim their land. It was all quite romantic.
Bramlin clasps hands with the dwarf with a grin. "Congratulations on your life! Now just make sure you make your life worth living!" Argus is clearly a little puzzled at this clearly heartfelt instruction.
With whatever other goodbyes the others add, the party leaves The Bottomless Cup and emerges into the deepening twilight of the High Street District. Findal turns to you all: "While I am concerned about what the Duke is doing with the other gnomes, that cannot be my priority now. I wrote Tykus that I would see him on the day of my arrival, and I intend to keep that promise before midnight!"
Tykus' tower is in this District, as is the Temple of Bealdor.
Where do you want to go next?
Rolls
Secret Roll - (1d4)
(2) = 2
The conversation thereafter blurs a bit as the bard loses herself in the meditation of the moment, carried by her music. She recalls asking for a replica platter of Elysia’s meal. Some glasslike stone gleamed its way around the table, to which Eozindra was pulled back into the conversation. After observing the stone, she resumed her slow, quiet melodies and engaged to be more present in the socialization happening around her.
Would Zin recognize anything about the dragonglass? Being so bookish and all. Any chance I’ve read something somewhere?
With whatever other goodbyes the others add, the party leaves The Bottomless Cup and emerges into the deepening twilight of the High Street District. Findal turns to you all: "While I am concerned about what the Duke is doing with the other gnomes, that cannot be my priority now. I wrote Tykus that I would see him on the day of my arrival, and I intend to keep that promise before midnight!"
Tykus' tower is in this District, as is the Temple of Bealdor.
Where do you want to go next?
He smiled when his sister had gotten up to dance. The fact she remained untamed by societies norms did his heart proud. It takes a certain strength to be true to yourself.
As they wrapped up, he thanked their host and bid him a good evening. As the discussion of where to head next was brooched, Adran finally spoke up.
"Findal has to get to Tykus. It's too dangerous for him to wander around out here."
Findal leads the way down the wide, cobblestoned roads, past Temple Avenue, and you can see a set of buildings in the distance. The gnome points to one of them. "That's Tykus' tower! We're nearly there!" He hurries his pace, his shorter legs requiring two steps for each one of yours.
But just then, a quartet of Grayhaven guards with spears saunter down the street and wave at you to stop. The two humans and the half-elf guard sport the latest styles of mustaches as well as their Ducal uniforms, but the black dragonborn sergeant wearing the royal insignia does the talking. "It's pretty late to be out with children, isn't it?" The huge figure lumbers closer as the other guards spread out. The dragonborn towers over you all; it's clear that the sergeant is accustomed to others finding her bulk intimidating. "Ah, that's not a child, is it? A halfling, perhaps?" Findal looks down, trying to look as unobtrusive as possible. The reptilian muzzle swings around as the sergeant looks each of you over, moonlight glinting off of dark scales. "I don't think I recognize you lot. Not High Street residents, then?"
What do you want to do? You might try to trick them into thinking that you are residents (Deception), convince them that you do belong in High Street (Persuasion), try to get them to back down (Intimidation), use magic to convince/coerce them, make a break for it and try to outrun them, confront them, or any number of other things.
Rolls
Secret Roll
"Oh! Late indeed, but I know we do not need to fear for our safety with such fine constabulary as yourselves here to enforce peace." She reaches out a pale, dainty hand in greeting towards the dragonborn, twisting her wrist with a slightly exaggerated flourish as she continues, "I do so appreciate the care you take in monitoring the district for safety." Rather than claiming residence in outright lie, the bard gives her sweetest airs of innocence in aims of disarming the guards and relieving the tensions on the night air.
"We are so very close to our destination and will be off the streets in a matter of minutes. But please accept our deepest thanks for your dedication to the safety of Grayhaven's citizenry." She tilts her head in a shallow, appreciative bow, hoping her interjection will be enough to allow the group to continue on without difficulty.
Cast: Spell Slot
Casting Time: 1 action
Range/Area: 30 ft
Components: V,S
Duration: 1 hour
Source: PBH pg 221
Spell Description:You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Rolls
Dragonborn guard WIS save DC13 - (1d20)
(12) = 12
Guard Sergeant
"But what about the gnome, sir?" one of the other guards says, mustache quivering in indignation. "We're supposed to take in any gnomes..."
The sergeant rounds on the junior guard. "I said he is a halfling and a gentleman!"
"Gentlemen? But, sergeant, they're so heavily armed! They must be thugs, mercenaries, killers, or even adventurers!"
"LADIES." The sergeant growls in his face, and the human quails. "and GENTLEMEN."
The half-elf moves to step in front of the party. "Well, there's the toll, of course. That'll be...oh, ten krug-"
The sergeant yanks him back. "NO TOLL."
"N-n-no toll? Sergeant, you said we should always extract a toll...!"
The party leaves them behind, squabbling amongst themselves. Your last view of them is of the dragonborn shaking one of the human guards in one fist and waving a cheerful goodbye to you as you round a corner...
With a little distance between themselves and the collection of guards, she drops a whisper and rapidly advises her compatriots, "We’ve got about an hour before that dragonborn realizes that maaaaybe we don’t belong here so I suggest we move quickly and get out of sight to make sure we don’t get seen going into any particular building." Without having paused to take a breath during her warning, she makes conspiratorial eyes at the others and ends with a grin that is equal parts mischievous cunning and impishly apologetic.
There are still a few locals around, strolling down the High Street avenues. As they move down the streets, the party can catch glimpses of the skyline Findal pointed out earlier between the closer buildings. It's not immediately clear which way to go to get there (Elysia and Eozindra have generally avoided this swankier part of the city, for fear of running into anyone who might recognize them, so at best they have a passing familiarity).
Elowin and Morik can hear faint chanting in the distance, from a nearby block.
Anyone who wishes to find a route to Tykus' tower can roll an INT Investigation check.
Rolls
Investigation - (1d20+3)
(13) + 3 = 16
Rolls
Investigation - (1d20+1)
(4) + 1 = 5
As soon as they turned to leave, Sia put her arm around her and let the smile loose. "You have learned well, Zus," she told her, calling her one of the few words she’d taught her in Cant. Sia couldn’t suppress the pride in how well her un-deceptive companion had performed.
Her smile dimmed however as they approached the higher class area of the city. Immediately, she began using what little knowledge she had obtained with what she could see, trying to find the path of least population.
Rolls
Investigation - (1d20+0)
(3) = 3
Rolls
Investigation + Guidance - (1d20+1d4+2)
(18) + (2) + 2 = 22
Rolls
gudiance on her own Investigation roll - (1d4)
(3) = 3
They then see a strange sight approaching them: a strange vehicle, a cross between a carriage and a palanquin, formed of interlocking, curved wooden panels lacquered in black and red. It looks a bit like a glossy, giant pillbug. It is being carried by half a dozen humanoid figures covered head-to-toe in red and black leather wrappings. A noble human courtier, bedecked in a cream suit with gold-buckled shoes, an ivory cane, and an impressive amount of lace, walks alongside the strange conveyance. The courtier looks at the party with a good deal of wariness.
Before the courtier can address the party, the distant shouts become clearer as a crowd of unruly citizens comes down the avenue behind the party, many of them holding flaming torches.
"Down with the dirt elves!"
"Send 'em back where they came from!"
"Filthy baby-stealers!"
"All Drow! Go Now!"
"Only Fire! Only fire can purify!"
The party is in-between the two groups: the courtier, the strange bearers and their strange vehicle on one side, the torch-bearing, frenzied mob on the other side. What do you do next?
I'm sure that Elowin have a strong oppinion to this meeting, I just don't if she is with the drow or with the mob
I'm sure that Elowin have a strong oppinion to this meeting, I just don't if she is with the drow or with the mob
Everyone in the party has heard something about drow. The popular lore is that, in the dawn of time, all the elves lived together as one. But then the drow were cast down for their matriarch's crimes against Nature and Death, and they lived apart from the other elves, festering in resentment and darkness. Popular history has it that the drow long kept themselves apart from the other people of the world, maintaining a racially distinct society that has waged wars on other nations throughout history. They were either forced or chose to withdraw from the continent to settle in a distant land of fire, where they are free to practice their dark sorceries and necromancy. They're an easy scapegoat for all kinds of problems, a distant bogeyman that parents can use to frighten their children, confident that they'd never encounter a real drow person. It's astonishing to see evidence of drow in real life, much less seeing actual drow.
Each character may know a bit more; the attitude that you take in light of that knowledge is up to you.
She looks to the moon in the sky for inspiration and gets it. Her pendant is lifted up and light shifts around her. The golden light of the torches are dimmed and the silver light from the moon is allowed to dominate. But most importantly the tension in the area is reduced somewhat.
She then ushers Findal and the others away from the scene.
You can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
* You grant it temporary hit points equal to 1d6 plus your cleric level.
* You end one effect on it causing it to be charmed or frightened.
Looking at the sister no one knew she had, Elysia whispered, "Go with them, please." The last thing she wanted was her companion possibly in an extremely hostile situation. Hell, she has no desire to be in that situation, but she refuses not to try and help. Breaking away from those moving onward, she turned back and rushed to the courtier. "Unless you wish to be possibly harmed by the mob behind me, you had best tell me what brought you here so I can try to help you," she voices with urgency. As she does, she looks over the human, seeing if there's an envelope or scroll they possess that she might could slip from them to deliver in case things with the mob don't go well.
Rolls
Perception with Expertise - (1d20+5)
(1) + 5 = 6
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Cast: At Will
Casting Time: 1 action
Range/Area: 120 ft
Components: V,S,M (a short piece of copper wire)
Duration: 1 round
Source: PHB pg 259
Spell Description:You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Elysia hesitates, but urges Eozindra to accompany the others. Eozindra wishes her friend well, inspiring her with carefully-chosen words, then moves to leave with the gnome and his companions. But Bramlin stays by Elysia's side. "I'm sure you can handle yourself fine on your own," the human warrior says softly to the half-elven brunette, "But there's a bit more safety in numbers, and besides, I swore that I'm through with running from danger." Elysia turns to the courtier, asking what brought him here with the drow.
Sweating and relieved of anxiety about the situation by Lunea's presence, the gaudily-dressed courtier swells with pride: "I have been tasked by the Queen herself to escort these emissaries to the castle." He raises his voice so the crowd can hear. "It is my sworn duty to deliver them unharmed to the castle, and I mean to see it through!"
The people at the front of the crowd mill about, a bit muddled. They hate drow, yes, but they don't feel that hatred as keenly now that the fear has been removed from the equation. Some of them shake their heads and walk away. But then a cobblestone sails through the air from the back of the crowd and smacks against the lacquered panels of the palanquin. The courtier gives a little bleat of surprise, and the people at the front of the crowd move forward, shoved by the people behind them. "Burn them! Burn them!!!"
"Stay back! I'm warning you! I'm on Royal Business!" The courtier's voice is raised with the contempt he feels instead of fear. "Who are you all to block these Royal Guests?!"
"Those maggot elves aren't going to steal any more children - not in our city!!!" Someone near the front shouts, and the crowd inches forward some more.
Each of you can tell that violence is only moments away. What do you do?
You can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
* You grant it temporary hit points equal to 1d6 plus your cleric level.
* You end one effect on it causing it to be charmed or frightened.
Looking to any stragglers, she announces, "Be gone the lot of you! The Duke sent me himself to assure that there is no violence upon his royal guests! Disperse or incur his wrath!"
Rolls
Deception - (1d20+6)
(16) + 6 = 22
Intimidation - (1d20+2)
(11) + 2 = 13
Elowin sticks to her original plan then. This is not trouble she needs to get involved with. She has done what she can, now they have to get Findal to safty
...the attempt to Intimidate them isn't effective enough to do more than rile them up further. They are really angry about drow and the fact that, apparently, their leaders invited these necromancers into the city! So while they are normally afraid of the Duke, the absence of fear turns getting threatened in the Duke's name into resentment toward the Duke and his representatives.
One thing that's puzzling is the question of how the people knew that there were drow in this vehicle, with enough time to form a mob. It's not like the courtier was escorting them with fanfare and a parade...
"The Duke??" A voice shouts from the crowd, responding to Elysia's words. "The Duke is a maggot-elf lover!" The angry muttering rises in volume.
Another shouts: "Taking meetings with necromancers while the poor people starve!" The torches wave threateningly now, and the crowd takes two steps closer.
"It's time we show 'em!" Another yells, and there are grunts and shouts of agreement. "Show 'em we won't take it anymore!"
The courtier is looking around, trying to find a way out of this situation.
"Burn the decay from our city, burn it to make it clean!"
The people at the front of the crowd are adjacent to Elysia and Bramlin and the courtier, now, though all their ire seems directed at the courtier and the vehicle, for the moment. The courtier backpedals and stammers: I...I..." Then he turns tail and runs, shrieking "GUARDS! GUARDS!" One of the people in the mob aims a kick at his fleeing backside. The bearers of the palanquin have remained stopped, motionless and inscrutable in their leather wrappings, holding up the strange palanquin.
Leading Findal, Eozindra has ducked into an alley leading off of the avenue. Elowin, Adran, and Morik are closer to the alley than they are to the palanquin, Elysia, and Bramlin. Ishi, hearing the commotion, comes up the avenue behind the palanquin, and recognizes his previous acquaintances/friends in the street. It's obvious to everyone that violence will erupt in moments.
"Stop!" she shouted at the crowd that hadn't died down. She was a firm believer that we are all the same, and that included the drow.
Maybe she needed to share that concept and open some eyes instead. "Have a look around! You claim the drow are here for nefarious reasons, yet they are not wielding a weapon! They are not threatening you! It is you who is brandishing weapons in the form of fire! They have come peacefully, yet it is you lot that are threatening the good of the city! Burn it down... you are all the ones currently threatening the lives of the children that you seek to keep them from 'stealing'. I do not negate the fact that there have been necromancers among the drow, yet are you really willing to let a few bad examples define a whole group of people? Why, I know a young woman who grew up in high society, and yet, she lives and works as a common thief. She shows that not all thieves are paupers and not all from high society live as such. Just like not all drow are people with horrid intentions. How would you feel if someone looked at you and judged you for your race, gender, or profession? It is not all that makes up who you are and you should feel horrible for doing that to these kind people who have not raised a single finger against you despite how you threaten them now!
"Go home. Go and be the example for our youth so they can see that prejudice and judgment are not the choice to make in this life. Show them how to be good people so that we can have that peace you're wanting in ways that don't cost unnecessary lives. Both their lives and your own."
Seems I'm liar, but not a public speaker. That feels accurate to my character.
Rolls
Persuasion in case I need it to get the crowd to see her point - (1d20+4)
(5) + 4 = 9
My bardic inspiration to help boost my influence - (1d6)
(1) = 1
Elysia berates the crowd.
The people hesitate at Elysia's impassioned speech, and for a moment there is quiet. But then the rest of the crowd continues to push forward, and another rock is thrown, which cracks against the black-and-red palanquin with a noise that echoes on the avenue. The noise galvanizes the mob, and they rush forward to attack the palanquin's bearers.
Everyone, please roll initiative for your characters, and declare what each one is doing in the first round that the mob is attacking the palanquin. Bramlin will go after Elysia.
1) Map details: These are standard 5' squares. There are more than forty people still in the crowd, after about a fifth left due to the party's earlier actions. The people in the mob are shown on the map as "top-down" figures. By contrast, each party member has a circular token with the character's name under it ("FDF" stands for Findal Dinfizzle Findazzle). The six leather-wrapped palanquin bearers also have circular tokens, but no names.
2) Ishi, Eozindra, Morik, Adran, Findal, and Elowin are not engaged with any bearers or people in the mob, so they could slip away...but Elysia and Bramlin are getting surrounded, and it will be harder for them to leave without help. The crowd is crushing in like a mosh pit.
3) This first round, the mob has DISADV on attacks from missing the people who left in Lunea's presence. A charismatic leader might be able to extend that with sufficient rhetoric (action to make a CHR Performance check, DC14). Characters can support one side or another, or decide to just work on getting free and away. If it does come to fighting, note whether you are attacking in earnest, or trying for non-lethal damage. If you decide to defend the drow ambassadors and their bearers, note that I'm going to resolve any action to dissuade or turn aside the crowd as if it were an attack, reducing the mob's collective "HP" to represent people leaving the mob. If you decide to join the citizens in expelling the reviled foreigners, the bearers can only be dissuaded by actual attacks.
Rolls
Mob numbers - (8d12)
Mob reduction - (2d12)
Mob initiative - (1d20)
(13) = 13
Palanquin bearers initiative - (1d20-2)
(12) - 2 = 10
Courtier initiative - (1d20+1)
(17) + 1 = 18
Drow initiative - (1d20+2)
(16) + 2 = 18
Bramlin initiative - (1d20+2)
(12) + 2 = 14
I'm going first and foremost with "defend the drow and disperse the crowd," of course."
Edit: Realized I'd forgotten to roll init at 6am before I went to bed, just added it. Not sure why it rolled it twice though.
Rolls
Performance - (1d20+2)
(16) + 2 = 18
Initiative - (1d20+4)
(20) + 4 = 24
Initiative - (1d20+4)
(16) + 4 = 20
initiative
rage
move straight ahead
shove or shove aside mob guy (I'm not sure if he is on the chests or what) in order to rescue Elysia
(how do ADV or DISADV)
does not trust drow
Rolls
initiative - (1d20+3)
(17) + 3 = 20
shove aside STR (athletic) ADV - (1d20+6)
(13) + 6 = 19
ADV - (1d20+6)
(20) + 6 = 26
She casts a protection spell at Bram as she had the clearest line of sight to him.
Action: Dodge
Move: squishes 3 squares forward
Level | 1st |
Casting Time | 1 Bonus Action |
Range/Area | 30 ft |
Components | V, S, M * |
Duration | 1 Minute |
School | Abjuration |
Attack/Save | WIS Save |
Damage/Effect | Buff (...) |
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
* - (a small silver mirror)
Rolls
Initiative (Vigilant Blessing) - (2d20h1+4)
(1319) + 4 = 23
Rolls
Initiative - (1d20+4)
(16) + 4 = 20
She takes a deep breath and steps out of the alley, flute in hand, accompanying Elysia’s continued persuasions. She plays a slow, soothing and peaceful strain behind her sister’s words. The notes carry a hint of sorrow, lingering regrets, and mourning for second chances. When the chance to raise her own voice is available, she lifts her chin and addresses the crowd as well.
"Please," she begs, "Let us be reasonable. This city is for everyone. My friends, I implore you to stop and listen with open hearts and minds. The anger and hatred being unleashed here only breeds more darkness in this world. Look at yourselves! Is this the community you want to be? Showing violence here does nothing but foster further tensions. Please," she breathes wearily, "Take the high road, though it may be a difficult one to traverse. Let us share community for all and become better for it."
Looking briefly to Elysia, she drops her chin again and strikes up a new melody, one full of hope and light, like an innocence blooming at dawn. She stays to the opening of the alley, blocking view beyond and keeping away from the procession so as to avoid being swept away with it.
Rolls
Initiative - (1d20+2)
(12) + 2 = 14
Performance - (1d20+5)
(10) + 5 = 15
Fingers crossed on the CHA check... If we try to be non-lethal in our attacks, does that mean we aren't trying to dissuade the crowd?
Here's how the mob works: mechanically, it is treated like one giant organism with a lot of HP and a single big attack. But thematically - in the narrative - it is a large group of individuals. So both non-lethal attacks and arguments will reduce the mob's HP, whether that is by knocking some of the people down or by changing their minds about their actions, the result is the same: some of the individuals that make up the large mob are leaving/being removed, which is represented by the mob's HP going down. So you all could stick to one type of action, or every turn you could alternate argumentation, physical force, and intimidation, ridicule, and/or whatever else makes sense to you to reduce the "strength" of the mob. You are all doing great so far!
Elysia continues to try to talk some sense into the frenzied mob, accompanied by Eozindra's delightful flute music. She gets through to a few of them, who turn and walk away to re-examine themselves and their motivations.
Elowin pushes past the others and out of the alleyway, invoking the spirit of Lunea to befuddle her ally Bramlin's enemies.
On the other side of the stopped palanquin, Ishi recognizes that his old acquaintance Elysia is in danger, and the blood begins to roar in his ears once again. The last of his tribe strides up to the mob and shoves a path through the crowd so that Elysia can get out if she chooses. Adran hustles Findal further down the alley and away from the confrontation.
A small shutter opens in the palanquin, revealing a pair of large, dark, and expressive eyes that gaze intently at Elysia. A graceful, pale lavender hand emerges and drops something that bounces and rolls to a stop at the half-elf rogue's feet.
Everyone can hear raised voices of Grayhaven Guards calling to one another in the distance; the defenders that the courtier left to find will arrive in the next rounds.
Having followed Elowin to the mouth of the alley, Eozindra plays her flute and then addresses the crowd with an impassioned plea for compassion, tolerance, and understanding. Another person leaves the group, but most of the people in the mob are snarling and growling in their rage, looking for an external target to pin it on.
Not understanding the nature of the blessing he'd been given, Bramlin punches his way through the mob, toward the alley and the others.
The mob surges forward and attacks one of the bearers, beating the leather-wrapped figure savagely with torches, clubs, and fists. Sparks fly as torches impact with the leather and the figure staggers under the blows, sending the palanquin rocking.
The palanquin descends as the bearers set it down, and then each bearer turns its leather-wrapped face and moves purposely forward to attack people in the mob. Ishi immediately smells that these bearers are unclean things: they reek of death and magic. Each of the six bearers grabs a person in the mob and inexorably begins punching and/or throttling them.
Morik rushes forward, puts his hand on the ground, and calls upon the memory of green growing things in the earth. The cobblestones shift and twist as long grasses, vines, and strands of cleavers erupt under and around them. The plants snake around the legs and feet of the angry citizens, grasping at their limbs and restraining the mob.
Party members are round tokens with names under them.
People in the mob are top-down tokens.
The drow palanquin bearers are six identical round tokens without names.
The area of the Entangle spell is marked in green, but if it affects part of the mob, it affects the entire mob.
In the meantime, we can move to the next round.
24 - Elysia
23 - Elowin
20 - Ishi
20 - Adran
18 - drow
18 - courtier
14 - Eozindra
14 - Bramlin
13 - Mob
12 - bearers
8 - Morik
Rolls
Guards
Bramlin punches AC10, 5 damage on a hit - (1d20+6)
(17) + 6 = 23
Frenzied mob attack on litter bearer AC8 (DISADV), damage on a hit - (2d20l1+5, 5d6)
2d20l1+5 : (319) + 5 = 8
5d6 : (24116) = 14
Bearers
Bearer attacks, damage on a hit(s) - (1d20+3, 1d20+3, 1d20+3, 1d20+3, 1d20+3, 1d6+1)
1d20+3 : (14) + 3 = 17
1d20+3 : (12) + 3 = 15
1d20+3 : (16) + 3 = 19
1d20+3 : (17) + 3 = 20
1d20+3 : (20) + 3 = 23
1d6+1 : (6) + 1 = 7
Frenzied mob STR save vs Entangle DC14 - (2d20l1+3)
(111) + 3 = 4
Moving to the one being assaulted, she begins pulling them off of him, trying to prevent them from wailing on the poor bearer any further. "Stop this," she shouted as she did so. She grabbed at his attackers. She knew she wasn’t the strongest by any means, but she was swift. Swinging with grace, she aims true as she swings her fist for the closest incapacitating part of their bodies.
Edit: I hope that works. If not, let me know.
Rolls
Perception on the item dropped w/ Expertise - (1d20+5)
(19) + 5 = 24
Unarmed Strike Attack w/ Advantage - (2d20H1+2)
(1220) + 2 = 22
Unarmed Strike Damage - (1)
() + 1 = 1
He rushed up to get a better view, and then knelt and placed his hand on the ground, feeling the tremor of the earth beneath, and called forth a surge of grasping weeds and vines at the mob.
Entangle - DC 14 Str or Restrained
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
Rolls
Initiative: - (1d20+1)
(7) + 1 = 8
FLAW
am slow to trust members of other races, tribes, and
societies
ATTACK great sword
Rolls
attack - (1d20+6)
(2) + 6 = 8
DAMAGE - (2D6+8)
(23) + 8 = 13
Elysia bends down and scoops up the ring, then rises with an uppercut to lay out one of the members of the bloodthirsty mob.
Dodging the clumsy blows of the enraged crowd, Elowin encourages "Get out of there, Elysia!"
Ishi, meanwhile, realizes that the bearers are retaliating with deadly force. "They're EVIL!" he shrieks through gritted teeth, the veins standing out on his forehead. He whirls and draws his greatsword, hacking down into the one bearer that is still smoking from the mob's attempt to set it on fire. The blow cleaves into the leather-wrapped creature, which collapses to the ground in a foul heap that reeks of rot. The nearby citizens in the mob cheer. The citizen that was being choked takes a ragged, gasping breath and staggers away, grateful to be alive.
Adran continues moving Findal Dinfizzle Findazzle down the alleyways and back streets to avoid any pursuit (and to make sure they're gone by the time the Grayhaven Guards arrive).
Speaking of which, the yells of the guards grow louder as they approach, close on the heels of the courtier returning to the scene of the attack.
Long a surreptitious fan of roasts, Eozindra tries a burn of her own: ""You should all be ashamed of yourselves! You behave worse than the beasts of the wilds and have the gall to call yourselves civilized!? I have seen goblins with better manners!" It's a little wordy, but she figures she can workshop it for the very next time she's faced by an angry mob.
Bramlin punches at another crowd member, trying to clear a path for he and Elysia to escape (he hasn't realized that Ishi's yell was from an ally).
Wary of Ishi and his enormous sword, the mob chooses a target (Elowin, a bearer, Bramlin, a bearer, Elysia, or another bearer: 1d6). They'd be going after Eozindra but for the plants entangling their legs. So restrained, the mob attacks Elowin with DISADV...they are unable to land any solid blows on the fleet, dodging elf.
The five remaining bearers drop the insensate bodies of the people they choked, and move to attack new ones: a citizen, Ishi, a citizen, a citizen, and a citizen. Attacks on the citizens in the mob are made with ADV since the people are entangled. Four more citizens are seized by the necks and throttled. One manages to rain blows down on the raging barbarian. Ishi takes 2 damage (reduced from 4).
Morik casts Guidance on himself and transforms into a bear as the Entangle spell dissipates. He lands and grunts in ursine rage. The bearers are unimpressed. The members of the mob are alarmed. While they seem to have a raging barbarian on their side, several of their people are laid out on the street and a huge wild beast just appeared and started roaring at them! Only about a third of the mob remain on their feet, and the xenophobic courage of those few is on the verge of collapse.
24 - Elysia
23 - Elowin
20 - Ishi
20 - Adran
18 - drow
18 - courtier
14 - Eozindra
14 - Bramlin
13 - Mob
12 - bearers
8 - Morik
Rolls
Mob WIS save vs Vicious Mockery DC13, psychic damage - (1d20, 1d4)
1d20 : (4) = 4
1d4 : (3) = 3
Mob chooses a target for its ire - (1d6)
(1) = 1
Bearers attack four citizens with ADV AC10 - (2d20h1+3, 2d20h1+3, 2d20h1+3, 2d20h1+3)
2d20h1+3 : (48) + 3 = 11
2d20h1+3 : (109) + 3 = 13
2d20h1+3 : (196) + 3 = 22
2d20h1+3 : (83) + 3 = 11
Bearer attacks Ishi AC16 - (1d20+3)
(19) + 3 = 22
Bramlin punch at the mob AC10 - (1d20+6)
(18) + 6 = 24
Mob attacks Elowin with DISADV AC18, bludgeoning damage on a hit - (2d20l1+5, 2d6)
2d20l1+5 : (811) + 5 = 13
2d6 : (15) = 6
Bludgeoning damage to Ishi - (1d6+1)
(3) + 1 = 4
He continued holding on to the concentration of his spell, but called on his inner primal beast to guide him as he turned himself into a bear, then charged into the fray and roared as loud as he could.
EDIT 2: Alas, Morik looks cute and cuddly.
Rolls
Intimidation - (1d20+1d4+4)
(5) + (3) + 4 = 12
Cast: At Will
Casting Time: 1 action
Range/Area: 60 ft
Components: V
Duration: Instantaneous
Source: PHB pg 285
Spell Description:You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At Higher Levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Elowin will take the rearguard and prevent the mob to spill into the ally
Disengaging from the mob, she looks to Ishi, a friend she hadn't expected to reconnect with like this. "Sheath your sword and follow me," she hisses under her breath before taking off for the alleyway Elowin is protecting. "Go Zin, go," she calls out as she approaches, her instinct to protect her family at the fore of her focus as always.
You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
bonus -- rage continues
action --attacks with great sword
Rolls
-attacks with great sword - (1d20+6)
(2) + 6 = 8
damage - (2D6+8)
(66) + 8 = 20
Having pocketed the obsidian ring, Elysia apologizes to the drow in the palanquin, urges Ishi to follow, and extracts herself from the crowd, neatly sidestepping the flailing arms of the leather-wrapped, foul-stinking bearers and the heavy swings of crowd members wielding torches. She passes Elowin, who braces herself to fend off anyone that she doesn't know personally from entering the alley after her friends. Eyes rolling, the thumping of his heart a pounding in his ears, Ishi screams and continues to attack the foul undead bearers that are killing the living people in the mob. His sword hacks one of the bearers in half, but it continues to silently flail and pound at one of the citizens with one arm while the other hand's fingers are digging into her neck. Like Ishi, that person is also screaming, but she is trying to set her attacker on fire. There is no blood from the stump, just a sickening reek of decay.
Findal stares at Adran with wide eyes as Adran shields the gnome with his body while the guards run past, toward the xenophobic yelling and various screams of rage, anguish, and terror. Following the courtier, the six Grayhaven Guards arrive and immediately begin to pacify the mob, laying about with truncheons to break up the bloodthirsty crowd so that the palanquin can resume its course to the castle.
The undead trying to choke Ishi can't get close enough, so it windmills trying to pummel him in the face. Rather than collapse, the bearer that Bramlin punched silently whirls on him and tries to punch back. The other three undead bearers continue to attack the mob.
What does everyone do in round four?
24 - Elysia
23 - Elowin
20 - Ishi
20 - Adran
18 - drow
18 - courtier and guards
14 - Eozindra
14 - Bramlin
13 - Mob
12 - bearers
8 - Morik
Rolls
Bramlin punch undead bearer AC8, 5 damage on a hit - (1d20+6)
(10) + 6 = 16
Mob attacks undead bearer AC8, damage on a hit - (1d20+5, 2d6)
1d20+5 : (19) + 5 = 24
2d6 : (52) = 7
Undead bearer attacks Ishi AC16, damage on a hit - (1d20+3, 1d6+1)
1d20+3 : (2) + 3 = 5
1d6+1 : (6) + 1 = 7
Undead bearer attacks Bramlin AC17, damage on a hit - (1d20+3, 1d6+1)
1d20+3 : (4) + 3 = 7
1d6+1 : (6) + 1 = 7
3 Undead bearers attack the mob AC10, damage on a hit - (1d20+5, 2d6, 1d20+5, 2d6, 1d20+5, 2d6)
1d20+5 : (17) + 5 = 22
2d6 : (26) = 8
1d20+5 : (16) + 5 = 21
2d6 : (14) = 5
1d20+5 : (1) + 5 = 6
2d6 : (12) = 3
Morik knocks down on the people in the mob that get in his way - (1d2+1)
(1) + 1 = 2
If Ishi want to stay in the mob fighting undead she is not going to stop him. She just wants her friends, along with Findal, to get out of this mess. She withdraws to the ally as her friends pass her, taking the role of rear guard.
Still taking dodge action and blocking the entrance to the ally
She too is prepared to leave. The last thing she wants is to be picked up by the guards, or worse, either her or Zin be recognized. She might consider him among her friends, but her family took precedence.
bonus action -- rage continues
action -- shove aside
move -- 35' toward alley
Rolls
shove aside - (1d20+6)
(4) + 6 = 10
Not having noticed any effect of wearing the ring, Elysia turns to the immediate situation and berates Ishi: "You will abandon this nonsense and join us! Do not make me drag you away the same way I did years ago!" and then continues into the alley. Adding her voice to try to penetrate the song of battle in Ishi's heart, Elowin cries out in elvish: "Leave the corpses alone you raging idiot. Let the guards do their job!" (which sounds simultaneously more affectionate and condescending in elvish) while she blocks the mob and the bearers alike from entering the alley. The elvish registers in some part of his brain, and Ishi roars his assent as he shoves others out of the way and enters the alley, too.
Adran checks and sees that the coast is clear and proceeds to lead the way down the next street with Findal close behind him.
The courtier arrives behind the palanquin with the guards. "There they are! They're blocking our path, preventing us from performing the duties the queen commanded!" He shrieks when he sees what's happened in the interim. "The King wept!" (apparently a common exclamation among Grayhaven's nobility) "They've killed one of the emissaries! And they've brought a GIANT MONSTER!!!" There is little doubt that this last is referring to Morik's shaggy form. Apparently the guards have a different impression of their job than Elowin does, for they reverse their spears and immediately run to the aid of the zombie bearers, bashing the massed citizenry to clear a path for the drow vehicle to continue on its way.
Morik grunts and lowers his muzzle as the guards beat their way through the crowd toward them, but Bramlin pats the bear on the shoulder. "Don't worry, Moonie, Elowin! I'll be the rearguard - you two go with the others and make sure Findal gets to Tykus' place. I'll catch up with you later if I can!" Bramlin stands there, preparing to beat back any comers.
The really committed, virulently xenophobic remnant of the mob continues to attack one of the zombie bearers.
The undead bearers attack the mob.
It's clear that, between the undead servants and the Duke's guards, the mob will be suppressed very soon, at which point the guards will probably turn their full ire on the party. Ever contrary to his family's legacy, Bramlin will bravely hold the line so that the rest of you can slip away if you wish to.
What do you do?
24 - Elysia
23 - Elowin
20 - Ishi
20 - Adran
18 - drow
18 - courtier and guards
14 - Eozindra
14 - Bramlin
13 - Mob
12 - bearers
8 - Morik
Rolls
Guards attacking mob AC10, damage on hit - (1d20+3, 1d20+3, 1d20+3, 1d20+3, 1d20+3, 1d20+3, 5)
1d20+3 : (3) + 3 = 6
1d20+3 : (1) + 3 = 4
1d20+3 : (11) + 3 = 14
1d20+3 : (18) + 3 = 21
1d20+3 : (12) + 3 = 15
1d20+3 : (8) + 3 = 11
5 : () + 5 = 5
Mob attacks undead bearer AC8, damage on a hit - (1d20+5, 2d6)
1d20+5 : (16) + 5 = 21
2d6 : (62) = 8
Bearers attack five citizens with ADV AC10, damage on a hit - (1d20+3, 1d20+3, 1d20+3, 1d20+3, 1d20+3, 4)
1d20+3 : (1) + 3 = 4
1d20+3 : (14) + 3 = 17
1d20+3 : (7) + 3 = 10
1d20+3 : (14) + 3 = 17
1d20+3 : (10) + 3 = 13
4 : () + 4 = 4
Adran checks and sees that the coast is clear and proceeds to lead the way down the next street with Findal close behind him.
The courtier returns, arriving just then behind the palanquin with the guards. "There they are! They're blocking our path, preventing us from performing the duties the queen commanded!" He shrieks when he sees what's happened in the interim. "The King wept!" (apparently a common exclamation among Grayhaven's nobility) "They've killed one of the emissaries! And they've brought a GIANT MONSTER!!!" (there is little doubt that this last is referring to Morik's shaggy bear form) Apparently the guards have a different impression of 'their job' than Elowin does, for they reverse their spears and immediately run to the aid of the zombie bearers, bashing the massed citizenry to clear a path for the drow vehicle to continue on its way.
Morik grunts and lowers his muzzle as the guards beat their way through the mob toward them, but Bramlin pats the bear on the shoulder. "Don't worry, Moonie, Elowin! I'll be the rearguard - you two go with the others and make sure Findal gets to Tykus' place." Bramlin stands there, preparing to beat back any comers. "Go! I'll catch up with you later if I can!"
The really committed, virulently xenophobic remnant of the mob continues to attack one of the zombie bearers.
The undead bearers attack the mob.
It's clear that, between the undead servants and the Duke's guards, the mob will be suppressed very soon, at which point the guards will probably turn their full ire on the party (what the zombies will do depends on the drow emissaries' commands). Ever contrary to his family's legacy, Bramlin will bravely hold the line so that the rest of you can slip away if you wish to.
What do you do?
24 - Elysia
23 - Elowin
20 - Ishi
20 - Adran
18 - drow
18 - courtier and guards
14 - Eozindra
14 - Bramlin
13 - Mob
12 - bearers
8 - Morik
Rolls
Guards attacking mob AC10, damage on hit - (1d20+3, 1d20+3, 1d20+3, 1d20+3, 1d20+3, 1d20+3, 5)
1d20+3 : (6) + 3 = 9
1d20+3 : (15) + 3 = 18
1d20+3 : (4) + 3 = 7
1d20+3 : (11) + 3 = 14
1d20+3 : (4) + 3 = 7
1d20+3 : (7) + 3 = 10
5 : () + 5 = 5
Mob attacks undead bearer AC8, damage on a hit - (1d20+5, 2d6)
1d20+5 : (19) + 5 = 24
2d6 : (33) = 6
Bearers attack five citizens with ADV AC10, damage on a hit - (1d20+3, 1d20+3, 1d20+3, 1d20+3, 1d20+3, 4)
1d20+3 : (7) + 3 = 10
1d20+3 : (18) + 3 = 21
1d20+3 : (5) + 3 = 8
1d20+3 : (12) + 3 = 15
1d20+3 : (2) + 3 = 5
4 : () + 4 = 4
Is anyone of ours left in the mob?
Lets move people. Adran! Take point!
"Where to?" he asks Findal, asking for directions while looking for trouble.
Bramlin
After running for some distance down twisting and turning alleys and back streets, the party comes to a stop, no longer able to hear the melee.
Findal
Adran and Elowin observe that Tykus' Tower was on the ridge, so the party can follow the slope generally upwards to reach the ridge; Ishi adds that the slope rises generally in that northeast direction, through the edge of the High Street district. Meanwhile, Elysia and Eozindra, having spent more time in Grayhaven recently, suggest that an alternative route that is at least as fast, avoiding the major thoroughfares that might have more guards by moving downhill a ways, then north, then back uphill from the Market Square on a path too narrow for carriages.
Rolls
General roll - (1d6)
(4) = 4
Perception - (1d20+1d4+6)
(14) + (3) + 6 = 23
Rolls
Roll - (1d6)
(5) = 5
Perception with Expertise - (1d20+5)
(3) + 5 = 8
Investigation (if that’s needed to inspect my ring) - (1d20+0)
(6) = 6
Rolls
General - (1d6)
(3) = 3
Perception - (1d20+4)
(14) + 4 = 18
Which route do you want to take: straight through High Street in the open, or the detour through the Market Square?
Rolls
1d6 - (1d6)
(3) = 3
Perception (WIS) - (1d20+3)
(3) + 3 = 6
Use the OOC tag for everything out of character
So in this case, Elowin have yet to comment on the "Auntie" out loud.
Rolls
Perception - (1d20+5)
(15) + 5 = 20
1d6 - (1d6)
(1) = 1
As the party debates which way to go to seek Tykus' tower, first Elowin and then the others overhear people in nearby streets. Straining only a little, they can make out the voices.
From around the corner in the main street uphill, you hear a voice under considerable strain: "Easy...easy...easy...we're almost there....gently! Gently! When we get to the corner, let's take a break for a minute...my hands are cramping..."
From the other direction, you hear a jolly deep voice with an unfamiliar accent speaking entirely too loudly: "Well, it looks like I've done it again, Muffin! This can't be the Market Square! I wonder where I took a wrong turn?"
The elf falls silent and narrows his eyes, his gaze flitting from building to building as he seems to be contemplating.
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you.
There was a point where Findal was able to point to Tykus' tower. Can Adran sort of triangulate their position relative to the tower, based on where they were when it was pointed out and the streets they've taken since then?
Similarly, Ishi knows the topography of the city. He could lead the party to the ridgeline as well.
Having spent a month in Grayhaven, Elysia and Eozindra are more familiar with the actual streets: where there are dead-ends, where the traffic may be, etc.
The choice in front of the party now is which of the two directions that WILL lead to the Tower they will take.
With a Disguise Kit but no proficiency, someone could make an INT ability check to disguise him.
Without either, someone could make an INT check with DISADV.
If you want to pick him up and run with him, it's just going to require a STR of 15 or higher, or a STR ability check from a PC with lower than 15 STR.
Excuse me, but we got turned around. The direct way to that tower over there?
Initiate
The four mephits are currently 25' up in the air (indicated by the green "up" arrow on the map), and are clearly looking to make mischief.
Everyone, please roll initiative and declare your actions (with the normal caveat of being able to react to others if your PC comes late in the initiative).
Rolls
Mephit initiative - (1d20)
(12) = 12
Secret Roll
Rolls
Initiative - (1d20+4)
(15) + 4 = 19
Attack (Dagger) - (1d20+6)
(4) + 6 = 10
Damage (Piercing) - (1d4+4)
(1) + 4 = 5
Attack Advantage, if needed. - (1d20+6)
(10) + 6 = 16
Cast: At Will
Casting Time: 1 action
Range/Area: 60 ft
Components: V
Duration: Instantaneous
Source: PHB pg 285
Spell Description:You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At Higher Levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Rolls
Initiative - (1d20+2)
(11) + 2 = 13
Mocking Psychic Damage - (1d4)
(4) = 4
Rolls
Initiative: - (1d20+1)
(8) + 1 = 9
initiative
attack
Rolls
initiative - (1d20+3)
(14) + 3 = 17
attack - (1d20+6)
(7) + 6 = 13
damage - (2d6+6)
(16) + 6 = 13
Rolls
Initiative - (1d20+4)
(11) + 4 = 15
Shortbow Attack - (1d20+1)
(6) + 1 = 7
Shortbow Damage - (1d6+4)
(4) + 4 = 8
Level | 1st |
Casting Time | 1 Action |
Range/Area | 60 ft (20 ft ) |
Components | V |
Duration | Concentration 1 Minute |
School | Evocation |
Attack/Save | DEX Save |
Damage/Effect | Debuff |
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Rolls
Initiative - (2d20h1+4)
(414) + 4 = 18
M#1 unmodded dex save DC13 - (1d20)
(7) = 7
M#2 unmodded dex save DC13 - (1d20)
(5) = 5
M#3 unmodded dex save DC13 - (1d20)
(2) = 2
M#4 unmodded dex save DC13 - (1d20)
(16) = 16
The acolytes shriek and cower, holding their hands over their heads and gasping prayers to Bealdor in terror. As soon as the mephits slow, Elowin intuits that there's going to be trouble, and she quickly casts faerie fire, limning three puffs of malignant mist with a glow that made their shapes appear much more clearly in the dark night! Adran and Ishi draw their weapons, waiting to take a swipe at the monsters if they get too close.
Elysia nocks, draws, and looses, but the arrow clatters somewhere on the roof of the temple of Bealdor (but does it miss? Roll the attack again to simulate the ADV you have from faerie fire!)
Eozindra mocks one of the mephits as they turn in unison and swoop down toward the party!
The mephit she mocked stops above the party and breathes out a scalding cone of steam.
That mephit stays 10' up in the air, but the other three mephits continue their dive and arrive adjacent to Adran. As soon as they are close enough, Adran and Ishi both strike! Adran hits one and Ishi hits another! (You may each roll another attack - as you have ADV from faerie fire - just to see if you get a critical hit).
The three mephits, damaged but not defeated, grab and claw at Adran with considerable excitement! However, none of them are able to penetrate Adran's armor!
As they pass, Ishi takes the opportunity to attack as the mephits fly past them to get at the artificer! His greatsword slices the second mephit.
Morik considers what to do in response, taking careful aim, and strikes at the exact right moment, dealing 14 points of slashing damage with a critical hit, and the defeated mephit explodes in a burst of superheated steam as it dies! Morik and Ishi both avoid getting caught in the blast (no damage)!!
Note1: The mephits marked with PINK DOTS are affected by faerie fire and are adjacent to the characters.
Note2: The mephit marked with a GREEN ARROW is 10' above the party and is NOT adjacent.
19 - Adran
18 - Elowin
17 - Ishi
15 - Elysia
13 - Eozindra
12 - Mephits
9 - Morik
Rolls
Mephit4 WIS save DC13 - (1d20)
(4) = 4
Steam breath (fire damage) - (1d8)
(1) = 1
Findal's DEX save DC10 - (1d20+2)
(19) + 2 = 21
Mephit attacks on Adran AC19, slashing and fire damage on a hit - (1d20+2, 1d20+2, 1d20+2, 2d4, 2d4, 2d4)
1d20+2 : (6) + 2 = 8
1d20+2 : (1) + 2 = 3
1d20+2 : (5) + 2 = 7
2d4 : (14) = 5
2d4 : (24) = 6
2d4 : (42) = 6
Steam attack recharge - (1d6)
(4) = 4
Damage from the burst of mephit #2 - (1d8)
(4) = 4
Ishi DEX save, Morik DEX save DC10 - (1d20+3, 1d20+1)
1d20+3 : (16) + 3 = 19
1d20+1 : (10) + 1 = 11
Rolls
Dex - Save - (1d20+1)
(15) + 1 = 16
Shillelagh (advantage) - Attack - (2d20H1+6)
(2019) + 6 = 26
Shillelagh - Damage - (1d8+4)
(8) + 4 = 12
Crit damage - (1d8)
(2) = 2
Rolls
Longbow - (1d20+6, 1d8+4)
1d20+6 : (12) + 6 = 18
1d8+4 : (8) + 4 = 12
Cast: At Will
Casting Time: 1 action
Range/Area: 60 ft
Components: V
Duration: Instantaneous
Source: PHB pg 285
Spell Description:You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At Higher Levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Rolls
Potential Mocking Damage (Psychic) - (1d4)
(3) = 3
reaction attack for flyby with ADV
Rolls
adv - (1d20+6)
(4) + 6 = 10
oppotyuniy attack with adv - (2d20+6h1)
(2012) + 6 = 38
Rolls
oppotunity attack ADV - (1d20+6)
(8) + 6 = 14
ADV 2 - (1d20+6)
(12) + 6 = 18
Edit: Also, taking 1 damage from the Cone of Steam attack.
Rolls
DEX Save - (1d20+4)
(3) + 4 = 7
Attack (Dagger) - (2d20H1+6)
(28) + 6 = 14
Damage (Piercing) - (1d4+4)
(2) + 4 = 6
adv - (1d20+6)
(4) + 6 = 10
oppotyuniy attack with adv - (2d20+6h1)
(20, 12) + 6 = 38
But the roll is fine; Ishi got a critical hit on that opportunity attack.
Roll for damage: 4d6+4 (not +6, as Ishi is not raging)
(8) + 6 = 14
ADV 2 - (1d20+6)
(12) + 6 = 18
Edit: Whew! that opportunity attack's crit damage changes the situation (as I thought it might). I'm updating the round one description accordingly.
Rolls
Crit damage for opportunity attack (round 1) - (4d6+4)
(5522) + 4 = 18
Slashing damage for hit (round 2) - (2d6+4)
(11) + 4 = 6
As the steam monsters swarm around him, grabbing and slashing, Adran stabs the closest mephit for 6 piercing damage!
Taking careful aim, Elowin sinks another arrow into the mephit flying above their heads for 12 piercing damage!
Ishi moves around next to Morik to attacks the sneaky mephit that is trying to claw at Adran's pack while his back is turned; the barbarian slashes the monster for 6 damage!
Elysia nocks another arrow and lets fly at the mephit still over their heads...the arrow destroys the mephit, which explodes harmlessly above everyone's head (a light mist descends on them like dew) from the critical hit!
Eozindra lambasts the mephit that Adran is attacking. Her words cut cruelly into it, and the mephit has disadvantage if it attacks this turn.
It does, attacking Adran with DISADV! Adran's shield doesn't even need to come in to play, as he neatly sidesteps each of the clumsy steam creature's swipes.
The other remaining mephit moves away from Ishi and Morik, giving them both an opportunity to attack...Morik hits it for 10 damage, and Ishi follows up with 11 more damage! Badly hurt, the mephit whirls around and breathes hot steam over the group.
Ishi, Morik, Adran, and Findal must succeed on DEX saves, DC10, or take 5 fire damage.
Note1: the "mocked" mephit is the one on the right, indicated by a red "down" arrow.
The one on the left is the one that has moved away (down) from Ishi and Morik.
Note2: The turquoise triangle represents the area affected by the mephit's steam breath.
@grifter730 - you should also declare (and roll) your round two action now. Done; thank you.
Caught in the steamy breath, Morik takes 5 fire damage.
After the mephits have taken their turn, Morik steps up to the mephit that just breathed steam and smacks it with his staff. This is the final blow, and the mephit explodes in a burst that engulfs the adjacent characters.
Adran and Morik avoid the burst of steam as the monster explodes from the druid's staff!
19 - Adran
18 - Elowin
17 - Ishi
15 - Elysia
13 - Eozindra
12 - Mephits
9 - Morik
Rolls
Elysia's arrow AC10, damage on a hit - (1d20+6, 1d6+4)
1d20+6 : (20) + 6 = 26
1d6+4 : (5) + 4 = 9
Mephit3 WIS save DC13 - (1d20)
(11) = 11
Mephit 3 attacks Adran with DISADV AC19, damage on a hit - (2d20l1+2, 2d4)
2d20l1+2 : (510) + 2 = 7
2d4 : (11) = 2
Steam breath damage - (1d8)
(5) = 5
Findal DEX save DC10 - (1d20+2)
(15) + 2 = 17
Death burst fire damage - (1d8)
(2) = 2
Rolls
Shillelagh (advantage) - Attack (Reaction) - (2d20H1+6)
(87) + 6 = 14
Shillelagh (advantage) - Attack - (2d20H1+6)
(86) + 6 = 14
Shillelagh - Damage - (1d8+4)
(6) + 4 = 10
Shillelagh - Damage - (1d8+4)
(3) + 4 = 7
greatsword Reaction attack, and then normal attack.
Rolls
oppotunity attack ADV - ((2d20H1+4))
(1415) + 4 = 19
attack adv - ((2d20H1+4))
(1717) + 4 = 21
damage - (2d6+4)
(43) + 4 = 11
damage - (2d6)
(34) = 7
Rolls
Longbow - (2d20H1+6, 1d8+4)
2d20H1+6 : (193) + 6 = 25
1d8+4 : (1) + 4 = 5
- @forkbeard - one DEX save for Ishi, DC10
- @grifter730 - two DEX saves for Morik, both DC10
- MaJunior - two DEX saves for Adran, both DC10
I will update the Round Two description with the results.
At the end of round two, there is only one mephit still active: the one that Eozindra mocked so viciously in round two. I have Round three attacks on that one from Ishi and Elowin.
Adran failed the first one from the Cone of Steam and took 1 point of fire damage.
Making two more.
Rolls
DEX Save - (1d20+4)
(12) + 4 = 16
DEX Save - (1d20+4)
(14) + 4 = 18
Rolls
Dex - Save - (1d20+1)
(8) + 1 = 9
Dex - Save - (1d20+1)
(17) + 1 = 18
Adran failed the first one from the Cone of Steam and took 1 point of fire damage.
Making two more.
Adran and Ishi avoided any further damage.
Morik takes 5 fire damage from the cone of steam, but avoids the explosion when he destroyed the second-to-last mephit.
Ishi trots up and attacks, slicing into the steam monster for another 7 slashing damage!
Despite all this, the lone remaining mephit remains completely focused on Adran, clawing and scrabbling at his pack.
What do the rest of you do?
Rolls
Shillelagh (advantage) - Attack - (2d20H1+6)
(315) + 6 = 21
Shillelagh - Damage - (1d8+4)
(3) + 4 = 7
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Rolls
Rapier Attack - (1d20+1)
(19) + 1 = 20
Rapier Damage - (1d8+)
(5) = 5
Sneak Attack Damage - (1d6)
(4) = 4
no rage
Rolls
attack - (1d20+4)
(5) + 4 = 9
Elysia rushes up and slices the mephit with her rapier for 9 damage.
The mephit explodes in death.
Adran, Elysia, Findal, Ishi, and Morik must succeed on DC10 DEX saves to avoid taking the fire damage.
Morik and Findal each take 5 fire damage. The others manage to dodge it.
Rolls
mephit exploding fire damage - (1d8)
(5) = 5
Findal DEX save DC10 - (1d20+2)
(3) + 2 = 5
Turning to the acolytes who’d been carrying the statue, she says, "Apologies for destroying the creatures you were carrying, but mephits are little demon creatures. I hope we didn’t destroy your chance at making a profit this day."
Rolls
Dex Save - (1d20+6)
(18) + 6 = 24
Rolls
dex save ADV - ((2d20H1+3))
(164) + 3 = 19
Rolls
Dex - Save - (1d20+1)
(5) + 1 = 6
The party can avail themselves of this offer of healing now, or return later. The priests of Bealdor might also be able to help with other, more...complicated issues.
Or you can move on; the directions to Tykus' Tower are now quite clear.
Rolls
Cure Wounds - (1d8+3)
(5) + 3 = 8
He walked over to Findal. "Let’s not put this off any longer, come on, git!"
"It looks like a tower, doesn't it?" Findal says, "It was Tykus' little joke to call his townhome his little tower."
Findal Dinfizzle Findazzle leads the way up some stone stairs to the imposing front door on the third floor, where the six of you crowd around the little gnome on the narrow landing. Findal raps firmly with the heavy brass knocker in the shape of a dragon with a ring in its mouth, but there is no response. Findal looks sheepishly up at you.
"I guess he's not home." Findal raises his hands placatingly at your looks of irritation/disappointment. "But I'm sure he'll be back soon, and he wouldn't mind if we wait for him!"
The gnome sage tries the door and is both surprised and relieved to find that it opens...
...and then he gasps in surprise!
The apartment is one vast studio room, with what were once pieces of varied luxurious furniture arranged artfully around the room, and the walls were lined with bookcases and cubbies to hold an impressive library. But the huge window overlooking the harbor and the sea has been smashed in, most of the furniture has been flipped, the shelves have been pulled down, there are papers and books strewn everywhere, bits of clockwork devices lay scattered and broken on one side of the bed, a terrarium sits on a shelf on the other side of the bed, and the rain coming in has soaked the rugs and papers near the window. You see all this with a glance. Findal stands, just inside the door, his mouth opening and closing wordlessly, like a fish.
Anyone who wishes to can examine different items in the room, or can look for clues throughout the room by performing an (INT) Investigation check.
Elowin settles herself and calls out
May the moons light reveal the roots on the path
She then goes through the room, to deduce what happened.
Rolls
Investigation + guidance - (1d20+1+1d4)
(19) + (1) + 1 = 21
Rolls
perception wis room - (1d20+6)
(7) + 6 = 13
perception wis ceiling - (1d20+6)
(18) + 6 = 24
investigatem INT WINDOW - (1d20+3)
(10) + 3 = 13
Rolls
Investigation (INT) - (1d20+5)
(17) + 5 = 22
Rolls
Investigation - (1d20+0)
(15) = 15
Perception in case it’s needed to inspect the contents of the terrarium - (1d20+3)
(6) + 3 = 9
Elowin agrees with Ishi's assessment, and further observes that the water in the rugs has wicked across half of the floor, though the light drizzle and negligible wind is barely coming through the window. But it's only just starting to smell of mildew. From this, she deduces that:
- people broke the window and entered the home from outside two or three days ago
- they turned the place upside-down, looking for something
- they were particularly interested in documents, as all the books have been torn apart and papers have been scattered as if each one was scanned and then tossed aside. Some of the clockwork devices might be worth something, but they were left where they fell, suggesting that the burglars weren't looking for small items to pawn for cash.
- having finished their job, the burglars went to the front door, unlocked it, and left, closing the door behind them.
This suggests that either Tykus was led out peacefully or was absent when this all happened.
Findal finds his voice at last. "I doubt very much that Tykus would have surrendered to anyone who was destroying his home and desecrating his records like this."
Elysia's interest in the terrarium draws Adran over, too. They observe that the terrarium wasn't touched - probably because it doesn't contain any papers. Instead, it has a small puddle, some rocks, and several mossy branches for decoration. Looking more closely, Adran sees movement in the glass case: there is a small, hungry newt struggling feebly in the bottom of the terrarium at the edge of a little water feature. "Oh!" Findal says, distracted by the discovery of the animal. "That's Jeffery!" Adran opens the lid, reaches in, and his fingers brush against something solid in the muck of the water. Intrigued, he pulls it out: a small bronze key. Intimately familiar with mechanisms like these, Adran immediately recognizes this object as a winding key for a clockwork device.
Once the newt is provided for, Adran turns his attention to the issue at hand. "Alright. I have a winding key for a clockwork-style device. Let's round them up. We should also look for any devices that are part of the apartment itself." The elf will busy himself testing the key against whatever devices are found.
As the creature is eating, Morik finds a spot to sit down and close his eyes. It was difficult to speak to the earth mother from such an urban location and height, but the light breeze carried his words to the leaves and the trees and down the roots and spoke back to him.
Casting Time: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
Also, sorry about radio silence. Bit of a backslide last week in this unemployment transition.
Rolls
Perception - (1d20+4)
(12) + 4 = 16
We all have hard times Red, I’m just glad you’re back <3
Rolls
Perception - (1d20+5)
(12) + 5 = 17
Sleight Of Hand - (1d20+8)
(12) + 8 = 20
I know you love tinkering with mechanics dear brother, but there could be someone else needing help
Elowin leaves to investigate the rest of house. When she is done, she ritualises a detect magic to check everything again.
Rolls
investigates wood - (1d20+2)
(15) + 2 = 17
Elowin slips out of the door to descend the stairs and give the apartment downstairs (or at least its front door) an inspection. There's no sign of any further destruction anywhere else, and it's unlikely that anyone heard or saw anything untoward, if her hypothesis that the burglars just left out the front door is right. Eozindra watches the stairs warily, and is relieved when the person coming up is just Elowin returning from her inspection. As soon as the cleric is through the door, Eozindra closes it behind them and leans against it protectively.
Adran changes Jeffery's water, taking a mug from the floor, dipping it in the muddy pond in the tank, and then crossing the room to dump the dirty water out the window. Then he adds some water from his supply, and Jeffery immediately moves forward to lap at the water. But Adran is at a loss to come up with something that Jeffery would eat until Morik taps him on the shoulder and holds up one of his magic berries. Adran nods, claps a grateful hand on the dwarf's shoulder and moves over to Elysia, who seems to have found something on the floor.
Morik holds out the goodberry and Jeffery is hesitant at first, but then flits forward into Morik's hand in the blink of an eye. While Jeffery is munching happily on the magic fruit, Morik continues his magic ritual to grant him the ability to speak with all beasts.
What Elysia found is a small brass frog with a keyhole in its back. Adran tests by carefully wiping off the key and then inserting it into the frog; it fits perfectly. He shares an anticipatory look with Elysia, and then he turns the key.
A voice issues from the frog, so suddenly that Adran nearly drops the little brass device. "Dearest 'F,' I fear my communications have been intercepted. I dare not stay here. I have the map with me. I will seek you out, as soon as I can."
Findal nods, and confirms (perhaps unnecessarily): "Yes, that was Tykus' voice. We should probably get back to my Inn. It's where I usually stay, and probably the first place Tykus would look to meet me."
Adran will slip the mechanical frog in a pouch, not wanting to leave anything further behind.
"Not a good first impression!" Morik huffed and glared at Findal, as if it was all his doing.
Having finished eating, Jeffery scampers up Morik's arm and onto his shoulder and does a few jaunty pushups, his head bobbing up and down. Morik finishes his ritual and is suddenly able to converse with the lizard. They begin their discussion.
Not finding anything else of greater interest, Elysia pockets a few of the smaller clockwork contraptions. Even if Tykus doesn't offer a reward for their return, even if no one else is interested in buying them, Elysia figures that Adran might be interested at some point.
Jeffery
Jeffery responds: "Jeffery was lonely, and got really hungry: Jeffery got weak. Then Bear Man came, and gave Jeffery food: Jeffery got strong again. Yes, Jeffery likes Bear Man! Does Bear Man have more food?"
Morik: "Yes, but what about Tykus?"
"This is gooood food! What is this? What does Bear Man call it? So gooood! Tykus has been gone for a looooooong time. It has been more than one sunny day since Jeffery saw Tykus." (Jeffery doesn't actually call Tykus 'Tykus,' but rather something like 'Scroll Man,' reinforcing Morik's impression that the lizard thinks of people by their smells. Handling so many books and scrolls, Tykus would undoubtedly smell like papers and ink.)
"How did this place - your home - get like this? With everything thrown around?"
"Jeffery's home is tidy (except for water - water was bad, until Machine Man came and changed the water." Jeffery's tongue flicks toward Adran. "Scroll Man's home is the mess. After Scroll Man left - but same sunny day - Spider Men smashed through the window, climbed in, and started throwing Scroll Man's things around. Jeffery hoped that Spider Men would give food, but when Nasty Thing came close to Jeffery's home, Jeffery hid. Jeffery is good at hiding! Jeffery likes to hide! Jeffery also likes Bear Man! Bear Man gives food and is warm! Jeffery does not like Nasty Things!"
"Nasty Things? What are those?"
"Nasty Things cannot be seen, and smell like dead things. Jeffery is scared of Nasty Things. Jeffery thinks Nasty Things have no food, maybe want to eat Jeffery!"
The lizard scrambles across Morik's back onto his other shoulder. "Jeffery likes the view from up here." He does a few more pushups. "Are there any lizards near here that Jeffery can impress?" Jeffery does some more pushups.
She turns to the gnome. Yes Findal, I think we should get you to safety. Then we will visit the duke to deliver the box, and perhaps place an offhanded question about the drow in the city.
Walking back towards the lizard, she holds out her new ring with a spider on her finger. "Did the spider men have things that looked like this?"
At Elysia's question, Morik translated and asked Jeffery the question using simple concepts and emotions to articulate as best he could.
Can I roll something to see if Zin can solve this little cryptogram? Maybe she’s studied something that will ring a bell and make sense of the vague terminology.
Jeffery
On the way, the party runs into another traveler: a merchant riding on the back of a bedraggled boar who has lost his way. "Pardon me, pardon me!" he calls out, "Would you be so kind as to point me in the direction of the Market Square? We just arrived in town and Muffin and I got lost."
Even when the traveler approached them and Morik's instincts went on high alert, the smile stayed on his face. He kept quiet though. All the walking around the city has turned his head about. The others could answer the poor traveler.
He’d missed out on everything the merchant said, so focused on the boar was he, so he had no idea what Elysia was talking about, but his spirit remained high.
Elowin looks at her companions. We did really well all things considered.
Rolls
Perception (making sure WE aren’t being followed) - (1d20+4)
(17) + 4 = 21
Rolls
perception wis - (1d20+6)
(13) + 6 = 19
danger sense des save - (1d20+3h1)
(16) + 3 = 19
There is nothing untoward about the Lucky Copper Inn, and no traps or hazards to set off Ishi's danger sense. Elysia and Eozindra have eaten here a couple of times - the cook here is pretty good. But as Eozindra scans the rainy streets behind her, she thinks she sees a flicker of movement where none should be...up on the rooftop of a building across the street. It may just have been a cat; whatever it was, it's gone now.
Findal Dinfizzle Findazzle opens the door and ushers everyone inside the Lucky Copper Inn.