Chapter 2.1b: Search Party (Hochoch)
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GM: What would be the cost in eagles to purchase some fire-eater oil for performing? And could he have already purchased that. He has 15 eagles on him. Might also consider having bought a dagger too. Kinda handy things. I have current have only the starting class gear + background + trinket. Might also get two does for fire-eater as he probably shows off to those he is traveling with.
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Manthis is a husky large man in his twenties. Found in common clothing or chain mail. Always with a greatsword & a whip. Pack on a backpack and he is ready to travel. Sometimes you can hear him coming as he likes to play his pan flute.
Edit: Change out the shawm for a pan flute. Was thinking the wrong instrument for him and corrected it.

Arya Arkon


Despite her superior demeanor, Arya has shown kindness to the common folk encountered during their travels, blessing their crops and chanting the glory of Pelor in the villages she visits.
As they approach their destination, the athletic lady strides forward, clad in chain mail covered by a golden tabard emblazoned with an orange sun in the center. Her face, sculpted like a determined goddess, radiates an almost divine aura.
"Radiant Pelor, Sun of Righteousness, grant me your strength and guidance. May your light banish the shadows and fill my heart with courage." Arya murmured, a hint of resolve hardening her delicate features. "Almost there..." she whispered, eager to cleanse the region of all wickedness and return home.
Within half an hour, they have continued up the south road to the point where it becomes a street in the town itself. Off to the east is the tower of a Temple, and not far beyond it, the wide, gently flowing Realstream River. They have to make a series of turns to maneuver around rows of houses and shops to arrive at the south gate in the town wall. Asking directions, the trio are met with smiles and good wishes as the townsfolk direct them to the Inn of Eternal Rest, where they can meet with Olpert Razorson, the chief of the local Dungeon Busters operation.

Arya Arkon

Inside the inn, the aromas of wine and roasting meat filled the air, a welcome change from the chill of the forest. Arya felt the weight of her armor pressing against her body, eager to shed it and allow her skin to breathe. A warm bath seemed a distant, yet oh-so-sweet, reward.
In the courtyard, she approached the man waving at them. "Mister Razorson, I presume?" she inquired. "May Pelor's light illuminate your path. Please, call me Mother Arkon." While unusual for one so young, the title of mother was not uncommon for women of the cloth. She presented her letter of recommendation and her divine credentials, a document bearing the seal of her temple that confirmed her status as a cleric of Pelor. "Thank you for your consideration," she continued. "A good meal for myself and my companions would be most welcome. This is Mantis and Rosemary, both capable warriors. Together, we should be able to deal with any nuisance."

Hooking up with Olpert was quick and nice. Talks of the mission were very welcome to Manthis. A clean bath & a comfy room is welcome sight always to him. Something to dine on besides trail ration is taken well too. Manthis will gladly settle in Inn of Eternal Rest and looks forward to viewing the local sights per say of walled Hochoch which he imagines is sparce at best.
Manthis is heavy on the thoughts of doing away the pesky bandits that are reducing Orlane's needed trade. Seem that he almost takes it personally and welcome any aid that helpful Olpert will offer. Fighter Manthis keeps a more businessman attitude during the encounter. And hopes tomorrow further discussions will bring more light on the current issue. It has been a fine introduction day.
Manthis says to mother Arya, "Shall we stroll along the inter walls of here a bit before the night takes us?" Otherwise to do a bit exploring and to get the layout of this place better in mind. Place isn't large so; he doesn't expect it to take much time. He fully expects to make his presence a bit more noticeable as walking with lovely Arya will do.
"Blessings be upon you, wanderers," the priestess says with a smile, correctly gauging from the dusty clothes that these unfamiliar faces belong to people who've just arrived. "I am Diana. I see that one of you," she nods at Lady Arkon, "is of the faithful as well. What are your names?"
Arya Arkon


Arya spent a considerable amount of time examining the details of the humble temple. Her brow furrowed as she noticed the absence of any iconography dedicated to Pelor, a deity typically revered within the Duchy of Geoff. "Greetings, sister Diana," she said to the temple attendant. "I am Mother Arkon, from the Cathedral of Gorna. May the Shining Father bless you and the good people of Hochoch." Arya was wise enough to avoid religious debate, but her gaze lingered on the depictions of other deities within the temple. "Pelor is merciful," she observed, "and by His will, Devek was saved through the valiant efforts of mortal hands. It fills me with pride that the Dungeon Busters dedicate themselves to saving lives. We recently joined their ranks."
"As Rosemary mentioned," she continued, "we are simply exploring the town. However, since we are here, it seems an appropriate time to offer thanks to Pelor for guiding us safely through our journey here."

Arya Arkon

At the suggestion of escorting the crofter and his family, Diana smiles appreciatively. "I'm sure the Jarl family would be delighted at your offer. Why don't you talk to them about it?" She lowers her voice. "But know that it's not a short trip; they are not Hochoch residents. The Jarls live a full day's hike east of here, deep in the Dim. If you need to settle your affairs first, they would probably be willing to wait another day before returning. But don't let me speak for them; they'd love to meet you."
Arya Arkon

A slight shiver ran down her spine at the mention of the Dim Forest. She quickly masked it with a forced air of confidence. "The Dim Forest? Oh, right. Sure, I mean... if you're all up for it, I'm in. A day's journey is nothing."
Arya Arkon

"We understand you are returning home towards the Dim Forest," she continued. "If I may be so bold, perhaps you could use an escort? Tomorrow morning, we plan to explore the surrounding area, as we are newcomers to this region. Your home, I understand, is a day's journey away. If you would be so kind to consider waiting until tomorrow at dawn, we would be honored to ensure your safe return and prevent any unpleasant surprises from befalling your family. "

He further asks, "I have a few rations. Does anyone need any?"
Hearing the offer of an escort back home, Abel and Elista exchange a quick glance and then smile and bow deeply. "We would be honored!" The kids are very excited to get to stay in town for another night, and the younger ones babble happily at the adventurers as the group makes its way back to the Inn of Eternal Rest. Wonderingly, little Torren asks Arya: "Are you a princess?" and Emiless shyly asks Rosemary "Are you a queen?" Meanwhile the other children are agog at the size of Manthis' immense sword. "I bet you've killed hundreds of giants, High Lord!"

He does however add on, "But, if you caring parents don't mind, I would gladly you show some of my fancy moves!" Tale spinner Manthis is an entertainer at heart.
Thacogygax, a tall dragonborn who speaks only broken Keolish
Xana Beren, a cheerful gnome woman who makes most people uneasy somehow
Sara Stone, a human woman with a massive greatbow
Albertus, a young and somewhat formal human knight, who recognizes and greets the Jarls immediately
Durren Elderblade, a human steeped in Elvish culture who speaks with an affectation of medieval Keolish (think Shakespearean English)
Kragga Moonweaver, a charming and talkative half-orc with an encyclopedic knowledge of many topics
Karliel, a half-elven bard who immediately starts trying to get people drinks and to join him in various choruses of songs
Klak and Morgran, two dwarves who both seem ready to celebrate though they couldn't be more dissimilar otherwise: one is a paladin, the other is a pirate
The celebration continues into the night. The Jarl family is dazed by all the attention, and Abel and Elista are a little embarrassed to be garnering so much attention, though the younger children take it in stride. Manthis performs a sword dance to the delight of the children (and the obvious appraising admiration of Lienne).
Arya Arkon

Within the hour, Arya's presence was known to everyone. It required little effort; her beauty and grace naturally drew others to her. A skilled conversationalist, Arya listened attentively, asking thoughtful questions and seeking clarification, making each person feel heard. The past few days of travel rations had taken their toll as she lost some weight, so she relished the hot meal and drink, savoring every bite.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Rosemary and Emiless came out from the kitchen and gave out poppyseed muffins. When everyone was satisfied, she sat down and played with Wenderly. It was a bittersweet moment, as it reminded her of her son at home.

As any good entertainer, he maintains a track of his crowd that he wishes to gleefully please. His watchful eye does fully take note of the earlier Lienne from the previous bar encounter when he and the other fellow Dungeon Busters first enter there. Although she is with crowd of fellow admirers, nevertheless entertaining Manthis takes special notice of charming her as it obviously seems many close others have taken notice too.
Olpert shakes his head. "That woman...she seems determined to spy on everything we do." He rubs a hand over his face, and then addresses Arya, Manthis, and Rosemary. "As you just arrived last night, you may not have realized it yet, but Lienne is...a handful." The dwarf Morgran interjects: "Aye, she is that, and a gossip to boot!" There are nods and murmurs of assent from all the others except for the dragonborn Thacogygax, who seems confused. "The woman is a boot...?" Little gnome Xana pats him on his massive, scaled elbow. "I'll explain later." The shaggy half-orc Kragga addresses the three new Dungeon Busters. "One would think that being young, pretty, and charming would be enough for her, but Lienne has realized that she gets even more attention if she can share news. If you want information spread through the whole town, tell Lienne that information in confidence. But if you want to keep a secret, you must never let Lienne know."
Olpert nods. "Thank you for putting it so clearly, Kragga. Now that that - and prying ears - is out of the way, let's get to the day's business. Before I assign tasks, does anyone have any leads for more work?" The collected Dungeon Busters murmur and shake their heads. Sara speaks up: "There's always hunting monsters in the Dim, but no one has asked us to do that, as far as I know." She looks around, and the others all shake their heads. Olpert sighs. "I know you want to form a group to hunt that owlbear, Sara. Right now I want us to focus on jobs where we are seen to be helping people who request our help. I want to start making the transition from heroes...to heroes for hire. It's the only way that we're going to drive business in the long term. I've told you before that I am confident that merchants will hire the Dungeon Busters to kill that beast once regular trade resumes between Hochoch and Orlane. But to get there, we have to help restore trade on Cecily's Road.
"Right now there are two issues we know of that are interfering with trade on the Road: bandit activity, and whatever is going on in Orlane. It's true that no one has hired us to do either of those things, but if we can eliminate those problems, there will be a lot more travel and more business for us. Most of you here have been working on the bandit problem for the past four days, while Reptile, Myrtha, Chase, Theran, and Aanbo went to find out if there's any truth to the rumors about Orlane. Albertus, you've been talking to the prisoners, and you told me something that you discovered last night. Would you tell them what you told me?"
Albertus

Xana the gnome stiffens and speaks in a voice completely unlike her own, a voice that hints at bottomless reserves of despair and madness: "THEY ARE RELATED." Then her body relaxes and she looks around, blinking. In her normal voice, she asks "What are you all looking at? It makes sense to me."
Albertus agrees: "Yes, I thought so, too. Both Black and Jonbon engaged in secrecy to hide their real identities and motivations. So yesterday I started asking questions as if they were part of the same puzzle. At first I thought Jonbon might be Black himself, but that doesn't make sense: he was all by himself, and he wasn't trying to take over property here, he was trying to abduct people back to Orlane. But what if they knew each other, or were somehow connected to each other?
"I asked the bandits if they knew Jonbon, and a couple of them had seen him around a few weeks ago. That was a start. I asked Jonbon if he knew Black, and he eventually let slip that Black was one of the faithful. I don't know what that means, but I brought it to you, Olpert, as soon as I could."
Arya Arkon

"There's a few things that I wanted to make sure you know before you leave on your first assignment." He smiles. "First of all, know that we're very glad that you're here. It's just a very busy time, between the investigations and the work on getting our guild hall built and furnished, so we haven't taken the time to show you around town, and I'm sorry for that. You are welcome.
"Next is the matter of lodging. Normally when we come into town, we rent a building, and Cecily and I budgeted for that. But there aren't any buildings for sale or rent that will accommodate our needs here in Hochoch. So in addition to the guild hall, I'm hoping to get enough space in town to build a residence hall for our members, but that's going to take more money than I have here. Of course it's going to take a while to build it, too. Until that happens, I've been using our lodging funds to pay for our lodging when our members need help. I paid for you all last night, and tonight you will probably be hosted at the Jarl farm. But for when you return, there are several Inns here in town (though they are hurting for business without the usual caravan traffic from Orlane). The Thornhills here" Olpert gestures at the courtyard and the Inn of Eternal Rest, "Are giving us a group discount on lodging so that it's only 5 seals a night, which is a good deal for us and for them."
He looks up and to the side as he recalls what else he wanted to tell you. "Oh, yes. You may want to know who are the experts and mentors in your fields here in Hochoch."
"You've already met Diana; if any of you should need clerical training in the future, she'll be the one to train you." He looks at his notes. "Cormac is the fightmaster here in Hochoch; he should be useful in providing techniques for your combat specialty," Olpert nods at Manthis. "For your fighting style, I'd recommend that you check in with a retired adventurer named, uh, 'Gorbar the Sword.'"
Olpert's eyes widen, and he reels back. "Ah, I see that Lienne has evaded Durren and is headed this way. May the gods bless you and speed you on your way." Olpert Razorson stands up and approaches Lienne Vereel with open arms. "Good morning, Lienne! Aren't you a picture this morning? Would you do me the honor of a promenade on the town green?" He takes her arm and begins to escort her out, surreptitiously waving farewell to the three of you.
The Jarls have finished their meal and managed to get their children relatively tidy again. Abel and Elista look at you expectantly from their table in the shade.
Arya Arkon


Looking over to shorter baker Rosemary, "Should be a fun adventure. Perhaps you can quickly bake us some goodies for the traveling." Traveling Manthis often likes quick snacks and tasty treats while traversing the wild lands. You can never have enough traveling beef jerky.
* - Presumably Cook has an actual elven name, but he's so old and has worked at the Inn for so many generations that no one still alive knows him by anything other than "Cook." Cecily might know his original name, but no one still in Hochoch does.
The Realstream River is broad and placid here, with a long stone bridge that runs across it from Hochoch on the west bank to the various farm plots on the east. Cecily's Road quickly turns northeast, toward the thick woods that are the Dim Forest. The day is bright and warm, the sky is clear, and the Jarl family members are all reunited and returning home at last. The air is festive, but the going is slow as the young children are quick to tire of walking.
Rolls
Mysterious roll - (1d6)
(2) = 2
Rolls
Inscrutable roll - (2d4)
(24) = 6
Amused at the spectacle of the farmwife interrogating the acolyte, it takes Rosemary a moment to notice that the Jarls' eldest child, Abella, is walking meekly by her side. "Yes, child? What is it?" Rosemary is hoping that the preteen girl wants to ask her about baking, or possibly wants to cadge an extra pastry, rather than coming to her to ask for some sort of advice on puberty (which her attitude suggests might be the case). "Glorious Hero, I've been wondering..." ::Here it comes...:: Rosemary winces internally, but Abella surprises her.
"E-exalted Empress, when did you know that you wanted to be an adventurer?"

"A sword is for one who protects."
The journey continues uneventfully, though Wenderly ends up getting carried more than he walks, with Abel and Elista trading their youngest back and forth. Abella sings for a time; she has a pleasant enough voice, and the rest of the family sings accompaniment at times. Not long after entering the forest, the family stops for a meal, and afterward you all continue on further east. By the end of the day, the singing has stopped. The family is exhausted and the children are irritable, squabbling with each other or sulking.
Finally, a little while after sunset ("Not far now," Abel keeps assuring his exhausted children), everyone brightens when they see the little trail leading off of the Road: the path to the Jarl homestead! The older children's pace picks up, and Elista smiles in relief, handing Wenderly (who is completely asleep and limp like a rag doll) back to her husband. "Thank you for your company, Exalted Ones. Our home is far, far too humble, but would your Majesties allow us to provide you a meal and a place to sleep tonight?"
Torren tires of the game and returns to admire the towering warrior Manthis (from the boy's perspective, Manthis is a giant). Sure enough, when the fighter offers his sword, Torren tries and fails to lift it with his spindly arms, but it is certainly an experience he won't forget. "He's a protector!" Torren informs his siblings. "I'm gonna be a protector, too!"

The children perk up at seeing the familiar sight of the path leading to their home, and Elista hurries ahead with them. By the time the party arrives at the forest cottage, there is a warm glow of light in the windows. Devek is bringing firewood in from the shed, Abella is hauling in a bucket of water from the well, and Emiless has lit several lanterns while their mother is kindling a fire in the kitchen fireplace. Abel bids Torren prepare places for the heroes, and he pulls out chairs for them at the one table. Meanwhile, Abel carries Wenderly up the very narrow staircase and returns a minute later. Soon enough there is stew bubbling on the fire and the group enjoys some mead and cheese while they wait for the hot meal to cook.
The next day dawns. What do you do?
OOC: How old is Abella? I'll wait for an answer but will make this the end of the description of last night discussion.
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The halfling woman woke up earlier than everyone else. She tended to have issues sleeping if she wasn't next to her wife but got used to it. As quietly as she could, she made a large batch of biscuits and gravy for the house. She watches her companions sleep for a minute while making the dough. Camaraderie wasn't something she was familiar with, but she could feel a sort of family bond beginning to form with her companions.

Moving Manthis rises as a man for action. Coffee and something to nibble on is the most he would expect.
The following morning, Arya rose before dawn, eager to greet the rising sun. She wouldn't miss her morning prayers, especially as the first rays of light pierced the shadows beneath the forest canopy. After a brisk wash with the well water, she donned her armor, mindful of the potential dangers of the forest. Though the family's dwelling in that area suggested relative safety, she preferred to be prepared for any unforeseen events.
FYI: I'm no doubt behind on some of the people in Orlane, but I think all of the people in Hochoch and the surrounding area are listed in the World Book forum, under "Characters". If you can't find something or if some salient detail is missing from any entries in the World Book, let me know. I want the reference to be useful for all of you, especially because in a PbP game, real-world months can pass between encounters with any one person or location.
Rolls
Mystery roll - (1d8)
(8) = 8
After the meal, Manthis delights everyone with his flute music, and Abella sings improvised songs to his melodies. They are familiar, classic songs in Gorna and Niole Dra, but none of the Jarls have ever heard them until now, and the heroes find Abella's invented lyrics both awkward and charming. She beams with pride, and gets rousing applause from her parents.
After this entertainment as the other children retire to sleep, Rosemary continues her conversation with the eldest Jarl child, Abella. Rosemary is relieved to find that it isn't just a crush that is driving Abella's curiosity about adventuring - though it is true that she does ask a lot of questions about Manthis' romantic prospects and sighs when talking about Quest Damoran (another Dungeon Buster who visited the family previously). Mainly, she clearly has a romantic view of a life different from the one she has known: going wherever her whim takes her, exploring far-off places, commanding respect, and earning a fortune for herself and her family through valiant labor. This last one seems to be a particular motivation: the girl peppers Rosemary with a lot of questions about what it's like to be so rich; the idea of paying someone else to prepare a meal to eat in a restaurant is what she sees is the very apex of luxury, much less buying clothes made to order by a seamstress! The girl is agog with the direction her life has taken recently, since her brother nearly died and these benevolent demigods appeared and gave them a taste of what it's like to be Important. What she's not realizing is the uncertainty of adventure: the constant danger that could end your life any day, the lean times when you have to steal or go hungry, the suspicion and prejudice that meets armed mercenaries in many towns, the horror of killing to stay alive. Abella eats up any stories of adventure that Rosemary shares but clearly the tales of hardships endured make little impression on her.
Rolls
Mystery roll - (1d6)
(2) = 2
Then, despite sleeping soundly through all of this activity, Arya's eyes suddenly snap open, wide awake and knowing as she always does when the sun will rise. She makes her way outside and looks critically at the arrangement of buildings and trees in the Jarl homestead. It's just as she thought when she looked at it last night: they're all too close together for Pelor's first rays to reach the ground anywhere here. So she lets herself into the barn and emerges a few moments later, grunting as she heaves a crude ladder out with her...
So it is a few minutes later that Abel, Devek, and Emiless stop and stare in wonder at the sight of Lady Arya, somewhat disheveled and with straw from the thatch roof in her hair, standing atop the barn with her arms outstretched as the first rays of the sunrise slip between a tiny gap in the thick tree canopy to precisely bathe her in a golden glow. The three of them are down on the ground in the darkness, while she shines above them like a beacon. None of them have ever seen anything like it. Less than a minute passes, during which the sky lightens and Arya finishes her morning prayer. Then she climbs down again like nothing has happened and takes the bucket of water that Devek filled from the well and performs her ablutions.
Inside, the food is ready. Manthis has awakened, and he and Rosemary have rolled up the mattresses and moved the table back to the center of the room. Manthis and Arya begin donning their gambesons (the padded armor layers that go under chain mail), assisting in tying each other's laces. Abel returns from the fields and rouses Torren and Wenderly as Elista and Abella begin to heap food in bowls for each of the ten people in the house. Everyone eats, and the Jarls (particularly the children) ask excited questions about what adventures await the heroes next. After the meal, Rosemary covers any impatience she may be feeling with helping clean up while Manthis and Arya resume putting on their armor, strapping on and tying the chain coats, sleeves, and shoulders of their mail.
Eventually, everything is ready, and the three heroes take their fond farewells from their country hosts, who escort them back down the path to Cecily's Road once more. The family continues to wave as you walk east on the road until distance and slight undulations in the path block them from view.
Rolls
Mystery roll - (1d6)
(5) = 5

"I wrote you a little something." Before letting go, she takes a deep breath and swallows. "I... hope you take some time to think it over. Many thanks, Abel."
Dearest Abel,
Thank you so much for all you and your family's hospitality. You and Elista are truly blessed. Your children are so charming and the amount of gratitude for the kindness of you and your kin is unimaginable.
I did want to give you something to think about.
Lovely Abella seems to have a wanderlust about her. She dreams for outside this farm and to be able to provide wonderful things for her family. She knows you and her mother work so hard to provide for her and her siblings. She has asked many questions regarding our organization and what life is like for us. Because of this, I'd like to offer you a proposition.
I would like to give her a taste of what this life is like. You can think of it as a trial or perhaps an internship. I, myself, cannot say she would be represented by the Dungeon Busters, as I do not have the authority to do. She would be under my care and my responsibility. She would in no way be affiliated with the organization I am a part of. However, I promise you I will keep a close eye on her, train her in the basics of self-defense, and will take care of any costs from my own purse.
I'm sure we will be passing through again soon so please feel free to discuss it and think it over.
You've raised a strong-willed, imaginative girl with a lust for the world and a deep love for her family, enough so that she wants to be able to provide you all with a better life.
While it's a tough and dangerous world out there, I'd like to, at the minimum, allow her to see that she doesn't have to become the victim of a cutpurse and help her become more able to fend for herself. As I said, if you agree, we can have her come with me for a set period of time until you feel comfortable for her to return.
As a gift, I've also included a copy of my recipe for my biscuits for Elista.
I pray the gods watch and bless you and your family. I look forward to seeing you all again.
Rosemary Flitwhistle
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"I'm not sure," said Rosemary, nibbling on a biscuit while watching the sky. "Hopefully not terribly far." She stretched her arms towards the clouds. "Did you guys sleep alright?"

Traveling Manthis says to curious Arya, "We are about one third the way to Orlane back from Hochoch. We just keep on the Cecily's Road for travel." and lets asking Arya surmise what she may from that tidbit of information.
He again favors his simple pan flute now and then while transversing down the roadway. He ponders, "Gotta purchase some road snacks in next Orlane."
But it is a long hike with few distractions and not a great amount of variety. As evening approaches, the party begins to discuss how soon they should look for a place to make camp. Do they look now, using the last hours of daylight to set up a comfortable camp, or push on for a couple of hours and get that much further before stopping? Or, if you're feeling in a hurry, you could continue into the night...
+0 Nature Check. Manthis has a 7.
Rolls
Nature Check - (1d20+0)
(7) = 7
With a 18 she might had found a good spot that seems face with proper cover.
Rolls
Nature check - (1d20-1)
(19) - 1 = 18
Rolls
Nature - (1d20+1)
(7) + 1 = 8
Nature (searching for food and ingredients) - (1d20+1)
(19) + 1 = 20
Arya finds a rocky promontory: an ancient upthrust of granite that eroded more slowly than the surrounding terrain. The result is a hill of mossy stone, 10 or 12 paces higher than the land around it. Cracks have formed at points in the rock, and those have filled with leaves and bracken, forming soil in which ferns have sprouted. A scraggly oak tree has managed to root itself at the top, leaning over the edge. Other trees and shrubs grow out on either side, forming a protective ring about a clearing at the base of the hill. It's ideal, and the party finds that others have used this place as a camp site in the past: a ring of stones shows where fires have been kindled in the past. The thick layer of leaves makes for a soft place to spread out bedrolls, and it's dry and sheltered from wind in the lee of the rock.
While the others set up and gather firewood, Rosemary ranges a bit further to forage for edible plants and fungi. She's collected a healthy amount of miner's lettuce along with some berries by the time the sun is setting...when she comes across the body of a dead mule.
Stepping away, she found a small clearing not far, where the last slivers of the setting sun still painted the western horizon with hues of orange and violet. She knelt, her hands clasped before her, and closed her eyes.
"Pelor, Lord of Light," she began, her voice a soft murmur that carried on the gentle breeze. "Thank you for guiding us safely through this day. Though shadows lengthen and darkness encroaches, I know your light remains, a constant beacon against the night. Bless this campsite, protect us from harm, and grant us restful slumber."
As the last glimmer of sunset faded, Arya finished her prayer, a sense of calm settling over her. She rose, her eyes reflecting the faint starlight. Disciplined and wise, she rarely lose any moment for triviality.
As you gather around the fire, each PC should decrement one ration, then get the benefit of a long rest (preparing spells, etc) and decide whether you are going to have one or more of you staying awake to stand guard for any part of that 8 hours.
Rolls
Another roll - (1d4)
(2) = 2

Despite the stranger's sudden appearance, Arya made no move for her weapon. A lingering naiveté, born of her sheltered temple life, still held sway. Who would dare attack a priestess, so close to a settlement? she reasoned, the thought almost a dismissal.
"Good evening, traveler," she greeted, her voice clear and melodious. "I am Mother Arkon. You are welcome to share our camp fire if you'd like, or are you just passing by? " Her white robes, pristine against the deepening twilight, and the radiant holy symbol of Pelor, prominently displayed, left no doubt as to her identity.


She looks about for where the rustling is coming from. She sniffs the air to see if the scent of rotten flesh was carried on the wind and overpowered the smokey campfire.
Reaching into her pack, the halfling withdraws some crushed lavender, remembering painfully for a moment of her own Lavender at home. She rubs some on her upper lip and offers it to her companions. "Here. Rub it on your upper lip. If there are undead about, I'm sure this will help fight the stench."
Rolls
Perception (seeing moving foliage or catching the scent of rotten flesh) - (1d20+0)
(15) = 15
Rolls
Perception - ((1d20+2))
(17) + 2 = 19
Arya had never faced undead, but the temple's teachings had branded them as abominations, a blight upon life, an insult to Pelor's radiant creation. A glacial fear gripped her, yet she knew bravery was forged in the crucible of fear, not its absence. She would stand against this terror for the sanctity of life itself.

Ready Manthis also steps a bit forward of his fellow members to give them some possible shielding.

Note: in the first picture, I neglected to cut off the light at the top of the cliff. This picture correctly shows that the top of the cliff, 25' above the campfire, is out of your line of sight in darkness.
Arya (10/10)
Jonel (7/7)
Manthis (11/11)
Rosemary (13/13)
Rolls
Attacker initiative - (1d20+2)
(7) + 2 = 9
Secret Roll
Manthis has a fast initiative of 20. He is AC 16 (heavy armor chainmail).
Rolls
Initative - (1d20+1)
(19) + 1 = 20
Rolls
Initiative - (1d20+2)
(7) + 2 = 9
Please also roll initiative.
Rolls
Secret Roll
Please also roll initiative.
Rolls
Initiative - ((1d20-1))
(2) - 1 = 1
(this is followed by round two)
The flickering of the firelight glints off of metal bits - weapons, bits of armor, metal studs in shields - half-seen through the foliage. The only sound is the rustling of leaves, and the party is struck by how horrifying animated corpses are - not just from the stench of rot, but of the complete silence with which they move. There is no speech, no breath, no communication of any kind: just dead flesh and bone moving beyond all reason.
There are five humanoid figures silently approaching the campfire that you can see.

"Don't worry, sir. I've got your back," Rosemary assures Jonel, stepping up next to the newcomer, and prepares to paddle the first undead to move close enough as her blood begins to boil with the battle madness (Rosemary Rages)...
Stepping into the firelight, five dead humanoids in various states of decay come into the clearing. Each bears a weapon it carried in life: one has a falchion, two has a dagger, three has a club, four has a short sword, and five has a staff. Each wears the tattered remains of their clothing, the attire rotting just as their flesh is. They also each clutch something in their other hands defensively: a rotted log, a mossy shield, a broken branch, a small wooden wheel, and part of a picket fence (each is wielded as a shield). Their eyes have been plucked out by scavengers, and insects crawl across their exposed flesh, eating the animated corpses. Unseeing, silent, the five grotesque monsters move to attack.
Four is the first to move within Manthis' reach. The warrior slashes at the corpse, but the rotting thing deflects the blow with its wheel (the prepared attack misses).
One creeps up to Jonel, bringing it within reach of Rosemary, triggering her prepared attack. Rosemary wallops Undead One; the baker's paddle smashes part of the corpse with a satisfying crunch.
Undead One takes 12 bludgeoning damage.
"LEAVE. HIM. ALONE." She feels her blood boil with fury as her rage intensifies.
Arya lashes out with her warhammer, smashing aside the picket fence the animated corpse is using as a shield, and brings the hammer down on its shoulder with a crunch. Undead Five takes 8 bludgeoning damage.
Jonel grunts and hits One with a Firebolt, flame jetting from his hand into the chest of the foul monster. If anything, the smell gets even worse.
Undead One takes 4 fire damage.
Jonel then steps behind Rosemary. "If you don't mind, I'm going to stand back here." (Neither One or Two use their reactions to attack him as he goes).

20 - Manthis (11/11)
9 - Rosemary (8/13)
9- Undead One (-16) Two, Three, Four, Five (-8)
6 - Arya (10/10)
1 - Jonel (2/7)
Rolls
Secret Roll

Rolls
Great Sword Attack, Damage - (1d20+4, 2d6+2)
1d20+4 : (3) + 4 = 7
2d6+2 : (23) + 2 = 7
Rolls
Firebolt (To hit, Target: Entity 1) - ((1d20+5))
(16) + 5 = 21
Firebolt (Damage, assuming a hit) - (1d10)
(4) = 4
As the foul, silent figures approach, Manthis moves protectively in front of Arya and prepares an attack on the first monster to move in range...
"Don't worry, sir. I've got your back," Rosemary assures Jonel, stepping up next to the newcomer, and prepares to paddle the first undead to move close enough as her blood begins to boil with the battle madness (Rosemary Rages)...
Stepping into the firelight, five dead humanoids in various states of decay come into the clearing. Each bears a weapon it carried in life: one has a falchion, two has a dagger, three has a club, four has a short sword, and five has a staff. Each wears the tattered remains of their clothing, the attire rotting just as their flesh is. They also each clutch something in their other hands defensively: a rotted log, a mossy shield, a broken branch, a small wooden wheel, and part of a picket fence (each is wielded as a shield). Their eyes have been plucked out by scavengers, and insects crawl across their exposed flesh, eating the animated corpses. Unseeing, silent, the five grotesque monsters move to attack.
One creeps up to Jonel, bringing it within reach of Rosemary, triggering her prepared attack.
As the first undead strides forward, Rosemary wallops Undead One as it moves to attack Jonel. The baker's paddle smashes part of the corpse with a satisfying crunch.
Undead One takes 12 bludgeoning damage.
"LEAVE. HIM. ALONE." She feels her blood boil with fury as her rage begins.
@direhalfling - make your attack roll and let me know if Rosemary has become ENRAGED. In future, feel free to include the roll and damage when you declare the action.

Jonel takes 5 slashing damage.
Two plunges its dagger into Rosemary.
Rosemary takes 2 piercing damage (reduced by Rage from 4).
Three will attack either Manthis or Rosemary (rolling randomly). It attacks Rosemary, striking the baker with its club.
Rosemary takes 3 bludgeoning damage (reduced by Rage from 6).
Four attacks Manthis, but the warrior evades the shorter blade.
Five attacks Arya, but the cleric shows her contempt for the undead by avoiding any contact.
20 - Manthis (11/11)
9 - Rosemary (8/13)
9- Undead One (-16) Two Three Four Five (-8)
6 - Arya (10/10)
1 - Jonel (2/7)
Rolls
One attack on Jonel AC9, damage on a hit - (1d20+4, 1d6+2)
1d20+4 : (13) + 4 = 17
1d6+2 : (3) + 2 = 5
Two attack on Rosemary AC13, damage on a hit - (1d20+4, 1d4+2)
1d20+4 : (10) + 4 = 14
1d4+2 : (2) + 2 = 4
Three attack target (1 - Manthis, 2 - Rosemary) - (1d2)
(2) = 2
Four attack on Manthis AC17, damage on a hit - (1d20+4, 1d6+2)
1d20+4 : (7) + 4 = 11
1d6+2 : (1) + 2 = 3
Five attack on Arya AC13, damage on a hit - (1d20+4, 1d6+2)
1d20+4 : (4) + 4 = 8
1d6+2 : (5) + 2 = 7
Three attack on Rosemary AC13, damage on a hit - (1d20+4, 1d6+2)
1d20+4 : (12) + 4 = 16
1d6+2 : (4) + 2 = 6
Biting her lip until she tasted blood, she gripped her hammer tighter, the cold steel a desperate anchor. With a guttural war cry, she swung at it, the force born of fear and a desperate, fragile courage.
Rolls
Warhammer - (1d20+5)
(9) + 5 = 14
Dmg - (1d8+3)
(1) + 3 = 4
Medicine check - (1d20+5)
(15) + 5 = 20
One takes 4 fire damage.
Jonel then steps behind Rosemary. "If you don't mind, I'm going to stand back here." (Neither One or Two use their reactions to attack him as he goes).

20 - Manthis (11/11)
9 - Rosemary (3/13) (I will correct this as needed if Rosemary's actions affect this outcome)
9- Undead One (-4) Two Three Four Five (-8)
6 - Arya (10/10)
1 - Jonel (2/7)

Rolls
Great Sword Attack, Damage - (1d20+4, 2d6+2)
1d20+4 : (3) + 4 = 7
2d6+2 : (26) + 2 = 10
Activating Rage
Moving up one space
Rolls
History (To recall if she's heard anything about these creatures) - (1d20+1)
(7) + 1 = 8
Baker's Paddle to hit - (1d20+2)
(15) + 2 = 17
Baker's Paddle damage (with Rage bonus) - (1d8+2)
(4) + 2 = 6
Undead One takes 12 bludgeoning damage.
"LEAVE. HIM. ALONE." She feels her blood boil with fury as her rage begins.
Note that, due to her Rage, the damage on each of the two hits on Rosemary is halved, so she takes 2 and 3 damage (5 total), respectively, rather than 10 total.
Rolls
Wisdom (Insight) - ((1d20+4))
(16) + 4 = 20
Fog Cloud (Cha) - ((1d20+5))
(14) + 5 = 19
(this was preceded by round one, followed by round three)

Rosemary's shout of "GET BACK!" is followed up by a furious series of swings with the heavy paddle at Undead One, but none of them connect with the eerily-gliding corpse.
Undead One attacks Rosemary. The falchion bites deep into the little barbarian.
Rosemary takes 3 slashing damage (reduced by Rage from 7).
On the other side, Undead Two attacks Rosemary, stabbing the dagger into Rosemary.
Rosemary takes 2 piercing damage (reduced by Rage from 4).
Undead Three chooses its target between Arya and Manthis. It focuses on Manthis. The club flicks out and over the warrior's greatsword before he can block it, hitting him between the eyes with a blow that makes his head ring.
Manthis takes 6 bludgeoning damage (4 plus the 2 crit damage).
Undead Four attacks Manthis. Dazed by the blow to his head, Manthis is unable to dodge the stabbing short sword, which plunges up into his armpit.
Manthis takes 7 piercing damage and collapses, dying.
Undead Five attacks Arya, its staff twirling silently in its decaying hands. One ends bats her warhammer aside just enough for the other end to swing around and smack her hard in the side.
Arya takes 3 bludgeoning damage.

The red dot indicates that Manthis is DYING - not dead, but at 0 HP and making death saves on his turn.
Undead Five takes 20 bludgeoning damage and falls inert (destroyed). The air was thick with the stench of decay and blood. One undead had fallen, but at a terrible cost. Arya saw that she and Rosemary were battered and bleeding, and Manthis lay dying. "Run!" Arya shrieked, her voice cracking. "It's hopeless! We have to survive to warn the nearest town!" She bolted, her feet pounding against the earth as she fled past Jonel.
Horrified and in pain with blood pouring from the gash in his chest, Jonel murmurs the words over his cupped hands to cast Fog Cloud. Mist billows out from his hands and envelops the campsite. Unseen, the sorcerer moves away, finding the cliff face by touch and putting his back to it. Everything within the fog is heavily obscured, which means that there is no line of sight and all sight-based attacks in the fog will have DISADV.
@KidEnnui - let me know if I have to position of the cloud right or wrong from what you intended. I will adjust it if it's wrong.

Note that I DID originally place the center in the wrong place; this is the map that shows the correct, intended placement of the Fog Cloud.
20 - Manthis (0/11) DYING
9 - Rosemary (3/13) Raging
9 - Undead One (-16) Two, Three, Four, Five
6 - Arya (7/10)
1 - Jonel (2/7)
Rosemary takes 3 slashing damage (reduced by Rage from 7).
On the other side, Undead Two attacks Rosemary, stabbing the dagger into Rosemary.
Rosemary takes 2 piercing damage (reduced by Rage from 4).
Undead Three chooses its target between Arya and Manthis. It focuses on Manthis. The club flicks out and over the warrior's greatsword before he can block it, hitting him between the eyes with a blow that makes his head ring.
Manthis takes 6 bludgeoning damage (4 plus the 2 crit damage).
Undead Four attacks Manthis. Dazed by the blow to his head, Manthis is unable to dodge the stabbing short sword, which plunges up into his armpit.
Manthis takes 7 piercing damage and collapses, dying.
Undead Five attacks Arya, its staff twirling silently in its decaying hands. One ends bats her warhammer aside just enough for the other end to swing around and smack her hard in the side.
Arya takes 3 bludgeoning damage.

The red dot indicates that Manthis is DYING - not dead, but at 0 HP and making death saves on his turn.
20 - Manthis (0/11) DYING
9 - Rosemary (3/13) Raging
9 - Undead One (-16) Two, Three, Four, Five (-8)
6 - Arya (7/10)
1 - Jonel (2/7)
Rolls
One attack on Rosemary AC13, damage on a hit - (1d20+4, 1d6+2)
1d20+4 : (19) + 4 = 23
1d6+2 : (5) + 2 = 7
Two attack on Rosemary AC13, damage on a hit - (1d20+4, 1d4+2)
1d20+4 : (16) + 4 = 20
1d4+2 : (2) + 2 = 4
Three chooses between Manthis (1) and Arya (2) - (1d2)
(1) = 1
Three attack on Manthis AC17, damage on a hit - (1d20+4, 1d4+2)
1d20+4 : (20) + 4 = 24
1d4+2 : (2) + 2 = 4
Four attack on Manthis AC17, damage on a hit - (1d20+4, 1d6+2)
1d20+4 : (13) + 4 = 17
1d6+2 : (5) + 2 = 7
Five attack on Arya AC13, damage on a hit - (1d20+4, 1d6+2)
1d20+4 : (13) + 4 = 17
1d6+2 : (1) + 2 = 3
Crit damage on Manthis - (1d4)
(2) = 2
Arya hp 7/10
Attack five for 20 dmg?
Rolls
warhammer - (1d20+5)
(20) + 5 = 25
dmg - (1d8+3)
(1) + 3 = 4
critical dmg - (1d8+3)
(3) + 3 = 6
Arya retaliates against Undead Five, striking back with the warhammer so hard it passes through its head. Something about the damage exceeds the ability of the animating magic to keep it together, and the headless corpse falls.
Undead Five takes 20 bludgeoning damage and falls inert (dead again).
Waiting to see Rosemary and Jonel's previous action before finishing my round, i might take a free or move action
She swings her baker's paddle.
Rolls
Baker's Paddle (2-Handed) to hit - (1d20+2)
(2) + 2 = 4
Baker's Paddle (2-Handed) damage (+2 for Rage) - (1d10+2)
(7) + 2 = 9
Rosemary's shout of "GET BACK!" is followed up by a furious series of swings with the heavy paddle, but none of them connect with the eerily-gliding corpse.
Horrified and in pain with blood pouring from the gash in his chest, Jonel murmurs the words over his cupped hands to cast Fog Cloud. Mist billows out from his hands and envelops the campsite. Unseen, the sorcerer moves away, finding the cliff face by touch and putting his back to it. Everything within the fog is heavily obscured, which means that there is no line of sight and all sight-based attacks in the fog will have DISADV.

20 - Manthis (0/11) DYING
9 - Rosemary (3/13) Raging
9 - Undead One (-16) Two, Three, Four, Five
6 - Arya (7/10)
1 - Jonel (2/7)
Your turn is before Jonel's, so you can move on your turn. If you want to move after Jonel cast his spell, that requires using your reaction to take an action you Readied on your turn. But you already used your action to attack this turn, rather than Readying a move action.
So, which do you want to do:
move after attacking on your turn (before the fog appears), or forgo attacking on your turn to Ready the move after Jonel's spell creates the fog, or just move on your next turn?


Also, if you thought he was against the cliff face, where do you want him to go? Up the cliff, or northeast along the cliff?

The air was thick with the stench of decay and blood. One undead had fallen, but at a terrible cost. Arya and Rosemary were battered and bleeding, and Mantis lay dying. "Run!" Arya shrieked, her voice cracking. "It's hopeless! We have to survive to warn the nearest town!" She bolted, her feet pounding against the earth as she disappeared through the fog cloud.
Then Jonel casts his Fog Cloud.
That's the end of round two.
(this was preceded by round two, followed by round four)
@WanderOne - please roll Manthis' first death save.
@DireHalfling - What will Rosemary do on her turn?

Note: Jonel, Rosemary, Undead One, and Undead Two are all heavily concealed as we start this round. While not necessarily in the fog still, Arya currently can't see or be seen by anyone else in this encounter.
Manthis has one failed death save.
"Why won't you die... uhh... again?" the barbarian baker cries, swinging her paddle at unseen enemies in the fog. Rosemary blindly steps to the north, and Undead Four, unable to perceive the movement, does not use its reaction to attack. It is unnerving for the heroes, moving in the thick fog, knowing that the completely silent undead are in there with them...somewhere. Confident that the blinding fog will conceal her even if she makes noise. Rosemary faces the approximate direction where she last saw Jonel and, remembering that Arya was the only one to introduce herself to the man, calls out to the newcomer "Follow Mother Arkon. I'll get Mantis."

It savagely slashes the fog directly south of it...right where Undead Two stands! Unfortunately, it misses!
Undead Two, unaware that it was just attacked and standing at the very edge of the fog, chooses a direction to enter the cloud (there are four possible directions. 1 is west, moving clockwise). Moving directly towards Rosemary, it stabs with its dagger at the barbarian when it feels resistance! Rosemary is stabbed, her rage reduces the damage, but it is still enough to drop her in her tracks!
Rosemary takes 3 damage (reduced by Rage from 6) and falls, dying. Jonel hears the meaty slice and the thud as something heavy falls to the ground nearby.
Undead Three enters the fog in a random direction (there are three directions: 1 is northwest, moving clockwise), moving 10' to the northwest. It bumps into the cliff face and attacks it savagely with its club. Jonel can hear the thwacking of wood on stone nearby.
Undead Four moves north toward the fog, and then chooses a random direction just as Undead Three did before it (3 possible directions, NW is 1, moving clockwise). Running into Undead One, Undead Four blindly attacks with its short sword. The sword catches Undead One unawares!
Undead One takes 5 piercing damage and is destroyed!

Note that the red dots indicate characters who are dying and must make death saves.
Hearing Arya's voice, Jonel creeps cautiously through the fog toward her...and his toes bump up against Rosemary, writhing at his feet. He cannot see who it is, but he can tell it is one of the living women, as she is still audibly breathing. It's probably the one who was protecting him, and told him to follow 'Mother Arkon.'

There is still a clash and clang of weapons from within the fog. The night air is chill on Arya's exposed skin, and the halfling's hot blood soaking into Jonel's robe does not show up on the black fabric, but it does begin to cool.

20 - Manthis (0/11) Dying one failure
9 - Rosemary (0/13) Dying
9- Corpse One Two Three Four Five
6 - Arya (7/10)
1 - Jonel (2/7) concentrating
(this was preceded by round two)
@WanderOne - please roll Manthis' first death save.
@DireHalfling - What will Rosemary do on her turn?

Note: it's still not clear where the center of the Fog Cloud is intended to be, but in either configuration, Jonel, Rosemary, Undead One, and Undead Two are all heavily concealed as we start this round. While not necessarily in the fog still, Arya currently can't see or be seen by anyone else in this encounter.
20 - Manthis (0/11) DYING
9 - Rosemary (3/13) Raging
9 - Undead One (-16) Two, Three, Four, Five
6 - Arya (7/10)
1 - Jonel (2/7)
Rolls
DC10 - (1d20)
(8) = 8
Rolls
Baker's Paddle (2-Handed) to hit - (1d20+2)
(5) + 2 = 7
Baker's Paddle (2-Handed) damage (+ Rage Bonus) - (1d10+2)
(10) + 2 = 12
@WanderOne - I wasn't going to have the skeletons go after you as long as there are other PCs still standing. But if you are saying that you would rather roll up a new character than try to save Manthis, I suppose I can oblige. What do you think?
@DireHalfling, you said Rosemary moved after her last attack. Where was she moving?


20 - Manthis (0/11) DYING one failure
9 - Rosemary (3/13) Raging, blind
9 - Undead One (-16) Two, Three, Four, Five
6 - Arya (7/10)
1 - Jonel (2/7) blind, concentrating
If an undead can see one or more PCs, it will move to attack the closest PC it can see.
If an undead is not in the fog and cannot see a PC, it will move into the fog and proceed in a random direction.
If an undead is in the fog, it will attack in a random direction.
If an undead finishes its move in the fog or is in the fog when it starts its turn, I will roll to determine which space they are targeting. If that space corresponds to a space with a target, then I will roll an attack for DISADV. If that space has no target, I won't bother rolling, since the attack won't hit in any case. If the attack misses and the undead hasn't moved yet, it will finish its turn by moving in a random direction.
Enveloped by the fog, Undead One strikes out blindly in a random direction.
It savagely slashes the fog directly south of it...right where Undead Two stands! Unfortunately, it misses!
Undead Two, unaware that it was just attacked and standing at the very edge of the fog, chooses a direction to enter the cloud (there are four possible directions. 1 is west, moving clockwise). Moving directly towards Rosemary, it stabs with its dagger at the barbarian when it feels resistance! Rosemary is stabbed, her rage reduces the damage, but it is still enough to drop her in her tracks!
Rosemary takes 3 damage (reduced by Rage from 6) and falls, dying. Jonel hears the meaty slice and the thud as something heavy falls to the ground nearby.
Undead Three enters the fog in a random direction (there are three directions: 1 is northwest, moving clockwise), moving 10' to the northwest. It bumps into the cliff face and attacks it savagely with its club. Jonel can hear the thwacking of wood on stone nearby.
Undead Four moves north toward the fog, and then chooses a random direction just as Undead Three did before it (3 possible directions, NW is 1, moving clockwise). Running into Undead One, Undead Four blindly attacks with its short sword. The sword catches Undead One unawares!
Undead One takes 5 piercing damage and is destroyed!

Note that the red dots indicate characters who are dying and must make death saves.
20 - Manthis (0/11) DYING one failure
9 - Rosemary (0/13) DYING
9 - Undead One, Two, Three, Four, Five
6 - Arya (7/10)
1 - Jonel (2/7) blind, concentrating
Rolls
Undead One's attack direction (starting with 1 as north and moving clockwise) - (1d8)
(5) = 5
Undead One attack on Undead Two (DISADV) AC13, slashing damage - (2d20l1+4, 1d6+2)
2d20l1+4 : (614) + 4 = 10
1d6+2 : (2) + 2 = 4
Undead Two direction - (1d4)
(2) = 2
Undead two attack on Rosemary (DISADV) AC13, piercing damage - (2d20l1+4, 1d4+2)
2d20l1+4 : (189) + 4 = 13
1d4+2 : (4) + 2 = 6
Undead Three direction - (1d3)
(1) = 1
Undead Four direction - (1d3)
(3) = 3
Undead Four short sword attack on Undead One (DISADV) AC13, piercing damage - (2d20l1+4, 1d6+2)
2d20l1+4 : (1615) + 4 = 19
1d6+2 : (3) + 2 = 5
With trembling hands, she channeled Pelor's light. Then, she unleashed a desperate cry, her voice a beacon in the swirling fog. "Follow my voice!" she screamed, her words echoing with urgency. "We can't defeat them now! We have to retreat, regroup, and fight another day, with reinforcements!"
Move 30 feet around the fog, to be in the direction of the nearest town, ready to flee like a chicken if her companions doesn'T come out

Was bad enough that dying him was powerless to save himself that all light vanished further to drive him mentally away. He didn't even have to close his eyes. It appears while in the darkness as the fog concealed the fire's illumination that Manthis has giving up nearly all to the ghost.
Only sounds to be heard are those hidden away in the presenting fog. All is just shadowed now from the clerical light upon Arya's shield. Barely breathing Manthis does even turn more to walking sounds and the new illumination of approaching returning Ayra as she can barely see his still holding on life telling eyes. His raspy breathing is very troubled and terminally shallow.
Appears dying him forcefully received the deadly wounds that dear Arya might have endured when he stepped guardingly and protectively before her. Unfortunate him wasn't able to precure at least back some/any dear damage in return. Priestly Arya might soon have the very first person to die for her in an unusual way.
Rolls
DC10 - (1d20)
(6) = 6
Arya calls upon Pelor's might and shines his light in the darkness. But it does little to soothe her panic, as she's all alone. Moving cautiously around the fog bank, she screams into the night, hoping the living will hear her and somehow the undead won't: "Follow my voice! We can't defeat them now! We have to retreat, regroup, and fight another day, with reinforcements!" To her horror, she sees two things: the decayed, moldy boots of one of the undead half-seen in the mist (Arya can see a little bit of Undead Two, though it cannot see her), and her stalwart companion of many days, Manthis, dying just a few paces from her. He's clearly in desperate need of healing or at least stabilization.
Hearing Arya's voice, Jonel creeps cautiously through the fog toward her...and his toes bump up against Rosemary, writhing at his feet. He cannot see who it is, but he can tell it is one of the living women, as she is still audibly breathing. It's probably the one who was protecting him, and told him to follow 'Mother Arkon.'

20 - Manthis (0/11) Dying one failure*
9 - Rosemary (0/13) Dying
9- Corpse One Two Three Four Five
6 - Arya (7/10)
1 - Jonel (2/7) blind, Concentrating
* - the second failure is for next round
Jonel retrieves Rosemary's dying body, first dragging, then, when he emerges from the fog and sees her condition, picking her up in his arms. He staggers over to Arya, whereupon he, too, sees Manthis in a similar state. The dying warrior is brightly illuminated in the light of Pelor's shining from Arya's shield.
There is still a clash and clang of weapons from within the fog. The night air is chill on Arya's exposed skin, and the halfling's hot blood soaking into Jonel's robe does not show up on the black fabric, but it does begin to cool.

20 - Manthis (0/11) Dying one failure
9 - Rosemary (0/13) Dying
9- Corpse One Two Three Four Five
6 - Arya (7/10)
1 - Jonel (2/7) concentrating
(this was preceded by round three)

Manthis fails his second death save.
Rosemary succeeds her first death save.
Undead Two is confused by the sounds of fighting next to it and the yelling behind it. It chooses a random direction to attack (there are four possible directions to attack in the fog, with 1 being west and moving clockwise). Its attack passes through the space where undead one had been.
Undead three knows that it has been hitting the cliff. It stops and listens, but all it hears are Arya's screams. It moves in a random direction and attacks (there are four possible directions it can move: 1 is NE, moving clockwise). Undead three moves northeast ten feet and attacks the fog harmlessly.
Undead four knows that it destroyed something with its last attack. After that it hasn't heard anything other than screaming. It moves 10' in a random direction (1 is north, moving clockwise), trying to find the living targets. Moving east, Undead Four bumps into Undead Two, and lashes out with its short sword in an attempt to kill it.
Undead two takes 6 piercing damage.

Manthis regains 5 HP and is prone, no longer dying.
20 - Manthis (5/11)
9 - Rosemary (0/13) Dying one success
9- Corpse One, Two (-6), Three, Four Five
6 - Arya (7/10)
1 - Jonel (2/7) concentrating
Meanwhile, the undead take their turns.
Undead Two is confused by the sounds of fighting next to it and the yelling behind it. It chooses a random direction to attack (there are four possible directions to attack in the fog, with 1 being west and moving clockwise). Its attack passes through the space where undead one had been.
Undead three knows that it has been hitting the cliff. It stops and listens, but all it hears are Arya's screams. It moves in a random direction and attacks (there are four possible directions it can move: 1 is NE, moving clockwise). Undead three moves northeast ten feet and attacks the fog harmlessly.
Undead four knows that it destroyed something with its last attack. After that it hasn't heard anything other than screaming. It moves 10' in a random direction (1 is north, moving clockwise), trying to find the living targets. Moving east, Undead Four bumps into Undead Two, and lashes out with its short sword in an attempt to kill it.
Undead two takes 6 piercing damage.

Rolls
Two attack direction - (1d4)
(3) = 3
Three movement direction - (1d8)
(1) = 1
Four movement direction - (1d8)
(3) = 3
Four attack on Two AC13, piercing damage - (2d20l1+4, 1d6+2)
2d20l1+4 : (1818) + 4 = 22
1d6+2 : (4) + 2 = 6
Rolls
Death Save - (1d20)
(19) = 19
As the sounds of weapons striking decayed flesh continue inside the fog...

There is no shock or much of any indication of healing besides Mathis taking a regular breath. None could see the killing bleeding wounds beneath his armor and such closing. There was plenty of red blood stain about. All his senses now come online with a blinking of his eyes. Manthis is back home again and immediately feel some of what has happened to him as the 5 points of healing only half healed him.
The sudden pain play across is face which is an improvement over the duller look that was taking hold of him. The ghost has abandoned him. An instinctive movement is halted as that went with his face expression. Being that he is home it shows well as his hand reached out to grasp his great sword. His head and eyes quickly scan about a second to take in what is what.
There isn't much to comprehend. He is sprawled porn on the ground with a lot of pain telling him that his last notion of pain must have meant he failed as a guard. He takes in Arya being present meaning she must have done alright without him. The fog is strange but sounds of combat are very real to him. As he takes note of Jonel and even Rosemary tells that the situation could be much worse.
With some suppressed pain, he rises to his feet. He isn't sure of what has happened, but he is sure that there is combat in the fog and him & his party are not in there. Meaning that it is best to take heed and use Arya's shield light to make tracks. He notes that Jonel is carrying Rosemary and she doesn't look good.
With a bit of effort as it seems his voice wasn't right there with him yet, he says in a lower voice, "We need to move." He has a feeling that Arya no doubt has the same idea. He hopes Rosemary has a few breaths left so we may move.
(This action probably is the next round.)
Arya hurries over to her dying companion Manthis, kneels down, and prays Cure Wounds softly over him. Pelor's might flows through her and into the warrior's battered body. Miraculously, his gaping wounds knit together and his eyes clear again.
Manthis regains 5 HP and is prone, no longer dying.
20 - Manthis (5/11)
9 - Rosemary (0/13) Dying one success
9- Corpse One, Two (-6), Three, Four Five
6 - Arya (7/10)
1 - Jonel (2/7) concentrating

After a few moments, they pause to take stock. There is no sound of pursuit.
Having escaped the dead adventurers, each of the Dungeon Busters here - Rosemary, Manthis, Jonel, and Arya - gains 35 XP.
But you're not out of the woods yet.
The rest of you - will you use Medicine to stabilize Rosemary, or will you use healing magic?
Oh. By that way as always, a first combat is a great way to for characters to really bond.
Thoughts further. Manthis is thinking to move on during the night to get distance and then take rest before going back on track. With the rest we can be healed up fully and be ready for what hails in the future.
Winks. Some EXP is always nice. I put a spot in on the character for EXP and put 35 there. :) Unsure if you have a tracking spot running and updating.
Once the immediate danger had passed, Arya surveyed her companions, her voice laced with concern. "Is everyone alright? I can still dress wounds and apply bandages. However," she added, her tone weary, "further divine healing will have to wait until morning. My mind is too taxed to channel Pelor's power effectively after so many spells." She then attended to her own injuries, applying a simple bandage. A faint frown creased her brow; her once flawless skin, a gift from Pelor, would now bear a scar unless she healed it magically at dawn.
Rolls
Cure wound - (1d8+3)
(2) + 3 = 5

Everyone is up, not in immediate danger, in the Dim Forest in the middle of the night. The three Dungeon Busters Arya, Manthis, and Rosemary, had been sent by their employer from Hochoch to reconnoiter the town of Orlane, to figure out what had happened to the previous team. Jonel had been heading to Hookhill to look for employment. Both Orlane and Hookhill are to the east. Hochoch is to the west. The road leading to all three communities is just a bit further to the south, and the four adventurers can reach the road easily. The campsite, with the fog (Jonel is still concentrating), any remaining undead, Arya's armor and Rosemary's paddle, is back to the north.
What do you do? Where will you go?
Will do. proper post later.
A healer's kit has 10 uses, and costs ~500 cubs in Hochoch. You could probably get them in Orlane, too, but none of you have been to that village yet.
Previous players in this game have missed this rule, too (it's a long list of variant/optional rules, and I get the feeling that many of them aren't used much in other games!), so I'm willing to say that, as the PCs are trained adventurers (and three of you are already members of Dungeon Busters), your characters would have known the need to stock up on healing supplies. Right now, each one of you can choose to say that you DID purchase a healer's kit in Hochoch when you passed through the town. If you choose to say that you did, deduct 5 eagles from the PC's money and add a healer's kit to your inventory. You can all do this (though only one of you needs to have done it, since there are 10 uses in a healer's kit, and at most the party needs four right now), as long as you can afford it. As an alternative, you could head back to town and buy them in-character when you get there.
From now on, though, you'll need to keep track of healer's kit uses and make sure you keep your characters supplied if you want to use hit dice for healing.
Rolls
Secret Roll
Determination - (1d8)
(4) = 4
Rolls
Second Wind - (1d10+1)
(9) + 1 = 10

"Manthis," she said, her voice gentle, laced with admiration. "You were incredibly brave. Thank you for keeping me safe. I'm so relieved you made it." A small smile touched her lips before she disappears under her blankets and rustling leaves closer, already anticipating the biting chill of the fireless night.
How many HP we regain through this rest, is it short or long after all?

He elects for a quieter night and doesn't play his simple pan flute. In his quiet time, he reflects on what brought his guard down and what he may to do help parry it. He doesn't think about his days in the Fantastic Fearless Fireflies. Yes, the 'The Mask' is much retired although he still hasn't given up the costume and misses the joys of performing. He was much the fearless firefly breathing cones of fire as he danced and tumbled.
Here's how it works:
- when a PC takes a short rest, you can roll hit dice for healing, IF you use a healer's kit application. So, just as with the regular 5e rules, when you take a short rest, you first declare how many hit dice you are going to roll, then you roll them. That's how many hit points you regain.
Now, everyone in this group is a first-level character, so each of these PCs only has one hit die. But later, when your PCs have gained levels, you will be able to choose how many hit dice you are going to roll, and then you roll them all at once. Each PC only needs one application of a healer's kit when they roll hit dice to heal, no matter how many dice they roll.
- When a PC takes a long rest, in addition to all the abilities/spell slots/etc that refresh with a long rest, they regain up to half their total hit dice just like normal. After they've regained one or more hit dice, they can then decide to take a short rest to spend hit dice to regain HP...which also requires an application of a healer's kit. You regain the hit di(c)e first, THEN you spend the hit di(c)e.
Again, all the PCs in this part of the group are all L1 characters, so when they take a long rest, they regain 1 hit die if they'd used it. But at level 2, they would still regain 1 hit die with a long rest, even if they'd used both hit dice, because you get up to half of your hit dice back when you take a long rest. We round up, so at levels 3 and 4, they would regain 2 hit dice with a long rest, if they'd used at least 2.
I hope that makes sense.
Rolls
it's a mystery - (1d6)
(6) = 6
Rolls
HD - (1d8)
(8) = 8
Rolls
Hit die, short rest - (1d6+1)
(5) + 1 = 6
Rolls
Healer's kit - (1d12)
(7) = 7

Rolls
Stealth - (1d20+1)
(19) + 1 = 20
Bushes crack and branches snap as a large humanoid figure reorients itself to the sound and steps through the undergrowth towards them. It is obviously male, more than three paces tall and maybe only two paces broad, half-dressed in various animal skins that have been stitched together with sinews. Lank hair and crusted grime make clear that he has not bathed in ages. He carries a javelin in a hand the size of Rosemary's head and drags an enormous single-bladed battleaxe along the ground with the other. "I'm Karsh," he growls in Keolish, looking at the three of them (he does not seem to notice Jonel in the bushes off to the side). He then points its javelin at Arya and smiles. "You're pretty. But bandits took my snack, so I've got to eat." He points the javelin at Rosemary and licks his lips. "You look tasty. Food first, then love." He hauls back, clearly about to fling the javelin at Rosemary.

Everyone, please roll initiative.
Rolls
Karsh initiative - (1d20)
(3) = 3
Manthis has a 10. I'm happy it is better than a 3. Bad part Manthis is AC 11.
Rolls
Initative - (1d20+1)
(9) + 1 = 10
"Consider this," she continued, her tone laced with a calculated threat. "We are four. You are alone. Even if you managed to fell one or two of us, you would be grievously wounded, easy prey for bandits or beasts later on. Is friendship not a more advantageous outcome? Refuse, and you will face the wrath of the gods."
Arya raised her hands, invoking the radiant power of Pelor. A warm, golden light enveloped her friend, washing over them like a comforting dawn, and filling their heart with renewed courage.
Rolls
Initiative - (1d20+2)
(15) + 2 = 17

Rolls
Insight check - (1d20+0)
(18) = 18
Rolls
Ray of Frost - (1d20+5)
(8) + 5 = 13
(this is followed by round two)
Having just been threatened to be eaten, Rosemary replies first, getting angrier and angrier as she continues. "I almost died last night...I haven't had breakfast yet...AND I HAVE ANOTHER BUTT UGLY GUY TRYING TO KILL ME!"
Rosemary enters RAGE and Readies an action to rush up to the monster on Karsh's turn.
Arya is repulsed by Karsh's declaration of lust. "Karsh, listen by Pelor's light. I am a priestess of the Sun God, and I offer you food and peace. Consider this: we are four. You are alone. Even if you managed to fell one or two of us, you would be grievously wounded, easy prey for bandits or beasts later on. Is friendship not a more advantageous outcome? Refuse, and you will face the wrath of the gods." Calling upon Pelor, whose light is just beginning to illuminate the forest canopy overhead, Arya casts Bless on herself, Manthis, and Rosemary.
Manthis steps protectively in front of Arya again, readying to retaliate when Karsh attacks.
Jonel casts Ray of Frost from hiding; the blood mingles with the spell and the scratch freezes shut. A pale beam of light like a shaft of moonlight spears out of the bushes and hits Karsh.
Karsh takes 8 cold damage and his movement speed is reduced by 10' by the ice that forms on his legs.

Rosemary takes 4 piercing damage (reduced by Rage from 9) and runs forward to meet Karsh (Readied action to charge).
Finally, seeing that Karsh's iced legs won't bring him close enough to hack, Manthis pulls the whip from his side, letting it uncoil on the ground. Then with a flick of his arm, Manthis sends the whip snapping forward to crack by Karsh's left ear, making a loud noise that startles the brute somewhat but does no other damage.

17 - Rosemary (8/13) Raging, Blessed
16 - Arya (10/10) Concentrating, Blessed
11 - Jonel (7/7)
10 - Manthis (11/11) Blessed
3 - Karsh (-8)
Arya, Manthis and Rosemary
Pretty sure a 6 to hit isn't going to do anything.
Rolls
Attack, damage, bless - (1d20+4, 2d6+2, 1d4)
1d20+4 : (2) + 4 = 6
2d6+2 : (24) + 2 = 8
1d4 : (1) = 1
Rolls
Frost Damage - (1d8)
(8) = 8
Karsh is a creature of simple passions; thinking is the same as doing for him. Right now, he is desperately hungry for halfling. Even as Arya continues to talk, he has stomped forward toward Manthis and the ladies behind him. Irritated that his legs are moving so slowly (due to Jonel's Ray of Frost), Karsh flings his javelin at Rosemary. He is surprised when the javelin doesn't pin her to the ground.
Rosemary takes 4 piercing damage (reduced by Rage from 9) and runs forward to meet Karsh (Readied action to charge).

17 - Rosemary (8/13) Raging, Blessed
16 - Arya (10/10) Concentrating, Blessed
11 - Jonel (7/7)
10 - Manthis (11/11) Blessed
3 - Karsh (-8)
Rolls
Karsh javelin attack on Rosemary AC13, piercing damage - (1d20+5, 2d6+3)
1d20+5 : (15) + 5 = 20
2d6+3 : (42) + 3 = 9

Rolls
Whip, Damage - (1d20+4, 1d4+4)
1d20+4 : (6) + 4 = 10
1d4+4 : (2) + 4 = 6
Finally, seeing that Karsh's iced legs won't bring him close enough to hack, Manthis pulls the whip from his side, letting it uncoil on the ground. Then with a flick of his arm, Manthis sends the whip snapping forward to crack by Karsh's left ear, making a loud noise that startles the brute somewhat but does no other damage.
(this was preceded by round one)
Raging, Rosemary is adjacent to Karsh, a brute who appears at least slightly ogrish. Just behind her, Manthis stands defiantly, whip in one hand, two-handed sword in the other. Behind him, Arya glowers at the monstrous humanoid, while Jonel looks on from the bushes to the side, his hiding place revealed by his spell attack.
Rosemary shrieks "EAT THIS!!!" and slashes with her handaxe. Karsh is wholly focused on his next meal, however, and dodges her flashing blade, chuckling to himself as he grips his battleaxe and begins to raise it...

Karsh takes 11 bludgeoning damage! His lascivious smile drops into a snarl.
Still crouched in the bushes at a safe distance, ::Well, that seemed to work well enough,:: Jonel muses to himself as he pulls on the reservoir of power boiling in his blood. The resulting Ray of Frost beams from his outstretched hand, hitting Karsh again.
Karsh takes 7 cold damage; ice forms on his lips and eyelashes.
Manthis steps up alongside Rosemary and hacks at Karsh with his greatsword. The blade bites deep.
Karsh takes 12 damage; he falls dead, collapsing with a heavy thud and crunch of a shrub underneath.
The heroes look at each other with the adrenalin pumping in their blood still; there is a shared moment of visceral, primal triumph. Any reflection on the fragility of life and the danger of the adventuring profession would come later. For now, they are all together and alive.
17 - Rosemary (8/13) Raging, Blessed
16 - Arya (10/10) Concentrating, Blessed
11 - Jonel (7/7)
10 - Manthis (11/11) Blessed
3 - Karsh (-38)
Rolls
Handaxe to hit - (1d20+2)
(1) + 2 = 3
Handaxe damage (Rage) - (1d6+2)
(3) + 2 = 5
Manthis was a performer and not an animal trainer. Note he has nothing about animals in his skills.
Dancer +3 (Dex)
Fire-Eater +2 (Int)
Tumbler +3 (Dex)
Sorry, that isn't very clear on the character sheet unless you look at the last of skills listing to note them and realize that is his circus skills. Those would be his entertainment for circus.
LOL. No. The whip wasn't learned for snapping at lions and such. :) Just an odd skill he learned and used it a bit in performance, but no animals and instead other participating players in performance it was used against.
Rolls
Great Sword Attack, Damage - (1d20+4+1d4, 2d6+2)
1d20+4+1d4 : (5) + (3) + 4 = 12
2d6+2 : (16) + 2 = 9
reroll the 1 on damage dice. - (1d6)
(4) = 4
Rolls
Ray attack - (1d20+5)
(17) + 5 = 22
Ray damage - (1d8)
(7) = 7
Damage: 8
Rolls
Hammer - (1d20+5, 1d8+3)
1d20+5 : (20) + 5 = 25
1d8+3 : (1) + 3 = 4
Critical - (1d8+3)
(4) + 3 = 7
Arya grunts in frustration, runs up, and pounds Karsh with her warhammer.
Karsh takes 11 bludgeoning damage! His lascivious smile drops into a snarl.
Still crouched in the bushes at a safe distance, ::Well, that seemed to work well enough,:: Jonel muses to himself as he pulls on the reservoir of power boiling in his blood. The resulting Ray of Frost beams from his outstretched hand, hitting Karsh again.
Karsh takes 7 cold damage; ice forms on his lips and eyelashes.
Manthis steps up alongside Rosemary and hacks at Karsh with his greatsword. The blade bites deep.
Karsh takes 12 damage; he falls dead, collapsing with a heavy thud and crunch of a shrub underneath.
The heroes look at each other with the adrenalin pumping in their blood still; there is a shared moment of visceral, primal triumph. Any reflection on the fragility of life and the danger of the adventuring profession would come later. For now, they are all together and alive.
Each of the four PCs gain 50 XP: Arya, Jonel, Manthis, and Rosemary.

If a pulse remained, she would tend to his wounds with her healing kit, granting him a second chance. However, she still intended to disarm and disarmour him; fate would decide his ultimate destiny after they leave. Whether he lived or died was in Pelor's hands. If he was indeed deceased, she would offer a prayer for the repose of his soul kneeling in solemn respect.
Rolls
Heal rosemary - (1d8+3)
(2) + 3 = 5

Manthis says to Jonel about the undead attraction, "When your wizardry improves, it will make up for it."
After Arya is done with her prays on the body, Manthis will move the body aside with some local rubbish on it. That is as far as he goes. He doesn't want to spend the time to clear an area and burn it.
"We are good now. Let us get that gear back."
GM: Was that locket the type that has a picture inside of it?
She turns to her cleric friend. "Arya, I'm sorry. I haven't had a chance to thank you. The past few hours have been so hectic. I wouldn't be here if it wasn't for you. You have my deepest gratitude." She kneels before her.
The battleaxe is a little large, but can be wielded normally. The javelin is a normal short throwing spear. Who is taking which of these items?
You were already packed up camp from the previous night. Building a fire big enough to burn Karsh and then burning his body to do more than cook it will take a few hours.
What do you want to do next?
"We must cleanse this place. The ogre's body should be burned, and let us also purify the remains of the undead at our camp. They were once people after all, and deserve a final peace."

He adds on, "Arya. You given him prayer. More than he would have given us. We need to get our lost gear and be on our way."
What are you thoughts Rosemary? "

OOC: She is fine coming back after sleeping and resting.
Not that anyone was asking, but here's a reminder in case it comes up in the future: In 5e, PCs can only gain the benefit of a long rest once per day. Right now that means your long rest won't be available again for another day.
Having said his piece, Jonel squats, waiting patiently.
We can go back to our previous camp site to get back our things and rest, we can think about it further. "
Rosemary is skilled, and makes short work of this task. Ten minutes is enough to butcher the body, and working together, she and Jonel manage to cover it with stones in another twenty. They're confident that the cairn will keep out anything smaller than a bear from exhuming the body parts. At the end of this, Rosemary and Jonel are tired and filthy with blood and dirt.
Soon, approaching the campground in the morning light, Manthis slows with a bit of caution, looking for any of the animated dead that they'd left here. This allows Arya to catch up to him. Seeing no movement, they proceed cautiously into the little hollow by the cliff. Their fire has burned down to ashes and is cold. Their abandoned gear appears undisturbed (except for their packs - squirrels scramble away as they approach and chitter angrily at them from the safety of nearby trees), and the remains of five dead adventurers lay scattered around the site.

Her gaze lingered on the mangled remains of the undead; a deep urge to purify them still tugged at her. However, sensing her companions' reluctance to spend time burning bodies, she decided to to allowing them to guide their next course of action.

He instead is watching about for annoying trouble. Seems that this area is teaming with difficulties. Fine place not to be a lone traveler.
He held scant concern about the undead bodies. He isn't one haul around a lot of extra stuff and by looks their gear wasn't keen. He has zero concern about dealing with the dead bodies and doesn't even try to slide them away in the brush and stuff. He leaves them as reminder to the next people that camp there. Returning back to the others was more in his line of thoughts.
Rolls
Wondering roll - (1d5)
(4) = 4
Big strong Manthis was carrying the extra Javelin & battle axe earlier. He picked them up so as not to let them waste away while the other took care of the body and such. He picked them up before he left for the camp site. Note: He is just carrying them. Not owning them.
It takes 10 minutes to return to the original campsite, then Arya takes 10 minutes to don her armor. If you want to say that Manthis used that time to gather up all of Rosemary's equipment, that's fine. Manthis and Arya could then be ready to return with the gear and arrive just as Rosemary and Jonel have finished their job.
I will also point out that Manthis has assumed that the dead adventurers' equipment wasn't worth anything - he isn't one to haul around extra stuff - but others could check if they wanted to verify that, or discover any other information about who the dead people were when alive. As Dungeon Busters, they've been sent on a fact-finding mission. At the same time, it would also make sense to leave without curiosity, avarice, or ambition, shaken by the back-to-back ordeals. Either is fine.
Rolls
Mystery - (1d100)
(67) = 67
Everyone - you can gather around to see what Jonel finds, join him in examining the bodies, or just wait for him to return with his report.
@Nebula @DireHalfling @WanderOne - for each of you, are you staying where you are (in the forest by the cairn you built over Karsh's body), or going back to see what's taking Jonel so long (back at the first camp site)?

"You would have done the same for me, Rosemary. The pleasure was truly mine, and I would act again without hesitation. But remember, I am merely Pelor's instrument in this world, nothing more than a vessel for his will."
"Selflessness is indeed a remarkable virtue, and perhaps lies at the heart of true heroism. I, too, am still learning... but please remember that your own survival is crucial if you wish to continue aiding others. Your actions, though, helped me regain my composure and ultimately, with Pelor's healing grace, we prevailed."
"I have much I can share. You don't need to become a priestess to walk Pelor's path. Warriors who dedicate themselves to the noble cause of light and goodness are equally vital in the fight against darkness. Trust the light within you, Rosemary. I believe you possess a good heart and will know the right course. But as a beginning, you are welcome to join me for dawn and dusk prayers; that would be a meaningful first step."
"Let's ensure Jonas and Manthis doesn't wander off to more dangers. We can continue our conversation as we go." She was determined to keep a close eye on Jonas.
Arya and Rosemary are engaged in their conversation; by the time they catch up to the others Jonel is finishing laying out the dead adventurers' equipment while Manthis keeps an alert watch. Most of the gear and clothing has decayed, but there are still several items of possible interest.
The dead one with the falchion also had a short bow, a quiver containing two types of arrows (eight with black fletching, and two with white feathers), and a crystal pendant hung on a necklace.
The dead one with the dagger (which turns out to be silver) also had a hardened leather pouch of ball bearings, a hardened leather pouch of small tools and twisted wire, and a silver earring hanging from the side of its face.
The dead one with the club also had a metal badge depicting a hand holding a lightning bolt and a small stoppered vial of liquid.
The dead one with the short sword also had a short bow, a quiver containing the same two types of arrows (seven with black fletching, and one with white feathers), a small book, a set of cooking utensils, and a bone die.
The dead one with the staff had a small red gem embedded in the staff, and a large book with many notes written in multiple languages.
Which of these items do you want to inspect and/or claim before you decide where to go next?
Rolls
Arrows, arrows - (2d10, 1d4)
2d10 : (87) = 15
1d4 : (3) = 3

Being a fighter, he looks over the falchion. He favors his great sword but doesn't hurt to have a backup weapon. Followed by short sword and then both short bows, Quiver & arrows. Otherwise the main weapons.
Rosemary will may well be there with him on that or something might have caught her eye.
"I don't suppose you either of you two spellcaster can detect magic? Now that everything is gathered."
Rosemary wants to inspect the crystal pendant, the vial of liquid, the cooking utensils, and the red gem.
Arya examines the two books: like all books in her experience, these have been written and illustrated by hand. The larger book is written in multiple languages and contains many diagrams and arcane symbols. It is obvious to Arya that it is a spellbook, though it would take careful study by a sage or wizard to discern what spells it contains.
The smaller book appears to be a book of poetry, written in Imperial. The poems vary wildly in quality, ranging from from mediocre to magnificent, philosophical to lewd. There is both great beauty that touches her and crudity that surprises her.
Without magic, this is what Manthis observes about the weapons:
The falchion is like a heavy scimitar: a wide, curved slashing weapon. It weighs four pounds. Even if it has no magic, it will have a base 1d8 slashing damage, but is versatile for 1d10 (mechanically identical to a battleaxe). It has seen much use: the wide bronze guard has many nicks and scratches.
The short bows are standard short bows (not including any magic, they will deal 1d6 piercing damage with normal arrows).
Between the two quivers, there are 15 black-fletched arrows (probably using crow feathers), and three white-fletched arrows (probably using swan feathers). All seem usable. With no way to know if there's any magic, they seem to be normal arrows.
The short sword is very finely made: a straight blade with a narrow guard atop a grip wrapped in greenish copper wire. There's no telling if it's magic, but absent any magic, this light finesse weapon will deal 1d6 piercing damage.
The club seems to be a heavy cudgel cut from the branch of some dense oak; a little tuft of grass grows from one of the cracks in the wood where dirt was packed as it lay on the ground before its wielder's corpse was animated. Even if it's not magic, this light weapon will deal 1d4 bludgeoning damage.
The dagger has a long silver blade and no guard. Not considering any magic it might have, this light, silver, finesse weapon will deal 1d4 piercing damage. Like all daggers, it also has the thrown property.
The staff is made from ash wood, very solid. Any magic aside, this versatile weapon will deal 1d6 bludgeoning damage wielded with one hand, and 1d8 bludgeoning damage when wielded with two hands. The red gem does not seem to have been socketed into a place carved for it in the wood; it's unclear how it remains attached.
Rosemary steps in an examines the red gem; it comes away in her hand at a touch. There is no mark on the staff where it was (Rosemary can roll an Arcana check regarding the red gem).
She looks at the crystal pendant: peering deeply into the cut facets of the translucent crystal reveals whorls and curlicues and straight edges, almost as if there was a mechanism itself formed of crystal within the jewel.
The vial of liquid appears to be a potion of some kind, but knowing which kind would require tasting a little sample. The nature of beneficial potions can usually be discerned in this way, though some detrimental potions - like poison - are also apparent, because they take full effect immediately on such experimentation. (It's up to you whether any of PCs decides to sample it or not).
This person had either been a culinary artiste in life or just had aspirations to become one: while there is some overlap, the set of cooking tools here includes many that Rosemary herself does not have with her focus on baking.
Edited to make it more clear that any of these items could be magical.
BTW, did Jonel ever introduce himself? I don't think he did.
Rolls
Arcana (the red gem) - (1d20+1)
(11) + 1 = 12
History (the metal badge) - (1d20+1)
(10) + 1 = 11


About the badge.... rolling religion
Rolls
Religion - (1d20+1)
(11) + 1 = 12
Arya examines the badge and immediately recognizes the symbol as that of Heironeous, God of Righteousness and Glory. Hearing this, Rosemary recalls tales of several militant orders of Heironeous devotees: the Order of the Shining Sword, the Valorous Host, the Order of the True Strike. The faithful to that god travel the world, opposing chaos and evil and promoting law and justice. Some storytellers claim that the very first paladins ever to exist were worshippers of Heironeous.
Examining the red gem, Rosemary determines that she can press it against the side of any weapon and it will remain affixed to it until she twists it just so and it comes off again. That seems to be magic, but the purpose of it - aside from adding some flashy dazzle to a weapon - is unclear.
Arya: silver dagger, poetry book
Jonel: spellbook, silver earring
Manthis: falchion
Rosemary: potion, cooking utensils, crystal pendant, badge of Heironeous
Rosemary was looking at the red gem, but hasn't said that she's taking it. Does anyone want to take the red gem, or any of the other items, all of which you've identified as usable and/or valuable gear?
I will not-so-subtly remind/point out that characters need to pay their trainers when gaining levels.
And the sale of items comes to mind instantly. Obviously the non-magical goes first but it appears that our lack of funds would say something magical may as well go on sale too. Be best if anyone wants any of those weapons to pipe up.
Manthis hopes we can determine the magics of the items. And he will volunteer to test the potion as we all know it could be poison.
Rolls
Arcana: Silver Earring - (1d20+2)
(11) + 2 = 13
Arcana: Red Gem - (1d20+2)
(2) + 2 = 4
Manthis takes a sip of the potion, and determines that it is a type of potion of healing. He shares his discovery and returns the potion to Rosemary.
Arya: silver dagger, poetry book
Jonel: spellbook, silver earring, red gem
Manthis: falchion
Rosemary: potion, cooking utensils, crystal pendant, badge of Heironeous
- escort the Jarls home
- continue to Orlane to look for Aanbo, Chase, Myrtha, Reptile, and Theran. If you find them, warn them that Bandit Black is one of "the faithful" and join them. If you can't find them, or you find them dead or captured, return to Hochoch and tell Olpert about it and whatever else you have found in Orlane.

"Yes. Onward to Orlan. Perhaps there we can ID the rest of the magic items and sell what is unwanted."
But if you think the other Dungeon Busters might feel left out, your group might consider telling them about all the other potentially-magic items that were left on the ground...
"The blessings we have received, the strength to face adversity, the comfort of the sun on our skin; these are all gifts from Pelor. His influence is everywhere and a constant reminder of hope and renewal. Though we may face trials, know that His light is always there to guide us, if we but open our hearts and minds to it."
But if you think the other Dungeon Busters might feel left out, your group might consider telling them about all the other potentially-magic items that were left on the ground...