In the common room, Rhiann waits alone.
Episode 1: The Salvaged Job
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In the common room, Rhiann waits alone.
"There is a general store across the intersection," Rhiann says. "Daresouk Orecloak is the proprietor and likes to open early, so whatever else you might need can be found there. I do suggest heading straight for the docks afterward; Captain Udutai has little patience."
Inside is a single spacious room interrupted by posts supporting the floor above. The walls feature shelves and crates stocked with a variety of dry goods, while low tables in the middle of the room contain boxes of smaller items. In one corner is an L-shaped desk laden with equipment and supplies, matching the overstocked shelves and cabinets behind. A flight of stairs rises up to the second floor.
Behind the desk is an aged dwarf, tinkering with a lantern. His beard and moustache are capped by brass ornaments, while an acrid cigar fills the air with a heady smoke. Shirtless, the dwarf has a pair of suspenders holding up short leather pants tucked into heavy boots.
He reluctantly hands the coinage to Daresouk and neatly packs his goods into his backpack.
Rolls
Secret Roll
The chest is pink mahogany with gold trimming. A slight lavender and vanilla scent emanates from within from the perfume and soap stored there.
The chest is pink mahogany with gold trimming. A slight lavender and vanilla scent emanates from within from the perfume and soap stored there.
"That's a fascinating piece. Where did you come by it?"
Maenor finds a reasonably well-stitched long-sleeved shirt and a faded leather waistcoat. There is one pair of pants of the right length, but its waist seems a size too large for the elf.
While moving items, he looks over to Geno and smiles "My father made it, we is or was a wood worker, not sure what he is doing nowadays. If we are ever in the area and have some time, we'll have to stop by and I'll introduce you. If he is still crafting, perhaps he'll make you one."
Finally, he shrugs. "Right enough," says the dwarf, taking the 3 gold pieces and then putting the chest under the counter. "Yer trim's fake, just so you know."
As you walk through the market, you see a pair of leather-clad individuals in matching uniforms, each armed with a shortsword and bearing the insignia of a winged talon; the mark of the Eglar Eagles, the local guard. This pair, a human man and woman, stand at a T-intersection keeping an eye on the crowd. You walk across their gaze, but the guards make no move to stop you, nor do they seem that interested in your passing.
You find yourselves at the harbor. The commercial section of the docks sees the most activity at this hour as cargo ships unload a variety of goods, and a steady procession of porters on foot or in wagons and carts haul these materials to warehouses or other destinations. A hubbub of calls between hoist-and-winch operators and longshoremen on deck combine with captains' orders to their crews to create a hectic miasma of noise.
Standing out amidst this chaos, positioned centrally before the warehouses, is a raised platform upon a stone base. There is a table behind a low wooden banister covered by a canvas awning, and behind it are three individuals that seem unfazed by the din surrounding them. Two are clad in chain mail and closed-face helmets, and armed with crossbows and long blades. This pair flank a seated dark-robed individual with an elongated reptilian snout colored as white as the ocean froth visible from beneath the raised cowl.
A large tapestry hangs against the front face of the stone, colored a bright crimson edged in black. In the middle of this tapestry is a circle of inwardly-facing sharp teeth, with elongated maxillary and mandibular canines. This image, reminiscent of a dragon's open maw, is the royal crest of Caer Tan.
Deducing that a chartered vessel would not be amongst the commercial ships, you head in the opposite direction where smaller, yet longer docks hold several boats of varied size and make. There isn't much of a crowd here, and the few individuals you do see appear to come and go from a small shanty nearby. A sign above the door reads in Common, "Harbormaster."
Seated at the table is an overweight middle-aged, balding human wearing roughworn clothes. Before him are several ledgers, all closed, while he rests his hands upon the table with fingers interlaced. Inkwells and quills are organized neatly to one side, while a sheaf of parchment and other papers are piled opposite.
"Yes?" he asks, in a voice that sounds as tired as his current expression.
He turns and thumbs through the pile of papers before pulling out a document. "Name, gender, and race." The paper is rotated to face Coda and slid across the table. The top of the paper reads Passenger Manifest. Below that is the line The Fortune Star, sailing from port of Eglar City, Eglar, arriving at Jyehm Cay The Tower of the Fallen. A large blank space follows.
Edit: Jesus...
Rolls
Kindergarten check. - (1d20+4)
(20) + 4 = 24
"Your writing is very impressive. Glad to have a diplomat among us."
"Um. Regardless, good... good skills... to have there." Geno looks around briefly for something to speak about, and ends up turning towards the harbormaster.
"I see that The Fortune Star was originally heading toward Jheym Cay. We were searching for passage to the Tower, but I imagine the any passengers seeking out Jheym Cay were rather disappointed. Do you know the reason for the switch, if you don't mind me asking?"
He turns to Coda and asks, "Are you done?"
"Gran-TED!" bellows a clear baritone voice from aft. Standing at the rail is a tall elf of walnut skin, oak hair, and mahogany eyes. He wears a red bandanna across the front of his head, tucked behind ears laden with golden rings. An open-necked tunic and vest with a crimson frock coat makes this elf stand out from the others, and as he descends the stairs from the weather deck you can see a gold-hilted rapier at his waist.
"A fine weapon, sir. I hope you have little occasion to use it on our trip."
Without waiting for a reply, Udutai turns and yells, "All hands to weigh anchor!" The ship bursts into activity as each person runs to their station and begins preparations to depart Eglar. After observing the crew for a bit, Udutai turns back to Kalis and says, "Allow me to show you to your quarters." With a sweep of his hand, he gestures to the door leading to the second deck.
You descend away from the bustle topside as Udutai leads the way past a common room to a short recessed area fronting three doors. The captain opens the middle door and steps into a single small room at the foredeck. Bereft of any furniture, there is enough space to accommodate 4 hammocks. "Apologies for the lack of accoutrements," says Udutai.
He begins to walk away.
"I guess this is what we're supposed to do? I'm not very familiar with sea travel..."
A deckhand arrives and hands over folded sheets of canvas, enough to set up 4 hammocks in your room. Much of the time, the captain and crew leave you to your business while they conduct theirs, and they do not ask you for any assistance at this time.
Rolls
Secret!
The Fortune Star is guided to her berth and settles in-between two smaller vessels. Once moored, Captain Udutai approaches you and says with a smile, "Here we are, The Tower of the Fallen. I do hope you've enjoyed your trip." The gangplank is lowered, and the captain descends to speak to a harbor official waiting for him below.
Captain Udutai walks over to a red dragonborn dressed in a crimson robe, underneath a black vest and long black cloak. Udutai hands over a rolled-up scroll and a gold coin, which the official takes without really looking. The dragonborn watches as each of you descend the gangplank to the dock.
When the last of you disembark, the dragonborn turns to Udutai and begins to speak. The captain replies, making small gestures with his hands before jerking a thumb over to where you are. The official huffs, swirls of black smoke escaping from its reptilian snout, and stares in your direction. With a final nod, the dragonborn turns and walks further up the pier toward the main area of the harbor, heading to a two-story stone building fronted with a gigantic banner bearing the crest of Caer Tan.
To your right is a wide thoroughfare that heads on a straight line through a mercantile district rife with shops and restaurants toward a large castle in the distance. Along this road are branching paths that spiderweb through the city. While as crowded as you'd expect this city to be, the flow of carts and people progresses smoothly.
It is morning, and you are free to choose your path.
**Single Whistle - 5 cp | Waterskin - 2 sp | Rations (2) - 1 gp
Sling Bullets (20) - 4 cp | Parchment - 1 sp | Donkey pool - 2 gp (If we decide on that.)
*********Candle - 1 cp |
**********Soap - 2 cp |
Total: 5 gp
As you leave, your eyes are drawn to the large banners with the open-mawed crest of Caer Tan, highly visible in bright crimson and constant reminder of the city's governance. You are then roughly moved to the side with other travelers as the local guard make way for two companies of plate-armored soldiers on the march into the city. Each soldier appears armed with longsword and spear, and all are dragon-like humanoids spanning the chromatic spectrum.
From the gate, the close-pressed buildings of brick and stone within the city transition into a wider spread of low-level homes and open fields. You find the stable and, pooling your resources, have enough to purchase a pack mule. There are three to choose from, all of which are touted by the stablemaster as young and able-bodied.
Rolls
Animal Handlin - (1d20+2)
(3) + 2 = 5
Rolls
Animal Handling - (1d20+3)
(20) + 3 = 23
Rolls
animal handling - (1d20+4)
(15) + 4 = 19
After securing your belongings amongst yourselves and upon your new pack mule, you are ready to proceed. From this point, you can easily see the well-worn trail that extends east across the distant Giyne Veldt to the horizon, a clear path taken by caravans and other travelers.
Marching order, i'll stay by Maribel's side so what ever order she gets put at and Coda will take first watch if that is okay with everyone.
I'll take second watch, and can take point or bring up the rear
After applying some logic to the marching order, I have the following:
Maenor
Daniel (blind)
Kalis
Geno
Coda & Maribel
Same for the watch order, assuming 2-hour shifts:
1st: Coda
2nd: Maenor
3rd: Daniel (blind), Kalis
4th: Geno
Adjust yourselves as you see fit!
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
You've made good progress and on the third night, you pull off the main road some distance to make camp. There is little cover by way of tree or hillside, unfortunately, but the weather does not appear foreboding and the winds are calm. It looks like it will be another peaceful night as you settle in for another meal of dry rations and water, while Maribel stands off to the side with her nose buried in a feed bag.
You have nestled within your bedrolls as the night grows and the warmth of the fire becomes comfortable. Coda sets himself up for the first watch.
Rolls
What do I see? - (1d20+5)
(19) + 5 = 24
Both Coda and Maribel perk up from a barely noticeable difference in the area. It is hard to pin down, but taking cues from Maribel's change in demeanor, Coda senses that something is amiss. Steadying himself and attuning to his surroundings, the bard attempts to figure out the cause.
It starts as a small thump, like a faint heartbeat. It is slow, but constant, and there's a weight to it that calls to mind something big, something with stride. And it's coming closer.
"What is that? Is it of the Empire?"
The others, without benefit of being able to see in the dark, can feel the earth vibrate with each step as it approaches. And then the footsteps halt, 60 feet away. There is a snuffling sound, like congested sniffing, then a grunt. Maenor and Geno see that the creature has indeed stopped its progress and simply stands there, squinting towards the fire and those gathered around.
Rolls
Nature - (1d20+3)
(20) + 3 = 23
The ogre remains standing there, and makes another snuffling sound with its nose. Its head tilts to one side.
Rolls
Perception - (1d20+4)
(11) + 4 = 15
Rolls
Perception - (1d20-2)
(6) - 2 = 4
A large form lands with a wet thud. It is covered in slick, matted feathers and two thick legs are splayed in unnatural directions. A huge wedge-shaped beak pokes out from someplace where it shouldn't.
The ogre remains standing there.
The ogre just stands there. It blinks once.
Rolls
Insight - (1d20-2)
Rolls
Insight - (1d20+3)
(19) + 3 = 22
Geno can also see in the ogre's face that the more it is being required to think, the less it is beginning to like doing it.
Rolls
persuasion: sweet talking an ogre, cleric style - (1d20+1)
(2) + 1 = 3
Rolls
Deception - (1d20+6)
(17) + 6 = 23
The ogre finally shakes its head with a roar, as though clearing its head from the dull ache. It stomps a giant foot onto the bloodied axe beak, splattering gore and viscera in a wide radius onto Coda, Geno, and Maenor; the corpse won't be waking up now. "Guarg want food! Where Guarg?!" it shouts, spittle flying into the face of Maenor. It seems to be getting angry.
Where the axe beak previously lay, the slick and matted ground glistens with a hint of metal.
The road begins to dip into a low valley, following a small stream between grassy slopes interrupted by bare rock in places. While the footing throughout this area is passable for your group, you notice that anything larger than a hand cart would find this path to be the only route.
It is now close to mid-day. Maenor, marching ahead of the group, notices something in the distance with his elven eyes. There looks to be a rickety wooden bridge spanning the valley up ahead, supported by two wooden towers upon the slopes. The bridge covers a large ramshackle wooden wall that closes the road while leaving a small arch for the water to flow beneath.
The wall itself looks to be only 10 feet high, but the top has jagged spikes where pieces of wood have been sharpened and affixed. There appears to be two small platforms below the wall level flanking the road, accessed by a short flight of stairs; these would appear to allow someone to stand near the top of the wall and observe the other side.
You see two more individuals, one standing next to a small lean-to by the base of the wall, and another opposite on the road next to what looks like a simple sliding gate. It does appear that these people have noticed your arrival. The two archers each have an arrow nocked and ready to draw, and they watch you from their perch. The other two on the ground are relaxed, but attentive.
One of the archers looks down and calls out something to those below. A fifth individual appears near the top of the wall, likely standing on a similar platform on the opposite side. All now watch your group, seemingly waiting.
The wall itself appears to have a small door in addition to the sliding gate, positioned just behind the lean-to. The door is currently closed.
"Hail, travelers!" the orc calls out in Common. "Where are you off to this fine day?"
Rolls
Perception - (1d20+4)
(13) + 4 = 17
"Now, let us not delay you from your noble task," the orc continues. "We just need a toll of 5 gold per head and 10 gold per vehicle, which your beautiful mule counts as, and you can be on your way. He bows, graciously.
The elf shakes his head and replies in a low drawl. "No, boss."
The orc nods. "Ah, good. Well, since I am not mistaken, the toll stands." He taps a finger against his tusk, appraising your group. "Of course, if you don't have the money as you seem to imply, that does pose a problem. Tell you what; you hand over what you can pay in coin, and we'll also take some of that fancy equipment you all are carrying. I'm sure that will make up the difference!"
You notice that the two archers seem a little more tense than before, leaning their bows in your direction. The half-orc with the maul brings the head up until it rests on his shoulder. The door behind the lean-to now opens, and another orc appears, holding a greataxe in two hands.
Then, almost as quickly as it started, the laughter stops. "No, seriously," says the orc, smile dropping as his crossbow comes up to rest on his shoulder. All pretense of mirth has faded, and the orc's jaw is set. "You either pay the toll, or you go back the way you came."
From the valley slope beyond the wall, a raven takes to the sky. None of the gatekeepers seem to notice.
No person can be seen, nor any creature around seems to show much interest in you. Even the raven in the sky looks content to soar amidst the thermals.
You are now a half-day from the encounter with the gatekeepers, and the sun is beginning to set low upon the horizon. The time for setting camp is drawing nigh, and even the raven flaps its wings towards the distance, perhaps looking for shelter.
Nothing happens.
It is now morning. The fire burns low even as the sky begins to brighten, and a soft breeze arrives across the grassland like a welcome visitor, cool and comfortable.
Rolls
Perception - (1d20+3)
(18) + 3 = 21
No wait, there it is, coming up from the direction of the valley.
Given what you know of bird flight, unless something distracts it, the raven should arrive fairly soon.
The sky is clear, and the raven's black form stands out distinctly as it coasts above your camp, using its wings to hover amidst the breeze.
"Do we kill it?"
Rolls
Fire Bolt - (1d20+5, 1d10)
1d20+5 : (16) + 5 = 21
1d10 : (10) = 10
Eventually, nature resumes its course. Those tiny birds resume their chittering as they flit between the grass, Maribel chews something contentedly, and the fire begins to die out.
The following day, the kopjes become more frequent as you travel, and as the sun rises to its zenith, you are forced to weave your way through rockier terrain. The wind has started to pick up, but you are sheltered from the brunt of it thanks to the outcrops and hills. Clouds have begun to roll in, casting intermittent shadows at the periphery of sunlight.
There is nary a sound save the passage of your footfalls and the faint whistle of wind through the rocks. Due to the terrain, you find it difficult to see the next turn and your field of vision has become limited.
Rolls
Secret Roll
As a result of your keen observations, your party is prepared for the sudden roar and appearance of two bugbears that leap out from the outcrops. Armed with large wooden clubs, they both descend to the path, one landing behind while the other approaches from the front, and each is 30 feet away.
A hobgoblin dressed in chainmail steps out from behind the rocks ahead, grinning as he draws a longbow. He laughs and says something harsh and guttural in a language none of you understand, nocking an arrow where he stands 50 feet ahead upon the outcrop. The bugbears make to charge.
EDIT: Boom! I like this spell :)
Rolls
Fire Bolt - (1d20+5, 1d10)
1d20+5 : (17) + 5 = 22
1d10 : (8) = 8
Unless I'm missing something, Bless is only three people. Since I don't have many attack rolls, I'll be the other one who doesn't have Bless.
Rolls
Hobgoblin - Wis save DC 14 - (1d4)
(3) = 3
Rolls
guiding bolt - (1d20+6)
(18) + 6 = 24
damage (radiant) - (4d6)
(4553) = 17
Rolls
Eldritch Blast; Damage - (1d20+6, 1d10)
1d20+6 : (17) + 6 = 23
1d10 : (6) = 6
Geno's blast of arcane energy hits the bugbear behind the group in its abdomen, but it is not enough to slow it down. It rushes for the warlock and brings its club down in an overhead smash. Geno manages to avoid the brunt of the attack, but it clips his shoulder (22 vs AC 15) and almost topples the tiefling to the ground (9 damage).
Player Turn!
EDIT: Oh here we go...
Rolls
Geno Bugbear - (1d4+1)
(2) + 1 = 3
Maenor Bugbear - (2d4+2)
(11) + 2 = 4
Rolls
Rapier + Sneak Attack - (1d20+6, 1d8+4, 1d6)
1d20+6 : (17) + 6 = 23
1d8+4 : (3) + 4 = 7
1d6 : (4) = 4
Advantage - (1d20+6)
(4) + 6 = 10
The remaining bugbear blinks dully as Coda's words and gestures assail its senses, not even understanding half of what the halfling means. It roars, shaking its head and taking one step back.
Rolls
cure wounds - (1d8+6)
(3) + 6 = 9
Player turn!
Rolls
Vicious Mockery - (1d4)
(3) = 3
Rolls
Insight - (1d20+3)
(15) + 3 = 18
Rolls
Fire Bolt - (1d20+5, 1d10)
1d20+5 : (2) + 5 = 7
1d10 : (7) = 7
Rolls
Sacred Flame (Dex Save DC 14) - (1d8)
(3) = 3
The bugbear clambers up the outcrop, dashing away from the group. It disappears out of sight over the top and can be heard running off into the distance.
Rolls
Investigation - (1d20+3, 1d20+3)
1d20+3 : (9) + 3 = 12
1d20+3 : (9) + 3 = 12
Guidance - (1d4)
(2) = 2
Apparently satisfied with what he found on the bugbear, Daniel moves to the hobgoblin further up the path, tapping with his cane to determine the way.
Rolls
Investigation - (1d20+3, 1d20+3)
1d20+3 : (19) + 3 = 22
1d20+3 : (15) + 3 = 18
Guidance - (1d4)
(3) = 3
The canvas unfurls to reveal a map of the area for many miles, up until the Dreaming Forest to the east. The caravan route is clearly shown, with marks at two different points along the trail, written in the same language as the letters. Kalis determines that the western mark on this map corresponds to the checkpoint the party sought to navigate around; the eastern mark is near the Dreaming Forest, where the route turns north.
The map also has several noted locations, one of which is near where the party currently is. These locations are all north of the caravan route, spaced approximately 2 to 4 days apart from each other, but in no apparent order other than, perhaps, favorable terrain.
Rolls
Cure wounds - (1d8+4)
(3) + 4 = 7

Using the hobgoblin's map as a guide, you plot a course parallel to the caravan route and attempt to avoid the marked locations. You reason that heading directly east for one week across the grasslands and hills, passing through that small gap in the larger ridgeline, and heading northeast will make good time.
Your travel for one week is uneventful. You see no activity beyond wild animals native to the grasslands, and certainly nothing with the perceived agency of your previous raven companion. You've reached the western edge of the ridgeline, and estimate it will take you three or four days to reach the gap. From this distance, you can see that the ridges are not quite mountainous, rising only 2500 feet at its highest and covered in green brush and a smattering of trees.
At the end of the seventh day, it is nearing time for your party to make camp for the night. The sun is setting and soon the light will fall.
Three uneventful days pass, and you've progressed into a dale with steep slopes to your north and south. There is still a wide expanse of grassland around you, so your travel is unimpeded. As you break northeast, you walk for another day to the gap, and here the ridgeline becomes more gradual.
Rolls
Perception(Disadvantage) - (1d20+7, 1d20+7)
1d20+7 : (16) + 7 = 23
1d20+7 : (14) + 7 = 21
Rolls
Perception - (1d20+5)
(17) + 5 = 22

Rolls
Perception (if necessary) - (1d20+3)
(14) + 3 = 17
The archer continues a flanking move, not closing as quickly as it rides along an arc. From 500 feet away, the longbow angles upward and the hobgoblin fires an arrow. It demonstrates tremendous accuracy at this distance as the projectile slashes Geno across the side (18 vs AC with disadvantage, 4 damage) before burying itself into the ground.
"What did I ever do to anger all these goblinoids...?"
Another arrow sails into the sky, arcing on a trajectory straight for Geno again. Now aware of the danger, the tiefling easily sidesteps and avoids the projectile.
Kalis still has a turn to take. Currently the rest of the party has moved up to close the distance to the spearmen, and are 30 feet ahead of the sorcerer.
Rolls
crossbow to hit - (1d20+6)
(9) + 6 = 15
disadvantage - (1d20+6)
(15) + 6 = 21
damage? - (1d8+4)
(4) + 4 = 8
Rolls
Crossbow - (1d20+6)
(12) + 6 = 18
Crossbow (DADV) - (1d20+6)
(11) + 6 = 17
Damage - (1d8+4)
(5) + 4 = 9
Bless Value - (1d4)
(2) = 2
Rolls
Perception - (1d20+4)
(20) + 4 = 24
Rolls
Fire Bolt - (1d20+5, 1d20+5, 1d10)
1d20+5 : (10) + 5 = 15
1d20+5 : (14) + 5 = 19
1d10 : (8) = 8
Rolls
Crossbow - (1d20+6)
(11) + 6 = 17
Crossbow (DADV) - (1d20+6)
(1) + 6 = 7
Bless - (1d4)
(3) = 3
Damage - (1d8+4)
(4) + 4 = 8
(not to scale)
Spearman ---- Party -- Bugbear
Longsword
Rolls
Sling hit (w/ Disadvantage) - (1d20+6, 1d20+6)
1d20+6 : (15) + 6 = 21
1d20+6 : (10) + 6 = 16
Damage - (1d4+4)
(1) + 4 = 5
Daniel
Maenor
Actions left to take:
Maenor
Daniel (Holding)
Actions left to take:
Daniel
Maenor
Rolls
Investigation - (1d20+3)
(11) + 3 = 14
Rolls
to hit 1 - (1d20+6)
(4) + 6 = 10
with disadvantage - (1d20+6)
(17) + 6 = 23
blessed - (1d4)
(1) = 1
Rolls
Investigation - (1d20+2)
(12) + 2 = 14
Rolls
Investigation - (1d20+2)
(17) + 2 = 19
Maenor's bolt ricochets off the spearman's shield, spinning off into the grass.
The hobgoblin spearman continues its charge, closing to 90 feet. The spear itself is leveled like a lance. The archer also charges in on a direct path, though it is still far away at 330 feet.
Now exposed, the bugbear roars and runs towards you, loping across the grassland with a large and wicked-looking morningstar. It closes to 40 feet from the party.
Rolls
Dagger (Disadvantage and Bless) - (1d20+6, 1d20+6, 1d4, 1d4+4)
1d20+6 : (3) + 6 = 9
1d20+6 : (7) + 6 = 13
1d4 : (3) = 3
1d4+4 : (2) + 4 = 6
Spearman is 90 feet away, Bugbear is 40 feet away. Archer is 330 feet away.
Rolls
Fire bolt - (1d20+5, 1d10)
1d20+5 : (5) + 5 = 10
1d10 : (2) = 2
Casting Vicious Mockery Wisdom Save DC 14.
Edit: My second 1 damage in a row.
Rolls
VM Damage - (1d4)
(1) = 1
Daniel
Geno
Maenor
The bugbear takes this opportunity to charge in, bellowing a challenge as it nears. It reaches 10 feet away from the party, interposing itself between you and the hobgoblin spearman. With its shield held up, it shifts its weight on its feet and seems ready to take on any attack (Bugbear Dodges, attacks against it have disadvantage).
The swordsman gallops towards the fray and closes to 210 feet.
Rolls
Vicious Mockery - (1d4)
(2) = 2
Rolls
Magic Missile - (3d4+3)
(344) + 3 = 14
If this reaction changes your subsequent turn, let me know.
Rolls
Rapier + Sneak Attack - (1d20+6, 1d8+4, 1d6)
1d20+6 : (1) + 6 = 7
1d8+4 : (4) + 4 = 8
1d6 : (5) = 5
The rapier can be picked up and used on Daniel's turn. Maenor, Coda, Kalis, and Geno can make an Opportunity Attack.
Rolls
Attack - (1d20+3, 1d8+1)
1d20+3 : (20) + 3 = 23
1d8+1 : (6) + 1 = 7
Critical damage - (1d8)
(8) = 8
Coda's voice seem to affect the bugbear this time, giving it pause momentarily as it deciphers the halfling's play on words. This moment is all Kalis needed as his magical bolts zip around the shield to strike the bugbear's chest. With a blurt of surprise, the bugbear spasms under the onslaught, and sinks to its knees before falling face-first into the ground.
Actions left to take:
Daniel
Geno
Maenor
Rolls
Eldritch Blast (To Hit) - (1d20+6)
(20) + 6 = 26
Eldritch Blast (Damage) - (1d10)
(2) = 2
Eldritch Blast (Critical Hit!) - (1d10)
(7) = 7
I considered Geno's Eldritch Blast to be a held action, since the hobgoblin was 210 feet away and wouldn't yet be in range. It is now 90 feet from the party, and 30 feet away from Maenor.
Rolls
Fire Bolt - (1d20+5, 1d10)
1d20+5 : (10) + 5 = 15
1d10 : (7) = 7
I considered Geno's Eldritch Blast to be a held action, since the hobgoblin was 210 feet away and wouldn't yet be in range. It is now 90 feet from the party, and 30 feet away from Maenor.
All three horses are in view. Bereft of riders, they slow to a stop with deep breaths, nearly exhausted after their mile-long run.
Also, even though I'm using milestone leveling, you've successfully navigated around many obstacles and roleplayed beautifully. You all advance to level 2!
Also, make an Animal Handling roll for this particular horse. If anyone else wants to approach the other horses, you may also make Animal Handling rolls.
Rolls
Animal Handling - (1d20+4)
(13) + 4 = 17
Rolls
Investigation - (1d20+5)
(8) + 5 = 13
Perception - (1d20+7)
(16) + 7 = 23
"Everyone ok?" he asks, looking around at his companions.
Rolls
Animal Handling - (1d20+2)
(1) + 2 = 3
Daniel inspects the body of the bugbear, the closest creature near his dagger. The bugbear has a poorly-fitted and haphazardly-constructed suit of hide armor. It was armed with a morningstar and a scorched and dented shield remains strapped to its arm. A coin purse containing 12 silver and 5 gold pieces is found on its body.
Casting Speak with Animals.
Rolls
Animal handling (with proficiency from Channel Divinity: Knowledge of Ages) - (1d20+6)
(3) + 6 = 9
Rolls
let's try this again - (1d20+6)
(12) + 6 = 18
The other horses, all mares, stand where they are, ears forward after the first mare neighs. They approach to herd together, still a tad wary, but not as skittish and before.
One of the hobgoblins has a map with the same features as the one you've already collected. There is also a letter, written in the same language as one of the other letters you acquired. Comparing the two letters leads you to believe their statements are also alike.
The saddlebags on the horses contain some rudimentary camping gear, including tinderboxes, waterskins, and dry rations. A bedroll sits behind each saddle.
While you wait, you gather what you desire from the bodies of the goblinoids. By now, the sun has reached its apex as you feel ready to resume travel.
It is up to you how you divvy up the spoils of battle, or who will track what they've found. For those who wish to claim one of the three horses, here are their stats:
Riding Horse
Large beast, unaligned
AC: 10; HP 22; Speed 60 ft.
STR 16 (+3); DEX 10 (+0); CON 12 (+1); INT 2 (-4); WIS 11 (+0); CHA 7 (-2)
Senses: Passive Perception 10
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2d4+3 bludgeoning damage.

Note to self: remove 1 hit die and recover rolled amount.
Rolls
Hit dice/ song of rest - (1d8+3, 1d6)
1d8+3 : (3) + 3 = 6
1d6 : (3) = 3
You have been rolling along the small hills and plains for nearly a week, and have reached a point in the path where it turn south to avoid a section of the desert of the Trackless Barren, skirting the edge of the Dreaming Forest. It is also the point where the hobgoblin's map ends, leaving you with only your general knowledge of the area.
Your group has been on the road for over a month. The merchant caravan would have already left, and hopefully you will make the rendezvous on time.
What will you do?

"I see no reason to make this journey more difficult. It seems that the road will lead us to our destination on time, so it makes little sense to suffer in the dry and heat."
"Thank you Coda. I appreciate it. I... I've just spent enough time looking down on the world from a comfortable place."
He tries to smile genuinely, but it comes off strained.
The tall trees of the Dreaming Forest grow thick and close, almost as if forming a barrier of dense wood and brush. You keep the forest to your west and make progress for another week, before the road begins to turn back northward. You cross the plain and soon come to the Tenby Woods, another swath of dense forest that lies on the eastern side of the path. Here, too, the Trackless Barren struggles to find purchase amidst the woodland, fingers of parched and dry earth encroaching onto the lush plain.
After traveling for another week, you are close to the rendezvous point. By your calculations, you are perhaps a day late from the expected meet-up, but this delay should not pose much concern given the nature of overland travel. Admittedly, the time spent detouring around the obstacles along the Giyne Veldt set you back, but you've made up much of that time thanks to expedient travel and obtaining horses.
The rendezvous should take place over the next rise.
Rolls
Perception - (1d20+4)
(16) + 4 = 20
Rolls
Perception - (1d20+6)
(15) + 6 = 21
I continue the high party.
Rolls
Perception - (1d20+5)
(14) + 5 = 19
You notice, far off on the horizon, a flock of large dark shapes circling above an area beyond your current sight. Their flight pattern indicates a lazy glide upon thermals, and there are at least a dozen of them. You estimate they are about a three-hour ride away at normal speed.
You also notice that the rendezvous point below you is devoid of anyone; the merchant caravan is not there.
You crest the rise, and behold a scene of destructive ruin. 200 feet away, four broken wagons lie smashed in a brief semi-circle convex towards the forest. In front of two of the wagons you can see some oxen, slain by arrows, bloated and covered with ravens and larger scavenger birds. Scattered both around and away from the wagons are several humanoid bodies, some dressed in robes or traveling clothes, while others appear clad in common attire. Ravens cluster around these, too.
Aside from the birds, there is activity amidst the wreckage. A dozen small shapes can be seen picking through the wood and canvas, scattering the birds as they work, hefting pieces of splintered wood for inspection or poking in the dirt with sticks. Each individual wears a mish-mash of rags and animal hides. They are humanoid and walk upright, but some appear hunched with pronounced lumps upon their backs. All are short and lean, and have long and pointed ears, with squashed and hooked noses set between red eyes.
Goblins.
Geno begins walking toward the wreckage slowly, ensuring his companions are not to far behind.
When he is closer he yells out "You there! Might we ask a few of you some questions?"
There is one goblin with white hair, standing to the side and watching over the group. On occasion, they point with their short staff at the wreckage and say something in a harsh, guttural language. This is followed by one of the other goblins moving where indicated and digging through the pieces of wagon.
Geno's call freezes the goblins momentarily. They all turn and look towards the tiefling. There is a brief squeal, a shriek, and the mob begin to scramble about in a panic. You see the white-haired goblin shout at the others, waving their staff and pointing to the desert. Most of the goblins drop what they've collected and begin a mad dash into the wasteland... and panic once again now that they see a mounted elf with what looks like a longbow nearly cutting off their route.
Rolls
Persuasion (Advantage) - (1d20+6, 1d20+6)
1d20+6 : (8) + 6 = 14
1d20+6 : (19) + 6 = 25
There is a tense moment before the white-haired one turns slowly to face you. They hold their staff in one hand and while they do not exhibit the wild nervousness of their kin, their eyes definitely show an acute wariness. They stand there, waiting.
"Yes," says the white-haired one, the only one having not moved from their spot.
"I will not call back my people," they say, almost eloquently in a tenor that lacks the harshness of the goblin language. There is a cadence to their words that belies a higher intelligence than most goblins are presumed to have. "Our conversation does not depend on their presence. They will leave, and you and your companions will let them leave unharmed. In return, I will stay and answer your questions."
They wait to hear your response.
"Perhaps, as you've said, I 'haven't been very trustworthy,' and while your actions thus far have earned you this discussion, I haven't seen anything else from you worth trusting."
The goblin straightens, as best they can against their staff. Their chin lifts in an expression of resolve. "I promised you my cooperation. My people will leave. Whatever your leader decides to make of it will demonstrate how much he desires the answer to your question."
One of the goblins steps forward and barks a statement, or a question (it's hard to tell with Goblin). They seem to not agree with what the white-haired goblin said. Another goblin reaches forward to pull the first back, as though guiding them away. The other goblins gingerly back away, with those furthest from the party turning to walk into the desert.
The white-haired goblin says a few more words. Though guttural and raspy, these words seem to give comfort to the hesitant goblin, who joins the others as they depart. The white-haired one leans on their staff as they watch them go.
Vulzal
I know you have been in contact with the orc's men at the western checkpoint. You are ordered to maintain this arrangement and report back with everything you have discovered. Do this, and I will look favorably upon this otherwise treasonous act.
Vulzal
The goblin holds the letters and map out, returning them to Coda.
"If you are satisfied with these answers, I will leave you be." They wait, ready to depart, for your dismissal.
Rolls
Dog-Men - (1d20+2)
(13) + 2 = 15
My roll should be +3 as well, forgot about Jack of all trades.
Rolls
Dog-Men - (1d20+2)
(10) + 2 = 12
Rolls
Nature - (1d20+3, 1d4)
1d20+3 : (10) + 3 = 13
1d4 : (2) = 2
Rolls
Nature - (1d20+2)
(7) + 2 = 9
The goblin studies all of you, mulling things over in contemplation. Finally, they hesitantly ask, "What... will you do now?"
Rolls
Insight - (1d20+4)
(10) + 4 = 14
"I see," they say, concluding something based on Coda's statement. "You were expecting these wagons?"
They squint at you, thoughtfully. "Hm... yes, perhaps."
"Perhaps a test? Yes, if you prove yourselves against the unseemly one, you would do much to ease my misgivings. What say you?"
"There is a tomb. Deep within the woods to the southeast of us." It points to the close-knit wall of trees nearby. "There is a foul and unnatural creature there. Destroy it, and I will lead you to the dog-men."
Before you reach the trees, you pass a few bodies, scaring away the crows. It is easy to see that these men were slain by blade and bow. However, some bodies appear relatively untouched save for a clean slash across their throats, as though they offered no resistance where they stood. These corpses appear lightly dressed for wilderness travel, retaining only thin shirts with cushion at the shoulders and trousers padded at the hips.
The forest is dense, thick with undergrowth and twisting trunks that grow close together. The canopy shuts out most of the sunlight and casts dark shadows through every branch and bough. The goblin leads you on a relatively direct path, its small size allowing it to squeeze under fallen logs and through narrow nests of roots and foliage. Coda himself finds little difficulty in keeping up, but the rest of you are often delayed in navigating around these pathways.
You have been traveling for several hours, and the forest begins to encroach into your personal space. The air becomes thick, as though time itself had been arrested and left to fester. There is a hint of peat, but a dank acidic taste overpowers the natural scent of the forest to create an odd and repulsive odor of decay. There is little light here as thick tree branches twist into a weave and block any view of the sky above, while curtains of moss drape downward in stillness.
Now the goblin slows his pace, mindful of the narrowing path. It steps carefully between tree roots, bare feet compressing the wet solidified carpet of fallen leaves. It is at this point that your horses express their nervousness, pulling their heads back and stamping the ground; it is becoming more difficult to get them to move forward. Maribel, however, remains calm, even as her ears are erect and rotate around.
The white-haired goblin says, "It is not much farther. Just beyond this next copse." It then disappears between two tree roots, slipping into shadow.
You make your way around and through the trees, and presently see the goblin standing next to two cairns made of chiseled and flattened slabs of rock. The cairns front a solid rise of earth and stone. This mound is topped by a singular tree, thick of trunk and crowed with a tangle of crooked branches adorned with hanging moss. The tree surrounds the mound with a network of dark roots, caressing it like a cage.
The goblin points to a small opening between the roots, where a gap in solid stone can be seen. Even Coda would have to crawl on his hands and knees to enter beyond. "I know not who or what made this," says the goblin, referring to the mound. "But what lies within is not for the realm of the living.
"I shall wait for you here. With your steeds, if that would ease your concerns."
Scattered around the chamber are small clay pots of various size, from as small as a beer stein to one as tall as a flower vase. Even in the dim light of his darkvision, Maenor can see that cobwebs and dust cake their surfaces.
In the middle of the chamber is a solid stone slab, approximately 3-feet wide and 6-feet long, with a stone tomb resting upon it. At the edges of the slab are the remnants of spent candles, nothing more than slicks of melted wax. The lid of the tomb is askew, resting against the slab and a part of the floor, looking as though it had been flipped over.
"We will reward the faith you have placed in us."
He squeezes through the hole, taking care to avoid chipping his horns.
However, as the lines spread across the ceiling they begin to entwine. At the junction from the wall, the rays form an organized pattern of knots that bring to mind a canopy of leaves and branches. Spreading upward across the ceiling, the lines becomes erratic, twisting into a random and chaotic jumble until it reaches a gigantic open eye that rests in the center. The corners of the eye align with the axis of the tomb, as though eternally watching whatever is within.
There is no sound save for the crack in the torch. The air is musty, though not oppressive. No other movement can be seen, nor can you see inside the open sarcophagus.
Kalis reaches the sarcophagus, which on its pedestal rises to his chest. He leans forward and brings his torch over the edge, and the light spills downward to reveal a set of stairs made of stone. These stairs descend into what looks like a hallway leading north.
Then it is silent, and the room grows still.
Ahead is a door made of shriveled grey wood bound by iron bands. It is slightly ajar.
Map
The torchlight spills into a room that opens towards the east. It features the same bare tile and uneven stone walls, as though many hands carved into solid rock to create this area. The west wall has a single large open eye carved in bas-relief, similar to the one on the ceiling of the chamber above, while the north wall features three eyes. Each eye faces a door in the south wall and the east.
Next to the eastern door is a battered suit of scale mail, crushed and gashed in numerous places. It still stands upright, gauntlets crossed over its chest, dented helmet resting upon smashed pauldrons.
There are three skeletons in this room. One is lies at your feet and appears to have once sat against the wall. The other two are near the suit of armor.
Map
Rolls
Arcana/History - (1d20+4)
(15) + 4 = 19
Investigation - (1d20+2)
(19) + 2 = 21
Kalis has read of ancient cultures that used eyes as symbols of warding, with the belief that something could not pass under the watchful gaze. It is interesting that typically such symbols were used to keep things out; their placement within this tomb gives the impression that they're keeping something in. He senses that these carvings are purely symbolic, as there does not seem any abjuration or divine power within them.
As he studies each eye, Kalis notices that the one in front of Coda, facing the door they just entered, is the only one with a hole in the pupil.
Out of superstition, Geno kicks the rusty weapons away from the skeletons, eying them suspiciously. He looks up at the ceiling to see if there are any markings above.
Rolls
Investigation (Ceiling) - (1d20+3)
(14) + 3 = 17
Geno sees nothing but a plain ceiling, slightly domed to disperse the weight of the ground above. As he kicks the weapons away, they clatter across the floor and the skeletons do not move.
However, as soon as he approaches the skeleton in the corner by the eastern door and kicks away the shortsword, there is a shuffling sound. A cloud of dust spills out from the suit of armor against the wall, and with the groan of stiff leather and rusted scale, the helmet lifts and the arms uncross. There appears to be no body inside the armor and the helmet turns its empty visage toward the tiefling, raising its gauntlets.
Focused on both the ceiling and the rusted weapons, Geno is slow to react. He finds himself the target of two metal fists as the now-animated armor lands heavy blows against his shoulder and chest (22 vs AC, 7 damage; 17 vs AC, 8 damage).
EDIT: BOOM!
Rolls
Eldritch Blast - (1d20+5, 1d10)
1d20+5 : (18) + 5 = 23
1d10 : (10) = 10
Casting Vicious Mockery. Wis. Save DC 14 or have disadvantage and take 1d4 psychic.
Rolls
Vicious Mockery - (1d4)
(2) = 2
Rolls
mace attack - (1d20+4)
(11) + 4 = 15
bless - (1d4)
(4) = 4
dmg if successful - (1d6+2)
(4) + 2 = 6
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Rolls
Magic Missile - (3d4+3)
(132) + 3 = 9
The east door is unlocked, and Coda pushes it open to reveal another hallway that extends 15 feet before turning north.
Nothing else happens in the room the rest of the party is in.
Map
Rolls
Cure Wounds - (1d8+4)
(3) + 4 = 7
Rolls
Thieves' tools with Guidance - (1d20+6, 1d4)
1d20+6 : (14) + 6 = 20
1d4 : (3) = 3
Map
Rolls
Investigation - (1d20+5)
(13) + 5 = 18
Ruined books lie scattered across the floor, in a pile that grows from the edges of the chamber to the center. In the middle is a small and thin sarcophagus, surrounded on all sides by the litter of tomes.
As Geno's darkvision adjusts, the door he passed through suddenly slams shut like a clap of thunder. As the noise subsides, it is replaced with a low moan coming from somewhere in the room. The moan rises in volume and pitch, unnaturally culminating into a scream of rage.
Geno yells, perhaps futilely, into the screaming darkness. As he does, he prepares for an attack that he knows could be impossible to anticipate. He squints to see if there is any way to escape, or any way to discern the source of the haunting sounds.
Notably, my Armor of Agathys is still active.
Rolls
Perception - (1d20+3)
(19) + 3 = 22
Geno also notices that when the north door closed, it did not lock.
As the tiefling scans the room and its exits, he does not see the source of the scream. He does, however, notice as one of the books rises into the air. As the shrieking continues, the book hurtles towards him in a straight line (21 vs AC, 3 damage).
Player turn!
Rolls
Eldritch Blast [Disadvantage] - (1d20+5, 1d20+5, 1d10)
1d20+5 : (6) + 5 = 11
1d20+5 : (9) + 5 = 14
1d10 : (1) = 1
Geno will move across the room, watching the bookshelves to attempt to duck out of the way of other books.
Rolls
Investigation (South Door) - (1d20+3)
(6) + 3 = 9
Maenor (movement taken, still have Actions)
Daniel
Coda
Rolls
DEX check - (1d20+4)
(16) + 4 = 20
Rolls
Dex - (1d20+4)
(10) + 4 = 14
Rolls
DEX check - (1d20+4)
(5) + 4 = 9
Guidance - (1d4)
(1) = 1
Map
For Daniel, the clutching sensation becomes real. It feels as though cold hands grab him by the shoulders and pulls, but no one can see anything.
Rolls
Strength - (1d20+1)
(17) + 1 = 18
Coda
Geno
Kalis
Maenor
Rolls
Perception - (1d20+4)
(16) + 4 = 20
Eldritch Blast, Disadvantage - (1d20+5, 1d20+5, 1d10)
1d20+5 : (18) + 5 = 23
1d20+5 : (16) + 5 = 21
1d10 : (9) = 9
The scream of rage intensifies, even as the image fades with the spent power of Kalis's blast.
Rolls
Attack disadvantage/ damage - (1d20+6, 1d20+6, 1d4+2)
1d20+6 : (16) + 6 = 22
1d20+6 : (8) + 6 = 14
1d4+2 : (4) + 2 = 6
Rolls
Sacred Flame (Dex Save DC 14) - (1d8)
(5) = 5
The scream continues, reverberating throughout the room.
Rolls
Eldritch Blast Attack - (1d20+6)
(4) + 6 = 10
Eldritch Blast Damage - (1d10)
(9) = 9
Eldritch Blast Attack (DADV) - (1d20+6)
(9) + 6 = 15
Daniel, still standing before the sarcophagus, suddenly feels a hard and violent shove against his chest like something barreled into him at high speed.
Rolls
Rapier(disadvantage) - (1d20+6, 1d20+6, 1d8+4)
1d20+6 : (16) + 6 = 22
1d20+6 : (16) + 6 = 22
1d8+4 : (8) + 4 = 12
Strength save - (1d20+1)
(10) + 1 = 11
Rolls
Sacred Flame (Dex Save DC 14) - (1d8)
(1) = 1
Rolls
Eldritch blast (disadvantage) - (1d20+5, 1d20+5, 1d10)
1d20+5 : (19) + 5 = 24
1d20+5 : (14) + 5 = 19
1d10 : (6) = 6
Coda
Daniel
Geno
**k.
Rolls
Attack disadvantage - (1d20+6, 1d20+6)
1d20+6 : (1) + 6 = 7
1d20+6 : (8) + 6 = 14
Damage - (1d4+2)
(3) + 2 = 5
Nat. 1 reroll - (1d20+6)
(1) + 6 = 7
Rolls
Eldritch Blast - (1d20+6)
(10) + 6 = 16
Eldritch Blast (DADV) - (1d20+6)
(13) + 6 = 19
Damage - (1d10)
(6) = 6
The arcane power behind Geno's magic seems to slice through the air. As it passes above the sarcophagus, the blast seems to disappear into the distance, as if entering into another world. There is a sucking sound, and the scream of rage sounds as though it is being pulled away from the room. The noise intensifies, like a struggle to remain, but with an sudden intake of air the room falls silent.
You wait, for what seems like an eternity, and nothing moves in the room. For Maenor, the feeling of maliciousness seems to have vanished, while the others feel like they can breathe easier as the oppressive sensation is gone.
You are left with a room full of ruined books piled across the floor, broken bookshelves on some walls with crumbled remains of others destroyed in the battle, and a small thin sarcophagus in the center.
Decide what you wish to do now.
Geno attempts to pick through some of the torn books, but gets distracted when he remembers the closed door he and Coda found themselves up against. He starts to look for any mechanisms that might be in the room, anything out of place.
Rolls
Investigation! - (1d20+3)
(4) + 3 = 7
The door in the southeast corner has no handle, and the hinges are on your side of the room indicating that it swings inward. Geno does notice that there is a metal plate where a handle would be, with two twisted nubs. Seems likely that something removed the handle by force.
Kalis wanders back to the portcullis and summons a mage hand on the other side, sending it to the other side of the door to try and open it.
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magic items, or carry more than 10 pounds.
My position IN the portcullis just indicates that I am pressed tightly against it
Those inside the book-strewn chamber hear a click as the latch is released, and the door swings inward, pushing several books aside. The way is clear to the next room, where the others can see Kalis half-squeezed through the bars of the portcullis at the other end.
The room itself is in stark contrast to the one with the sarcophagus. This chamber is completely bare of any furnishings and even the walls are blank stone. Only small cobwebs anchor the corners, and the floor has a thick layer of dust indicating that nothing has traversed through in quite some time.
Map
He also walks into the new room.
Maenor's keen elven senses detect nothing amiss. There is no sound behind the east door.
Back in the room with the sarcophagus, Kalis notices that its lid is slightly ajar.
Next to the skeleton there are three small ceramic urns sealed with a crumbling wax. One urn contains two lapis lazuli stones (worth 5 gp each), while the other has a tiger's eye gemstone (worth 10 gp). The third urn is heavier, and contains 50 pieces of silver coins.
Lying upon the skeleton's chest is a small rod of wrought iron. At one end is a small ivory marble held in place by four prongs that rise from a twisted pattern in the iron. The other end tapers from halfway down the rod to a sharp point. For Kalis, he is familiar enough with such items that he is certain this is a wand.
At the skeleton's side there is a small dagger that seems fairly untouched despite the decay inside the sarcophagus.
Rolls
Perception - (1d20+5)
(13) + 5 = 18
There is a closed door in the southeast corner.
However, Maenor spots something behind the weapon rack in the northeast corner. He is unable to tell specifically what it is, but it is within the wall and does not appear anywhere else in the room.
Rolls
Perception - (1d20+3)
(14) + 3 = 17
Geno also sees, standing in the middle of this room, a group of humanoid figures. He notices that these creatures appear gaunt and rotten, like their flesh has been arrested from natural decomposition, and he recognizes them as zombies. Unnaturally, the zombies turn their heads at the movement of the door, and begin to shuffle towards Geno with arms outstretched.
Map
What do you do?
Rolls
Investigation - (1d20+5)
(15) + 5 = 20
The eye faces the door that Geno is peeking through.
"I believe there are some zombies in that room. There are also two doors, so we might have to go this way at some point regardless."
The door does not budge, despite the sounds of impact.
Not saying you have to go that way, but mentioning it since your characters would be aware of it.
They also see that the corridor splits into two passageways. The southern hallway leads to a closed and locked door. Maenor notes that there is no eye-carving opposite this one.
The eastern hallway leads to an archway. In the room beyond, the walls show bas-relief carvings of figures armored in chainmail and open-faced helmets, each kneeling in supplication. They start from the archway and kneel facing the far end of the room, and where the line of armored figures meet is a standing figure in robes, head wreathed in a halo of light. This figure stands next to a fountain, pouring water from a jug into it with one hand, while the other is lifted to the sky. Rays of light stream down upon the fountain from an open eye floating in the sky, and you see that the rays also traverse the ceiling and touch upon the heads of each kneeling figure.
The floor has a spiraling pattern leading from the walls and focusing at the center, where there is a plain-looking and dry fountain.
Map
Rolls
Investigation - (1d20+2)
(17) + 2 = 19
Perception - (1d20+4)
(14) + 4 = 18
The actual fountain in the center of the room does not have any carvings, but there is a stone basin at the top of a column in the middle of a larger bowl. There are small holes in the basin that Kalis reasons would allow water to flow down the column into the bowl.
Nothing else seems to happen.
Intrigued by the pattern of the cascading water, Kalis inspects the column. While he cannot make sense of what is happening, he does notice that the column was crafted in a subtle, yet irregular, way. It makes Kalis believe that whatever the reason, the flow of water down the column in this way was intentional.
Rolls
Perception - (1d20+7)
(5) + 7 = 12
However, he is inspired to check the door jamb and see if he can spot any type of bar or other indication that something would prevent the door from opening.
He discovers that the first door Coda and the others passed through is totally flush with the jamb, and he cannot tell if there is any locking bar that has been engaged. Either the construction of this door is that precise, or it is stuck.
The door at the far end of the hallway does appear to be locked, as there is something between it and the jamb.
Rolls
Thieves' tools with Guidance - (1d20+6, 1d4)
1d20+6 : (17) + 6 = 23
1d4 : (2) = 2
In the room are three large sarcophagi, each made of stone and engraved with a haloed warrior at rest. Several urns rest at the bases of each one.
Map
Rolls
History - (1d20+5)
(20) + 5 = 25
Maenor recalls a small story regarding four brothers, the sons of the king. Each were powerful in their own right, but the youngest brother was regarded as the runt of the clan, and teased as brothers are wont to do. The youngest, perhaps in order to prove himself, coveted greater strength and in secret, allied himself with necromancers and studied dark magic. Soon his power and skill surpassed his siblings, but in turn he had become twisted and cruel, visiting horror amongst the people.
The other three brothers united against their kin and chased him across the mountains and plains until they met at the dark one's black throne. A tremendous battle was fought until blades and shields were sundered, and at last the youngest son lay dead upon the earth. The elder brothers, though alive in body, were horribly wounded in spirit; having laid low their own blood, their hearts broken by the realization of what he had become.
Here the tales often diverge depending on the audience. Young children are often told that each brother set off to form their own kingdoms, taking the guilt of how they treated their sibling and using it to ensure that no one need suffer those same mistakes. Others are warned about treating with dark powers they do not understand and the downfalls of those who covet power.
Rare and archaic tomes depict a different ending, of how the three brothers considered their failings to be the ultimate dishonor and took their own lives, physically putting blade to their broken hearts while they stood above their fallen sibling.
Kalis finds assistance in opening the sarcophagus.
Rolls
Strength (Adv) - (1d20+1, 1d20+1)
1d20+1 : (9) + 1 = 10
1d20+1 : (6) + 1 = 7
Rolls
heave ho! - (1d20+2)
(14) + 2 = 16
and again! - (1d20+2)
(13) + 2 = 15
Inside is a dust-covered skeleton, clad in a suit of chainmail. The leather and fabric underneath the armor has disintegrated, but the metal links look serviceable, if not a bit dull from age. A diadem of tarnished gold is around the hood, crowning the skull. An aged longsword sits by the skeleton's right hand, stuck inside a wooden scabbard with decorative iron bands. Resting across the skeleton's lower torso and legs is a tower shield, adorned with the symbol of an open eye. Small clay urns, similar to those outside the sarcophagus, lie at the skeleton's waist, next to a metal flask with the same eye symbol carved on one side.
Coda hears footsteps following him as he joins the group, as his invisible servant stands ready to obey. And again, when the halfling goes back to the jammed door.
Map
Maenor picks up the metal flask, and can feel the weight of liquid within. Removing the stopper, he sees and smells water.
Coda's torch continues to light the hallway, but the flames appear to only singe the door and leave black marks. Coda's servant waits patiently for orders.
Rolls
Sling hit - (1d20+6, 1d20+6, 1d20+6, 1d20+6, 1d20+6)
1d20+6 : (12) + 6 = 18
1d20+6 : (12) + 6 = 18
1d20+6 : (7) + 6 = 13
1d20+6 : (13) + 6 = 19
1d20+6 : (8) + 6 = 14
Sling Damage - (1d4+4, 1d4+4, 1d4+4, 1d4+4, 1d4+4)
1d4+4 : (3) + 4 = 7
1d4+4 : (3) + 4 = 7
1d4+4 : (2) + 4 = 6
1d4+4 : (4) + 4 = 8
1d4+4 : (4) + 4 = 8
Coda receives no response from the mindless servant. Maenor, in fact, steps around the corner just as Coda asks the question.
Rolls
Perception, if needed - (1d20+5)
(2) + 5 = 7
There are three other doors against each wall of the next room.
Map
Rolls
strength - (1d20+2)
(14) + 2 = 16
with advantage if someone helps - (1d20+2)
(8) + 2 = 10
The chamber would be dark, were it not for the Light-infused bullet that rests next to the threshold. Everyone can now see what Coda saw, an empty chamber save for the hundreds of bones scattered across the floor, and the three other doors against each wall.
Kalis has to stop and think of what he might know of zombies...
Rolls
Int check (+4 if Arcana or History, +2 otherwise) - (1d20+2)
(15) + 2 = 17
As Kalis considers the nature of zombies, he crosses the threshold into the room. There is a rattling sound, and the hundreds of bones start to quiver and shake against the stone floor. Now comes the sound like the waterfall of cascading dust, and the bones start to draw into themselves, forming into seven distinct piles.
The piles grow as bones link up with each other, tibia to femur, to hip, to spine. Ribs link together and fuse to sternum, clavicle and scapula secure humerus, radius and ulna draw forth the tiny bones of the hand. Finally, a skull rolls up to crest the now-fully-formed skeleton.
Seven skeletons stand there for a moment, then as one they turn their heads in your direction and begin walking towards you, arms outstretched for a cold embrace.
Coda: AC 15 (Leather), 22/22 HP
Daniel: AC 16 (Studded Leather), 20/20 HP
Kalis: AC 16 (Draconic), 20/20 HP
Maenor: AC 17 (Leather + Shield), 20/20 HP
Skeleton1: AC 13, 11/11 HP
Skeleton2: AC 13, 11/11 HP
Skeleton3: AC 13, 13/13 HP
Skeleton4: AC 13, 18/18 HP
Skeleton5: AC 13, 12/12 HP
Skeleton6: AC 13, 19/19 HP
Skeleton7: AC 13, 14/14 HP
Dissonant Whispers Target: S1
Rolls
DC 14 - (3d6)
(213) = 6
Rolls
Skeleton Wisdom Save - (1d20-1)
(10) - 1 = 9
Rolls
Fire Bolt - (1d20+5, 1d10)
1d20+5 : (19) + 5 = 24
1d10 : (4) = 4
Staff attack (OA) - (1d20+3, 1d8+1)
1d20+3 : (10) + 3 = 13
1d8+1 : (7) + 1 = 8
The fiery bolt explodes against the other skeleton's ribs, causing it to stagger a bit. It remains standing and still intent on Kalis, even as the sorcerer retreats from the room.
Skeleton2: AC 13, 7/11 HP
Skeleton3: AC 13, 13/13 HP
Skeleton4: AC 13, 18/18 HP
Skeleton5: AC 13, 12/12 HP
Skeleton6: AC 13, 19/19 HP
Skeleton7: AC 13, 14/14 HP
Rolls
Holy Flame (dex save DC 14), radiant damage - (1d8)
(2) = 2
Rolls
Dexterity Save - (1d20+2)
(12) + 2 = 14
The skeletons amble forward to fill the space left by Kalis. However, the foremost skeleton reaches the threshold and stops, jawbone agape. It reaches for Coda, but does not take a step beyond the doorway. The other skeletons behind press in, but seem unable to get past, and the entire bunch remains by the door.
Coda: AC 15 (Leather), 22/22 HP
Daniel: AC 16 (Studded Leather), 20/20 HP
Kalis: AC 16 (Draconic), 20/20 HP
Maenor: AC 17 (Leather + Shield), 20/20 HP
Skeleton2: AC 13, 7/11 HP
Skeleton3: AC 13, 13/13 HP
Skeleton4: AC 13, 18/18 HP
Skeleton5: AC 13, 12/12 HP
Skeleton6: AC 13, 19/19 HP
Skeleton7: AC 13, 14/14 HP
Movement/Dash action: 50 feet down the hall.
Halfling nimbleness: Move through larger creatures' spaces.
Rolls
Fire Bolt - (1d20+5, 1d10)
1d20+5 : (14) + 5 = 19
1d10 : (9) = 9
The lead skeleton shatters as the bolt explodes in flame against its sternum, scattering bones back into the room.
Skeleton2: DEAD
Skeleton3: AC 13, 13/13 HP
Skeleton4: AC 13, 18/18 HP
Skeleton5: AC 13, 12/12 HP
Skeleton6: AC 13, 19/19 HP
Skeleton7: AC 13, 14/14 HP
Rolls
Holy Flame (dex save DC 14), radiant damage - (1d8)
(8) = 8
Daniel
Rolls
Dexterity Save - (1d20+2)
(6) + 2 = 8
Rolls
Rapier - (1d20+6, 1d8+4)
1d20+6 : (13) + 6 = 19
1d8+4 : (1) + 4 = 5
A charred skeleton ambles up to the doorway, filling the empty space. It reaches towards Maenor, but does not draw near.
With most of the party outside the room, everyone can clearly see that the undead appear unable or unwilling to cross the threshold. It takes a few minutes, but secure in the knowledge that the skeletons cannot harm you, you whittle them down until they are nothing more than inanimate piles of broken bone.
Meanwhile, Coda reaches the other chamber with the rusted swords and shields, and stands before the closed door.
What will you do now?
Rolls
Attack/Damage (z1) - (1d20+6, 1d20+6, 1d4+4)
1d20+6 : (16) + 6 = 22
1d20+6 : (1) + 6 = 7
1d4+4 : (2) + 4 = 6
Halfling Lucky - (1d20+6)
(10) + 6 = 16
Back in the room with the former-skeletons, the others hear a knock at the far door, like three evenly-spaced taps against the wood. They are unable to see what might have caused the noise.
Kalis can see that a few of the zombies have turned their heads in his direction, and seem ready to move towards him.
Rolls
Fire Bolt - (1d20+5, 1d10)
1d20+5 : (16) + 5 = 21
1d10 : (4) = 4
Kalis took his action, the rest of you may go.
Coda: AC 15 (Leather), 22/22 HP
Daniel: AC 16 (Studded Leather), 20/20 HP
Kalis: AC 16 (Draconic), 20/20 HP
Maenor: AC 17 (Leather + Shield), 20/20 HP
Zombie1: AC 8, 19/25 HP
Zombie2: AC 8, 27/27 HP
Zombie3: AC 8, 21/21 HP
Zombie4: AC 8, 27/27 HP
Zombie5: AC 8, 22/22 HP
Zombie6: AC 8, 30/30 HP
Zombie7: AC 8, 22/26 HP
Rolls
Attack/Damage - (1d20+6, 1d4+4)
1d20+6 : (2) + 6 = 8
1d4+4 : (2) + 4 = 6
The door in front of Kalis closes by itself, leaving him alone with a carpet of bones.
Daniel
Maenor
The door in the skeleton room has been closed, but open on Coda's side.
Once the southern door is closed, all zombies refocus their attentions on the open portal where Coda and Maenor are. They stretch their arms beyond the doorway, reaching for the halfling and elf, but their feet do not cross the threshold.
Coda: AC 15 (Leather), 22/22 HP
Daniel: AC 16 (Studded Leather), 20/20 HP
Kalis: AC 16 (Draconic), 20/20 HP
Maenor: AC 17 (Leather + Shield), 20/20 HP
Zombie1: AC 8, 13/25 HP
Zombie2: AC 8, 27/27 HP
Zombie3: AC 8, 21/21 HP
Zombie4: AC 8, 27/27 HP
Zombie5: AC 8, 22/22 HP
Zombie6: AC 8, 30/30 HP
Zombie7: AC 8, 22/26 HP
Rolls
Sacred Flame (Dex Save DC 14), radiant damage - (1d8)
(3) = 3
Rolls
Attack/Damage - (1d20+6, 1d4+4)
1d20+6 : (20) + 6 = 26
1d4+4 : (4) + 4 = 8
Crit - (1d4)
(3) = 3
There is a closed door on the western side of the room.
He smiles eagerly and asks, "Did I perform the ritual correctly? Am I now also a 'high five'?"
Rolls
Perception - (1d20+4)
(11) + 4 = 15
Opening the door reveals a small storage room. There are a number of hooked blades and bent knives on a shelf, along with empty clay urns of various sizes. Kalis believes the tools were used to prepare bodies for whatever ceremonies and rites were performed after a person's death.
Map
Map
Edit: Nailed it!
Rolls
Investigation - (1d20+2)
(20) + 2 = 22
Kalis remembers that the old goblin mentioned that something unseemly was within this tomb. Did the goblin venture into these hallways? Impossible, thus far each chamber and hallway showed no passage of anything mortal. How did it know? Kalis decides to try and extend his senses and meditate on his environment, tapping into the energy within these catacombs. Perhaps aided by the proximity to the stairs, he starts to feel something dark and malevolent emanating from below.
Beyond the portcullis, in the center of the room, is a smashed stone table. Two large sections lie cracked in the middle, and pieces of the edges have enormous chunks broken off of it. Amidst the rubble lie three skeletons, crushed and sundered underneath disintegrating robes darkened by stains and the passage of time. A variety of knifes and long pointed tools are scattered about the room, along with pieces of parchment.
In the southwest corner of this room is a closed door.
As your eyes adjust to the darkness, you begin to make out a large statue on the far end of the room. Something about its construction seems off, like the sculptor had no plan nor symmetry in mind when creating it. Then it hits you, about the same time as an unbearable stench of long decay assails your nose; that is no statue, but rather a giant of a zombie.
Ogre-sized, its distended belly is swollen to the point of tearing in places, spilling entrails down its waist like an organic loincloth. Numerous scars fill its chest while its arms appear to have been stitched to its body. Its bald head is missing its lower jaw, leaving a perpetual unholy scream in your imagination. Two pale white eyes stare across at the portcullis and your approach, but it does not yet move.
He suggests, "Perhaps we should investigate in a different direction? Or if we must go this way, attack from behind the protection of the portuculis? That looks...messy."
Rolls
Fire Bolt - (1d20+5, 1d10)
1d20+5 : (3) + 5 = 8
1d10 : (7) = 7
Daniel: AC 16 (Studded Leather), 20/20 HP
Kalis: AC 16 (Draconic), 20/20 HP
Maenor: AC 17 (Leather + Shield), 20/20 HP
Rolls
damage - (1d8)
(6) = 6
Rolls
Dexterity Save - (1d20-2)
(5) - 2 = 3
Rolls
Fire bolt - (1d20+5, 1d10)
1d20+5 : (4) + 5 = 9
1d10 : (6) = 6
The animated ogre lumbers forward, spiked morningstar screeching metal against the stone. It steps past the shattered table and reaches the portcullis. With its free hand, it grabs the bars and begins to lift, deceased muscle and sinew possessive of unnatural strength.
At that moment, arcane lyrics of cacophonous whispers assault its dead ears, and at the same time Daniel's rapier slips through the portcullis.
Rolls
Wisdom Save - (1d20)
(12) = 12
Rapier vs Ogre Zombie, Piercing Damage - (1d20+6, 1d8+4)
1d20+6 : (10) + 6 = 16
1d8+4 : (2) + 4 = 6
Daniel thrusts with his rapier once more as the creature retreats.
Rolls
Opportunity Attack vs Ogre Zombie, Piercing Damage - (1d20+6, 1d8+4)
1d20+6 : (17) + 6 = 23
1d8+4 : (2) + 4 = 6
Coda, go ahead and roll damage for Dissonant Whispers.
Daniel: AC 16 (Studded Leather), 20/20 HP
Kalis: AC 16 (Draconic), 20/20 HP
Maenor: AC 17 (Leather + Shield), 20/20 HP
Rolls
Dissonant Whisper - (3d6)
(155) = 11
Vicious Mockery (Wis. Save DC 14) - (1d4)
(4) = 4
Rolls
Wisdom Save - (1d20)
(16) = 16
Rolls
Sacred Flame (Dex Save DC 14), radiant damage - (1d8)
(2) = 2
Rolls
Fire Bolt - (1d20+5, 1d10)
1d20+5 : (12) + 5 = 17
1d10 : (3) = 3
Daniel
Rolls
Dexterity Save - (1d20-2)
(16) - 2 = 14
The ogre zombie seems to shake itself free of whatever enchantment assailed its undead senses, and plods towards the party. It reaches the portcullis just as Daniel's rapier thrusts out and into the large creature's body. With its free hand, the zombie grabs the portcullis and lifts, shoving the metal gate up into the ceiling. A soft, yet discernable click can be heard and the portcullis seems to be secured in place, save for the lower bar that remains exposed.
The ogre zombie takes another step forward, getting up into Daniel's face. Its entrails swing with each step, dripping black ooze across the floor.
Daniel: AC 16 (Studded Leather), 20/20 HP
Kalis: AC 16 (Draconic), 20/20 HP
Maenor: AC 17 (Leather + Shield), 20/20 HP
Rolls
Rapier vs Ogre Zombie, Piercing Damage - (1d20+6, 1d8+4)
1d20+6 : (6) + 6 = 12
1d8+4 : (7) + 4 = 11
Rolls
Magic Missile - (3d4+3)
(312) + 3 = 9
Rolls
Sacred Flame (Dex Save DC 14), radiant damage - (1d8)
(3) = 3
Rolls
Dexterity Save - (1d20-2)
(2) - 2 = 0
Rolls
Damage (Wis. Save DC 14) - (3d6)
(345) = 12
A guttural roar sounds from within the ogre's belly, sending bits of ooze and rotted flesh spilling from the gaping maw. It stumbles backward away from the portcullis.
Daniel
Rolls
Wisdom Save - (1d20)
(2) = 2
What does the party wish to do now?
Rolls
Rapier vs Ogre Zombie, Piercing Damage - (1d20+6, 1d8+4)
1d20+6 : (6) + 6 = 12
1d8+4 : (7) + 4 = 11
Nothing else remains of the skeletons except for robes that disintegrate upon touch.
Rolls
Investigation - (1d20+5)
(12) + 5 = 17
Won't have to stay in this stinkhole much longer if this works.
Rolls
Investigation - (1d20+2)
(13) + 2 = 15
There is another open door on the other side of the room. This is a straight hallway that travels north to a closed door.
Map
The door within the southern wall is locked.
Rolls
Thieves' Tools, Guidance - (1d20+6, 1d4)
1d20+6 : (10) + 6 = 16
1d4 : (4) = 4
Opening the door reveals a small storage room. Stacks of clay urns rest against the walls, some neatly arranged while others appear to have tumbled or fallen into broken piles. All of the urns are empty.
A single skeleton lies in the middle of the room, flimsy robes almost melting around it. There is a metal flask by the remains of a bony hand, empty. A book rests by its ribcage, the cover stained a dull black from time. Many pages disintegrate and flake away, with thick sections seemingly glued together. A few loose sheets of paper contain some legible writing, while the rest of the book is blank.
... too strong! It has taken control of everything! Basille was shredded before my eyes, and I could only hear Marketh's screams from down the hall.
Trapped. Can't get to the fountain. I should die here, with my regrets. I only hope that Ios may forgive us.
As soon as Maenor's foot reaches the bottom step, a blast of wind funnels from beyond. It washes over you all as it moves up the stairs, carrying a reek of decay and death. A low moan echoes around you, reverberating against the stone walls. The hum and vibration sink deep into your bodies like icy talons, and the torch flickers low with the wind to cast you into a shadowy darkness.
The moment passes. The torch comes back to life, and the shadows retreat from your presence.
Map (See "Level 2")
"Maenor, go ahead and open it, we've got your back," Kalis suggests. While they walk, he tries to see if he can feel the evil presence from earlier.
Revealed is a chamber with several rows of rotted and ruined wood benches. These sit in a rough semi-circle facing a closed door in the north wall.
Map (See "Level 2")
He heads for the closed door.
In the room beyond, the walls show bas-relief carvings of figures armored in chainmail and open-faced helmets, each kneeling in supplication. They start from the archway and kneel facing the far end of the room, and where the line of armored figures meet is a standing figure in robes, head wreathed in a halo of light. This figure stands next to a fountain, pouring water from a jug into it with one hand, while the other is lifted to the sky. Rays of light stream down upon the fountain from an open eye floating in the sky, and you see that the rays also traverse the ceiling and touch upon the heads of each kneeling figure.
The floor has a spiraling pattern leading from the walls and focusing at the center, where there is a plain-looking and dry fountain.
Rolls
History/Religion - (1d20+5)
(17) + 5 = 22
The fountain here in the center of the room does not have any carvings, but there is a stone basin at the top of a column in the middle of a larger bowl. There are small holes in the basin that allows water to flow down the column into the lower section.
As he ponders the carvings, Maenor recalls everything he's experienced in this tomb. He can tell that this place was maintained by acolytes from the ancient religious order, but he knows that the Eye of Ios is no longer active, and Ios itself could be considered a dead god, its name lost save for the dustiest of tomes. This line of thought works its way through his mind as he start to wonder why the religion died out.
And then Maenor remember a small paragraph from his studies. It never mentioned the specific religion by name, but it spoke of how some sects descend from lofty ideals to debased practices. Where once an order stood for goodness and light came forth a cult that turned to dark arts. Such a transformation is never noticeable, nor is it quick. It takes generations of subtle changes, each one seemingly able to justify and normalize the previous, shifting the mindset of the devoted until it no longer resembles what it used to be, and no one questions why it is thus.
He straightens and looks around at his companions, "Come my friends. There is nothing for us here but dusty memories. Let us face this darkness." He strides back into the corridor.
Set into the south wall nearby is a closed door.
Map
There is a flash of light from the ceiling. Instinctively looking up, everyone can see the white-hot symbol of a large eye that flares intensely. Just as it seems to reach the point of blindness, the image abruptly winks out, almost collapsing upon itself and sucking all sound into a sudden vacuum.
The silence is shattered as a visible aura of force explodes outward. A crack of thunder accompanies this wave, loud enough to bring you to the point of deafness in its intensity. The door practically disintegrates, and the interior of the room is thrown into chaos as loose object are destroyed and tossed about.
Rolls
Thunder Damage - (3d8)
(511) = 7
Rolls
Con. Save - (1d20+3)
(5) + 3 = 8
HypCo takes the massive full amount of damage, 7 points. Kalis saves for 3 points. The Unseen Servant vanishes further from sight.
Rolls
con save - (1d20+2)
(4) + 2 = 6
Rolls
Perception - (1d20+4)
(19) + 4 = 23
Seemingly untouched is a stone sarcophagus that rests upright against the far wall, opposite the door. Carved onto the lid is the image of a figure at rest, arms crossed upon its chest and hands clasping what look like symbols of office: a scepter topped with an open eye, and a large rod with a flaming orb. A circle of light halos the figure's head, and robes drape from its shoulders to envelop the body and legs.
"Prepare yourselves, my friends. This seems likely to hold the foe we seek."
Rolls
Athletics? - (1d20+2)
(6) + 2 = 8
Revealed as the dust settles is a mummified body, posed similarly to the carving on the lid. A fine maroon robe is draped loosely around the thin figure, large voluminous sleeves and hem edged in gold trim. There is a death mask upon the head made of what looks like solid gold, with a featureless face, eyes closed save for a central third eye that is open on the forehead.
All is still.
Rolls
Perception? - (1d20+6)
(8) + 6 = 14
The room itself, after the ringing in the ears has subsided, appears peaceful. Even the crunch of shattered glass on the floor does little to dissuade the calm.
Beyond the door, however, is a different story. That malevolent feeling seems to clutch at the shadows beyond the torch-lit hallway, as though something were watching, and waiting.
He becomes more serious, and somewhat contemplative, as he looks back up at the figure before him. "I think this is not our enemy, and we should allow him his rest with dignity."
He pulls a cloth and some candles from his bag and spends the next 10 minutes completing what appears to be a ritual.
Maenor also detects some enchantment emanating from both Kalis and Daniel.
He turns to Coda, "Not the mask, my friend, but the cloak. It has some sort of protective magic on it. Help me remove it, but let's be as gentle as we can."
The robe proves more cumbersome. The deceased is effectively wearing the garment, and it takes a bit of teamwork and coordination to gently slip the arms free of the sleeves without breaking the body. It helps that the robe looks virtually untarnished, and it is light yet with a sturdy feel, so you are less concerned with manhandling the cloth in your efforts to recover it. Eventually you do so, and you find that in the process you have become more intimate and familiar with the body.
Now free of accessory, the withered and dry husk in the sarcophagus is clearly shown, its skin stretched tight over bones. You are unable to tell whether this person was male or female, as it seems not everything was completely mummified, or perhaps was lost at some point in the past.
The tunnel north heads straight into darkness, extending beyond the reach of your light. Meanwhile, the tunnel south bends shortly to the east.
Anyone who wants to may also make a Perception check.
Rolls
Perception - (1d20+6)
(7) + 6 = 13
Daniel spies an odd crack in the eastern wall of the hallway, just a bit down from the T-intersection. His eyes follow the crack and he realizes that he is staring at the outline of a hidden door, expertly crafted to nearly blend into the stone.
Rolls
Perception (if Investigation, use +5 instead) - (1d20+6)
(1) + 6 = 7
Coda sees that the hallway extends 30 feet eastward before turning north.
Map
Carved into the wood is something resembling Elvish. However, while standard Elvish features a fine, controlled script, these carvings look crude and jagged. It is as though the writer gave little care for penmanship and opted to use the sharp end of a fireplace poker.
Daniel is unable to read the script, but everyone else recognizes the words, "Meeting Room." Maenor and Kalis, both of whom possessive of an academic mind, note that the words are very archaic and never used in contemporary times, while Coda's familiarity with language and lore enable him to deduce the same.
The door does not appear to be locked.
Rolls
Perception - (1d20+6)
(11) + 6 = 17
In the middle of the chamber are four chairs, each in the cardinal directions and facing inward. They appear to have metal frames with wooden backs and seats, and look frail with age.
Surrounded by the chairs is a single candle, sitting in the center of the room in a small metal tin. The wax runs along the sides and has filled a thin layer inside the tin, and the wick is charred. However tall this candle was when it was first used is unknown, but a decent 6 inches remains.
Map
Rolls
Perception - (1d20+6)
(18) + 6 = 24
Rolls
Perception - (1d20+4)
(17) + 4 = 21
Maenor's keen eyes notice that the circle is broken, with heavy scratches on the floor interrupting some of the lines.
Kalis notices that even though the candle was used, it hasn't been for centuries.
Rolls
Perception - (1d20+6)
(11) + 6 = 17
Rolls
Perception - (1d20+4)
(19) + 4 = 23
Buoyed by this discovery, Maenor pushes the door and finds that without much effort, the entire section glides forward. With a rumbling of stone against stone, the panel depresses into the wall. Maenor keeps pushing, and finally there is a break in the 24-inch wall. The door slides further into a hidden chamber until it stops against something and goes no further. It does manage to clear enough space from the wall to allow a person through, one at a time.
The room is fairly large, but plain. The walls are roughly chiseled and unplastered, casting a speckled pattern of shadow as your torchlight grazes over its imperfections. Set at the base of the wall are four chests made of stone, each one 3-feet wide and 2-feet tall, with a depth of 2 feet.
Map
Rolls
Perception - (1d20+4)
(10) + 4 = 14
Rolls
Perception - (1d20+6)
(6) + 6 = 12
Rolls
Strength (if needed) - (1d20+2)
(17) + 2 = 19
Nearly filling the chest is a collection of humanoid bones, enough to make a complete skeleton. The skull, which sits at the top of the pile, appears odd with a small circle seemingly branded on the forehead.
Rolls
Int Check (+2 more if Arcana or History) - (1d20+2)
(15) + 2 = 17
As you fully enter the hallway, the door grumbles open, grinding heavily on stone hinges to reveal darkness beyond.
It takes a while for the light to spill into the chamber, but you can see it is empty, save for two closed doors against the western wall. The smell of death oozes out, passing through your senses as it fills the air.
Map
Rolls
Perception - (1d20+4)
(16) + 4 = 20
However, beyond the door, Kalis can hear a faint rattle. A sliding sound, followed by a thud. It is faint, but it brings to mind something being moved upon a table.
Surrounding the table on are eight creatures roughly humanoid in appearance. One end has four figures in various stages of decay, with dirty red tabards hanging upon rotting flesh. The other end has four skeletons, each wearing blue tabards draped over their shoulders and rib cages. One of the rotting individuals reaches down to push a figurine elsewhere on the table, stone sliding upon stone before the base in stamped upon the surface with a thud.
As the torchlight spills into the room, all eight creatures turn to regard the open door. The skeletons' jaws clatter excitedly, while a low moan escapes the mouths of the rotting humanoids. They begin to advance towards you.
Coda: AC 15 (Leather), 15/22 HP
Daniel: AC 16 (Studded Leather), 17/20 HP
Kalis: AC 16 (Draconic), 17/20 HP
Maenor: AC 17 (Leather + Shield), 17/20 HP
Skeleton1: AC 13, HP 14
Skeleton2: AC 13, HP 8
Skeleton3: AC 13, HP 17
Skeleton4: AC 13, HP 13
Zombie1: AC 8, HP 27
Zombie2: AC 8, HP 21
Zombie3: AC 8, HP 19
Zombie4: AC 8, HP 25
Rolls
Firebolt - (1d20+5, 1d10)
1d20+5 : (11) + 5 = 16
1d10 : (5) = 5
Rolls
Wis. Save 14 - (1d4)
(2) = 2
Rolls
Sacred Flame (Dex Save DC 14), radiant damage - (1d8)
(7) = 7
Coda readies his spell.
Daniel
Rolls
Dexterity Save - (1d20+2)
(19) + 2 = 21
Maenor finds that the skeletons do cross the threshold, reaching out with bony fingers as they advance towards him. Two step into the room he is in and draw shortswords from underneath their tabards, while a third is in the doorway drawing a bow.
At this point, Coda launches his spell, his mocking words rattling inside the skull of the first skeleton. It affects the undead creature enough that its sword thrust misses Maenor completely.
The second skeleton, however, advances forward quickly and gashes Maenor with a rusty stab (19 vs AC, 3 damage).
An arrow whizzes past Maenor's head and shatters against the far wall.
Coda: AC 15 (Leather), 15/22 HP
Daniel: AC 16 (Studded Leather), 17/20 HP
Kalis: AC 16 (Draconic), 17/20 HP
Maenor: AC 17 (Leather + Shield), 14/20 HP
Skeleton1: AC 13, HP 7/14
Skeleton2: AC 13, HP 8
Skeleton3: AC 13, HP 17
Skeleton4: AC 13, HP 13
Zombie1: AC 8, HP 27
Zombie2: AC 8, HP 21
Zombie3: AC 8, HP 19
Zombie4: AC 8, HP 25
Rolls
Attack/Damage - (1d20+6, 1d4+4)
1d20+6 : (20) + 6 = 26
1d4+4 : (1) + 4 = 5
Crit - (1d4)
(3) = 3
AC: 16
HD: 2/2
Sorc Points: 2/2
Spells:
Level 1: 1/3
Misc: Bardic Inspiration (1d6)
Rolls
Firebolt - (1d20+5, 1d10)
1d20+5 : (20) + 5 = 25
1d10 : (3) = 3
Crit - (1d10)
(8) = 8
Map
Rolls
melee attack - (1d20+4)
(3) + 4 = 7
Maenor's strike swings short of the skeleton in the doorway. It retaliates by dropping its shortbow and drawing a sword. It thrusts for the cleric's abdomen, but the broken blade lacks enough reach.
The other skeleton steps through the doorway and advances to Maenor's flank. It swings a flanged mace and catches Maenor across the shoulder (18 vs AC, 7 bludgeoning damage).
A zombie shambles past the doorway and turns for the hallway. However, when it sees Coda, it lets out a moan and does not approach. Instead, it turns around and tries to punch Maenor, but all that twisting throws it out of position and its attack flails wildly.
Coda: AC 15 (Leather), 15/22 HP
Daniel: AC 16 (Studded Leather), 17/20 HP
Kalis: AC 16 (Draconic), 17/20 HP (Inspired)
Maenor: AC 17 (Leather + Shield), 7/20 HP
Skeleton3: AC 13, HP 17
Skeleton4: AC 13, HP 13
Zombie1: AC 8, HP 27
Zombie2: AC 8, HP 21
Zombie3: AC 8, HP 19
Zombie4: AC 8, HP 25
AC: 16
HD: 2/2
Sorc Points: 2/2
Spells:
Level 1: 1/3
Misc: Bardic Inspiration (1d6)
Rolls
Firebolt - (1d20+5, 1d10)
1d20+5 : (13) + 5 = 18
1d10 : (10) = 10
Rolls
Attack/Damage - (1d20+6, 1d4+4)
1d20+6 : (2) + 6 = 8
1d4+4 : (2) + 4 = 6
Daniel
Maenor
Rolls
Sacred Flame (Dex Save DC 14), radiant damage - (1d8)
(6) = 6
Daniel
Rolls
Rapier vs Zombie1, Piercing Damage, Sneak Attack - (1d20+6, 1d8+4, 1d6)
1d20+6 : (5) + 6 = 11
1d8+4 : (8) + 4 = 12
1d6 : (2) = 2
Behind the zombies, the two remaining skeletons draw shortbows, notch their arrows, and fire. One projectile zips past everyone and sails down the hallway, but the second manages to find the opening in Maenor's defenses and sinks into his thigh (23 to hit AC, 6 piercing damage).
Coda: AC 15 (Leather), 15/22 HP
Daniel: AC 16 (Studded Leather), 17/20 HP
Kalis: AC 16 (Draconic), 17/20 HP, Inspiration: 1d6
Maenor: AC 17 (Leather + Shield), 1/20 HP
Skeleton3: AC 13, HP 17
Skeleton4: AC 13, HP 13
Zombie1: AC 8, HP 7/27
Zombie2: AC 8, HP 21
Zombie3: AC 8, HP 19
Zombie4: AC 8, HP 25
AC: 16
HD: 2/2
Sorc Points: 2/2
Spells:
Level 1: 1/3
Misc: Bardic Inspiration (1d6)
Rolls
Firebolt - (1d20+5, 1d10)
1d20+5 : (8) + 5 = 13
1d10 : (1) = 1
Casting vicious mockery. DC14 WIS save or take psychic damage and have D/A on its next attack
Rolls
Vicious Mockery - (1d4)
(4) = 4
Rolls
Rapier vs Zombie1, Piercing Damage, Sneak Attack - (1d20+6, 1d8+4, 1d6)
1d20+6 : (13) + 6 = 19
1d8+4 : (6) + 4 = 10
1d6 : (1) = 1
The other zombies, seeing Coda brandishing the mask, appear reluctant to approach. They also do not back away, reaching forward for the halfling yet barred by some invisible means.
The skeletons also remain where they are. However, they appear unhindered in their attempt to fire their shortbows at the party. One arrow cracks into the wall where Daniel used to be. The second gashes Coda as it pierces through his armor (23 to hit AC, 4 piercing damage).
Daniel: AC 16 (Studded Leather), 17/20 HP
Kalis: AC 16 (Draconic), 17/20 HP, Inspiration: 1d6
Maenor: AC 17 (Leather + Shield), 1/20 HP
Skeleton2: DEAD
Skeleton3: AC 13, HP 17
Skeleton4: AC 13, HP 13
Zombie1: DEAD
Zombie2: AC 8, HP 21
Zombie3: AC 8, HP 19
Zombie4: AC 8, HP 25
Casting vicious mockery. DC14 WIS save or take psychic damage and have D/A on its next attack
Rolls
Vicious Mockery - (1d4)
(3) = 3
Rolls
Firebolt - (1d20+5, 1d10)
1d20+5 : (2) + 5 = 7
1d10 : (2) = 2
Maenor
Rolls
Rapier vs Zombie3, Piercing Damage, Sneak Attack - (1d20+6, 1d8+4, 1d6)
1d20+6 : (16) + 6 = 22
1d8+4 : (1) + 4 = 5
1d6 : (6) = 6
Rolls
Sacred flame (Dex save DC 14) - (1d8)
(8) = 8
The skeletons continue their ranged attack, firing two arrows at the group. Skeleton3 seems to reel from the arcane whispers, but its arrow manages to strike Coda (disadvantaged 17 vs AC, 8 piercing damage). The second arrow snips Coda's hair, but passes harmlessly by.
Daniel: AC 16 (Studded Leather), 17/20 HP
Kalis: AC 16 (Draconic), 17/20 HP
Maenor: AC 17 (Leather + Shield), 1/20 HP
Skeleton2: DEAD
Skeleton3: AC 13, HP 14/17
Skeleton4: AC 13, HP 5/13
Zombie1: DEAD
Zombie2: AC 8, HP 21
Zombie3: AC 8, HP 8/19
Zombie4: AC 8, HP 25
Target s3. Casting vicious mockery. DC14 WIS save or take psychic damage and have D/A on its next attack.
Rolls
Vicious Mockery - (1d4)
(3) = 3
Daniel
Kalis
Maenor
Rolls
Sacred Flame (Dex Save DC 14), radiant damage, target S4 - (1d8)
(3) = 3
Rolls
Firebolt - (1d20+5, 1d10)
1d20+5 : (20) + 5 = 25
1d10 : (6) = 6
Crit - (1d10)
(3) = 3
Rolls
Rapier vs Zombie3, Piercing Damage, Sneak Attack - (1d20+6, 1d8+4, 1d6)
1d20+6 : (1) + 6 = 7
1d8+4 : (3) + 4 = 7
1d6 : (3) = 3
Skeleton3 sidesteps out of the descending flames, but walks right into the path of Kalis' Fire Bolt. The blast shatters the sternum and blows through the spinal column, scattering the bones into a wide arc as the shortbow falls to the floor.
The remaining archer fires another arrow into the fray, but only strikes the wall next to Coda.
The zombies shuffle in place.
Daniel: AC 16 (Studded Leather), 17/20 HP
Kalis: AC 16 (Draconic), 17/20 HP
Maenor: AC 17 (Leather + Shield), 1/20 HP
Skeleton2: DEAD
Skeleton3: AC 13, HP 14/17
Skeleton4: DEAD
Zombie1: DEAD
Zombie2: AC 8, HP 21
Zombie3: AC 8, HP 8/19
Zombie4: AC 8, HP 25
Rolls
Firebolt - (1d20+5, 1d10)
1d20+5 : (9) + 5 = 14
1d10 : (3) = 3
Rolls
Attack/Damage - (1d20+6, 1d4+4)
1d20+6 : (14) + 6 = 20
1d4+4 : (2) + 4 = 6
Daniel
Maenor
Rolls
Light crossbow - (1d20+6)
(18) + 6 = 24
dmg - (1d8+4)
(7) + 4 = 11
Using Coda's mask as a ward, it is easy enough to whittle the remaining zombies down to piles of rotted flesh.
What do you wish to do now?
Rolls
Perception - (1d20+4)
(11) + 4 = 15
The blue side appear to have dominated Ashewoad with a small tent and are bolstering their flanks with cavalry from a fortress at Frysor Stronghold, while the red side are attempting a pincer move with infantry from the Dreaming Forest and the Trackless Barren.
The décor feels reminiscent of a war room, and the map is either a tactical briefing on a long-forgotten conflict, or given the garments worn by the undead, a simple wargame. Nothing else stands out in this room.
Rolls
Perception - (1d20+4)
(3) + 4 = 7
The first thing Kalis sees as his darkvision adjusts is a giant skeleton standing against the far wall, but the skull is a massive bull's head with large horns. Thick bovine legs support its weight, while its humanoid hands hold a rusted greataxe. The skeleton animates as the door opens, moving from a stoic sentry-like stance to grasping its greataxe in a ready position.
"Hold," hisses a voice from the northern side of the room, at which the skeleton freezes in place. Kalis can see there is a single sarcophagus set within the north wall, standing upright from floor to ceiling. It is empty, and its lid has been cracked and broken, reformed into a crude chair that rests at the base.
Seated in this chair is a pale humanoid figure, dressed in a cloak the color of dull metal that wraps around the being like a mantle. The hood is down, revealing a nose-less face with skin stretched tight around its skull. Jet-black pupiless eyes stare at Kalis from beneath a mane of white hair that falls to the creature's shoulders. A bare longsword gleams in the torchlight as it rests across the lap.
The creature speaks again, its voice echoing in a hollow chasm, and like a foul breath a wave of foreboding and woe washes across the party. "Never have a paltry few delved so deep within my domain. Come, enter in peace. You deserve an audience, at least."
Rolls
Cure Wounds: Maenor - (1d8+6)
(3) + 6 = 9
Cure Wounds: Coda - (1d8+6)
(1) + 6 = 7
You all stand under the unblinking gaze of hollow eye sockets from the bull's skull above. Its greataxe is held ready in both hands, but the skeleton's posture is more of a guard than an aggressor.
The seated figure barely moves, only its jaw twitching slightly within the stretched skin. "Welcome," it rasps, its voice seemingly coming from an empty chasm somewhere deep within its body. "You have traveled far, and deserve rest.
"Oh, but my manners," it interrupts itself. "I am Maerathol, the Black Lord of Ashewoad. Tell me of yourselves, and whence you came."
"You'll forgive my ignorance of your domain," the being continues as the laughter subsides. "I have been stuck down here for quite some time. I do yearn to see the stars of the night sky, and I'm sure your Shifting Sands are a wonderful place. Actually... When I think about it, perhaps you could help me with that. Hm?"
"I think I'd be more insulted if you had knowledge of it." Coda lets out a chuckle "It has earned the name Shifting Sands for a reason. A place of mystery wrapped in myth and rumors, only those born there know that it truly exists. What can little old me that your bullman can't? Can he not just carry you out?"
A bony finger is lifted until it points at Coda and the mask he wears. "You are no doubt aware of the symbol you have upon your forehead? All I ask is a small favor regarding the large one overlooking the exit. Close its gaze so that I may once again walk the fields under the dark mantle of the evening."
Both Coda and Kalis feel like they are on the precipice of a swirling vacuum of power, sucking in their body heat and threatening to throw them off-balance into the void. Whatever foreboding was felt throughout the tomb is definitely strongest in this room.
Maenor feels malevolence and malice. When the sword was grasped and the blade swung free, there was a twinge of raw hatred like a needle through his eyes.
The creature seems prepared to follow.
It takes another step and half-shuffle towards Coda. The giant skeleton does not move.
Coda, Kalis, and Daniel all leave the room and step into the next chamber, avoiding the pile of bones and bodies clustered around the far threshold, and see clear access into the hallway.
Maenor needs to wait a while as the creature moves across its 'throne room.' As it nears, Maenor can literally smell the passage of time, corrupted and twisted towards dark purpose. Whatever the source, Maenor feels a very close proximity to something ancient mixed with a boiling hatred.
However, the creature's outward appearance seems little more than a feeble being, and were it alive it would resemble a decrepit old person. In fact, it seems obvious now that a simple walk would soon outpace this undead entity.
The bull-headed skeleton remains where it is.
The creature seems to twitch at the elvish tongue, but otherwise makes no outward reaction aside from its slow gait towards the hallway.
Coda and Kalis both sense the foreboding of death, but cannot determine its source. Maenor also senses this, but distinctly feels raw hatred in addition to the woe and ruin.
As Coda stops, the creature asks, "Something the matter?"
"I recall a time long ago at the winter ball, I had invited a dear friend and sweetheart to be my guest. It was a lovely time, and the wine and song lasted long into the night. Unbeknownst to me, my eldest brother decided to slip powdered mushrooms into my drink at some point. I think he meant to afflict my humor with illusion, or perhaps render me incoherent, but regardless he did not fully understand the nature of plants. Instead of veiling my vision with dreams, the wine formed a rather... unstable weather, shall we say, in my lower stomach. As much as I tried, I could not excuse myself fast enough from my beloved and released a thunderous blast in the middle of the dance.
"Oh, it was quite embarrassing. Everyone laughed at my misfortune, and even my friend could not contain her mirth."
Coda stops again as he begins laughing again before continuing on "But the real cherry on top, was when a sheep scrambled out from under the sheets, ran right pass all of us; I'll tell you my face was about as red as that cherry. He didn't speak to me for a week until we found out it was all a goof from some farmer who got mad I was chatting up their girl apparently. His wife still never spoke to me, always seemed to be 'busy' when I came over."
The party has reach the T-intersection, with the north hallway leading to the room with the chairs and western passage heading towards the stairs to the upper level.
Another series of modulated wheezing as the creature finds some humor somewhere. "Simply marvelous," it says, seemingly to itself, and resumes its slow shuffling walk to follow Coda.
The party takes the stairs to the upper level and arrives at the fork. The western tunnel leads to the room that once contained a large overweight zombie, while the northern passage leads to the series of smaller rooms that the party had previously explored.
You all arrive at the room with a carpet of bones, once again scattered across the area thanks to your successful battle against the skeletons. Everything appears as you've left it.
The door to the north enters into the room with a pile of rotted corpses, once zombies. The room to the south still has the robed skeleton whose book and key were recovered by Kalis. The door to the west leads to a hallway.
"You misunderstand, Prince of the Shifting Sands," hisses the creature as it weaves through the minor obstacles. "I was here when she was interred, but I did not know who she was when she was alive. And she was not much of a conversationalist when dead."
Rolls
Magic Missile - (3d4+3)
(232) + 3 = 10
Rolls
Vicious Mockery - (1d4)
(2) = 2
Rolls
attack - (1d20+4)
(3) + 4 = 7
dmg? - (1d6+2)
(6) + 2 = 8
Rolls
Rapier vs Maerathol, Piercing Damage, Sneak Attack - (1d20+6, 1d8+4, 1d6)
1d20+6 : (13) + 6 = 19
1d8+4 : (2) + 4 = 6
1d6 : (6) = 6
As Daniel's blade bites into its shoulder, the creature retaliates with an open palm slap across the rogue's cheek (disadvantaged 23 vs AC 16, 5 necrotic damage). Daniel seems to wither under the blow, and his rapier wavers in his hand.
The creature turns, bringing its longsword around for a strike across Maenor's body, but the cleric manages to interpose his shield to deflect the slice.
Daniel: AC 16 (Studded Leather), 7/15 HP
Kalis: AC 16 (Draconic), 17/20 HP
Maenor: AC 17 (Leather + Shield), 10/20 HP
AC: 16
HD: 2/2
Sorc Points: 0/2
Spells:
Level 1: 0/3
Rolls
Magic Missile - (3d4+3)
(432) + 3 = 12
Coda
Daniel
Maenor
Rolls
Vicious Mockery - (1d4)
(2) = 2
Rolls
mace attack - (1d20+4)
(17) + 4 = 21
dmg? - (1d6+2)
(4) + 2 = 6
As the creature reels from the shrill notes hammering through its head, Daniel takes the opportunity to disengage and retreat back.
Rolls
Rapier, Piercing Damage, Sneak Attack - (1d20+6, 1d8+4, 1d6)
1d20+6 : (13) + 6 = 19
1d8+4 : (6) + 4 = 10
1d6 : (1) = 1
Maerathol WIS save - (1d20+1)
(5) + 1 = 6
Moving with a speed it had not exhibited previously, the creature pushes Maenor's shield to the side and runs past the cleric, slipping into the room with the library and running past the sarcophagus.
Daniel: AC 16 (Studded Leather), 7/15 HP
Kalis: AC 16 (Draconic), 17/20 HP
Maenor: AC 17 (Leather + Shield), 10/20 HP
Maerathol: AC 14, 9/49 HP
AC: 16
HD: 2/2
Sorc Points: 0/2
Spells:
Level 1: 0/3
Rolls
Firebolt - (1d20+5, 1d10)
1d20+5 : (2) + 5 = 7
1d10 : (8) = 8
Rolls
mace attack - (1d20+4)
(9) + 4 = 13
dmg if hits - (1d6+2)
(1) + 2 = 3
With a flourish, he thrusts his rapier for the wight's eyes.
Rolls
Rapier, Piercing Damage, Sneak Attack - (1d20+6, 1d8+4, 1d6)
1d20+6 : (4) + 6 = 10
1d8+4 : (6) + 4 = 10
1d6 : (4) = 4
"Fools," says the wight. "You think you can just cut me down?" With a snarl, it lashes out at Daniel with its sword, but the rogue manages to duck under the swing. Unfortunately, the maneuver presents Daniel's head within easy reach for the wight's hand, and it grabs hold of his hair to begin pulling him out of the doorway (16 vs AC 16, 4 necrotic damage).
Daniel: AC 16 (Studded Leather), 3/15 reduction HP
Kalis: AC 16 (Draconic), 17/20 HP
Maenor: AC 17 (Leather + Shield), 10/20 HP
Rolls
Daniel CON save - (1d20+2)
(7) + 2 = 9
Coda's Inspiration to Daniel - (1d6)
(5) = 5
Rolls
Vicious Mockery - (1d4)
(3) = 3
Rolls
mace attack - (1d20+4)
(19) + 4 = 23
dmg - (1d6+2)
(2) + 2 = 4
AC: 16
HD: 2/2
Sorc Points: 0/2
Spells:
Level 1: 0/3
Rolls
Firebolt - (1d20+5, 1d10)
1d20+5 : (8) + 5 = 13
1d10 : (7) = 7
Bardic Inspiration! - (1d6)
(4) = 4
Half of its head is missing, smoke and ash sizzling dry flesh. Its one baleful eye casts a gaze across you all, and as the ash spreads across its body, dissolving into dust, that same wheezing laugh hisses through. It starts as a chuckle, slowly deepening into mirthful guffaws.
Soon, all that remains are a set of broken leathers, a heavy-looking cloak, and the creature's sword. Silence settles throughout the tomb.
The first thing you notice is the sound of birdsong, faint twitters in the canopy nearby.
The second thing you notice is the smell of a campfire and cooked flesh, wafting in from the direction you left your horses.
You make your way to where you had secured your steeds and find them standing casually together, all semblance of nervousness gone. A small fire within a ring of stones sits in a cleared area not too far away, flames licking at a tent of small animals spitted upon thin metal skewers. The white-haired goblin sits cross-legged next to the fire, facing your approach.
It stands, using its small staff as support. "You're back," it says casually, though a tone of surprise is mixed within. "That was quick."
And everyone gains a level!
Some of you spend some time inspecting the items you've collected from the sepulcher. Kalis discovers that the sharpened rod of wrought iron with ivory marble recovered is a Wand of the War Mage +1, and the robe is a Robe of Protection. Daniel finds that he holds a magical Dagger +1. Maenor realizes that the cloak is a Leaden Cloak. As for the sword, he understands that it is a magical blade with a heightened affinity for elves. The longsword makes him rather uncomfortable to be around it, but there's no intelligence behind the hatred, rather a strong aura surrounds the edge that makes Maenor's elvish blood cringe.
Eventually, sleep takes you as the outside chill is kept at bay.
You take turns on watch, and each of you notice that the white-haired goblin doesn't sleep. It maintains its own watch along with you, stoking the fire and observing the surroundings in quiet meditation. It does not talk, and gently shushes any of your attempts at conversation as it insists you all get your rest.
While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.
You gain a +1 bonus to AC and saving throws while you wear this robe.
This cloak of dark metallic cloth weighs twenty pounds. While wearing it, you have advantage on saving throws against any spell or effect which would force you to move, such as Thunderwave or Gust of Wind.
You have a bonus to attack and damage rolls made with this magic weapon.
He then moves over and serves himself some food, "Thank you for the meal," he says with a grateful smile.
"If you wish to go back and return whatever you have found, it is your decision. If you wish me to accompany you, I can."
Rolls
Perception - (1d20+4)
(15) + 4 = 19
Investigation - (1d20+4)
(7) + 4 = 11
Generic roll for knowledge (+2 for Nature/Religion. +4 for Arcana/History) - (1d20)
(15) = 15
Travel through the tomb is uneventful given that you had cleared many rooms of the undead. The wight's armor of broken leathers still remains, though the ashes of the creature itself appear to have been scattered or blended into the general dust of time.
Kalis doesn't see anything out of the ordinary that hasn't already been discovered. It seems the only secret door was the one leading to the room with the four stone chests. He tries to make sense of Maerathol's words in their brief conversations, and surmises a hypothesis that it was one of the four brothers from the story depicted in carvings. He has little to base this on and can only rely on the assumption that since the being was ancient enough to have witnessed the internment of many in the tomb, it may have been the first. This hypothesis is buoyed by Maerathol's sarcophagus being located at the deepest point, likely in an attempt to seal it away as far as possible.
Coda is able to return the golden mask, balancing it up on the mummified corpse.
The white-haired goblin takes all this in with only a nod to confirm that the party wishes to continue on. Whether it approves or not is uncertain, its posture and demeanor neutral to the decision. It begins to lead you out of the forest and back the way you first arrived, following the same path.
"Do you still wish to pursue the direct path?" it asks after a while, not looking back to see if you follow.
Without sparing the wagons another glance, the white-haired goblin heads north into the Trackless Barren, picking its way through the dry scrub and across the parched soil. "Look there," it says, pointing at the ground with its staff. The goblin directs your view to a series of canid prints that head off to the northwest. The prints are heavy in the dirt as though supporting greater weight, and the digital pads tipped the claws appear bigger than any domestic dog you know of. What is distinct about these canid prints is that they clearly denote a walking gait from something standing on two legs.
There are at least half a dozen trails that can be seen from where you are, all heading northwest. "The dog-men lair that way. We will head north and make our approach from the east."
You find little more than small lizards and insects during your trek through the Trackless Barren. Each rise and rocky outcrop in this desert looks like any other, leaving you with unreliable landmarks to gauge your progress. The white-haired goblin does not take you on a straight path, instead meandering around patches of scrub in seemingly different directions; sometimes you feel as though you move east for hundreds of yards and north for only twenty. It always feels like the sun hangs high in the sky for hours, giving you no bearing. It is only during the early morning and early evening when there is a discernible angle to orient yourselves in the cardinal directions.
The nights are cold. The goblin sets a very small fire, only enough to warm the evening meal. It offers to take its turn at watch, and bundles up into its robes to sleep with its staff tucked into its arms.
After a few days, you no longer have any idea where you are in the desert. Thankfully, your guide never seems to lose confidence in your direction, and in time you arrive at the remains of an ancient riverbed. Long-dried into a shallow canyon of rock, this scar in the desert would be easily missed from afar. The white-haired goblin takes you down, following one wall of layered and striated stone.
"Here," it says, pointing to an area of rock that looks like everything else. It takes a few more steps to reveal a narrow crack in the canyon wall, nestled in shadow.
After a brief moment in thought he turns to his companions, "Do we risk a light, or will you follow close behind me?"
As you reach the bottom where the ground flattens out and extends into the darkness, Maribel stops. She seems reluctant to proceed.
Rolls
Perception - (1d20+4)
(10) + 4 = 14
Rolls
Perception - (1d20+6)
(15) + 6 = 21
It is coming from the ground, in a small nook near the feet of the person in front of the marching order. As Maenor listens, there is an explosive hiss, then silence.
They hiss again, an obvious warning now that they've been revealed. Maribel pulls on the rein to try and back up out of the underground.
Maribel gets more and more nervous, the closer she comes to the snake. Maenor can feel her tugging on the reins.
Rolls
animal handling - (1d20+4)
(7) + 4 = 11
with advantage - (1d20+4)
(4) + 4 = 8
Just when it seems like Maribel would betray Coda's promise to the serpents, Maenor gives an authoritative yank on the reins, causing her to bolt forward and past the snakes without harm.
You manage to put some safe distance between yourselves and the snakes, and Coda hears some... choice words in Snake that would make a mother blush.
The natural tunnel twists and turns like a river, cutting off any ambient light from the surface and plunging you in complete darkness. In some places it nearly feels as though you've been turned back, but with diligence the path takes you deeper underground. Now the path begins to break, with cracks in the floor and abrupt shifts in level.
Rolls
Survival - (1d20+4)
(10) + 4 = 14
You notice that the passage widens the further you progress, as though the rocky walls are giving in to your advance and allowing you more room. The ceiling of this passage remains constant, however, and soon it is lost in the darkness above your heads as you descend.
After half an hour of picking your way down, the magical light reveals smooth, worked stone that block your path. You have arrived at a wall, definitively constructed with intent, and it stretches beyond the edges of the passage and upward past your visual range.
Rolls
Investigation - (1d20+3)
(13) + 3 = 16
Rolls
Int Check - (1d20+2)
(19) + 2 = 21
Each stone is 2-feet wide and 1-foot tall and are laid in an overlapping sequence. Kalis can tell which stones should be touched and is confident that enough space can be made to crawl through, at least. He is reasonably sure that with more work and more time, a larger space can be cleared to allow people to walk through.
Rolls
Str Check - (1d20+1)
(11) + 1 = 12
Con Check - (1d20+3)
(2) + 3 = 5
Rolls
strength - (1d20+2)
(19) + 2 = 21
constitution - (1d20+2)
(12) + 2 = 14
As the first block is removed, the light reveals what appears to be a wooden wall. You soon realize it is a crate, marked with the faded and scuffed brand of a merchant from Frysor. As more stones are cleared, you can see that you're outside a small storage room filled with containers. Barrels and sacks lie against the unremarkable stone walls, which rise to a plain stone ceiling 10-feet-high. There is a door opposite you.
The work takes the better part of two hours. You now have a portal 5-feet-tall and wide enough to allow passage through. Of course, you also now have a waist-high stack of crates and barrels that bar your way.
With that, he climbs over the crates and stands near the door to keep an eye out.
The door itself is made of wood and bands of iron, and looks in reasonably good shape. Kalis can tell that the door would open inward.
Map
Rolls
Perception - (1d20+6)
(12) + 6 = 18
Maenor also hears the shuffling of feet and the light chop of a knife on wood.
Maenor thinks he hears that the sound of the knife on the cutting board pause for a bit, before it resumes.
Beyond the doorway is a large room that has been organized into a kitchen. A set of shelves stocked with a variety of dried goods and preserved foods line two of the plain stone walls, and a fireplace is bright with flames licking the underside of iron pots and kettles strung on a spit. A small counter rests against the wall, and a sizeable island table in the center of the room is laden with vegetables and grains.
Standing at the island, back to the opening door, is a human male. He is dressed in plain garments soiled with dirt and grease, and is cutting several carrots into small pieces.
Map
Rolls
Stealth - (1d20+6, 1d20+6)
1d20+6 : (13) + 6 = 19
1d20+6 : (15) + 6 = 21
Coda can see that in the far corners of the room, there are open doors leading into hallways. Torchlight spills into the hallways from beyond.
There is a closed door along the same wall as the storage pantry Coda arrived from.
To his immediate west, Coda finds an expansive chamber with a high ceiling. Luxurious pillows are piled against the wall, and a low table adorned with goblets and fine plates is decked with fruit and meat. Braziers illuminate the room, filled with smokeless tinder. Coda can smell a bit of incense.
He notices a hallway leaving the chamber further west, and that the chamber itself extends northward beyond his immediate view.
Map with the current view
A man reclines just above the giant cat, curls of black hair atop his head neatly groomed to a well-trimmed beard. His bare chest of taut muscle rises and falls with shallow breath, and his kohl-rimmed eyes are closed in apparent slumber.
Coda then realizes that he does not see a man and his pet lion, but rather that the man's body merges into the cat-like form! He recognizes this creature as a lamia, known to be vain and evil with seductive charm.
The northern hallway looks like a mirror of the one to the south, turning west at a closed door.
Map
However, Coda sees that these rooms appear occupied with thin and scrawny dogs, each curled asleep on a mat. These canids seem larger than normal, about the size of an average human, and indeed look more humanoid in shape than what might be expected. These, perhaps, are the "dog men" that the white-haired goblin referred to.
Coda notes that not all the bedrolls are occupied, though it is difficult to tell if each of these dog-men have claim to specific places.
Map
With that he slams the pantry door and lets out a loud "OoOoooOoOoh!"
Rolls
grapple - (1d20+2)
(18) + 2 = 20
Coda lets out a heavy sigh "It seems luck looks upon you cook, my Master wants us to do things the 'Ooold fashion way'. So I'll lay some rules down. Rule one: I follow one person, that person isn't you. I ask questions, you answer; easy. Rule two: My Master has limitation on their control on me, push those and you will regret it. If you so make a peep louder than I find pleasing, you will be the main dish for tonight--in fact I quite enjoy eating cooks, I find them to be a bit more potent in flavor, like they've been marinating themselves. Easy to follow, only two rules. How cool is that? Nod if we understand these rules and we'll be quiet."
Finally, he vigorously nods.
Coda whispers to Kalis "Brainwash? I'm thinking brainwash."
"But what is in it for you? 'The Master' gets free servicing and fancy living while you eek by in filth; seems like a horrible trade-off."
Suddenly, his eyes grow wide. "The food! Please, I can't let the stew burn. Let me go!" He strains against Maenor's grasp.
Rolls
Athletics - (1d20-1)
(16) - 1 = 15
This questioning ends in an Elven curse as the man struggles free.
Rolls
strength - (1d20+2)
(9) + 2 = 11
He looks over his shoulder now, and seeing Maenor, gives the elf a once-over. He speaks quietly, "You don't look like a ghost."
Meanwhile, he turns his keen hearing to focus on sounds of stirring from elsewhere in the complex.
Maenor does not hear anything else from beyond the kitchen.
Rolls
Arcana (+3 if should use Nature instead) - (1d20+5)
(12) + 5 = 17
Maenor has heard of such creatures before, and recalls that lamias are wicked and cruel monsters. They are rumored to seduce and enchant their victims, rendering them pliable to their will and dominating them as slaves. Some texts reference a lamia's association with jackalweres, shapeshifting creatures that can switch forms between a human or a jackal, or something in-between.
Rolls
Arcana - (1d20+4)
(7) + 4 = 11
Rolls
Stealth - (1d20+4)
(18) + 4 = 22
Rolls
Assuming I'm still invisible (Stealth) - (1d20+6, 1d20+6)
1d20+6 : (12) + 6 = 18
1d20+6 : (15) + 6 = 21
Rolls
Stealth - (1d20+3)
(4) + 3 = 7
Kalis follows the others, but as he passes by the kitchen counter, his robe catches on a fork and drags it off! He quickly twists and kneels to grab the utensil before it can clatter to the ground. Silently, his fingers clasp around the fork a mere inch from the floor!
Thankful to have averted disaster, Kalis inadvertently lets out an audible sigh of relief.
The lamia snorts. He takes in a deep breath, body shifting in place as he rolls the muscles in his back and brings his arms up over his head to stretch, much like a man rousing from slumber.
Map
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Rolls
Advantage (because invisible?) - (1d20+6, 1d20+6, 1d4+4)
1d20+6 : (18) + 6 = 24
1d20+6 : (13) + 6 = 19
1d4+4 : (3) + 4 = 7
Rolls
Scorching Ray, Advantage, Fire Damage - (1d20+6, 1d20+6, 2d6)
1d20+6 : (20) + 6 = 26
1d20+6 : (12) + 6 = 18
2d6 : (25) = 7
Scorching Ray, Advantage, Fire Damage - (1d20+6, 1d20+6, 2d6)
1d20+6 : (3) + 6 = 9
1d20+6 : (2) + 6 = 8
2d6 : (56) = 11
Scorching Ray, Advantage, Fire Damage - (1d20+6, 1d20+6, 2d6)
1d20+6 : (9) + 6 = 15
1d20+6 : (7) + 6 = 13
2d6 : (56) = 11
Critical Hit - (2d6)
(23) = 5
Kalis, Human Sorcerer: AC 17 (Draconic, Robe of Protection +1), 30/30 HP
Maenor, High Elf Cleric: AC 17 (Leather, Shield), 30/30 HP
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd
AC: 17
HD: 3/3
Sorc Points: 1/3
Spells:
Level 1: 1/4 | Level 2: 0/2
Rolls
Scorching Ray #1 - (1d20+6, 2d6)
1d20+6 : (5) + 6 = 11
2d6 : (65) = 11
Scorching Ray #2 - (1d20+6, 2d6)
1d20+6 : (4) + 6 = 10
2d6 : (13) = 4
Scorching Ray #3 - (1d20+6, 2d6)
1d20+6 : (15) + 6 = 21
2d6 : (55) = 10
Rolls
longsword attack - (1d20+5)
(15) + 5 = 20
damage - (1d8+3)
(2) + 3 = 5
Rolls
Attack/Damage - (1d20+6, 1d4+4)
1d20+6 : (2) + 6 = 8
1d4+4 : (3) + 4 = 7
Maenor is less bothered by the smoke as he steps forward, and his magical blade bites deeply into the lamia's chest. He readies himself for the counterattack as the lamia appears fully awake and enraged.
The lamia's muscled arm twitches, but instead of a fist, the leonid foreleg flashes out and gouges deeply into Maenor's side (24 vs AC 17, 15 slashing damage). Now the fist comes, and Maenor is better prepared for the strike as he deflects the blow with his shield.
The lamia roars again, though it only looks that way as no one hears anything. It rises and leaps away from the burning pillows, rushing past Maenor to land with a silent crash upon the table. The furniture collapses under the impact, scattering goblets, candles, and fruit.
Coda, Halfing Bard: AC 15 (Leather), 33/33 HP
Kalis, Human Sorcerer: AC 17 (Draconic, Robe of Protection +1), 30/30 HP
Maenor, High Elf Cleric: AC 17 (Leather, Shield), 15/30 HP
Rolls
longsword attack - (1d20+5)
(1) + 5 = 6
damage - (1d8+3)
(7) + 3 = 10
Everyone can take their turn. The map has a border showing the silenced area.
Rolls
Fire Bolt - (1d20+6, 1d10)
1d20+6 : (6) + 6 = 12
1d10 : (7) = 7
Rolls
Attack/Damage - (1d20+6, 1d4+4)
1d20+6 : (15) + 6 = 21
1d4+4 : (3) + 4 = 7
Rolls
longsword attack - (1d20+5)
(3) + 5 = 8
Coda repositions himself and lets his bullet fly. He also begins to realize that the pillows he stands amidst are on fire, threatening to cook him alive should it engulf completely.
Frustrated by the silence, the lamia lashes out with his claws towards Maenor. At that moment, Coda's bullet finds its mark against the lamia's cheek, fully distracting the monstrosity and causing all of the lamia's attacks to catch empty air.
The lamia tries once again to remove itself from the silence, leaping off the broken table and heading west down the large archway into the chamber beyond. Maenor and Coda can see that the adjoining room is practically empty, with a small number of lit wall sconces and a long sequence of shelves containing various sundries and clothing.
Kalis, Human Sorcerer: AC 17 (Draconic, Robe of Protection +1), 30/30 HP
Maenor, High Elf Cleric: AC 17 (Leather, Shield), 30/30 HP
Rolls
Attack/Damage - (1d20+6, 1d4+4)
1d20+6 : (14) + 6 = 20
1d4+4 : (4) + 4 = 8
Rolls
longsword attack - (1d20+5)
(18) + 5 = 23
damage - (1d8+3)
(6) + 3 = 9
Rolls
Firebolt - (1d20+6, 1d10)
1d20+6 : (13) + 6 = 19
1d10 : (6) = 6
Nothing happens. Maenor's divine silence drops upon the lamia like a shroud. Bloodied, burnt, and bruised, the lamia looks worse for wear. He appears to snarl and bounds for the north hallway, trying to flee.
Kalis, Human Sorcerer: AC 17 (Draconic, Robe of Protection +1), 30/30 HP
Maenor, High Elf Cleric: AC 17 (Leather, Shield), 15/30 HP
Kalis and Maenor can see an unoccupied room beyond the lamia, full of empty bedrolls and several crates of personal effects and lamps. They also see a moment of realization cross the lamia's face, most likely aware that the arcane silence is no longer there.
Player turn!
Kalis, Human Sorcerer: AC 17 (Draconic, Robe of Protection +1), 30/30 HP
Maenor, High Elf Cleric: AC 17 (Leather, Shield), 15/30 HP
AC: 17
HD: 3/3
Sorc Points: 1/3
Spells:
Level 1: 0/4 | Level 2: 0/2
Rolls
Magic Missile - (3d4+3)
(244) + 3 = 13
Rolls
longsword attack - (1d20+5)
(19) + 5 = 24
damage - (1d8+3)
(6) + 3 = 9
Coda
Rolls
Psychic damage on Failure. - (1d4)
(1) = 1
In a louder voice, he roars, "SAVE ME!" and tries to bound out of Maenor's reach to head north into the large room.
Smoke begins to billow along the ceiling from the room to the east as the pillows and furniture go up in flames.
If Maenor succeeds on the saving throw, he may make an Opportunity Attack.
Player turn!
Kalis, Human Sorcerer: AC 17 (Draconic, Robe of Protection +1), 30/30 HP
Maenor, High Elf Cleric: AC 17 (Leather, Shield), 15/30 HP
As the creature tries to flee, he doggedly follows and attacks again.
Rolls
wisdom save - (1d20+6)
(17) + 6 = 23
longsword attack - (1d20+5)
(16) + 5 = 21
damage - (1d8+3)
(4) + 3 = 7
longsword attack - (1d20+5)
(10) + 5 = 15
damage - (1d8+3)
(4) + 3 = 7
However, the two creatures closest to Maenor stare silently at the crumpled corpse of the lamia. Having witnessed the fatal blow, they look to Maenor and the bloody blade and seem hesitant to make any move.
He turns to Kalis, "That is what I said, is it not? I tried to use smaller words, like you taught me."
As he points toward the one that spoke, sparks fly from his fingers for emphasis.
Rolls
Intimidate - (1d20+3)
(9) + 3 = 12
A third jackalwere approaches from the far room. "They are two. We are six. We kill, eat." This seems to bolster the creatures, but not enough to actively step closer to you.
The jackalweres looks to each other, mutterings and growls indicating a rough conversation. Finally, one of the jackalweres turns back to you and yips, "We go. You no follow, no kill." The humanoid canids step carefully past you, keeping their distance, as they make their way into the larger chamber and down the west tunnel.
When the last jackalwere has left, the man leans against the wall and clutches his head, evidently suffering some kind of headache. The smoke that fills the rooms leaves a haze, but the air is not suffocating. A quick glance into the once-luxuriant chamber shows that most of the fabric has burned away, leaving little fuel for the fire to spread.
Rolls
Cure wounds - (1d8+6)
(3) + 6 = 9
"There were others with me, and some that have been here before. What I said was true; those men went out into the desert to patrol the monster's territory, or to scout for caravans to raid. I don't know if they're actually coming back, though."
The man coughs, waving away some of the smoke that wafts through the room. "I'm not much of a warrior. I drove wagons for a caravan. I thought the beast would eat me, but I was fortunate it saw other uses for me."
The barracks contain a variety of clothing and blankets ranging in quality from common to fine. There are also personal effects and small trinkets, though they seem of little value.
The armories have weapons of varying type and pieces of armor upon organized racks. All sorts of simple weapons can be found, including ranged weapons. Some martial weapons are present, but there are no polearms nor blowguns. The armor ranges from padded through splint, as well as shields.
The pantries contain food stores and kitchen sundries. Grains, salted meats, some vegetables, flour, and even seasonings.
The treasury doors are locked, but it is a simple task to retrieve the key from the body of the lamia. Inside you find a total of 2400 copper pieces, 800 silver, and 70 gold. There are also 7 gemstones valued at 50 gold pieces each, and six items of art valued around 25 gold per. You also find:
- A pair of fine gloves with thick padding around the fingertips and palm, and a stretch of fabric between each finger and thumb.
- A pair of crystal lenses set in a visor. The visor's bridge is shaped like a hawk's beak, while feathers extend past the temple through the ear hooks.
- A ring of rose gold set with a small ruby, that feels warm to the touch.
- A finely-crafted shortsword.
The man also tells you that the exit leads to a stable, where any horses and wagons would be kept.
He turns to his comrades, "We should inspect the stables before choosing what to bring. This man and his fellows should also be given what they need to return to civilization."
The stables has two horses in makeshift rope pens. There are also two wagons that are road-worthy.
He wisely sees that the wagons are meant for two horses each, but reasons that with some work and carpentry, they might be able to be converted for one horse.
As the smoke begins to clear, Maribel is led into your presence by the white-haired goblin. "Ah," it says, visibly relaxed. "I saw the dog-men running into the desert. And here you live. No doubt you were successful?"
"You have risked your own lives for this, and while you have your own goals, you did help us. I offer an invitation for you to come to our village. My people should know their saviors, and you will find safe lodging. What do you say?"
He suddenly grins as an idea strikes him and adds, "And we can teach them the five high!"
The desert becomes a bit more difficult to travel now as pathways tumble into rocky canyons, and at times you are forced to backtrack as the wagon threatens to become stuck in the narrow passages, or fall off the sharp cliffs. Finding new means takes more time than anticipated.
"I apologize for the delays," says the white-haired goblin. "We do not usually bring large things like this with us. As it is nearing dusk, I suggest we camp for the evening and continue in the morning. We are perhaps a third of the way."
If you'd like to press on through the night, just say so.
Rolls
Perception - (1d20+5)
(12) + 5 = 17
Rolls
Perception rolls - (1d20+6, 1d20+6)
1d20+6 : (4) + 6 = 10
1d20+6 : (13) + 6 = 19
Rolls
Perception - (1d20+4)
(15) + 4 = 19
Your campsite in the lee of a cliff provides enough shelter, and the glow of your fire warms the night air. The evening is buzzing with the sound of insects, but the ambiance is all that intrudes upon your rest.
You rise with the morning, the temperature plummeting briefly into chill before the sun breaks the horizon. Taking sustenance as you can, you set off once again and navigate your way across the desert.
Luck seems to be with you this day and you make excellent time despite the constant switchbacks through desert canyons. As the sun begins to fall on the second day of travel, your goblin guide tells you that you are not that far from the village. You still have several hours of walking ahead of you, but if you choose to skip camp and press, you would reach your destination around midnight.
The choice is yours.
It is during the transition as Coda wakes Kalis for the second watch that both notice an odd smell, like a mixture of bile and rotten decay. It is not overpowering, but it is very distinct, as if someone's mess kit hasn't been washed in decades.
A small voice can be heard now, faint with distance. "Help! Please!" it cries.
Hearing the words a second time, it sounds like a young woman.
Rolls
Nature - (1d20+3)
(19) + 3 = 22
Then the voice sounds again, this time in a pained scream, loud and from deep within her heart.
Finally, the tension breaks with a rising yelp, high-pitched and repetitive. What sounds like nasally barks and yowls mix with throaty grunts in calls from one side, and animalistic cackling answers from the other. You also hear the heavy footfalls of a rapid charge in your direction coming from different angles.
The smell hits you before you see anything, a cloying stench of rotten meat and unwashed fur. Then a hunched humanoid figure bursts into the light, dog-headed with slavering jaws full of sharp teeth. A gnoll! It wields a spear in both hands as it charges toward you, yapping enthusiastically.
Another gnoll charges in from the flank, spear leveled like a lance. Movement shimmers at the outskirts of the light, indicative of more figures beyond.
Don't forget that you've been traveling for at least a couple of days already, and have had the benefits of long rests. Your spells and abilities should have all reset.
Rolls
X= - (4d6)
(5552) = 17
Rolls
Wisdom Save - (1d20)
(4) = 4
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.
Rolls
spear attack - (1d20+6)
(17) + 6 = 23
spear damage (radiant) - (1d8+4)
(6) + 4 = 10
AC: 17
HD: 3/3
Sorc Points: 2/3
Spells:
Level 1: 4/4 | Level 2: 2/2
Rolls
Firebolt 1 - (1d20+6, 1d10)
1d20+6 : (17) + 6 = 23
1d10 : (3) = 3
Firebolt 2 - (1d20+6, 1d10)
1d20+6 : (17) + 6 = 23
1d10 : (2) = 2
Maenor's glowing spear flies out and plants itself into the second gnoll, and Kalis' blast of fire knocks it backward. It growls, wounded heavily, but still in the fight.
A second fiery bolt streaks out from Kalis' wand and strikes the other gnoll in the back just before it disappears beyond the firelight, drawing another yelp of pain.
The gnoll still within the camp levels its spear and charges at Maenor, thrusting forward with both hands. The attack slips around Maenor's shield and stabs into the elf's body (19 vs AC 18, 6 piercing damage).
Suddenly, there are more barks as arrows fly into the camp. One lands right between Kalis' legs and thuds harmlessly into the ground (Advantaged 16 vs AC 17), but the other finds an opening in Coda's armor (Advantaged 18 vs AC 15, 7 piercing damage).
A keening howl is heard, and a large monstrosity leaps into the light. This creature seems to have the head of a badger spliced onto a hyena's body with the legs of a deer. A nauseating stench follows its arrival, whether it exudes from its horrible body or wafts out from a drooling maw filled with bony ridges is unclear, but it is a foulness of death.
Maenor, go ahead and roll your Readied Attack at Gnoll #2 as it has entered your attack range.
Player turn!
Kalis, Human Sorcerer: AC 17 (Draconic, Robe of Protection +1), 30/30 HP
Maenor, High Elf Cleric: AC 18 (Breastplate, Shield), 24/30 HP
Gnoll2: AC 15, 10/22 HP
Unknown Archer1: AC ??, ??/?? HP (Unseen, can use Perception with Disadvantage to detect)
Unknown Archer2: AC ??, ??/?? HP (Unseen, can use Perception with Disadvantage to detect)
Large Vile Monster: AC 14, 67/67 HP
Rolls
attack - (1d20+5, 1d4)
1d20+5 : (15) + 5 = 20
1d4 : (1) = 1
damage from sword - (1d8+3)
(8) + 3 = 11
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
Rolls
spear attack - (1d20+6, 1d4)
1d20+6 : (9) + 6 = 15
1d4 : (3) = 3
spear damage (radiant) - (1d8+4)
(4) + 4 = 8
Attack 1: 20 to hit, 4 damage
Attack 2: 9 to hit, 9 damage
Attack 3: 29 to hit, 8 damage
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd
AC: 17
HD: 3/3
Sorc Points: 2/3
Spells:
Level 1: 4/4 | Level 2: 1/2
Rolls
Ray 1 w/ bless - (1d20+6, 1d4, 2d6)
1d20+6 : (10) + 6 = 16
1d4 : (4) = 4
2d6 : (22) = 4
Ray 2 w/ bless - (1d20+6, 1d4, 2d6)
1d20+6 : (1) + 6 = 7
1d4 : (2) = 2
2d6 : (36) = 9
Ray 3 w/ bless - (1d20+6, 1d4, 2d6)
1d20+6 : (19) + 6 = 25
1d4 : (4) = 4
2d6 : (62) = 8
The large monster is immediately assaulted by a flurry of glowing attacks, the brightest of which flash before its eyes. With a snarl, it whips its head from side to side as though to shake off the effects, to seemingly no avail.
Large Monster is blinded. Attacks against it have advantage!
Actions left to take:
Coda
Rolls
CON save - (1d20+2)
(1) + 2 = 3
In the chaos of battle, you all catch a glimpse of the white-haired goblin slip out of the campsite and into the darkness.
Rolls
VIcious Mockery Damage, WIS save DC 14 - (1d4, 1d20+1)
1d4 : (2) = 2
1d20+1 : (9) + 1 = 10
Four arrows zip into the camp this time, originating from the darkness outside the camp. One thuds into the ground by Maenor (advantaged 16 vs AC 18), but a second hits him in the calf (advantaged 18 vs AC 18, 8 piercing, movement reduced by 10 feet).
Another arrow plunks into the dirt by Kalis' feet (advantaged 15 vs AC 17), but one pierces his thigh (advantaged 21 vs AC 17, 4 piercing, movement reduced by 10 feet).
The large monster is no longer blinded.
* Bless: 1d4 to Attack or Saving Throw
Kalis, Human Sorcerer: AC 17 (Draconic, Robe of Protection +1), 26/30 HP
* Speed reduced by 10 feet
* Bless: 1d4 to Attack or Saving Throw
* Bardic Inspiration: 1d6 to Attack, Ability Check, or Saving Throw
Maenor, High Elf Cleric: AC 18 (Breastplate, Shield), 22/30 HP
* Speed reduced by 10 feet
* Bless: 1d4 to Attack or Saving Throw
* Spiritual Weapon active
Gnoll2: AC 15, DEAD/22 HP
Unknown Archer1: AC ??, ??/?? HP (Unseen, can use Perception with Disadvantage to detect)
Unknown Archer2: AC ??, ??/?? HP (Unseen, can use Perception with Disadvantage to detect)
Large Vile Monster: AC 14, 43/67 HP
Rolls
CON save - (1d20+2)
(14) + 2 = 16
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small parchment with a bit of holy text written on it)
Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Rolls
longsword attack - (1d20+5)
(2) + 5 = 7
AC: 17
HD: 3/3
Sorc Points: 2/3
-10 movement speed
Spells:
Level 1: 4/4 | Level 2: 1/2
Rolls
Perception w/ disadvantage - (1d20+4, 1d20+4)
1d20+4 : (6) + 4 = 10
1d20+4 : (15) + 4 = 19
Coda
Rolls
X= - (3d6)
(154) = 10
From somewhere in the darkness, there is a screeching yipe, following by snarls and guttural barks.
Rolls
Wisdom Save - (1d20+1)
(14) + 1 = 15
Surprisingly nimble for its size, the monster dances away to keep everyone in its sight.
More cackling hoots from the darkness. Only two arrows enter the camp this time, one smacking into the fire and sending sparks and smoke into the air. The second arrow lodges itself painfully into Coda's shin (16 vs AC 15, 10 piercing, movement reduced by 10 feet).
You hear another twang of a bow, but you see no arrows from this.
Maenor, please make a Concentration check, DC 10
* Speed reduced by 10 feet
* Bless: 1d4 to Attack or Saving Throw
Kalis, Human Sorcerer: AC 17 (Draconic, Robe of Protection +1), 26/30 HP
* Speed reduced by 10 feet
* Bless: 1d4 to Attack or Saving Throw
* Bardic Inspiration: 1d6 to Attack, Ability Check, or Saving Throw
Maenor, High Elf Cleric: AC 20 (Breastplate, Shield, Shield of Faith), 14/30 HP
* Speed reduced by 10 feet
* Bless: 1d4 to Attack or Saving Throw
Gnoll2: AC 15, DEAD/22 HP
Unknown Archer1: AC ??, ??/?? HP
Unknown Archer2: AC ??, ??/?? HP
Large Vile Monster: AC 14, 33/67 HP
AC: 17
HD: 3/3
Sorc Points: 2/3
-10 movement speed
Spells:
Level 1: 4/4 | Level 2: 0/2
Rolls
Scorching Ray 1 w/ bless - (1d20+6, 1d4, 2d6)
1d20+6 : (1) + 6 = 7
1d4 : (2) = 2
2d6 : (24) = 6
Scorching Ray 2 w/ bless - (1d20+6, 1d4, 2d6)
1d20+6 : (15) + 6 = 21
1d4 : (3) = 3
2d6 : (65) = 11
Scorching Ray 3 w/ bless - (1d20+6, 1d4, 2d6)
1d20+6 : (13) + 6 = 19
1d4 : (4) = 4
2d6 : (55) = 10
Rolls
Cutting Words - (1d6)
(6) = 6
Vicious Mockery - (1d4)
(4) = 4
Rolls
WIS save - (1d20+1)
(2) + 1 = 3
Rolls
sword attack - (1d20+5)
(2) + 5 = 7
spear attack - (1d20+6)
(2) + 6 = 8
Two arrows fly into the camp, and one slams into Maenor's thigh (critical hit, 11 piercing damage, speed reduced by 10 feet).
[Hunter2 disengage, run 30 feet]
Seeing Maenor suffer a grievous wound, the large monster desperately tries to finish off the cleric. It bounds forward, biting furiously upon the elf (23 vs AC 20, 10 piercing damage). Maenor's shield prevents the hooves from finding purchase, but the monster shakes its head to rip and tear with the bony ridges in its maw.
Also, I forgot to mention that speed reduction only lasts until the end of your next turn.
Maenor, I need two Concentration checks, DC 11 and DC 10.
Player turn!
* Bless: 1d4 to Attack or Saving Throw
Kalis, Human Sorcerer: AC 17 (Draconic, Robe of Protection +1), 26/30 HP
* Bless: 1d4 to Attack or Saving Throw
* Bardic Inspiration: 1d6 to Attack, Ability Check, or Saving Throw
Maenor, High Elf Cleric: AC 20 (Breastplate, Shield, Shield of Faith), 1/30 HP
* Speed reduced by 10 feet
* Bless: 1d4 to Attack or Saving Throw
Gnoll2: AC 15, DEAD/22 HP
Unknown Archer1: AC ??, ??/?? HP
Unknown Archer2: AC ??, ??/?? HP
Large Vile Monster: AC 14, 8/67 HP
Rolls
Concentration, bless - (1d20+2, 1d4, 1d20+2, 1d4)
1d20+2 : (20) + 2 = 22
1d4 : (1) = 1
1d20+2 : (17) + 2 = 19
1d4 : (4) = 4
cure wounds level 1 - (1d8+4)
(4) + 4 = 8
spear attack, bless - (1d20+6, 1d4)
1d20+6 : (4) + 6 = 10
1d4 : (1) = 1
AC: 17
HD: 3/3
Sorc Points: 2/3
-10 movement speed
Spells:
Level 1: 3/4 | Level 2: 0/2
Rolls
Magic Missile - (3d4+3)
(442) + 3 = 13
Coda
Movement: Full (+prone)
Then, from elsewhere comes a series of yipes and hooting barks. Silence again. The cackling cries resume, but now begin to fade into the night.
No more arrows fly into your camp.
He heaves himself to his feat and fetches a rock, over which he mutters until it begins to glow brightly. Handing the rock to Kalis he says, "I will go search for our guide, in case he is injured and unable to return to us. Please stay here and guard the wagon...the gnolls are cowardly but sneaky."
He sets off in a spiral search pattern from the campsite, looking for the elderly goblin and also the remains of any other of their attackers.
As Maenor briefly inspects the body, the white-haired goblin walks into his field of vision from the distance, looking none the worse for wear. "You are hurt," it says, observing Maenor. "Is everyone else all right?"
The goblin begins to walk back to the campsite.
For those still near the fire, the smell of the corpses is just as bad as when they were alive. The large monster, in particular, is practically swimming in stench.
Standing a bit straighter now, he keeps his nose plugged, "So the screams were real then?" he asks, feeling a crushing guilt overwhelming him.
Maenor moves to check over the horses and wagons.
Relocating to a suitable spot away from the smell, you spend the rest of the night in peace.
The next day, rising a touch later than normal to account for your rest, you set off for the white-haired goblin's village. The sun is blisteringly hot today, distorting your vision as heat waves swirl from the baked earth. Thankfully your waterskins are full... though you don't recall ever stopping for resupply, and Maenor has not cast his Create Water spell since your journey into the desert.
Your guide navigates the terrain, finding a path for the wagon through the jagged rocks, deep-cut valleys, and rising hills of sedimentary rock pushed up into the sky. You travel down a dry riverbed to a fork, when the white-haired goblin takes the path that switches back upstream. Walking for another 30 minutes, you come to a bend and goblin points his staff ahead.
A large mesa looms above you, though it looks no different from the hundreds you've seen before. "Welcome to our home," says the goblin. "Come. Someone must have already seen our approach."
Its words ring true as you progress closer. A small figure climbs onto a rock, not a goblin, but a male halfling. He is dressed in billowy robes the color of clay, and a similarly-hued turban tops his head with cloth hanging down the back and sides. He uses a shortbow as a staff, and a thin stalk of dry desert grass is chewed between his teeth. "Mornin' gents," he says, mouth breaking into a smile. "You seem a bit lost."
Looking up, you see several figures in hidden alcoves above you, loosening their bows and removing bolts. All are concealed in rock-colored tarps patterned to blend into the cliff face. "Sorry 'bout that," says the halfling. "It's our turn on watch. Didn't want to disappoint the boss." With that, he hops off the rock and approaches your group.
The white-haired goblin says to you, "We get visitors, from time to time."
Matouk bows, touching a hand to his chest at the introduction. "Seems rare to find merchants with a full wagon all the way out here in the desert," he says, glancing between your party and the laden wagon. "Looking to do a bit of trade in a new market, I guess?" The halfling chuckles at his own joke.
The halfling says, "If you were expectin' more of the little gobbos, they're probably preppin' for lunch." He sticks a thumb back toward the large mesa. "Now, since you're with the boss and don' need no guide, I'll just be goin' back t' me hidey-hole." Matouk bows again and heads into the brush.
"I'm not really anyone's boss," the white-haired goblin mutters, and walks ahead to lead you further up the path.
Upon closer inspection, the rock wall is an optical illusion that masks a cave opening from casual observation. As though to add more camouflage, a heavy tarp colored the same as the earth hangs over the entrance, which you can see resettle once the goblin has gone through.
You enter into a narrow tunnel, tall enough to accommodate medium humanoids, but forcing you to walk single-file. It is dark, but a simple Light spell from Maenor allows you to follow the white-haired goblin. The tunnel hooks right and descends down stairs cut into the stone and buttressed with wooden planks, and spills into a small antechamber bare except for low benches along the walls.
Here, you find a lone figure seated on a bench across the room, flanking the open doorway to the area beyond. They are clad in robes that have seen weeks of travel, but an elegant cut and fine embroidery still speak, perhaps, of noble origin. The hood is up, and an expressionless bronze mask decorated with gold filigree stares at you.
The figure stands, and a wand is held in a gloved hand. "Hold!" says a male voice.
The white-haired goblin says quietly, "I don't know who he is."
At this point, the white-haired goblin speaks, though it is in a language you don't understand. The man seems to, however, as he listens attentively.
Now the man bows, responding in the same language. He removes the mask and lowers his hood, revealing a half-elf with faint reddish blotches on his cheeks and neck. On further inspection, the blotches come from a pattern of red scales just under the skin.
Rolls
Random d20 roll if you need it - (1d20)
(12) = 12
The man puts away the wand and speaks to everyone. Unfortunately for you, he speaks in Goblin.
He steps aside, evidently allowing you clear passage into the room beyond.
You are taken into a large area seemingly carved out of the rock. Mismatched wooden beams keep the walls and ceiling from caving in, and a hodge-podge of simple chairs and tables hammered and lashed together from scrap litter the floor. A few sleeping mats in one corner are just piles of hay covered in leather and animal fur. There are some tunnels leading out across the way.
On one end of the room is a fire pit, where several goblins muck about a large cooking pot. There seems to be an argument... at least as far as you can tell, not understanding the language. At that moment, one of them looks over at your arrival, and the conversation stops.
"Caraw-Chuwk!" the goblin cries, and it runs over to embrace the white-haired goblin. "Caraw-Chuwk!" It is joined by the other chefs, and soon more goblins scurry in from the tunnels as the words are repeated. The throng ends up pushing you away from the white-haired goblin as more and more of its kin come in greeting.
For the moment, it seems that no attention is given to you. Despite the crowd, you are left alone for the time being.
The white-haired goblin returns to you. "Come, let me show you where you can find rest." It heads over to a 4-foot-long heavy curtain across from the fire pit, parts it with its staff, and ducks through.
Following the goblin, you enter into a chamber with a low ceiling. Despite the height restriction for medium creatures, the room is spacious enough to give you some space. A small table is off to the side, with woven mats as seats. Larger mats are rolled up on the opposite side with enough room to lay out a few bedrolls. Several woven baskets of various size act as containers.
"No one else will use this room," says the white-haired goblin. "Food will be ready in a few minutes, if you are hungry. Otherwise, make yourselves at home.
"I must attend to my people, but should you need me, do not hesitate to ask. Before I go, is there anything else you need?"
So... let's roll with no introductions.
For perhaps the first time that you can remember, Caraw-Chuwk smiles. "I think you will do great things. Should you find yourselves in need of shelter, you will always be welcome here.
"If you accept our hospitality, the young stranger in the other chamber is correct; we do have something of a password. It is needed if I am away so that my people and any of our guests know that you mean no harm.
"Of course, coming into our home requires you to maintain the secrecy of my people, and of this place. I do think you are all trustworthy, but... is this something you can agree to?"
Caraw-Chuwk gives you a wink.
"I think the stew they are making has scorpion today," it adds, after a moment of reflection, and a casual shrug.
The goblins place a few woven baskets in the center of the room and gesture to their contents, then take their leave. Inside the baskets are a variety of items.
Cap of Water Breathing
Chain Shirt +1
Shortsword +1
Potion of Healing (1d4+4 HP)
Potion of Hill Giant Strength
250 silver
422 copper
You also found treasure from the lamia's lair:
Gloves of Swimming and Climbing
Shortsword +1
Eyes of the Eagle
Ring of Warmth
You also have equipment from Daniel, a Dagger +1
The white-haired goblin steps aside and nods to the other person.
At night, there is little celebration, but many goblins gather in the larger chambers to converse and socialize. There does not appear to be a hierarchy save for the leadership of Caraw-Chuwk, who often addresses the goblins in the native tongue. You are generally left alone for the time being out of respect for your own customs, though no one actively ignores or shuns you.
When you have a moment, you ask for Caraw-Chuwk and relay your concerns for the future. "You should rest," they say. "You have all had a rough journey reaching here, so please take this opportunity to pursue your interests, and we shall try our best to accommodate you. I will send word to Rhiann to see if she already has something for you.
"If you wish, you are also welcome to assist my people in whatever means you feel capable. You have already seen how others contribute by keeping watch and scouting our surroundings. Of course, you are not required to do so, much less act as sentries. If you do wish to lend your assistance, but know not of how, well... you are all learned individuals. Perhaps you might lend your wisdom or expertise to help enlighten or educate some of us here?"
You will have a bit of downtime in the safety of this camp. Is there anything you interested in accomplishing during your time here? Feel free to answer in the OOC thread, or brainstorm an idea and we can see if this primitive goblin settlement can meet your desires. Some suggestions for downtime activities can be found in an Unearthed Arcana article here.
Thank you all for your patience!