Chapter 2.1a: Golden Grain Inn (Orlane at night)
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"I don't care about the rest of the bodies here," he continues. "The Constable will make up whatever lies he wants; there is nothing we can do about that without putting ourselves in further danger. My only other concern is what to do with those two." Here, Aanbo tilts his head towards Lhari and Hamiff. "I am inclined to just leave them here. Yes, it keeps them in the clutches of this foul organization, but turning them over to the Mayor without concrete evidence of their misdeeds might not accomplish anything. I think we should just inform the Mayor and others aligned with our cause of their identities and that we must return to Hochoch; at least that way they will be aware of others they should not trust. We can still ask for their advice, as I'm afraid I have none of my own to give."
"We could wait till he does, in the tunnels below the Inn. Might be that not all those of the spiral know of these secret passages," she added, looking particularly at Theran, who entered those tunnels earlier. "If we manage to get some rest down there, we could walk out through the cellar door, and head to the woods."
Once she set her mind in motion, she continued to roll her thoughts. It was not a coherent plan, just a series of ideas that might, with some goodwill, look like a plan. "Once Chase is up we could more easily take Reptile’s body," her voice cracking up slightly at the mention of her fallen friend.
"And in any case, we should go through Bertram’s belongings. Make sure his people don’t recover any documents or riches."
"As to telling the Mayor and handing these two to the authorities, I don’t know. Leaving them here does not sound a good option for me. But I have no great solution. Either we walk them up to the mayor and make a report before leaving, or we just leave them in the woods. Or here, they f we truly have no other idea."
He brings his healer's kit to Chase's body and begins to administer what aid he can. "I will tend to Chase. See to Bertram and his room for anything that might help our cause. Barricade the doors to buy us some time, and if the Constable or others try to enter, we can retreat out the cellar door. We can decide what to do about our prisoners then."
He gances to the still-unconscious Chase. "Perhaps the room before the tunnels? Barricade both doors. We can grab Reptile, and bring this one with us for now. Grab food and water from the kitchen to last the day. Once everyone is ready, we make a run through the cellar and out onto the street?
I don't know, but I feel there is no good option. If we leave immediately, we carry Chase and Reptile. Or leave a fallen comrade. Or stay and risk getting trapped." The frustration in Theran's voice is obvious as he kicks at a chair from where he sits.
It's the middle of the night still, so it's unlikely that anyone would casually appear and try to enter the Inn to discover the slaughter for hours yet, though as Aanbo pointed out, someone more nefarious could appear before then. You figure about four hours remain before daybreak, though Chase is the one who would be most sure. Aside from the party, there are three living people still in the Inn that the party knows of: Lhari, Hamiff, and the friendly guest staying in the room on the other side of the second-floor dining room. There are six corpses: the mutilated body of the torture victim (Wine Cellar), Reptile (brought up to the second floor), Derek (second floor), Bertram (ground floor), Traver (second floor), and Melano (second floor).
It sounds like this trio wants to move Chase to a different, more defensible location in this building to rest and recover. Myrtha mentioned Bertram's room (which is where Aanbo and Chase first entered through the back door: the ground-floor room with the bed, the desk, the chest, and the gaudy rugs). In talking to each other and comparing mental layouts of what each group has explored, you three have also realized that the rugs in Bertram's room cover the trap door that leads down the ladder into the secret basement...which is the room with the heavy, barred door that leads to the tunnels. So you could move to Bertram's room and hole up there (although the back door is broken), or you could pass through Bertram's room, still searching it in passing, and continue to the secret basement room and hole up there.
Bertram's room, the secret basement, and the regular basement all have three exits (not counting the door to the storage cellar as an exit, as it doesn't go anywhere).
The door to the tunnel can be barred, and the exterior door to Bertram's room is broken.
There are several rooms with two exits in the Inn: each of the bedrooms on the second floor the open off of the southern wall also have a secret door leading into the secret passage. The room the party is in now - the barracks - has two exits, as does the dining room next door.
The Lounge and the Kitchen on the ground floor also each have two exits. The Wine Cellar has two exits, but the exterior door is broken.
"I hate the idea of just leaving these two here to be found by their allies in a few hours," she continued, "but there might be no avoiding that."
"If we can’t just drop these two with the mayor, along with our report of our discoveries, we should at least hand a letter to Ramne as we head out, asking him to hand it to the mayor. He should know that this Inn is full of secret passages and tunnels to Beory know’s where! He should know of the dead body below. He should know how and why we killed those we killed. Our report would undermine any false account these patriots", the word was spoken with disgust, "come up with when we’re gone. But before that, let’s grab whatever we can in Bertram’s room and get out of here."
As if struck with a last idea, she added "Do you think we could take Lhari and Hamiff into the nearby woods, tie them to a tree, and tell the mayor where to find them? That way the mayor will be privy to the information before the thugs get a chance to recover their friends. And he will also understand we are honorable people, and that our report was truthful."
Where should the group take Chase to rest and recover? Public
What should be done with the captives? Public
And yes, Theran would make sure the captives were fed and given water. It's a bit of work, but it helps push the idea we aren't the monsters the cult made us out to be.
There's an entire kitchen above the hidden room, after all. Food should be easy.
It may be a bit cramped, but it seems safest.
After carrying the ranger downstairs, the monk and the druid decide that, while it might be slightly more direct, it would be a LOT more difficult to lower Chase down the ladder. So instead of taking Chase down through Bertram's room, they take the slightly longer route through the kitchen. As it is, the stairway is narrow and steep. But soon enough they have pulled on the torch sconce to open the secret door in the basement and have laid Chase gently down in the hidden room, well away from the mutilated corpse at the other end.
Returning upstairs, Aanbo and Theran sigh and heft Hamiff's unconscious body and Myrtha shoves Lhari ahead of her down the hall and down the stairs to the common room. Lhari gives a little whimper at seeing the thick blood streak from where Bertram fell to where his corpse was dragged behind the bar. But Myrtha allows the brute no time to dwell on the inevitability of death; she shoves him toward the door, through the kitchen, and down the stairs into the basement.
In the end, everyone - Aanbo, Chase, Hamiff, Lhari, Myrtha, and Theran - are secure in the hidden room, with the secret door to the west closed again. They see how the door can be opened from this side. To the south, the door leading to the tunnels is barred. Above them, a ladder rises almost vertically to the trap door in the ceiling that opens onto Bertram's room (the trap door is concealed by heavy carpets above it).

Note that the two unconscious characters are marked with blue dots.
With all that done, he will want to long rest. He will also make sure the captives are fed and given water.
As for the bodies, Aanbo followed Theran's suggestion of moving them to the tunnels. He was fine with handling the gruesome task on his own, reasoning that they had time and both Theran and Myrtha were busy guarding the prisoners and securing food for the night.
She would want to have Lhari and/or Hamiff identify the tortured corpse, as well.
She will help with moving the bodies into the tunnel, if needed. Though I’m afraid that might attract vermin and or larger predators that might prowl through the yet unexplored tunnels. After that, she’ll try to clean up Reptile’s body somewhat, and go through his belongings to determine what they should take and what should be left behind.
@CancerMan, decrement one use of the healer's kit (only if you restored it from earlier when you tried to use it too soon, though).
@mathias0077 - please FINALLY roll your hit die as Chase recovers it at the end of the long rest and then takes a short rest to use it!!! You wake up and immediately eat one ration, ravenously hungry.
During the last hours of darkness, Theran rummages through the kitchen, finding three buckets and filling them from a water barrel in the kitchen (there's probably someone that Bertram hired to refill the bucket from a well or the stream as needed). Theran feeds himself and Lhari and offers water; Lhari sips eagerly at the cup. Hamiff is out cold.
There is no latch on the trapdoor; like with the secret door to the west, it seems that the main defense was being concealed. The only door with any kind of other protection in the hidden meeting room is the barred door leading south into the tunnels.
Aanbo and Myrtha open that door as they use the last hours of darkness taking turns guarding the prisoners and retrieving bodies from all over the Inn to carry them down the flight(s) of stairs and through that door into the cold, foul-smelling tunnel. It's hard work for one person to carry a dead weight such a long distance (especially for Myrtha, who has to keep setting the body down, moving the lantern into the next room, and then going back to move the body), but they take plenty of rests, as they have so much time. They stack the bodies by the door. Myrtha tries to get Lhari (Hamiff, like Chase, is out for hours) to identify the mutilated body, but he shrugs. "That's not anyone I knew. I don't think they're from around here." Myrtha puts the poor unidentified man's body into the tunnel pile and shuts the door again, replacing the bar.
Aanbo retrieves the finely-forged weapons taken from the constable and his henchmen (three longswords, two crossbows) and stows them behind barrels in the storage cellar. To remove further evidence, he does the same with all the weapons that Lhari and his companions (the murdered thugs) were carrying and the ones they didn't use that were still in their room: four short swords, four light crossbows, four clubs.
Having handled so many of the corpses, Myrtha is a little numb by the time she searches Reptile's stiffening body. In death, Reptile had dropped his trademark battleaxe, but on his person, he still had a few other belongings: four javelins, two handaxes, an explorer's pack, a battle horn, a badge, and a money pouch (containing 22 seals, 10 cubs, and 5 eagles).
After the others have finished moving the bodies and stashing the weapons, Theran does his best to barricade the doors and settles down to take his long rest right around sunrise.
@matmaisan - please roll an INT (Investigation) or WIS (Perception) check.
On that note, however: Chase has to take a short rest after the long rest to actually spend that hit die. But if anyone else has a hit die and wants to use it BEFORE taking a long rest, declare it, get someone with a healer's kit to use it on your PC, and then roll the hit die. You'll get at least one hit die back again after the long rest.
Rolls
Myrtha - Investigation - (1d20+1)
(19) + 1 = 20
Rolls
hit die - (1d10)
(7) = 7
Is someone carrying Donovan's spear now, or did it get stashed with the other confiscated weapons in the storage cellar?
But for your purposes, you can say that you ate all the dried fruit and raw vegetables so that you didn't have to dip into your own supplies. It's a poor meal that's light on fat and protein, but it is just enough.
---------------------
As the hours pass and Chase wakes, so too does Hamiff, though at first he pretends to still be asleep. Theran realizes his subterfuge and nudges him with a foot. With a groan, the battered man rolls over (as best he can with how he's been bound). He puts on a braver show than Lhari did, saying "Killing us won't help you escape Her judgment! She overcomes all in the end!"
Rolls
INT (Investigation) DC8 - (1d20+1)
(3) + 1 = 4
As much as it pains him to do it, Theran will feed Hamiff and give him water to drink. Having at least one empty bucket he will also ask if either captive needs to relieve themselves.
Each of the active PCs in Orlane - Aanbo, Chase, Myrtha, Theran - gains 48 more XP for acquiring this treasure.
Not long after this, once the group has counted the money (there are 889 cubs, 496 seals, and 136 eagles), the party hears someone running around on the floor above them, and the muffled cries of the person (probably the cook) trying to figure out what happened. Lhari and Hamiff begin to look hopeful again...
Theran quietly makes the threat. He isn't sure if he can just slay them while they're defenseless like this... but the cultists don't need to know that. Adding the coin from the assassin's own lockbox, Theran repacks his belongings and shoulders his pack, tightening it and getting ready to move.
"Someone grab Reptile, and let's get out of here. We can go through the basement ans out directly onto the street, then put distance between us and the town. Are we ready?"
As he clutches his trusty staff, Theran focuses for a moment and channels the forces of nature to harden it... just in case.
@MaJunior - roll a CHR (Intimidation) check with ADV.
Chase hefts Reptile's body with a grunt. Aanbo helps Chase with Reptile's body, then whispers, "What should we do about the person upstairs? We might be able to sneak past them, but if they discover us, I will try to knock them out."
1) back up the ladder into Bertram's room (where Myrtha came from)
2) Into the tunnels through the barred door (where all the other dead bodies are)
3) Up the basement stairs into the kitchen (where Theran has been most recently)
4) Up the cellar stairs through the broken door to the outside (how Myrtha, Reptile, and Theran originally entered the basement)
It reads to me like some of you are thinking of taking the cellar stairs, and some are talking about taking the basement stairs...?
Rolls
Intimidation (CHA) - (2d20H1+1)
(2016) + 1 = 21
He glances at Lhari and Hamiff, and returns his attention to Myrtha. "Change of plans, we're going somewhere else," he says, giving a wink out of sight from the bound-but-not-deaf prisoners. "We will head to the temple itself and find another place to hide. They'll never think to look for us under their own noses."
Any that look at Aanbo after his suggestion will see his eyes dart in the cultists' direction, implying that the group ought to mislead immediate pursuit.
Aanbo (12/19)
Chase (8/11)
Myrtha (11/12)
Theran (5/13)
The result is that, in this Dungeon Busters game, a long rest restores up to half of a PC's hit dice as usual, but does not restore any HP. HP are only restored through healing magic or spending hit dice (via short rests).
This is from the Rules thread:
healer’s kit dependency – DMG 266
In order to use Hit Dice to heal, a healer's kit must first be applied to the wounds.
slow natural healing – DMG 267
You heal naturally only through using hit dice.
Aanbo should now be at 19/19.
Rolls
Hit Dice - (1d8+2)
(6) + 2 = 8
Just to be clear: there is only one house rule in the game, Spaceseeker19's Travel Rule with Mounts. Everything else we are using are official default or variant rules from 5e, as listed in the Rules thread.
I will remind everyone (including myself), however, that those of you with enough XP to gain a level - Aanbo, Chase, Myrtha - can gain the HP increase immediately as described in that rules thread.
Regarding gaining levels: my personal accounting suggests Myrtha is 1xp (!) away from levelling. But if your accounting puts her just across the finish line, I’ll be very happy! If she’s levelled up, how do we manage hp on levelling, roll the dice?
Theran has opened the wine cellar door and has made his way up the steep staircase to the broken cellar door that is just propped up in the doorway. Before lifting the door out of the way, he listens carefully. There is nothing to hear. Myrtha squeezes around Chase, Aanbo, and their grisly load so that she can join Theran at the top of the steps. She extinguishes the lantern, and the group is plunged into dim light, blackness broken only by a gap between the doorjamb and where the door leans against it. Myrtha and Theran look at each other, nod, and together they shift the door open. Aanbo and Chase huff up the stairs with the stiff body of their dead companion and look out. All this has taken maybe 20 seconds.
It is morning and there are the sounds of the village can be heard: the swish-chop of a sickle, a dog barking, the wheel of the mill groaning as it turns in the splashing current, a horse nickering and a man calling to soothe it, a distant group of people murmuring in conversation, and a rhythmic clacking suggesting that the weaver is at his loom.
Each of you, please roll a Perception check and decide which route you're going to take away from the Inn.

Rolls
Theran's perception check DC10 - (1d20+5)
(1) + 5 = 6
Rolls
Perception - (1d20+2)
(2) + 2 = 4
I’m for crossing the bridge and heading into the copses next to Ramne’s, and then heading into the woods from there.
Also, Myrtha would volunteer to carry reptile if that meant that Chase could use his bow, for instance…
EDIT: Wow! What a string of nasty rolls!
Rolls
Perception - (1d20)
(1) = 1
Rolls
Stealth - (1d20+2)
(14) + 2 = 16
Rolls
Stealth - (1d20+5)
(13) + 5 = 18
So far, so good....

1 is the Golden Grain Inn
2 is the stone bridge across the Realstream River
5 is the Inn of the Slumbering Serpent
7 is Ramne's shack
"Oh, you and your wine!" comes the answering cry, "I swear if Lily wasn't married, I'd be jealous!"
"Her grapes may be sweet, but they're nothing to your sweet smile!"
"Oh, get out of here, you old rogue!"
During this interchange, Chase has shifted his load (Reptile's stiff corpse) to Myrtha. Myrtha makes her way in between the trees, skirting Ramne's glade and moving further west, while Aanbo (carrying spider-Theran) and Chase emerge from the copse onto the trail leading to Ramne's shack. Much as before, Ramne is busy working in his garden, watering a row of shoots climbing up bean poles.
"What do you want?" Ramne croaks irritably. "My vegetables are mine. MINE! I told you already, but I suppose you..." Whiskers chitters, and Ramne stops mid-sentence. Then he resumes in a low voice. "Whiskers says that there's no one within earshot. I'm glad to see that you haven't been re-captured, but I'm a little surprised to see you again so soon. What can I do for you?"
He goes on to explain how the events at the inn that resulted in the deaths of Bertram and other cultists, and of how the Constable, Lhari, and Hamiff were left alive. "The Constable is particularly dangerous, being a man in a position of authority. We ask that you tread carefully, lest he turn his wrath upon you. We also fear for Alan, who helped us when the Constable tried to kill us."
Aanbo continues, "Again, I am sorry we have endangered you. We have been beaten and are in no position to combat this threat to Orlane, not in our current condition. We must retreat to gather our strength and find more friends, and we intend to return as soon as we can."
"I'm sorry I failed you, friend," she took a deep breath, and continued. "Two weeks travelling on our own, sharing war stories and laughing at stupid jokes. And as soon as we get a mission, a real mission, I fucked it up." Her voice cracked a bit, as stronger emotions began boiling up. "I've trained for years to be the shield. To put my body in front of the thrusting spears and slashing axes... and what good was that? A fucking bar brawl! A club to the head and that's it. Fucking Hamiff still breathing down there. And when we come back, if we come back, I wager he'll have to be beaten to near death again."
Anger was upstaging grief, so she consciously tried to calm down. "At least that torturer is in the Pits, stuck up the Dark One's smelly arse crack... Derek won't be torturing no more..." she continued, a bitter smile momentarily touching her lips, as the image she evoked settled in her mind. Then sadness again, "Fuck, Reptile! Why'd you have to go?" she pleaded, tears coursing down her cheeks. She'd suffered loss before, even more personal loss. But there was something particularly bruising about the barbarian's demise. Maybe it was the pointlessness of it all. They'd been framed by these cultists, and had done so much effort to 'clear their name' when, as a matter of fact, most villagers would be right to think of them as ruthless foreign killers. This cult was devious and organised, they'd fallen victims to a trap and they'd ought to have known better.
"I hope we'll manage to get Joseph back, friend. I'd hoped that they'd have taken the little guy to that fucking inn, but we found no trace of him, " the warrior-woman continued, concern creasing the corners of her eyes, which she then hid behind her dirty, blood speckled hands. "When... if we return, we'll have to be a lot smarter about it. I hope there's still time for Joseph."
She sniffed once or twice, and touched the barbarian's cheek, on the side not crushed by Hamiff's clubbing. "I'll have vengeance, in your name, friend. And a tale to tell your family, once I track them down. They ought to know what you gave your life for. They ought to know the people who took your life are all back to the mud, and that you ain't died for nothing".
She removed her hand from her companion's face, with a hint of shyness, as if ashamed of a closeness she had not realised was there. She rubbed away the last few tears from her face, and stood up. She took out her hand axe, and began looking for a couple of staves, or long branches she might be able to cut. They'd need to move faster with the body, and an improvised stretcher might be their best choice, given the circumstances. They should have enough rope, and they might find vines that were tough enough. She put her mind to such practical matters, if only to escape the dreary feelings that the previous night' toil had left her with.
Ramne

Ramne

The old man addresses the two (well, three, really, considering that Theran is there on Aanbo's shoulder) heroes again: "I would ask that you write them a note - wonders of wonders, both of them can read! - except that I think the Mayor may trust you even less than he trusts me." He clasps the dwarf and human's shoulders with his frail, knobby hands (Theran scuttles out of the way to avoid getting crushed). "I will spread the word, one way or another. But you should have some food for your journey!"
Ramne goes back into his hut and emerges a moment later with a small sack of fresh vegetables, which he hands to the duo.
He takes his leave of the old man and weasel, and waits for Chase before rejoining Myrtha to escape from Orlane.
The four of you are in a fringe of the Dim Forest, in a long finger that has not been cleared for farming. To the west is the Dim Forest. To the east of you lies Orlane and, beyond that, more of the Dim Forest. To the north are the farms where many of Orlane's residents work and, beyond them, more of the Dim Forest. To the south is the Realstream River. South of the River is Cecily's Road, and south of that is more forest that slowly gives way to the Rushmoors. Cecily's Road leads west by southwest to Hochoch, and east by northeast (leaving Orlane) to Hookhill.
One of you should take the lead; that person should roll a WIS (Survival) check...unless it's Chase, who can't get lost in Forests. The woods are deep and green, and very quickly any sounds of the village of Orlane disappear into the thick foliage behind you.
Rolls
What? - (1d6)
(5) = 5

Note: the rectangle between Myrtha and Aanbo is meant to be the travois bearing Reptile's corpse.

A few minutes remain on Theran's Wild Shape, but if @MaJunior wishes, he can end it before combat begins.
Aanbo (27/27)
Chase (11/14)
Myrtha (17/18)
Theran (Spider 1/1, Elf 5/13)
Rolls
Wild Boar initiative - (1d20)
(13) = 13
Rolls
initiative - (1d20+3)
(16) + 3 = 19
Rolls
Initiative - (1d20)
(10) = 10
(this is followed by round two)
Murderously angry, four boars erupt out of the undergrowth, charging at the party.

Note: the rectangle between Myrtha and Aanbo is meant to be the travois bearing Reptile's corpse.
Chase sets his spear, confident that he will skewer one of the beasts as they charge on their turn.
Myrtha drops the travois and rushes toward the boars, slapping her shield with her sword blade to startle the beasts.
Aanbo rushes forward after her, making noise and swinging his staff to startle them too. Boar 2 is startled and breaks off its charge, taking no action this round.
Boar 1 charges Chase and gets skewered by the ranger's readied attack.
Boar 1 takes 9 damage and tries to gore Chase. Its tusks rip into the ranger.
Chase takes 8 slashing damage.
Boar 2 paws the ground uneasily.
Boar 3 starts to charge Theran, but is startled by the counter charge of Myrtha and Aanbo, so it ends up charging past the party.
Boar 4 charges Chase, but, startled by the loud noises, brushes past him to circle around behind the group.

Boar 4 takes 8 piercing damage.
As he moves swiftly away from Reptile's corpse to support Chase, Theran draws upon the magic in the world around him: the life force of the Dim Forest itself flows into him, down his arms, and into his staff, which swells and sprouts leaves that grow into small branches. With this transformation, the druid brings the Shillelagh down onto the boar's back.
Boar 1 takes 7 damage and barely keeps its feet.

19 - Chase (3/14)
15 - Myrtha (17/18)
14 - Aanbo (27/27)
13 - Wild Boars One (-16) Two Three Four (-8)
10 - Theran (5/13)
Rolls
Initiative - (1d20+2)
(12) + 2 = 14
Rolls
Initiative - (1d20+2)
(13) + 2 = 15
Rolls
to hit, damage - (1d20+6, 1d6+4)
1d20+6 : (18) + 6 = 24
1d6+4 : (5) + 4 = 9
Rolls
Intimidation - (1d20+0)
(16) = 16
@matmaisan - What does Myrtha do...?
Aanbo runs forward, swinging his staff so it whistles through the air and slaps it on the underbrush with a crack! to startle the territorial beasts.
The boars will take their turns here, which in part will be in reaction to what Myrtha and the others are doing.
Theran has transformed back into elven form and will act on his turn after the boars.
(Note that Theran has now encountered boars, and can add that Wild Shape to his repertoire)
Myrtha drops the travois and rushes toward the boars, slapping her shield with her sword blade to startle the beasts.
Aanbo rushes forward after her, making noise and swinging his staff to startle them too. Boar 2 is startled and breaks off its charge, taking no action this round.
Boar 1 charges Chase and gets skewered by the ranger's readied attack.
Boar 1 takes 9 damage and tries to gore Chase. Its tusks rip into the ranger.
Chase takes 8 slashing damage.
Boar 2 paws the ground uneasily.
Boar 3 starts to charge Theran, but is startled by the counter charge of Myrtha and Aanbo, so it ends up charging past the party.
Boar 4 charges Chase, but, startled by the loud noises, brushes past him to circle around behind the group.
@MaJunior - it is Theran's turn now.

19 - Chase (3/14)
15 - Myrtha (17/18)
14 - Aanbo (27/27)
13 - Wild Boars One (-9) Two Three Four
10 - Theran (5/13)
Rolls
Boar 1 charging tusk attack on Chase AC16, slashing damage - (1d20+3, 2d6+1)
1d20+3 : (17) + 3 = 20
2d6+1 : (52) + 1 = 8
Rolls
to hit, damage - (1d20+6, 1d6+4)
1d20+6 : (7) + 6 = 13
1d6+4 : (4) + 4 = 8
Casting Shillelagh as a bonus action.
Action to attack Boar 1.
Rolls
Attack (Staff - Shillelagh) - (1d20+5)
(12) + 5 = 17
Damage (Bludgeoning, Magic) - (1d8+3)
(4) + 3 = 7
As the boar races past him, Chase reacts swiftly, whipping the spear around and down, stabbing deep into boar 4's side. Boar 4 squeals in pain and rage.
Boar 4 takes 8 piercing damage.
As he moves swiftly away from Reptile's corpse to support Chase, Theran draws upon the magic in the world around him: the life force of the Dim Forest itself flows into him, down his arms, and into his staff, which swells and sprouts leaves that grow into small branches. With this transformation, the druid brings the Shillelagh down onto the boar's back.
Boar 1 takes 7 damage and barely keeps its feet.

19 - Chase (3/14)
15 - Myrtha (17/18)
14 - Aanbo (27/27)
13 - Wild Boars One (-16) Two Three Four (-8)
10 - Theran (5/13)
Action: Dodge
Rolls
Thrown hand axe, damage - (1d20+4, 1d6+3)
1d20+4 : (17) + 4 = 21
1d6+3 : (4) + 3 = 7
Rolls
to hit, damage - (1d20+6, 1d6+4)
1d20+6 : (15) + 6 = 21
1d6+4 : (3) + 4 = 7
(this was preceded by round one)
Chase reverses the grip on the spear and plunges it downward into the back of the boar that just nearly killed him. The magic weapon crunches through the beast's back and passes completely through its body into the forest floor, pinning the boar to the ground.
Boar 1 takes 7 piercing damage and dies.
Boar 2 takes 7 slashing damage.
Then she draws her sword, preparing for its response.
Feet blurring, Aanbo speeds away after Boar 3 which just ran past him, trying to keep its attention on him and not on his badly injured companions.

Aanbo certainly has drawn Boar 3's attention; it gives a deep-chested squeal of rage and rushes him. But because the dodgy monk is so close, the beast is unable to get up to full speed before reaching him. Aanbo leaps and dives over the oncoming porcine terror, which passes underneath him. As Boar 3 passes by under him, Aanbo hits the ground, rolls, and springs up again, using his reaction to thrust the staff after the speeding creature and thump it hard in the hindquarters.
Boar 3 takes 6 bludgeoning damage.

Note that this map does not reflect the outcomes of the opportunity attacks that the characters have made/will make.
Boar 4 takes 6 piercing damage and dies. Carried by its momentum, the dead creature thuds to the ground as its legs give out and it slides to a stop.

19 - Chase (3/14)
15 - Myrtha (17/18)
14 - Aanbo (27/27)
13 - Wild Boars One, Two (-7), Three (-6), Four
10 - Theran (5/13)
Boar 2 grunts at the impact of the hatchet, paws the ground, and charges at the closest interloper: Myrtha. Myrtha neatly sidesteps the charge, and the boar keeps running past her.
Aanbo certainly has drawn Boar 3's attention; it gives a deep-chested squeal of rage and rushes him. But because the dodgy monk is so close, the beast is unable to get up to full speed before reaching him. Aanbo leaps and dives over the oncoming porcine terror, which passes underneath him. Aanbo rolls and springs to his feet as the boar keeps running.

19 - Chase (3/14)
15 - Myrtha (17/18)
14 - Aanbo (27/27)
13 - Wild Boars One, Two (-7), Three, Four (-8)
10 - Theran (5/13)
Rolls
Boar 2 charge on Myrtha AC18, slashing damage - (1d20+3, 2d6+1)
1d20+3 : (5) + 3 = 8
2d6+1 : (54) + 1 = 10
Boar 3 tusk attack on Aanbo AC15, slashing damage - (2d20l1+3, 1d6+1)
2d20l1+3 : (420) + 3 = 7
1d6+1 : (2) + 1 = 3
Boar 4 charge on Chase AC16, slashing damage - (1d20+3, 2d6+1)
1d20+3 : (7) + 3 = 10
2d6+1 : (66) + 1 = 13
Rolls
Quarterstaff 2H to hit, bludgeoning damage - (1d20+4, 1d8+2)
1d20+4 : (8) + 4 = 12
1d8+2 : (4) + 2 = 6
But do you want to make that next roll now? You have an opportunity to attack again now.
As Boar 3 passes by under him, Aanbo comes out of his roll and springs up, using his reaction to thrust the staff after the speeding creature and thump it hard in the hindquarters.
Boar 3 takes 6 bludgeoning damage.
19 - Chase (3/14)
15 - Myrtha (17/18)
14 - Aanbo (27/27)
13 - Wild Boars One, Two (-7), Three (-6), Four (-8)
10 - Theran (5/13)
Rolls
to hit, damage - (1d20+6, 1d8+4)
1d20+6 : (10) + 6 = 16
1d8+4 : (2) + 4 = 6
Using his reaction, Chase plunges the spearpoint at the beast as it misses him and Theran. The ranger's aim is true.
Boar 4 takes 6 piercing damage and dies. Carried by its momentum, the dead creature thuds to the ground as its legs give out and it slides to a stop.

@MaJunior - Chase has already defeated Boar 4, so there is no longer an opportunity for Theran to take a reaction attack this round.
19 - Chase (3/14)
15 - Myrtha (17/18)
14 - Aanbo (27/27)
13 - Wild Boars One, Two (-7), Three (-6), Four
10 - Theran (5/13)