In the common room, Rhiann waits alone.
Episode 1: A Helping Hand
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In the common room, Rhiann waits alone.
As Heash enters into the common room he stands by a table and grasps his warhammer with one hand at the head and one hand at the bottom of the hilt. He lifts it over his head as he takes a big stretch.
"Mornin'" he says to Rhiann. "Is there always this much clamor in the morning?"
To Haesh, Rhiann says, "There is a general store across the intersection. Daresouk Orecloak is the proprietor and likes to open early, so whatever else you might need can be found there. He doesn't carry weapons, though."
He enters the kitchen area. If he sees the genasi, he'll walk up to her, "Precipe, was it? I was directed to see you for breakfast, and perhaps additional provision for a sea voyage?"
If he sees someone else, he'll inquire about a "Precipe".
The water genasi is at the stove, still carrying a bundle slung across her back. She is mixing a bubbling stew in a large pot, rotating a large wooden ladle through a hodge-podge of starches and vegetables. As Parallel approaches, he can hear soft humming in a slow melodic tune akin to a lullaby.
"Breakfast?" confirms Precipe, ending her song and turning as the halfling addresses her. Up close, Parallel can see a bit of age in the genasi's face, enough to place her in her mid- to late-twenties if he had to guess. Precipe smiles as warmly as the hearth and says, "Certainly, young Master! Fetch me a crock from the counter." The genasi picks up a small bowl filled with a handful of minced green flakes and dumps the contents into the pot, then resumes mixing.
"It smells delicious!"
Being very close to his mother, grandmother, and sisters, Parallel is drawn to this fascinating woman, particularly as she seems a loving and caring mother. He smiles at her and says, "I know that you're busy, but I'd love to see your baby, if you don't mind. I'm really good with kids, and used to play with my little nieces and nephews all the time. I come from a big family and haven't seen them in quite a while..."
Then it is gone. The stew bubbles and the fire cracks, while steam escapes lidded pots further back on the stove. Precipe's smile softens her features and she touches her shoulder while making a clicking sound with her tongue. "It's all right," she coos.
A slender serpentine form of deep blue rises up from the bundle, climbing to perch upon Precipe's shoulder. This tiny creature resembles a dragon with its blue scales, four legs full of talons, a pair of horns above its head, and an elongated snout with sharp teeth. There the similarities end, as it lacks any wings, and its snake-like body ends in a large fin that surrounds its tail.
"This is Marinna," says Precipe, reaching to scratch under the creature's chin. A low purr can be heard. "I keep her in there so she's out of the way when I'm working." The genasi then holds her hand out for the crock in Parallel's hand.
"Greetings fellow 'monster hunters'," he says with wry smile. Revealing his full height, he stands up from his casual pose and crosses the room toward the group - green-brown robes flowing about his slender frame. Despite being fresh from the road, he seemingly has not a trace of dust or dirt on his person. Not one strand of light gold hair is out of place.
He gives a genuine smile which his eyes match and introduces himself as Golwen. "I'm honoured to be able to join you in this worthy endeavour. I'm sure you'll find my talents useful and trust my company won't grate...too much." He chased his last comment with a quick wink.
Turning to Rhiann, "And, of course, my thanks to our hostess for facilitating my introduction." A brief but courtly bow hinting at a juxtaposition between upbringing and comportment.
"She's beautiful...wha...um, what is she?" he asks. It then dawns upon him that there has got to be a great story here, "And how did you come to possess her?"
"She is... well, I don't know what a scholar would call her," says Precipe, her quiet voice rising like steam. "But she is a friend, not a possession; I don't own her as one would own a pet. We've been together since..." And the genasi turns back to Parallel, capping the crock and holding it out to him with a soft smile. "Well, for a long time."
While stifling a yawn Haesh says, "Well... I'm heading over to the general store. Anyone who wants to go is welcome to come."
Haesh starts for the door and gives a quick look around to see if anyone else is coming. He then heads towards the general store.
"Is she hungry?"
Rolls
Nature - (1d20+3)
(6) + 3 = 9
Precipe's smile never wanes. "Always," she says. Marinna claws the genasi's shoulder, snout stretched forward towards the stew-filled crock. However, the creature seems hesitant and keeps some distance, either uncertain about approaching Parallel or restraining itself on the genasi's behalf.
Precipe dismisses the halfling's offer and says, "You are quite generous, Master Halfling, but that is for you and your journey. The Rose provides for us, so we are not in want."
He throws a quick nod to Haesh in response and with a practiced flourish he unslings his bow, gathers his robes about him, and slips into a chair with his back to the wall.
Waiting to meet the other members of the crew, Golwen sends a quick mental communication to his small friend keeping watch outside. Watch over our new friend and let me know if trouble finds him.
Inside is a single spacious room interrupted by posts supporting the floor above. The walls feature shelves and crates stocked with a variety of dry goods, while low tables in the middle of the room contain boxes of smaller items. In one corner is an L-shaped desk laden with equipment and supplies, matching the overstocked shelves and cabinets behind. A flight of stairs rises up to the second floor.
Behind the desk is an aged dwarf, tinkering with a lantern. His beard and moustache are capped by brass ornaments, while an acrid cigar fills the air with a heady smoke. Shirtless, the dwarf has a pair of suspenders holding up short leather pants tucked into heavy boots.
After several minutes Haesh approaches the desk with his arms full of items. Haesh uses his elbows to start sliding some of the items on the overcrowded desk out of the way, not seeming to care if anything falls off.
He then lays out the following:
10 candles
1 lamp
3 oil flasks
1 signal whistle
He looks over at Daresouk and says, "How much for all of this? Also, can give me a few pieces of chalk for buying so much?"
Rolls
Persuasion - (1d20+2)
(17) + 2 = 19
"Well met, mate! I'm Rhodrick, Rhod if ya like." He turns to Rhiann, "How long before the Red Cutter shoves off? I need to make a quick purchase before we embark."
"This should not even be 1 gold! I don't understand, is this lamp made out of gold!?"
Haesh pounds the desk with his fist and leans over peering into the dwarf's eyes. "I demand a fair price... NOW!"
Rolls
Intimidation (+4 (Char) - (1d20+4)
(18) + 4 = 22
He slowly gathers himself from his seat shouldering his bow and pack. "It sounds as though time may be of the essence. Shall we gather the others and make our way to the ship? ...via the store of course."
Haesh takes the candles he brought over to the counter and chucks them into the face of Daresouk. He then storms out of the shop and heads back to the Arcadian Rose muttering to himself.
He looks up to see his companions.
"You guys ready to go or what?"
"We were just about to come get you."
Precipe considers Parallel's question and the words in her response. "Is she a dragon?" she begins, words soft and warm. "Perhaps a distant relative, much like a turtle or a salamander. Or perhaps, a better question is 'How can we be certain you are safe to have around?' Can I accept whatever answer you bring? Will there always be suspicion?"
The genasi smiles again. "At a certain point, we must trust our judgment, and in our judgment find trust in others. Consider the means in which you and your companions have been brought here. Someone outside of us has placed their trust in our working together. We might even believe that the same consideration was given to myself and Marinna.
"But perhaps your doubt stems from something else? Is it that because you do not know the nature by which you and your companions have been selected, you seek comfort against the unknown? Would it help calm your suspicions if the process was revealed to you?"
"I think you are an incredibly insightful person. Yes, I had the same feelings in the meeting last night and still didn't get comfort as to why I should trust my companions. Perhaps my distrust isn't with this beautiful creature. It is indeed unsettling that some power was able to observe us, saw that we were sympathetic toward the Diva, and left us messages to gather here. If it were that easy, I fear that the Caer Tan could sniff us out just as easily, putting us and all whom we love in danger. Can you share something of the process?
But I have to say, she does have much more in common with a dragon than a turtle does. And I got a sense of ancient power when I first encountered her -- but I was unsure if it was her...or you...". His voice sort of trails off at the end, afraid that his mouth may have gotten him into trouble again.
"As to the process: no, I cannot share. Secrecy is essential to ensure the safety of the Pale Deva and those who support us. I know that does not allay your fears, but take some measure of comfort knowing that someone out there believes in you and your companions. There is faith that you and yours will do what is right."
Precipe turns slightly, moving the wooden ladle to stir the settled pot of stew. "You are young, Master Halfling, and youth often wants the entire world laid out for them. Perhaps with more experience will the unknown be made known, and you might discover a little more about the Pale Deva, as well as yourself."
Should I send the others in for a crock?"
After her answer, he takes his leave and joins the others in the common room.
"Hey boys! Ready for the trip? I'm headed over to the store -- anyone else?".
He pauses when he sees Golwen, "Oh, hi. You with us? Names Parallel. We can catch up on the ship." He heads out the door, running to catch up with Rhod.
It is estimated that you would reach Jyehm Cay in two weeks.
"Hey, Rhod -- you're the sailor, right? Do these charter ships usually have provisions for their passengers, or do we fend for ourselves? I'm already missing out on second breakfast and elevensies when I travel with big folk, but I don't want to starve. I got a month's dry rations plus some tins from Rhiann, and a crock with 4 days of fish stew from Precipe. You should go get one. We'd be golden if we had galley privileges and could save the rations for our time on the island."
He slows his pace when he recognizes a potential confrontation brewing and starts scanning the street looking for likely threats. His demeanour remains calm and non-confrontational, but he is now fully alert and keeping everyone in front of him in case action is needed.
Edit: HAHA! Jandral's deaf as a doorknob!
Rolls
Perception - (1d20+5)
(1) + 5 = 6
The dwarf makes his way downstairs just as he hears people leaving the Inn. Entering the common room, he addresses Rhiann. Am I to assume I've just missed my new companions?
Rolls
Perception - (1d20+3, 1d20+3)
1d20+3 : (19) + 3 = 22
1d20+3 : (3) + 3 = 6
"... and yes I did go by the shop... The guys who runs it is a big oaf. He tried to overcharge me for a lamp and some candles... He wanted 30 gold! 30 gold! Can you believe that? I could go without ever seeing that buffoon ever again!"
At this early morning, you all are the only ones on the street in this vicinity.
His face becomes a little red and he exclaims, "I think I can hear that oaf outside right now!"
Haesh begins to head towards the door saying loudly to himself, "Oh, he has no idea who he is messing with!"
Rolls
Persuasion on Daresouk - (1d20+7)
(19) + 7 = 26
Upon hearing the irritation in his voice, Tordek grabs the back of Haesh's chain mail. "Hold up there, lad. It might not be for the best to be getting in a scrap before our journey's even begun. Just let it go and we'all be on our way to the ship."
With that, Haesh takes a deep breath to try to compose himself and steps out the door a few moments after Jandral.
He quickly approaches Daresouk, claps an arm around his shoulders and walks him to the shop.
"I sure hope you have what I need. I'm a writer, you see, about to embark on an adventure at sea, and I need supplies to document our journey..."
Hopefully they make it to the door without incident.
"Here, mate, you remember this little scamp. Do me a favor and purchase a healer's kit from our good master dwarf here. I'll check in on the provisions you were asking about. There should be enough to add a little extra for the time and trouble he's been through today."
Rhod drops the pouch expecting Parallel to not let good coin touch the ground and turns back the other party members in the street.
"Ahoy, there! Is that another crewmate we've picked up? Lads, I've just got word that our gracious chef offered to send us on our way with some extra victuals. Any square meal we can get before the ship's mess is reduced to hardtack and water should be counted a blessing!"
He waves his arms back towards the inn as he passes them.
He whistles as he looks through the wares, finding what he needs and dropping them into a small basket.
He brings his purchases to the dwarf, saying, "My friend would also like a healing kit -- do you have something already assembled, or should I look around for the various parts and make it myself?"
For writing: Ink, ink pen, 5 sheets of parchment, a scroll case, and sealing wax
Other: fishing tackle, 2 pieces of chalk, 2 sacks, and a whetstone
Plus Rhod's healer's kit
Haesh's face turns a dark red and he kicks the door open. As he steps out in front of the inn he glares around the street looking to find Daresouk.
Without taking his eye off Parallel, Daresouk reaches behind to a shelf for a small box, then slaps it onto the counter. His voice resumes a normal volume, though the words strain from his bristled beard. "Your kit, sir. Will there be anything else?"
"Lets get the hell out of here! ... Where is Parallel?"
He pauses for a moment -- his skill set may give the impression that he is a thief, but he sees himself as a freedom fighter. He's never stolen from someone who didn't deserve it or unless the mission required it. This is a shopkeeper in the heart of their safe harbor.
"You seem to be really having a bad day. I plan to come back here on occasion and your shop may be a regular stop for me. I don't have much left, but please take all I have -- I hope it compensates you some, and perhaps we can share a few pints when I return and cement our working relationship."
He dumps the balance of their gold on the table, almost 7 go, making it clear that the two pouches are empty.
Haesh falls in line behind Tordek. As the they get out in front of the inn Haesh cannot help but glare over in the direction of Daresouk's shop.
Parallel walks away, taking his supplies, but leaving the 7 gold.
He teturns to the inn, and seeing that everyone is gone, he runs upstairs to get his gear, adds the new stuff, grabs the sack of provisions, puts his crock under one arm, and heads to the docks.
As you walk through the market, you see a pair of leather-clad individuals in matching uniforms, each armed with a shortsword and bearing the insignia of a winged talon; the mark of the Eglar Eagles, the local guard. This pair, a human man and woman, stand at a T-intersection keeping an eye on the crowd. You walk across their gaze, but the guards make no move to stop you, nor do they seem that interested in your passing.
You find yourselves at the harbor. The commercial section of the docks sees the most activity at this hour as cargo ships unload a variety of goods, and a steady procession of porters on foot or in wagons and carts haul these materials to warehouses or other destinations. A hubbub of calls between hoist-and-winch operators and longshoremen on deck combine with captains' orders to their crews to create a hectic miasma of noise.
Standing out amidst this chaos, positioned centrally before the warehouses, is a raised platform upon a stone base. There is a table behind a low wooden banister covered by a canvas awning, and behind it are three individuals that seem unfazed by the din surrounding them. Two are clad in chain mail and closed-face helmets, and armed with crossbows and long blades. This pair flank a seated dark-robed individual with an elongated reptilian snout colored as white as the ocean froth visible from beneath the raised cowl.
A large tapestry hangs against the front face of the stone, colored a bright crimson edged in black. In the middle of this tapestry is a circle of inwardly-facing sharp teeth, with elongated maxillary and mandibular canines. This image, reminiscent of a dragon's open maw, is the royal crest of Caer Tan.
Deducing that a chartered vessel would not be amongst the commercial ships, you head in the opposite direction where smaller, yet longer docks hold several boats of varied size and make. There isn't much of a crowd here, and the few individuals you do see appear to come and go from a small shanty nearby. A sign above the door reads in Common, "Harbormaster."
He makes his way to the front entrance of the harbormaster's office and opens the door.
Seated at the table is an overweight middle-aged, balding human wearing roughworn clothes. Before him are several ledgers, all closed, while he rests his hands upon the table with fingers interlaced. Inkwells and quills are organized neatly to one side, while a sheaf of parchment and other papers are piled opposite.
"Yes?" he asks, in a voice that sounds as tired as his current expression.
With his attention on the immediate surroundings, and his new companions, he uses a mental command to send Rhevia to a higher perch where he can keep an eye on the group from above.
Rhod keeps a friendly enough demeanor, but gets right to business.
"So its like I said, that guy just kept trying to push me to pay extra for what I wanted... 30 gold can you believe it?! All of it was probably rubbish anyway... BUT still 30 gold! It probably was not even worth 1 gold!"
Haesh has been talking in circles the whole walk and has probably explained his end of things to the group a dozen times by now. Whether the group is annoyed by it, Haesh does not seem to notice.
He turns and thumbs through a pile of papers before pulling out a document. "Name, gender, and race." The paper is rotated to face Rhodrick and slid across the table. The top of the paper reads 'Passenger Manifest.' Below that is the line 'The Red Cutter, sailing from port of Eglar City, Eglar, arriving at Jyehm Cay.' A large blank space follows.
'Thoroar Wyvernjack, male, human'
"Some of the others are outside, but I don't know if they've all got their letters. Want me to save you the trouble?" He cocks an eyebrow in the man's direction and tries to match his weary expression.
'Askew Yellowjar, male, halfling'
'Hargretor Gellantara, male, human'
'Norward Loreweaver, male, half elf'
'Gralamin Moonshadow, male, elf'
'Thoain Dagarkin, male, dwarf'
"Master Dagarkin!" Rhodrick turns to Tordek as he enters. "We were just getting squared away. The honorable deputy harbormaster was about to point out where the Red Cutter rests so we can shove off!"
"You been on a sea voyage before? You never forget your first..."
"Avast!" bellows a rumbling baritone from the aft weather deck. A short stocky dwarf dressed in fine robes and a coat trimmed in fur as white as his beard begins to descend the stairs. He wears a large hat more appropriate to the desert sands than the ocean waves, but the jewel-encrusted rings around his neck and upon his garments go well in any environment. "Might I be of sahrvice to ye?" he calls out, addressing Golwen, stressing the syllable.
Without waiting for a reply, Yokgrumli turns and yells, "All hands to weigh anchor!" The ship bursts into activity as each person runs to their station and begins preparations to depart Eglar. After observing the crew for a bit, Yokgrumli turns back to you all and says, "Allow me to show you to your quarters." With a sweep of his hand, he gestures to the door leading to the second deck.
You descend away from the bustle topside as Yokgrumli leads the way past a common room to a short recessed area fronting three doors. The captain opens the middle door and steps into a single small room at the foredeck. Bereft of any furniture, there is enough space to accommodate 4 hammocks. "Sorry 'bout the lack of furniture," says Yokgrumli, in a tone that indicates he isn't really.
"Where do we report for duty, captain? No idle hands, I presume."
He indicates the main room you had passed through. "That's where me crew sleeps at night, so I humbly request you not bother them. Otherwise, during the day y'er free to roam there or topside.
"We're stocked for the trip, but I ask respect in taking meals at the designated times, which be sun-up and sun-down, or whenever I feel like it. If you got our own meals, or like to fish from a moving boat, fine."
Parallel heads back to the deck to take in the sight of the island as they depart as well as observe the crew.
He boards the Red Cutter and accompanies the rest with Captain Yokgrumli to their assigned berth. Instead of dropping his seabag in the chartered cabin, he leaves it to the side of the hatch in the crew quarters.
After hearing Tordek's offer and the response he lifts his knuckles to his brow and gives a quick "Aye Skip!" He moves to help with pulling in the mooring lines while the anchor is hauled up.
Rhodrick and Tordek each receive appreciative nods from a few deckhands, before the crew separate to their designated stations. The lookout ascends to the crow's nest, somewhat surprised at the presence of an owl above him. The navigator sets the course and the Red Cutter is away. Captain Yokgrumli transfers the wheel to the helmsman and, after giving a casual glance across the ship, enters into his quarters.
The days pass somewhat slowly. The crew seem reluctant to talk to you, perhaps under orders to not bother the chartered passengers. Rhodrick and Tordek are given a measure of respect for their seamanship, and for the most part your group is not bothered. Meals are offered to you, stale bread and fish, with a bit of fish oil for flavor. Most of the crew take their meals topside, while the captain dines in his office. At night, your quarters are cramped, even after deciding who among the 6 of you gets to use the hammocks and who sleeps on the floor.
It is the fourth day of travel, and the sea is a featureless plain of dark blue water stretching to the horizon. This morning there is a cold mist, and the crew is unusually quiet. All hands are at their stations, but quiet. Even the rope and wood of the Red Cutter falls silent in apparent vigil. No one looks at you, nor do they address you at this time, seemingly intent on the surrounding fog. Captain Yokgrumli is by the helmsman, eyes on the water and hands on the railing as though feeling the waves underneath the ship.
What do you wish to do now?
Jandral isn't indifferent about today's serious mood, however, and tries not to bother the captain too much. Still, he can't help his curiosity and joins the captain at the railing. "What's with this mist, Captain? Jandral inquiries in a low voice. "Is there cause for concern?"
With a thought he sends Rhevia skyward to get a bird's eye view of the situation. The situation has the Elf a little bit on edge. He is out of his element here. In the past, inmoments such as these, he can't recall ever regretting having 360 degrees of awareness. Thank you, friend. Keep the watch for us. Alert me to any disturbance, in water or mist.
"Always," whispers the dwarf in answer to Jandral's question. He speaks quietly, as though his voice will interfere with his other senses. "Bad things live in the mist. Keep quiet and keep your eyes and ears open."
For Golwen, the crew eventually came to understand that the owl was a companion, and made no further comment about the strange bird being a bad omen. At the wizard's behest, Rhevia takes to the sky, wings taking it silently into the fog.
Rolls
Perception - (1d20+5)
(7) + 5 = 12
Perception - (1d20+5)
(20) + 5 = 25
Perception - (1d20+5)
(14) + 5 = 19
Question: Since Rhevia makes perception checks based on hearing or vision with advantage, should I roll it straight? Cancelling the disadvantage of the mist?
Rolls
Perception for Golwen at Disadvantage - (1D20+4, 1D20+4)
1D20+4 : (20) + 4 = 24
1D20+4 : (4) + 4 = 8
During the night he sleeps on the floor with no issue. While sleeping he uses his belongings as a pillow while keeping his hammer wrapped up in his arms.
Haesh takes no special interest in the coming fog.
This morning he stands amidships intently scanning through the mist and the fog.
Rolls
Perception - Disadvantage - (1d20+5, 1d20+5)
1d20+5 : (8) + 5 = 13
1d20+5 : (8) + 5 = 13
No one sees anything, straining your senses against the mist.
No sooner had the telepathic thought insisted itself upon Golwen, than he was on his feet and moving toward the Captain. Despite the urgency he made every effort to seem nonchalant. He slowed his breath and measured his steps against the racing of his heart.
Approaching the Captian, he leaned against the railing next to him and spoke softly, "Captain there is something very large in our path. Without making too much noise or raising alarm, I suggest you turn this vessel as sharply as possible and with all reasonable haste."
He adds in, almost as an afterthought, "I know not if it is ally or foe, merchant or pirate. I only know it is there and it is large, but not so wide as to be difficult to avoid."
Yokgrumli turns to Golwen and Jandral. "There are worse things than pirates in these waters." He leaves the rest unspoken as he walks to the port side to look out over the railing.
With that, Golwen continues to peer hard into the mist anticipating the need for action. Grateful for Parallel's appearance at the railing he takes comfort in his allies. "More eyes are better, master halfling. Help me scan for a ship?"
Rolls
Perception check (Disadvantage) - (1d20+3, 1d20+3)
1d20+3 : (7) + 3 = 10
1d20+3 : (7) + 3 = 10
He searches his memory for the significance of those colors.
Rolls
Perception - (1d20+4)
(19) + 4 = 23
History - (1d20+3)
(15) + 3 = 18
Rhod doesn't draw his weapons yet, but his normal, rolling gait becomes a fighter's prowl across the deck.
Golwen's owl returns to the mainmast, perching without a sound above the crow's nest. Rhevia turns her head to the port side like a faithful hound directing your gaze.
There is nothing at first. Then through the mist, approximately 120 feet away, the faint silhouette of another boat begins to emerge. A black bowsprit slips into view, piercing the cloudy haze to herald the appearance of the dark, rotting figurehead in the shape of a nude woman in flight with arms stretched behind. As more of the vessel is revealed, three tall masts lift tattered and windless sail like wisps of spiderweb. The hull and deck are draped in a spattered canvas of algae and seaweed, lending a dark and sickly green to the black timber. Even the figurehead is stained in similar manner, like a trail of emerald tears from pupil-less eyes, like bile oozing from open and down-turned lips.
No movement can be seen on the deck of the far vessel, which appears clear of anything you might expect on a seafaring ship. Only the shredded sail sway, like diaphanous curtains in an open window. The figurehead pulls at the timber like dragging a heavy cloth as the ship slowly drifts forward.
Captain Yokgrumli and the crew of the Red Cutter are silent. They do not address any of you, eyes fixed on the boat beyond, not moving from where they stand. In fact, they go so far as to ignore you, their own breath caught in their lips. Each crewman's expression seems rigid, a mix of wonder, fear, and concern. The veterans, including Yokgrumli, appear focused in intense determination. It is as though no one is willing to break the silence and invite attention to themselves.
Soon you will pass, with some distance of seawater between.
Rolls
Perception (Alert for movement on the ship) - (1D20+4)
(16) + 4 = 20
Rolls
History check (int +3) - (1d20+3)
(6) + 3 = 9
The crew of the Red Cutter remain silent, transfixed on the apparition as they sail past. The far ship does not deviate from its course, and eventually its bowsprit pierces the veil. The figurehead pulls the boat into the mist, where it slowly disappears from view.
Captain Yokgrumli is the first to break the silence. "Maintain course," he orders the helm, words quiet like gravel. This seems to shake the crew out of their thoughts, and they set about their tasks without conversation save for the unspoken tension between their eyes.
The captain turns, without a word, and enters his office.
Parallel seems quite annoyed with these kinds of superstition -- it comes from being a devotee of Luck.
Rhod replies to Parallel without turning in his direction. He still watches the place where the phantom ship disappeared into the mist.
"What do you make of our encounter today? I didn't see anyone -- I wonder why we didn't board and loot it?"
Rolls
Insight on the crew (they hiding something) - (1d20+3)
(1) + 3 = 4
History, maybe? - (1d20+4)
(8) + 4 = 12
Golwen allowed his mind to play across these questions and their potential answers more for intellectual exercise and time passing than anything else. More likely than not nothing would come of any of this, but it was a habit of his and one he enjoyed. And, in the rarest of occasions, it actual proved to help him prepare for the unexpected.
Rolls
History - (1d20+1)
(11) + 1 = 12
As you've spent time in reflection, you notice that the mist is dissipating. The mid-morning sun warms the ocean and clears the air, bringing in scattered clouds. As the last of the mist clears, you see no other vessel sharing these same waters. You are alone.
It isn't long before the crew returns to conversation, but it still takes the better part of an hour before any mirth can be heard. The sailors talk of other port towns and remote cities. They speak and laugh about acquaintances there and adventures had, or vice versa.
No one makes mention of the apparition.
The weather has been very nice, and you seem to be making excellent time according to Captain Yokgrumli. Assuming the weather holds, he expects to reach Jyehm Cay two days earlier from the expected 14. Of course, the sea is never constant, so he advises that his estimate should not be taken as a promise.
As if on cue, the evening of the eighth day finds a sudden storm has swirled into the region. The wind and rain pummel the Red Cutter and all crewmen struggle to maintain the ship's course; no one is sleeping tonight. The vessel rises and falls with each swell, pitching and yawing seemingly at the whim of the ocean. Thankfully this storm was spotted early, and everything on deck had been taken below or lashed down, and the mainsails reefed with storm jib loosened. The captain and helmsman manage the wheel to heave-to when needed, shouting between themselves in order to be heard.
"How... How can people stand... stand to live on boats!?"
The moment passes and he returns his attentions to the Cutter's path and the near future. He contemplates sending Rhevia out for another scout, but seeing her fluffed and ruffled he decides to let her enjoy the rest and the breeze.
Whoever is in the room is making Perception based on sound. Anyone not in the room will use all senses.
Rolls
Perception - (1d20+5)
(8) + 5 = 13
Rolls
perception - (1d20+5)
(19) + 5 = 24
Topside, Rhodrick has little to do except hold on and try to stand against the wind and waves. He peers out across the deck, but the stinging rain forces him to squint and turn his head away. The flashes of lightning and crack of thunder don't really help.
As he continues to look on, a large wave rises up and threatens to break across the bow. Jandral sees two more hooks erupt out of this wave as though propelled by the moving water; one finds purchase while the other thuds harmlessly against the hull and falls back into the sea.
There are at least four on the side Jandral looks out of, while a number of other hooks can be spied attached to the hull near the main deck.
Haesh follows, and experiences the same stinging rain and wind. He does not see anything near him, but does see 30 feet away on the main deck, what looks like a grappling hook over the rail that nobody else seems to have noticed.
Rhodrick, standing near the captain and helmsman, see the two yell and they start spinning the wheel.
Then hears subsequent thumps, leaps up and and shouts, "Or is something hitting us!?"
He sprints from the galley and meets Jandral as they head above decks. "I heard thumping sounds, irregular! Did you hear it? Doesn't sound natural to me!"
He slows his breathing and controls himself against the sudden surge of adrenalin that always rushes through him at times like these. Mentally running through his spells, he makes his way quickly to the starboard railing (but at a distance from Jandral so as not to make a convenient group target for potential enemies).
He leans over the railing and sees the ropes disappearing into the surf and immediately begins a ritual to help him determine if magic is being used against them.
Golwen, ritual magic takes 10 minutes longer than normal. Did you still want to cast Detect Magic as a ritual?
Not sure how many rolls to make, so here's a few...
Rolls
Fire Bolt - (1d20+5)
(8) + 5 = 13
Fire Bolt - (1d20+5)
(15) + 5 = 20
Fire Bolt - (1d20+5)
(18) + 5 = 23
Fire Bolt - (1d20+5)
(14) + 5 = 19
Rhod feels a cold anger surge as he finally draws his twin rapiers, their whisper lost in the raging of the storm.
Haesh makes his way carefully across the deck to the port side where he sees the grappling hook. When he reaches it, he notices three barbed hooks and spears further down the hull, embedded like those on the starboard side, all with taut ropes into the water.
Jandral's Fire Bolt strikes one of the five hooks embedded into the starboard hull, the arcane flame fighting against the torrential rain. With a burst of smoke, the rope snaps and disappears into the water. Now that Jandral is closer, he can see that some of the hooks look like barbed daggers or spears that were thrust into the ship, serving as anchor points.
Rhodrick moves to the starboard rail and sees the same thing, as well as Jandral's successful cutting of one of the ropes.
On the starboard side, an aqua-skinned hand breaks the surface of the water and grasps one of the ropes still attached to the ship. Jandral and Rhodrick see a finned form emerge, with a fish-like face filled with razor-sharp teeth, pulling itself up the hull.
On the port side, Haesh sees two similar piscine forms begin to climb.
Rolls
Firebolt - (1D20+6)
(8) + 6 = 14
If Haesh indicates in the affirmative, Parallel will draw weapons and move to back him up.
Rhodrick can hear Captain Yokgrumli yelling something, though whether it is to him or the helmsman isn't clear, as the dwarf's words are lost in a thunderclap.
Haesh and Parallel, you have an Action you may take if you wish. If not, let me know and we'll proceed.
Rolls
slash at rope (if possible) Shortsword, damage - (1d20+6, 1d6+4)
1d20+6 : (9) + 6 = 15
1d6+4 : (1) + 4 = 5
Haesh leans back against the railing and lets out another long breath. He then puts his knife away and pulls out his warhammer and shield. "Looks like the fun is about to begin!"
He then mutters under his breath, "I think I'd go with braized in a white wine sauce with some capers..."
Rolls
Initiative - (1d20+4)
(15) + 4 = 19
On the port side, Parallel and Haesh stand ready as the creature ends its climb to where its hook has latched onto the hull. From its position, holding onto the rope with one hand, it reaches behind for a barbed spear, which it thrusts upward at Haesh. However, the angle of the attack is too great to afford a good target, and the weapon deflects harmlessly off the railing.
Two more fish-like creatures emerge from the water on the port side, climbing the ropes and scaling the hull.
Currently it seems like the captain and crew are too engaged in keeping the ship sailing through the storm to either notice or address this threat from beneath the waves.
Jandral and Golwen are at the starboard rail, main deck. Rhodrick in on the aft weatherdeck where the wheel is, looking over starboard. There are three creatures in the process of climbing their ropes, 15' away.
Parallel and Haesh are at the port side, main deck. One creature has reached where the rope is attached to the hull and is 5' away, while two more have just emerged, 15' away.
Tordek is on the main deck.
Rolls
Main Hand Rapier - (1d20+6)
(13) + 6 = 19
Main Hand Damage - (1d8+4)
(1) + 4 = 5
Off-hand Rapier, bonus action - (1d20+6)
(7) + 6 = 13
Off-hand damage - (1d8+4)
(4) + 4 = 8
Rolls
Fire Bolt, damage - (1d20+5, 1d10)
1d20+5 : (15) + 5 = 20
1d10 : (7) = 7
Rolls
Warhammer (1 handed) - (1d20+6, 1d8+4)
1d20+6 : (20) + 6 = 26
1d8+4 : (3) + 4 = 7
Rolls
Warhammer - (1d20+1)
(14) + 1 = 15
Damage - (1d8+1)
(1) + 1 = 2
Rolls
Firebolt - (1D20+6, 1D10)
1D20+6 : (5) + 6 = 11
1D10 : (5) = 5
Parallel runs 15' down the rail to cut at the other two port side ropes.
Rolls
Shortsword (main hand), dammage - (1d20+6, 1d6+4)
1d20+6 : (10) + 6 = 16
1d6+4 : (5) + 4 = 9
Dagger (off hand), dammage - (1d20+6, 1d4)
1d20+6 : (8) + 6 = 14
1d4 : (3) = 3
Results of your actions coming up.
Parallel deftly thrusts out with his weapons, severing the ropes and sending their climbers into the ocean. The lone fish-man barely has time to reorient itself when Haesh's warhammer comes around and smacks it across the skull, sending spittle and scales flying into the rain. With a hiss, it pulls itself up and over the railing, only to be met with a second warhammer as Tordek whacks it in the abdomen.
Off the bow, two more fish-men climb over the rail, their grappling hooks unseen from where the party stood. They raise their weapons and move to attack some of the crew nearby. The four sailors take out clubs and daggers, but two prove to be no match for the fish-men's wicked weapons and become skewered upon their spears, falling lifelessly to the deck. Another sailor manages to strike at one attacker, glancing a blow off the scaly hide.
A large wave rises off the starboard side, and the Red Cutter lurches as it heaves-to to ride the wall of water.
Player turn!
He was not, however, prepared for the ship to lurch!
Rolls
Acrobatics - (1d20+6)
(3) + 6 = 9
Rolls
Acrobatics - (1d20+4)
(2) + 4 = 6
The Acrobatics check takes place before your turn, so you may still act after making (or failing) the roll.
He then looks for a rope to tie around his waist as a lifeline in case another wave hits.
Rolls
Fire Bolt, damage - (1d20+5, 1d10)
1d20+5 : (3) + 5 = 8
1d10 : (1) = 1
He closes as much distance from the weatherdeck to the bow as he can, his face twisted in a snarl at the sight of the two slain crewmen.
Rolls
Acrobatics - (1d20+6)
(11) + 6 = 17
Rolls
Acrobatics - (1D20+4)
(16) + 4 = 20
Firebolt - (1D20+6, 1D10)
1D20+6 : (10) + 6 = 16
1D10 : (4) = 4
Rolls
Acrobatics - (1d20+1)
(8) + 1 = 9
Jandral slips a little as seawater gets under his boot, and his fiery bolt disappears into the storm. He does see a length of rope nearby, a tail-end of one of the stays for the main mast.
Golwen's arcane fire strikes true and sizzles against the fish-creature's scales to leave a blackened char.
Rolls
Acrobatics - (1d20+3)
(19) + 3 = 22
Warhammer Attack - (1d20+6, 1d8+4)
1d20+6 : (19) + 6 = 25
1d8+4 : (5) + 4 = 9
Tordek, no longer engaged in melee, picks himself up and moves towards the bow, following Parallel.
Rolls
Fire Bolt, damage - (1d20+5, 1d10)
1d20+5 : (9) + 5 = 14
1d10 : (7) = 7
Rolls
Shortsword - (1d20+6, 1d6+4)
1d20+6 : (12) + 6 = 18
1d6+4 : (1) + 4 = 5
Dagger, off hand - (1d20+6, 1d4)
1d20+6 : (14) + 6 = 20
1d4 : (3) = 3
Sneak attack on the shortsword - (1d6)
(4) = 4
Rolls
Warhammer - (1d20+3, 1d8+1)
1d20+3 : (17) + 3 = 20
1d8+1 : (5) + 1 = 6
There is currently one fish-creature at the bow, now beset by many attackers.
Rolls
Firebolt - (1D20+6, 1D10)
1D20+6 : (4) + 6 = 10
1D10 : (10) = 10
Rolls
Seasick (Con Save) - (1d20+6)
(19) + 6 = 25
Rolls
Main Hand Rapier - (1d20+6)
(2) + 6 = 8
Main Hand Damage - (1d8+4)
(5) + 4 = 9
Off-hand Rapier, bonus action - (1d20+6)
(12) + 6 = 18
Off-hand damage - (1d8+4)
(5) + 4 = 9
Haesh, looking away from the bow, is the first to notice a shape rising up on the aft weatherdeck. Another fish-creature stands after climbing up the aft hull, similar in appearance to the others, but much larger and wearing what looks like a chest plate made of carapace. It looms above Captain Yokgrumli and the helmsman, who are on the mid-deck immediately below and have just looked up.
Running towards the creature, Haesh takes out one of his handaxes and throws it at his new opponent. He then rushes forward to meet this new foe, warhammer and shield at the ready.
Rolls
Handaxe, Thrown - (1d20+6, 1d6+4)
1d20+6 : (7) + 6 = 13
1d6+4 : (4) + 4 = 8
Captain Yokgrumli shouts at the helmsman and draws a cutlass. With a roar, he charges the taller creature and swings twice with the sword. His attacks, unfortunately, are parried as the fish-man brings the blunt end of the trident around to swat the blade aside.
Haesh can reach the fish-creature this round as he is now 15' away. Golwen and Jandral are 40' away. Everyone else is 75' away.
Rolls
Firebolt - (1D20+6, 1D10)
1D20+6 : (5) + 6 = 11
1D10 : (7) = 7
Rolls
Range and damage - (1d20+6, 1d6+4)
1d20+6 : (17) + 6 = 23
1d6+4 : (6) + 4 = 10
Actions left to take:
Jandral
Rhodrick
Tordek
Rolls
Thunderwave, CON save DC 13 - (2d8)
(42) = 6
Rolls
Fire Bolt, damage - (1d20+7, 1d10)
1d20+7 : (15) + 7 = 22
1d10 : (1) = 1
Presumably. :)
The fish-man skids to a stop, maintaining its balance, and looks very perturbed.
Rhodrick
Shark-like eyes take in the situation. As the party rushes towards it, the fish-man considers its options and decides that it is vastly outnumbered and had not accounted for the ferocity in this ship's defense. It snarls and gnashes its teeth before diving off the rail and into the ocean.
"You see creatures like that often? What were they?" he asks of sailors nearby.
The ship manages to ride out the storm with minimal damage. The water and weather calm and tired hands begin settling things down. A brief ceremony is given to the fallen sailors before they are given burials at sea, then the crew prepare for rest without even trying to remove any remaining hooks and harpoons from the hull. Before they turn in, each man comes up to you and gives a short thanks, sometimes only as much as a nod or a handshake, in appreciation for your defense of the Red Cutter.
Captain Yokgrumli also approaches you. "You have my thanks, lads," he says, touching his forehead and sweeping into a bow. "Them raiders have been known to attack ships during a storm. Usually wrecks are left behind with nary a clue as to what did 'em. Before now I had the good fortune to avoid 'em, and by good fortune you were my passengers that I continue to live this day. Rest up, now. We'll be at Jyehm Cay before y'know it."
He seeks out the captain, and waiting for an opportune moment where he felt he wasn't a bother, askes him about their destination.
"What sort of sea traffic does this island get? Are you aware of any unusual comings and goings as of late?"
Captain Yokgrumli grunts. "I been there, once. We were taking on water and needed a place to repair; Jyehm Cay was the closest. Quaint little place with simple folk. They's mostly self-sufficient, but hardly accommodatin' to any visitors, likely 'cause they's so remote.
"As fer 'comings and goings,'" he continues, "I only recall seeing a few postings at some ports askin' fer people to go there and help, and I heard o' small groups like y'erselves lookin' to hire passage, but before your charter I never had a reason to go."
Below deck, the rest of the crew enjoy their meal, becoming a bit raucous thanks to a few servings of rum. One end of the table has broken into a rowdy song, accompanied by improvised musical instruments of spoons against wood and stomping feet. As they sing, there comes a strange undertone, a melody that seems ill-timed, like someone at the table has forgotten the words and rhythm. The rowdy verse continues as several crew join in, but the other song lingers.
Then that strange counter-melody can be heard, faint at first, but rising in volume. Lacking the proximity to the singers below, those on the main deck pause as they listen to the new song.
Rolls
Wisdom Save - (1D20+4, 1D20+4)
1D20+4 : (20) + 4 = 24
1D20+4 : (8) + 4 = 12
"Blast!" shouts the dwarf, smashing a fist onto the table and knocking over some pieces. He concedes the game. "You didn't take the bait! Damn it all, I thought I had ya!"
On the main deck, Golwen communion is briefly shaken as that strange melody intrudes into his senses. With a frown, he looks across the deck to see several men standing at loose attention, silent and still as though concentrating on the music.
Below in the galley, the shanty and stomping slowly ebb as the incessant bell rings. The crew look confusedly at one another; surely the next watch isn't until much later. It also sounds like someone is yelling. Slowly they begin to wonder if it is an alarm, and then they start scrambling to get out from the table.
The six crewmen at the port rail do not seem to notice the bell. One by one, they climb over the side and dive into the water below.
Rolls
Arcana - (1D20+6)
(11) + 6 = 17
Rolls
Can I try Arcana too? - (1d20+2)
(3) + 2 = 5
As the bell quiets, and Golwen's words are processed by those recently arrived on the main deck, everyone can now hear a lilting melody, something that grabs at your heart with images of love, passion, and warm embrace.
Rolls
WIS save (advantage) - (1d20+3, 1d20+3)
1d20+3 : (15) + 3 = 18
1d20+3 : (20) + 3 = 23
Rolls
Wisdom - (1d20+2)
(12) + 2 = 14
Rolls
Wisdom save - (1d20+3)
(18) + 3 = 21
Twelve men clambered up to the main deck with the party. They looked about confusedly, and as the song came into focus, they all turned to the port side. As soon as the bell begins to ring, six of the crew seemed jarred out of their trance. However, the other six move to the port rail and seem ready to jump over.
The first mate dashes to the one of the men at the rail and grabs him by the shoulders, turning him slightly to give a hard slap across the man's face. The crewman recoils and shakes his head, the stinging pain apparently clearing his senses.
The men in the water begin to swim towards one of the dark rocky spires in the distance.
Rolls
Dagger punch, main; non-lethal damage - (1d20+6, 1d4+4)
1d20+6 : (11) + 6 = 17
1d4+4 : (2) + 4 = 6
Dagger punch, off hand; non-lethal damage - (1d20+6, 1d4)
1d20+6 : (5) + 6 = 11
1d4 : (1) = 1
He reaches out and tries to wrestle the dazed sailor to the deck.
Rolls
Grapple - Athletics Check - (1d20+4)
(16) + 4 = 20
Rolls
Attack, non-lethal damage - (1d20+4, 1d4+4)
1d20+4 : (3) + 4 = 7
1d4+4 : (3) + 4 = 7
Off-hand attack, non-lethal damage - (1d20+4, 1d4)
1d20+4 : (13) + 4 = 17
1d4 : (2) = 2
Rolls
Athletics (If applicable) - (1d20+3)
(18) + 3 = 21
Acrobatics (If applicable) - (1d20+1)
(5) + 1 = 6
It is fortunate that Tordek did not spend any time donning his heavy chainmail, and he rockets off the railing and into the water like a solid stone ball of compact dwarven muscle. Tordek slams into one of the sailors, sending both underwater for a second before returning to the surface. The sailor gasps for breath and starts treading water, looking around confusedly.
The first mate pushes past everyone to get to the last crewman, and like before sends a backhand across the man's cheek. As with the others, this sailor staggers and holds his head, senses slowly returning.
Captain Yokgrumli takes the wheel and, unable to risk turning the ship toward the rocks, yells, "Jolly! Jolly boat!" He stabs his finger several times at the aft side of the port rail, where a small 6-person boat hangs from davits.
The sailors in the water, with the exception of the one next to Tordek, continue swimming.
Rolls
Unarmed strike - (1d20+4)
(8) + 4 = 12
Rolls
Perception - (1d20+5)
(11) + 5 = 16
Persuasion - (1d20+7)
(19) + 7 = 26
Rolls
Perception - (1d20+5)
(8) + 5 = 13
Athletics (swim) - (1d20+3)
(10) + 3 = 13
Grab sailor - (1d20+3)
(17) + 3 = 20
Rolls
Athletics - (1d20+4)
(7) + 4 = 11
Rolls
Perception - (1D20+4)
(9) + 4 = 13
Rolls
Perception - (1d20+4)
(7) + 4 = 11
"There is some strange large bird out in the direction the sailors are swimming!", he shouts to his companions.
Haesh runs to meet Golwen. "Go and do what you can to save those men! I'm a terrible swimmer, so you go and I'll man the bell!"
Working together, the crewmen lower the small boat to the water. Inside are four oars, some rope, and a net. The sailor that Tordek landed on swims to the boat to climb inside. Meanwhile, the five men continue swimming, picking up speed.
Golwen then calls down to his companions in the boat, "Should I remain on the Cutter so you have room for the rescued crew, or do you need me?"
The first mate, perhaps seeing Golwen's hesitation, moves over and shouts, "Quit lollygagging and move!" in drill sergeant fashion. He gives his fellow elf a shove and pushes Golwen into the jolly boat.
Rhodrick, Jandral, Parallel, and the sailor from the water all take up an oar and begin rowing towards the men swimming away. Golwen finds himself amidst a tangle of rope and netting, but is otherwise unhindered and unharmed. As the boat slips across the water, it comes up easily to another crewman.
Tordek finds himself face-to-face with one of those swimming sailors, and sees that the man appears willing to try and swim right on through the dwarf to get to his destination.
For reference, Tordek is now right next to a charmed sailor. Those in the jolly boat have reached another. There are 3 more sailors unhindered and swimming as fast as possible towards the rock spires that are now 155 feet away from them.
As he casts about for any way in which he might be able to deter the sailors from their fateful quest, and idea strikes him. Calling upon his arcane abilities he attempts to create a small illusory image of a mermaid to appear before the men. Knowing he can not create an image too complicated, it is simply his attempt to distract them long enough to buy Tordek the time he needs to haul the man aboard ship, and maybe snap them from their trance.
Rolls
Perception (Rhevia) - (1D20+3, 1D20+3)
1D20+3 : (9) + 3 = 12
1D20+3 : (14) + 3 = 17
Rolls
Athletics - (1d20+3)
(12) + 3 = 15
Tordek manages to get a hold of the sailor before him, and wrestles him underwater. When finally let up for air, the sailor coughs and sputters, looking about confused.
Rolls
Athletics - (1d20+4)
(5) + 4 = 9
With Advantage - (1d20+4)
(9) + 4 = 13
Rolls
Perception - (1d20+3)
(12) + 3 = 15
"Wake up!"
Rolls
Unarmed Strike - (1d20+4)
(6) + 4 = 10
The third sailor continues swimming with as much haste as possible, heading for the rocky spires. He is currently 30 feet ahead of everyone else.
The crewman dunked by Tordek still appears confused, but upon seeing the Red Cutter nearby, begins to swim back to the ship.
Tordek and the jolly boat are now approximately 120 feet from the spires.
At this he continues to scan the skies and water line for any threats. His worry grows for the sailor in the distance as he desperatly casts about for anything in his repertoire that could aid the man and yank him from his trance...
"Huzzah!"
Rolls
Acrobatics - (1d20+6)
(19) + 6 = 25
Unarmed attack - (1d20+4)
(7) + 4 = 11
Rolls
Perception - (1d20+5)
(10) + 5 = 15
Rolls
Perception - (1D20+4)
(11) + 4 = 15
Rolls
Fire Bolt, damage - (1d20+7, 1d10)
1d20+7 : (7) + 7 = 14
1d10 : (10) = 10
Rolls
Unarmed Strike - 3 bludgeoning damage on hit - (1d20+4)
(5) + 4 = 9
Inside the boat, the sailor in Rhodrick's grasp is knocked unconscious and becomes limp in his lap.
Golwen
Haesh
Tordek
Rolls
Firebolt - (1D20+6)
(19) + 6 = 25
Damage - (1D10)
(2) = 2
Tordek is not by the boat, having just dunked the charm out of a sailor. He is about 20 feet away from the boat and the two sailors next to the image of a mermaid, 50 feet away from a third sailor swimming toward the rock spire.
Captain Yokgrumli, seeing the magical Fire Bolts strike the creature at the spire, shouts, "Get some light up there!" The first mate hurries to retrieve some longbows, while the crewmen begin to wrap oil-soaked rags around a few arrows.
The third charmed sailor continues swimming as fast as he can, drawing to within 60 feet of the spire.
As a reminder, Jandral, Golwen, Rhodrick, and two sailors (one rowing, one unconscious) are in the 6-person jolly boat. Parallel and Tordek are in the water. Haesh is on the Red Cutter, to which another freed sailor is swimming.
He then sends a quick mental query to Rhevia asking her, Is the singing beast alone? Keep your watch but keep your distance, friend. Remain safe.
Rolls
Perception - (1D20+3, 1D20+3)
1D20+3 : (1) + 3 = 4
1D20+3 : (16) + 3 = 19
Rolls
Athletics - (1d30+3)
(11) + 3 = 14
Golwen (the Perception check and spoken word are free actions in my book)
Haesh
Jandral
Parallel
Rhodrick
Rolls
Performance (Cha) - (1d20+3)
(10) + 3 = 13
Rolls
perception - (1d20+5)
(5) + 5 = 10
Firebolt - (1d20+7, 1d10)
1d20+7 : (2) + 7 = 9
1d10 : (5) = 5
Rolls
Firebolt - (1D20+6)
(17) + 6 = 23
Damage - (1D10)
(7) = 7
Rolls
Longbow - (1d20+6)
(19) + 6 = 25
Piercing damage - (1d8+4)
(4) + 4 = 8
Still, the song continues.
Rolls
Head butt - (1d20+1)
(2) + 1 = 3
The last sailor still under the effects of the song continues to swim and gets to within 30 feet of the rocky spire. He is about 90 feet from those in the jolly boat.
There is a thrum of bowstring, and from the Red Cutter a number of flame-tipped arrows arc through the night sky. Two fall into the water and sizzle with a splash, briefly illuminating sharp rocks that jut from the surface near the base of the spire. Other arrows clatter against the spire itself and tumble down before settling in their respective nooks. The rest stick into the rocks where they land.
The flames from the arrows do not provide much light on their own, but collectively they reveal the craggy slope of this needle-like tower. The wind and waves have chiseled sharp angles over time, and you can see dagger-like protrusions at the base when the water ebbs. Near the top, mostly concealed in what is apparently a small cave-like indention 40 feet above the water, is a harpy.
The winged woman jumps from the spire and descends, wings opening out to glide behind the rocky spire and out of view. It appears she has gone around the spire near the surface of the sea, still singing her alluring song.
He realizes that his time would be better spent shooting that greasy bird woman down.
Rolls
Unarmed kick to the head - (1d20+1)
(8) + 1 = 9
Rolls
Perception - (1d20+5)
(5) + 5 = 10
Firebolt, damage - (1d20+7, 1d10)
1d20+7 : (9) + 7 = 16
1d10 : (2) = 2
Rolls
Athletics - (1d20+3)
(19) + 3 = 22
Actions left to take:
Golwen
Haesh
Rhodrick
Rolls
Firebolt - (1D20+6)
(20) + 6 = 26
Damage - (1D10)
(3) = 3
Damage - (1D10)
(7) = 7
Totally up to you, of course. Your action is yours to decide!
Rolls
Perception - (1d20+3)
(10) + 3 = 13
He spies one of the boat's lines and makes sure one end is secured onboard. He tosses the rest of the coil as far as he can over the dwarf's head.
"Secure yourself and don't let go of that sot! Give us a shout and we'll heave back to the Cutter!"
As for charmed sailors, Tordek has one in his grasp, in the water. The last one is swimming towards the spire.
The sailor in Tordek's grasp struggles to free himself (Athletics 3).
This appears to be the opportunity the harpy was waiting for. With a screech, she swings around the spire and lashes out with her claws and a large club. However, not wanting to get caught in the same waves that dashed the poor sailor against the rocks, the harpy finds herself just out of reach and misses with her attacks.
Amidst the chaos, another enchanting song begins to play over the crashing waves. It sounds distant, yet is still audible. It tugs at your senses and seeks to entrap your attentions.
Rolls
WIS save (fey advantage) - (1d20+3, 1d20+3)
1d20+3 : (19) + 3 = 22
1d20+3 : (14) + 3 = 17
Rolls
Wisdom save - (1d20+5)
(16) + 5 = 21
Grapple contest - (1d20+5)
(7) + 5 = 12
Rolls
Firebolt - (1d20+7, 1d10)
1d20+7 : (13) + 7 = 20
1d10 : (2) = 2
Rolls
Wisdom save - (1D20+4)
(4) + 4 = 8
Advantage - (1D20+4)
(2) + 4 = 6
Rolls
Main Hand Rapier - Non-lethal - (1d20+6)
(14) + 6 = 20
Rolls
Wisdom - (1D20+4, 1D20+4)
1D20+4 : (9) + 4 = 13
1D20+4 : (3) + 4 = 7
Jandral's Fire Bolt strikes the harpy in the back. She screams, and seems to contemplate abandoning the prospect of a meal for her continued safety.
Haesh
Parallel
Rolls
Wisdom save - (1d20+3, 1d20+3)
1d20+3 : (8) + 3 = 11
1d20+3 : (15) + 3 = 18
Rolls
Wisdom Save - (1d20+3)
(9) + 3 = 12
With Advantage - (1d20+3)
(2) + 3 = 5
Speaking of which, Parallel is left to save and hopefully act.
Rolls
WIS w/adv - (1d20+2, 1d20+2)
1d20+2 : (4) + 2 = 6
1d20+2 : (6) + 2 = 8
The two sailors already in the water seem distracted enough to withstand the effects of the music, and one manages to reach the netting by the Red Cutter. Meanwhile, the charmed sailor in Tordek's grasp struggles once again to break free as the dwarf drags him through the water back to the ship (Athletics 13). However, even in Tordek's armlock, the sailor's eyes clear and he says, "Wait! What? What's going on?"
The sailor at the rocky spire groans weakly, trying to remove himself from the jagged protrusions. Perhaps sensing how close the man is to death, the harpy swoops down and smashes her club against his temple, before finally applying a fatal slash of her claws through his throat. Satisfied that her meal won't be going anywhere, the harpy flits back around the spire and attempts to move out of view.
The illusory mermaid in the water fades from view, its arcane magic run its course.
The harpy has killed the sailor upon the rocks and is retreating, but is still in sight.
Player turn!
Rolls
Firebolt - (1d20+7, 1d10)
1d20+7 : (2) + 7 = 9
1d10 : (7) = 7
Rolls
Firebolt / Dmg - (1D20+6, 1D10)
1D20+6 : (1) + 6 = 7
1D10 : (2) = 2
He swims 25' closer to the deadly rocks.
Rolls
Wisdom - (1d20+2)
(11) + 2 = 13
He mutters under his breath as he aims at the wounded harpy, "Gotta bring down these hags..."
Rolls
Longbow - (1d20+6)
(4) + 6 = 10
Piercing damage - (1d8+4)
(2) + 4 = 6
Rolls
Punch! - (1d20+4)
(18) + 4 = 22
The sailor next to Tordek swims for the Red Cutter, following the other men who have reached the main vessel and have begun climbing up the net.
Parallel finds himself 40 feet from the spire, and 50 feet away from the jolly boat, treading water. He can see the body of the dead sailor upon the rocks, but he does not see any harpy. In fact, no one else can spot any sign of the creature.
Everyone does hear something, however. A furious screech, a chaotic clash of wings assaulting the air, followed by another scream. The unearthly song has ended, leaving the sounds of cacophonous activity taking place behind the spire.
Captain Yokgrumli gives the order to weigh anchor, and most of the crew busy themselves for the task, while a few help carry their unconscious shipmates below deck. The first mate flits about, urging each man to quicken their pace so that the Red Cutter can get underway.
The absence of the unearthly song has left an eerie silence, as though the constant crash of ocean waves and wind no longer harness your attention. Indeed, it does not take much to draw your focus to the body of the fallen sailor in the distance. As the flames from the arrows begin to dim, a slender and almost-impossibly long arm reaches out to grasp the man's shirt, wicked claws digging into the flesh and dragging the body into the darkness.
The Red Cutter lurches forward and the captain keeps a wide berth from the spires to the west. Soon, even their rocky and jagged silhouettes fade into the night. The crew work in silence.
Captain Yokgrumli approaches you as the first mate takes over the wheel. The dwarf claps a hand on Golwen's back. "Mighty quick thinking there, elf. I dare say you must'a saved half me crew with that bell afore you all dove in to get those weak-willed bastards." He shakes his head, willing away the morbid imagination of what would have happened had you not been onboard.
"I don't want t' think about what might'a happened had you all not been onboard. I know we lost one, bless his soul, but we pro'ly would'a lost more," says the captain. "I don't know what you got planned at Jyehm Cay, but you all earned a place on this boat. You ever need me, you just let me know.
"Get some rest. We'll be at your stop come morning."
But the words were kind none the less and Golwen was happy to have played his small part. His companions were clearly caring beings who didn't hesitate to throw themselves into danger's path - not only for the ship's crew, but for him too! He had only just joined up with them and already he felt glad of his decision to do so.
A few small boats, no bigger than two- or three-person fishing skiffs, can be seen in the water as you come around the point. Each boat has at most two people onboard, who seem entirely focused on your arrival instead of their catch. One person stands, waving their arms to call attention.
On the shore, a wide swath of man-made structures becomes visible, a sequence of single-story homes with thatched roofs and wooden walls, resting on stilts. Several people on the island can be seen tending to nets that hang from scaffolds, busying themselves with boats pulled onto the sand, or conducting other business one might assume from a village so close to the water. All stop what they're doing as the Red Cutter sails into view, and many run down to call attention.
Captain Yokgrumli turns the ship near to the bay, coming up alongside the closest fishing boat.
"Ahoy!" hails a voice from the small skiff. It is a woman, perhaps 15, dressed in simple clothing with a straw cloak and wide-brimmed straw hat to keep out the sun. She stands in her boat, sun-soaked face looking up at the crew while shielding her eyes with weathered hands. "Thank the Blue you've come! Reckon you're here t' help, eh?"
The Red Cutter drifts past the girl, and it sets anchor off the coast of the island. Yokgrumli orders his men to prepare the jolly boat for launch, and the first mate is set to accompany the party. "We'll wait here long enough t' resupply," says the captain, even as several of the fishing boats (including the girl's) approach via push-poles with their own wares for possible trade. "The boys will want to rest their legs f'r a bit, too."
When the group appears ready, he calls Rhevia to his shoulder, slings his bow over the other, and makes for the gang plank rope ladder.
When he hears the captain's order for the jolly boat, he skitters down and grabs his pack for the ride.
"Captain, it's been a pleasure. Thank you for the excellent trip, and the fine adventure!"
Rhod knuckles his brow in an informal salute and slings his seabag over a shoulder. He makes his way to the jolly boat, nodding at the sailors he passes.
Haesh gives the captain a wry smile as he follow the rest of the group.
There is a growing number of people onshore, waiting for your arrival. There are several children and elderly, and as the jolly boat reaches the sand they all help pull it further along. Immediately the children assail you with questions that leave no room for answers.
"What's your name?" "Where did you come from?" "Are you here to help?" "Can I have that when you die?" "What's that thing?" "Why are you so short?" "Are those real?"
Finally, an elderly woman smacks a few heads and pulls a few ears to get the children to leave you alone. "Sorry," she says as the beach clears. "I guess you must be tired? Come, you can rest at the Skipper's house. She will want to speak with you." The woman begins to walk towards one of the wooden buildings to lead the way.
He sticks with the group, heading to the Skipper's place, but smiles and waves at all of the kids. He even attempt a backflip for them.
Was I supposed to use a false name? I can't remember...
Rolls
Sleight of Hand - (1d20+6)
(17) + 6 = 23
Acrobatics - (1d20+6)
(19) + 6 = 25
Parallel hams it up by looking for the supposed lights, but always finding nothing, as the dancing lights move to stay just out of his view. "I don't see anything. Are you sure? Did you fall on your head this morning? Seeing stars?"
As you near the first row of houses, you can see that each sits upon stilts made of bamboo and wood driven into the rock. The walls are made of planks of wood that are mismatched in length and width, and some do not meet the decks or the roof line. Each plank appears lashed to bamboo poles that form the frame, within thick wooden support beams at the corners. Doors are made of the same material and look like they are simply slid into place and secured with rope and a piece of wood, rather than affixed to the walls with hinges. The roofs are thatched with fronds in a hip design.
The elderly woman leads you past the first row of houses and further into the village. The ground here begins to show a layer of reddish dirt covering the rock, with bits of scrub and grass poking through. The woman veers to the right and starts down an avenue past more homes, some of which stand empty while others are occupied by toddlers and older folk busying themselves with weaving and woodworking. All look up as you pass, silently smiling their acknowledgement of your presence.
You are taken to one of the bigger houses that lie near the edge of the village. There is a large clearing before this house of packed earth, and in the center is a thick wooden pole rising 20 feet high. There is a ladder affixed to one side of the pole, leading to a small bronzed bell that hangs from a wooden frame. A rudimentary wind sock of cloth flaps in the breeze at the very top. The house itself has a deck that spans the entire face, on which are several barrels and wooden crates. Wooden planks cover a mound of stone and dirt to create a rudimentary set of stairs to provide access.
The old woman supports herself on her knees as she achingly takes each step to ascend upon the deck. She approaches the door and calls out, "Skipper! We have visitors!" Without waiting for a reply, she grasps the door and starts to slide it to one side, grunting with the effort.
The furniture in this house is very simple. A table is to the left made of the same mismatched planks of wood that comprise the walls, and chairs are little more than short tree logs with a woven pad on top. Bowls and plates are made of dried gourd cut to size and shape, and there are no utensils to be seen save for a few sticks that might stir the pot. To the right are three beds, nothing more than bamboo and wood lashed together, with thatch and canvas blankets to provide cushion.
One of these beds is occupied by another elderly woman, frail and gaunt underneath the blanket. Her head is propped up on a canvas pillow, and liver spots can be seen across her wrinkled and weathered face. But her eyes are clear, and burn with intensity as she stares at each of you.
"I am the Skipper," she says in a dry and raspy voice. "Welcome to Whitburn."
The Skipper nods her head weakly. "Very kind of you all. Please, make yourself at home here. We will have food made for you; it's the least we can do after your journey."
The Skipper's mouth curls in a slight smile. "If you say so," she says, and opens her eyes. "Then let me explain why we need help. We are being attacked. They come at night, and my people in the outlying farms have disappeared, leaving only blood in their wake. The woodcutters are afraid to venture into the forest, for none now return.
"We tried to form a militia, but none of us are soldiers. Some that went out to defend the farmhouses disappeared along with the occupants. We don't know who or what's the cause, and so far only the borders of our village has been attacked. Still, folk are saying they hear strange shuffling noises in the dark, and shadows creeping along the edges.
"We sent some people to the mainland for help. We even hailed passing ships to see if they can get news out to Caer Tan or anybody that would listen. We had a couple of groups stop by, and most just kept on going once they heard we don't have anything to give. Those that stayed went out like our failed militia and haven't been seen.
"I feel like I have to ask you again; do you still wish to stay?" She turns her head upon the pillow to look upon you all.
Rhodrick eases his pack to the rough floor and casually crosses his arms and leans back against one of the room's support posts.
"So no one's spied more than shadows? Any idea where the beasts are coming from?"
Golwen instinctively gets his back up at the notion there may be something disturbing the natural balance of the woods.
"Has anyone noticed any tracks or any signs left by the marauders? A scrap of clothing, a bit of fur, a weapon or tool? Anything?"
"Let's go examine these farmhouses."
"What a treat after being at sea!"
"F'give the blunt talk, Skipper, but it seems it's been awhile since you've had your sea legs under ya. We don't 'ave much in the way of a healer, only some bandages an' salves we could share if it'd help."
The Skipper snorts. "That won't help, but I'm obliged of your thoughtfulness. The last group that was here was one of them that figured payment wasn't enough for their trouble, and I owed them an arm and a leg." She chuckles to herself.
"I say we leave here and go talk with the folks who have been attacked."
He rose smoothly, checking his weapons and moving to recover the rest of his gear.
"Aye, let's get t' work."
You are taken down a well-worn path wide enough for a wagon. As you leave the edge of the village, you enter a wooded area of ferns and dracaena, mulberry and ironwood. The sunlight at this time filters through the trees and lends a healthy glow, accompanied by songbird to fill the air.
After walking for an hour, you enter into an area of cultivated land. Swaths of forest have been clear-cut to allow crops, and the fields rise and fall with the rolling hills. You see a variety of crops such as barley, millet, and sugar cane. Ground vegetables and fruits can be seen in other fields.
The woman takes you down a road past a farmhouse. You see three young children working the field while an older woman threshes grain. All pause their work to watch you pass. From the house itself, an elderly man stands by the door.
You pass another farmhouse some distance further. Here, an elderly man and woman are harvesting vegetables from the earth. Both look up and silently watch you.
The road becomes less obvious as you progress, with patches of wild grass and shrubs interrupting the path. The terrain is starting to slope upward towards the mountain and there is less suitable land for farming. The forest is still thick and stands close to the road, encroaching on what little fields can be found.
Here, after another 30 minutes of walking, the woman deviates from the road and takes a side path into the forest. She picks her way over exposed roots and uneven ground until you arrive at a house. You do not see anyone outside, and it is completely dark inside from what you can tell with the open windows and door. "Here's the place that was attacked recently," she says, pointing to the structure.
With a quick glance toward Rhevia he sends her a mental instruction, My attention is on the ground, friend. Can you scan the area from above? Maybe you can see some detail from the sky that eludes us here below. If you see no sign worthy of our attention, watch over us as we examine the house.
Rolls
Nature - (1D20+4)
(6) + 4 = 10
Perception - (1D20+4)
(19) + 4 = 23
Investigation - (1D20+6)
(12) + 6 = 18
The elf can see that entry was also gained through the windows. A few have been smashed inward and the smears of mud and dirt show that someone or something climbed in.
Rolls
Survival - (1d20+3)
(1) + 3 = 4
Perception - (1d20+5)
(9) + 5 = 14
Investigation - (1d20+2)
(2) + 2 = 4
Arcana - (1d20+2)
(19) + 2 = 21
Rolls
Nature on Tracks - (1d20+3)
(18) + 3 = 21
Investigate surroundings - (1d20+5)
(6) + 5 = 11
Together, he and Parallel look over the tracks, with the halfling doing his best to keep Jandral from stepping in them. They manage to pick out the fact that there are prints of bare feet. Parallel determines that the prints are bipedal humanoids, similar in height and weight to an average human. At the moment, neither Parallel nor Jandral are able to determine which tracks enter and which leave.
The farmhouse is nearly surrounded by forest on all sides, save for the path leading to the road. While not overly thick and dense with growth, there are enough trees that could conceivably hide a person's approach until they neared within 15 feet.
Rolls
Nature - (1D20+4)
(3) + 4 = 7
Rolls
Nature - (1d20+3)
(6) + 3 = 9
Rolls
Survival - (1d20+2)
(19) + 2 = 21
Golwen and Parallel spend a bit more time studying the tracks, taking care not to muddy the area with their own. As they look around, voice their observations, and bounce theories off each other, Parallel is now able to see where the footprints trace back upon themselves and determine the general direction of approach and retreat. The attackers had come from the north, and now that he knows what to look for, Parallel can easily follow the trail.
The halfling notices something else about the tracks. When they left, the attackers' prints are deeper, as though their weight increased significantly.
It is approximately mid-afternoon. The elderly woman that escorted you here, who had been patiently waiting a good distance away from the scene, finally says, "Um, I'd like to get back to the village before it gets dark. Did you need me to stay?"
Rolls
Perception - (1d20+5)
(19) + 5 = 24
Rolls
Investigation - (1d20+5)
(4) + 5 = 9
"A lot of folks are starting to move closer to the main village, but we're running out of room, and we've got the crops to pull in. Without them we won't last long even if we all manage to hole up by the beach.
"Really, if you're able to stop whoever's doing this, we'd be ever so grateful."
"I know now what to look for and can track them, but I don't think I can do it at night."
He sighs deeply before concluding with, "Although time is certainly of the essence, and I am eager to get to these people before they can do any more harm, if you think we will move faster and our path will be more true during the light hours, I will wait. Rhevia is also at your disposal if you can use her eyes, Parallel. She hunts well at night."
"I don't know anything about the world outside of a city... but what I do know is that if I were trying to hunt someone down on in their territory, I wouldn't do it at night. I'd rather move out in the morning."
The hearth is cold with spent wood. A spoiled and rotted stew is crusted within an iron pot.
Pushing his regrets to the back of his mind he offers, "I need but a few hours of meditation to be fully rested, so I'm happy to either take a double shift or to stand watch with someone during their shift in addition to my own. Regardless, it only makes sense for Rhevia and me to take a watch during the darkest hours of night. Since it is still early evening and some faint light remains, if there is no objection, I'll take my rest now and watch during the middle of the night."
He pauses allowing for anyone to differ in opinion before finding a corner of the house devoid of debris where he begins to prepare himself for a meditative rest.
He also dumps the contents of the cast iron pot and scours it with abrasive sand outside to remove old food particles and bring back the black patina.
After heating the pot he'll add some water and reconstitute some rations for anyone who's interested. There's room aroud the fire for spits if anyone acquires any game.
Rolls
Survival (smokeless fire) - (1d20+2)
(2) + 2 = 4
"I will take first watch outside." he says, and slips out the door.
Finally, Parallel managed to coax the flames forth and bring the hearth back to life. By this time, the sun has set and darkness fills the depths until it surrounds the farmhouse like a cloak. The light of the fire warms the interior of the building despite the ruin, and soon the iron pot bubbles with the simple meal.
Jandral finds that aside from the ambient glow of the fire within, there is little to illuminate their surroundings. The stars and moon are hidden by the canopy, and even his darkvision seems to strain when picking out details of the outdoors. The forest is quiet, and Jandral can only hear his companions inside the house.
Parallel's fire is smokeless. I just ruled that it took much longer than normal.
Who is taking second, third, and fourth watch?
Edit: Outside but close to the house. And with Rhevia on the roof or in a nearby tree.
With that Haesh secludes himself to corner one of the corners of the room and lies on the ground.
He does not see anything beyond the dark, and nothing moves about the trees within range of his darkvision.
Second watch, give me a Perception check.
Rolls
Perception - (1D20+4)
(9) + 4 = 13
Perception for Rhevia (if appropriate) - (1D20+3, 1D20+3)
1D20+3 : (1) + 3 = 4
1D20+3 : (4) + 3 = 7
Rolls
Perception - (1d20+5)
(4) + 5 = 9
Rhodrick remembers that Haesh volunteered to stand guard for third watch, and wakes the man to assume fourth watch. Though it's later than Haesh expected, he dutifully steps outside and keep an eye on the surroundings.
Perhaps having rested a tad longer, Haesh feels refreshed and alert. As he scans the perimeter from the porch, he notes how the ambient light makes it seem like the tree trunks are tall elongated people. It's rather creepy, and the more he looks at them, the more it seems like this forest is watching him just as much.
And then, in the far periphery of his vision, at the farthest edge of the light approximately 30 feet out, one of the trees moves to step behind another.
Rolls
Haesh Perception - (1d20+3)
(17) + 3 = 20
Knowing that everyone probably has had enough sleep by now Haesh raises his hammer pounds on the doors of their shelter a few times hoping its enough to wake the others inside.
"Guys... I don't know if I'm just weirded out by the woods, but I just saw something move out there!"
As he does so he gathers his kit and hurriedly moves outside. Once there, he freezes, uses his elfin vision, and listens intently...
Rolls
Perception - (1D20+4)
(2) + 4 = 6
Rolls
Perception - (1D20+3)
(17) + 3 = 20
Advantage - (1D20+3)
(12) + 3 = 15
"What is it?" he whispers.
Rolls
Perception - (1d20+5)
(13) + 5 = 18
He grabs his gear and joins the crew outside. Sidling up beside Haesh, he questions him quietly, "What did you think you saw? And in what direction?"
Before anyone can answer he sends a mental command to Rhevia, Try to keep the "man" in sight. Follow him as best you can from the air.
Rolls
Stealth - (1D20+3)
(9) + 3 = 12
This will also come into play should any of the characters decide to follow. You should also decide what you are going to do.
You read it exactly right. I'd put her at around 100'. As far away as possible without risking losing the target but not so far that she can't clearly keep a good watch.
Thanks.
Rolls
Stealth - (1D20+4)
(18) + 4 = 22
Rolls
Stealth - (1d20+6)
(4) + 6 = 10
Perception - (1d20+5)
(5) + 5 = 10
Rolls
Stealth (Disadvantage) - (1d20+5, 1d20+5)
1d20+5 : (15) + 5 = 20
1d20+5 : (9) + 5 = 14
Perception - (1d20+3)
(13) + 3 = 16
You travel for about 30 minutes, and the woods seem to encroach upon your personal space more and more. The brush is thick, threatening to slow your progress as you try to maintain a stealthy pursuit. It is difficult to see the sky now as the trees appear to loom over you. The ground is starting to rise and you suspect you are entering deeper into the foothills at the base of the tall mountain.
Rhevia continues to fly north, weaving around and under branches. Her pace is steady and constant, and at times those on the ground fall behind as they must traverse the forest floor.
Rolls
Stealth (Golwen) - (1D20+4)
(20) + 4 = 24
Perception (Rhevia) - (1D20+3, 1D20+3)
1D20+3 : (8) + 3 = 11
1D20+3 : (5) + 3 = 8
Rolls
Survival - (1d20+3, 1d20+3)
1d20+3 : (4) + 3 = 7
1d20+3 : (14) + 3 = 17
Stealth (disadv chainmail) - (1d20+5, 1d20+5)
1d20+5 : (20) + 5 = 25
1d20+5 : (17) + 5 = 22
Rolls
Survival - (1d20+3, 1d20+3)
1d20+3 : (17) + 3 = 20
1d20+3 : (11) + 3 = 14
Stealth - (1d20+6)
(17) + 6 = 23
Rolls
Survival, ADV - (1d20+2, 1d20+2, RA)
1d20+2 : (15) + 2 = 17
1d20+2 : (3) + 2 = 5
Stealth - (1d20+6, RA)
(17) + 6 = 23
Rolls
Survival - (1d20+3)
(13) + 3 = 16
Survival - Advantage - (1d20+3)
(7) + 3 = 10
Stealth - (1d20+4)
(13) + 4 = 17
You journey for another 30 minutes, estimating that you are now perhaps three miles away from the farmhouse; traversing the uneven ground and navigating around the thick growth took some time, and in addition you were attempting to be as quiet as possible. Through the canopy you can see that the sky has lightened and the sun should be breaking the horizon soon. However, down on the forest floor it is quite dark, as if the environment is sucking the energy from the very air.
At this point, Golwen sees Rhevia stop and perch on a tree branch. She remains there, preens her wings and ruffles the feathers on her body. She shifts her weight upon her talons, and looks northward.
Rhodrick glances around at the party to see if anyone has further ideas or objections.
Rolls
Perception - (1D20+4)
(8) + 4 = 12
Rolls
Perception - (1d20+5)
(13) + 5 = 18
Stealth - (1d20+6)
(2) + 6 = 8
Entering the cavern, you are greeted by the smell of rotting flesh. Jandral and Golwen spy the discarded entrails of some creature on the far side of the area, and the ground there is slick with blood. As the torch light from the others fills the room, everyone can see that some of the blood seems fresh.
The cavern continues northward into another area.
Map
The grisly scene increases Golwen's general sense of foreboding, but he steels his nerve and focuses on the innocents likely trapped farther in.
Rolls
Survival - (1d20+3)
(7) + 3 = 10
The air is thick. There is a faint shuffling sound that seems to echo against the cavernous walls.
Rolls
Jandral Perception - (1d20+5)
(17) + 5 = 22
Rolls
Perception - (1D20+4)
(12) + 4 = 16
Rolls
Perception - (1d20+5)
(1) + 5 = 6
Rolls
Perception - (1d20+3)
(19) + 3 = 22
Your eyes have adjusted to the torchlight, and you spy many hunched shapes that seem to blend into the stone. Standing upright with filthy skin that appears like the earth itself, these creatures have matted hair upon grotesque and misshapen heads. There are nine of these humanoids, and they appear to be lying in ambush for your arrival. They have not moved closer, as if expecting you to continue your approach.
Map
Rolls
Magic Missile - (1d4+1, 1d4+1, 1d4+1)
1d4+1 : (4) + 1 = 5
1d4+1 : (4) + 1 = 5
1d4+1 : (3) + 1 = 4
Rolls
Shortbow, damage - (1d20+6, 1d6+4)
1d20+6 : (16) + 6 = 22
1d6+4 : (2) + 4 = 6
Rolls
Sleep - (5D8)
(26134) = 16
Haesh
Rhodrick
Rolls
Rapiers: main (action), off-hand (bonus) - (1d20+6, 1d20+6)
1d20+6 : (6) + 6 = 12
1d20+6 : (12) + 6 = 18
Damage: main, off-hand - (1d8+4, 1d8+4)
1d8+4 : (3) + 4 = 7
1d8+4 : (7) + 4 = 11
Rolls
Attack (Warhammer) - (1d20+6)
(8) + 6 = 14
Damage (Warhammer) - (1d8+4)
(3) + 4 = 7
Almost simultaneously, Haesh slams into the creature previously hit by Parallel's arrow. The warhammer strikes the fletching like a nail and drives the tip out through the creature's back. It falls backward, arms and legs splayed out.
The two remaining creatures in the left passageway all let out a low moan. It sounds like a dull vibration from inside the chest, and it echoes along the cavern walls. They then turn and scurry over and around the rocks, disappearing and descending further into the cave.
After the moaning subsides, the group of creatures in the right passageway advance, stepping over their companion sleeping on the ground. They move southward towards Jandral and Golwen, sniffing and turning their heads from side to side. Their mouths are slightly open as if tasting the air, revealing jagged and sharp teeth. Large sticks of wood are held in their grimy hands, and rock or bone has been lashed to them to create a haphazardly-spiked club. The two fey-blooded individuals can see that where the eyes should be on these humanoids' heads are instead closed and sunken lids.
As the group nears Jandral, Golwen, and Parallel, their heads suddenly whip fast in their direction in intense focus. They lift their clubs with a guttural roar and amble quickly across the floor.
From behind and further back in the right passageway, four more of these creatures lumber into the dim light.
Map
The two remaining creatures on the left turned and fled.
The creatures on the right advanced forward and now seem focused on Jandral and Golwen. Whether or not they detect Parallel is not known. Four more creatures came down from the north and are advancing.
what the heck are these things?
"A little help, guys..." he says to the fighters, between stabs. He decides to stand in defense of the spellcasters and plunge his dagger rather than disengage and move off.
Rolls
Shortsword, damage - (1d20+6, 1d6+4)
1d20+6 : (20) + 6 = 26
1d6+4 : (4) + 4 = 8
Advantage, if granted - (1d20)
(8) = 8
Crit damage - (1d6)
(1) = 1
Sneak attack w/crit, if advantage - (2d6)
(31) = 4
Off hand dagger, damage - (1d20+6, 1d4)
1d20+6 : (10) + 6 = 16
1d4 : (2) = 2
Advantage, if granted - (1d20)
(4) = 4
Nature - (1d20+3)
(11) + 3 = 14
Parallel has heard mention of sightless beings that lurk in the dark. A degenerate race that were once human worshipers and servants of the illithid, centuries of perversion and mutation underground has created what is now known as grimlocks. Blind, but with heightened senses to compensate, grimlocks have no difficulty finding prey and victims to feed upon.
Map
Rolls
Rapier: Main attack, damage - (1d20+6, 1d8+4)
1d20+6 : (5) + 6 = 11
1d8+4 : (8) + 4 = 12
Rapier: Off-hand attack, damage - (1d20+6, 1d8+4)
1d20+6 : (18) + 6 = 24
1d8+4 : (1) + 4 = 5
Golwen
Haesh
Jandral
Rolls
Fire Bolt - (1d20+7, 1d10)
1d20+7 : (12) + 7 = 19
1d10 : (9) = 9
Does Jandral also know what they are? (Nature) - (1d20+2)
(18) + 2 = 20
Map
Rolls
Firebolt / Dmg - (1D20+6, 1D10)
1D20+6 : (1) + 6 = 7
1D10 : (4) = 4
However, in a brief bit of illumination, a streak of singed and burnt hair crests Parallel's head, carving a straight furrow in his once-pristine coiffure. The acrid smell seems to make both the grimlock and the rest of you scrunch your nose.
Realizing where there's no harm, hair grows back, there's no foul, he refocuses for his next assault - this time, hopefully, toward his foes.
Rolls
Attack (Warhammer) - (1d20+6)
(7) + 6 = 13
Damage (Warhammer) - (1d8+4)
(7) + 4 = 11
The other four grimlocks lumber towards you, low rumblings coming from their throats. They sniff the air, heads turning left and right, but they stride in a straight line. As they draw closer, they appear to zero in on your presence, and charge.
One grimlock nears Haesh, lifting its club and swinging down for his head. Haesh easily steps back to avoid the blow.
The last one, however, stops at the magically-induced unconscious body of the grimlock affected by Golwen's spell. With a swift kick and a grunt, it wakes the sleeping grimlock up.
Rolls
Fire Bolt - (1d20+7, 1d10)
1d20+7 : (7) + 7 = 14
1d10 : (1) = 1
He follow up with his dagger.
Rolls
Shortsword, damage, snk atk dmg - (1d20+6, 1d6+4, 1d6)
1d20+6 : (13) + 6 = 19
1d6+4 : (1) + 4 = 5
1d6 : (2) = 2
Dagger, off hand damage - (1d20+6, 1d4)
1d20+6 : (16) + 6 = 22
1d4 : (1) = 1
Rolls
Rapier: Main attack, damage - (1d20+6, 1d8+4)
1d20+6 : (3) + 6 = 9
1d8+4 : (7) + 4 = 11
Rapier: Off-hand attack, damage - (1d20+6, 1d8+4)
1d20+6 : (1) + 6 = 7
1d8+4 : (5) + 4 = 9
The one before Parallel brings back its club for another smash, when two blades bite into its abdomen. It howls in pain, then seems to focus its attention on the halfling.
Rhodrick didn't expect the other grimlock to charge so quickly, and his rapiers aren't quite ready to meet the attack. His target ducks under the lunge and swats aside the low thrust with its club, closing in.
Golwen
Haesh
Rolls
Firebolt / Dmg - (1D20+6, 1D10)
1D20+6 : (12) + 6 = 18
1D10 : (10) = 10
Actions left to take:
Haesh
Rolls
Attack (Warhammer) - (1d20+6)
(20) + 6 = 26
Damage (Warhammer) - (1d8+4)
(8) + 4 = 12
Critical! - (1d8+4)
(2) + 4 = 6
The grimlocks in the distance rise to their feet, then lumber forward and join their companions in the fray. They each launch a vicious strike against Haesh, perhaps in retaliation for their slain ally, or just because he was the closest to them. The wounded one swings and nearly clips Haesh in the shoulder, but the warrior twists away. However, the other grimlock brings its club in a two-handed slam, catching Haesh in the ribs (23 vs AC, 6 bludgeoning damage, 1 piercing damage).
Parallel ducks even lower than the grimlock is expecting, and its swing smashes harmlessly against the cavern wall.
Rhodrick tries to bring his rapiers back into a defensive stance, but the grimlock's charge was too quick. It manages to land a blow on Rhodrick's shoulder (23 vs AC, 6 bludgeoning damage, 2 piercing damage).
Grimlock2 vs Haesh: AC 11, 16/16 HP
Grimlock4 vs Parallel: AC 11, 6/14 HP
Grimlock5 vs Rhodrick: AC 11, 18/18 HP
Rolls
Fire Bolt, damage - (1d20+7, 1d10)
1d20+7 : (6) + 7 = 13
1d10 : (4) = 4
Rolls
Shortsword, damage - (1d20+6, 1d6+4)
1d20+6 : (16) + 6 = 22
1d6+4 : (5) + 4 = 9
Rolls
Offhand dagger, damage, snk atk - (1d20+6, 1d4, 1d6)
1d20+6 : (5) + 6 = 11
1d4 : (3) = 3
1d6 : (3) = 3
Rolls
Firebolt / Dmg - (1D20+6, 1D10)
1D20+6 : (16) + 6 = 22
1D10 : (9) = 9
Golwen sidles along the wall and launches his blast. The bolt streaks across and strikes the grimlock in the shoulder, twisting it in place as it rights its balance.
Grimlock5: AC 11, 18/18 HP
Actions left to take:
Haesh
Rhodrick
Rolls
Rapier: Main attack, damage - (1d20+6, 1d8+4)
1d20+6 : (14) + 6 = 20
1d8+4 : (7) + 4 = 11
Rapier: Off-hand attack, damage - (1d20+6, 1d8+4)
1d20+6 : (2) + 6 = 8
1d8+4 : (5) + 4 = 9
Grimlock5: AC 11, 7/18 HP
Rolls
Attack (Warhammer) - (1d20+6)
(14) + 6 = 20
Damage (Warhammer) - (1d8+4)
(8) + 4 = 12
The last remaining grimlock sniffs the air, a low rumbling from its throat that you can barely hear. It then swishes its club as if to ward off an attack and hops backward, before turning and lumbering down the passageway to the west.
Player turn!
Rhodrick closes the distance to the retreating grimlock and strikes again!
Rolls
Rapier: Main hand, damage - (1d20+6, 1d8+4)
1d20+6 : (7) + 6 = 13
1d8+4 : (2) + 4 = 6
Rapier: Off-hand, damage - (1d20+6, 1d8+4)
1d20+6 : (5) + 6 = 11
1d8+4 : (3) + 4 = 7
The two remaining creatures in the left passageway all let out a low moan. It sounds like a dull vibration from inside the chest, and it echoes along the cavern walls. They then turn and scurry over and around the rocks, disappearing and descending further into the cave.
"I think a couple got away -- we should go down the left passage, and quickly -- if there are survivors, they may be in danger."
Haesh turns to look at Parallel and chuckles as he sees his hair. "Close one, eh?"
Haesh brings his hammer down to his foot and wipes off the gore with his heel. He rolls his shoulders and looks at his companions.
"Ready gents?"
"Hey! -- " but then hurries to keep up with the group down the left passage.
You enter into a larger cavern in width, but not in height. The ceiling hangs low about 10 feet, smaller in some areas, made more oppressive by the stalagmites and stalactites scattered throughout. As you step further into this cavern, you cannot help but imagine yourselves as walking into the maw of a many-toothed gargantuan creature.
The torchlight reflects upon something slick. You think you see a figure standing near a stalactite and ready your weapons, but upon closer inspection you realize that it is the nude and headless body of a male human, trussed up on the ceiling by his feet. The entrails have been removed, and most noticeable is the fact that chunks of flesh have been carved from the arms and torso. It calls to mind a butcher's shop.
As you ponder the grisly scene, you realize that further in there are dozens of bodies, all hanging from the ceiling. Some appear to be nothing more than bones held together by loose scraps of sinew, while others appear virtually untouched. All are missing their heads.
The torchlight shows a few small side chambers to this cavern, while darkness extends further westward. There is no sign of any grimlocks.
Map
"Why would any creature do such a thing?"
Rolls
Perception - (1d20+3)
(16) + 3 = 19
Are we alone...?
Rolls
Perception - (1D20+4)
(17) + 4 = 21
As though sensing that their ambush was spoiled, the grimlocks unanimously detach from their positions and charge. They scuttle around and between the stones, brandishing wicked-looking spiked clubs.
Battlefield Features:
Stalagmites/Stalactites
Trussed headless bodies
The entire area is considered difficult terrain due to the density of rock formations and hanging bodies.
Player turn!
He pushes past his companions and tries to drag Parallel along with him.
Rolls
Strength Check (moving Parallel) - (1d20+4)
(5) + 4 = 9
Rolls
Magic Missile - (1d4+1, 1d4+1, 1d4+1)
1d4+1 : (1) + 1 = 2
1d4+1 : (1) + 1 = 2
1d4+1 : (3) + 1 = 4
Rhod drops his torch and draws his off-hand blade. With both rapiers ready he follows Haesh's direction and takes up the position to the other fighter's north.
"Well spotted, Master Elf," he says to Golwen.
Golwen
Parallel
Battlefield Features:
Stalagmites/Stalactites
Trussed headless bodies
The entire area is considered difficult terrain due to the density of rock formations and hanging bodies.
Rolls
Shortbow, damage - (1d20+6, 1d6+4)
1d20+6 : (13) + 6 = 19
1d6+4 : (1) + 4 = 5
Grimlock4 recovers from the magical missiles just in time to receive a mundane one, as Parallel's arrow finds purchase in its abdomen. It still charges forward with its companions, rapidly closing the distance to the party in their eagerness.
The group of grimlocks in the center, perhaps mindful of the slick surface they are passing through, slow their pace a bit.
The last group of grimlocks from the south rush forward, one ready to launch itself off the cavern wall at Haesh as the others catch up to the party.
Rolls
Attack (Warhammer) - (1d20+6)
(7) + 6 = 13
Damage (Warhammer) - (1d8+4)
(7) + 4 = 11
Rolls
Rapier: Main attack, damage - (1d20+6, 1d8+4)
1d20+6 : (8) + 6 = 14
1d8+4 : (4) + 4 = 8
Rapier: Off-hand attack, damage - (1d20+6, 1d8+4)
1d20+6 : (15) + 6 = 21
1d8+4 : (6) + 4 = 10
Grimlock12 cannot stop its momentum and impales itself onto Rhodrick's thin blades, each rapier slipping through to sever the life from its body. It tries to grab onto a stalactite, but its strength fades and it falls to the ground.
Battlefield Features:
Stalagmites/Stalactites
Trussed headless bodies
The area with dense rock formations and hanging bodies is considered difficult terrain (colored light orange on the Map)
Rolls
Shortsword, damage - (1d20+6, 1d6+4)
1d20+6 : (7) + 6 = 13
1d6+4 : (5) + 4 = 9
Offhand dagger, damage - (1d20+6, 1d4)
1d20+6 : (5) + 6 = 11
1d4 : (1) = 1
Sneak attack damage on shortsword - (1d6)
(2) = 2
Rolls
Firebolt (No damage because it's aimed at the floor) - (1D20+6)
(13) + 6 = 19
Rolls
Firebolt / Dmg - (1D20+6, 1D10)
1D20+6 : (7) + 6 = 13
1D10 : (1) = 1
Haesh
Jandral
Rhodrick
Rolls
Rapier: Main attack, damage - (1d20+6, 1d8+4)
1d20+6 : (3) + 6 = 9
1d8+4 : (7) + 4 = 11
Rapier: Off-hand attack, damage - (1d20+6, 1d8+4)
1d20+6 : (15) + 6 = 21
1d8+4 : (5) + 4 = 9
Rolls
Firebolt, damage - (1d20+7, 1d10)
1d20+7 : (20) + 7 = 27
1d10 : (10) = 10
Crit damage - (1d10)
(8) = 8
Then a blast of fire chars a cauterized hole in Grimlock1's chest, leaving an empty space where its heart once was. It falls backwards from the impact, tearing down one of the bodies to the ground.
He decides to take a quick forward strike at Grimlock15's chest with his hammer.
Rolls
Attack (Warhammer) - (1d20+5)
(2) + 5 = 7
Damage (Warhammer) - (1d8+4)
(5) + 4 = 9
Though whittled down in number, the remaining grimlocks continue their charge and close the distance. You can smell their odor, a mixture of sweat, grime, and blood.
Parallel is the target of one grimlock's attacks, but he manages to duck under the swing. He can see another grimlock sweeping around, threatening his flank.
Haesh finds himself beset by three grimlocks. The difficult terrain actually proves beneficial, forcing the grimlocks to attack in a predictable way, and the warrior is able to block them all with his shield.
Rhodrick also faces an assault from three grimlocks. This time the terrain proves much more restrictive to his movements, and he is unable to dodge and parry the attacks. The spiked clubs find purchase upon his armor and smash through his defenses (16, 22, 17 vs AC; 16 bludgeoning damage, 9 piercing damage = 25 damage).
The remaining grimlocks press in to support their allies. Two in the back pick themselves up from the greasy floor and begin their approach.
Jandral launches magical darts at one if the nearby grimlocks.
Rolls
Magic Missile vs Gr3 - (1d4+1, 1d4+1, 1d4+1)
1d4+1 : (2) + 1 = 3
1d4+1 : (2) + 1 = 3
1d4+1 : (1) + 1 = 2
Golwen
Haesh
Parallel
Rhodrick
Rolls
Shortsword, damage, snk atk dmg - (1d20+6, 1d6+4, 1d6)
1d20+6 : (14) + 6 = 20
1d6+4 : (5) + 4 = 9
1d6 : (4) = 4
Haesh
Rhodrick
Fails: 1
Rolls
First Death Save - (1d20)
(3) = 3
Haesh: AC 19 (Chainmail + Shield + Defense), 21/28 HP
Jandral: AC 17 (Draconic), 22/22 HP
Parallel: AC 15 (Leather), 20/20 HP
Rhodrick: AC 16 (Leather + Dual Wielder), 0/28 HP (unconscious, 1 failed death save, prone)
Rolls
Offhand dagger, damage - (1d20+6, 1d4)
1d20+6 : (7) + 6 = 13
1d4 : (3) = 3
Rolls
Firebolt / Dmg - (1D20+6, 1D10)
1D20+6 : (11) + 6 = 17
1D10 : (3) = 3
Haesh
Party Status:
Golwen: AC 14 (None), 18/18 HP
Haesh: AC 19 (Chainmail + Shield + Defense), 21/28 HP
Jandral: AC 17 (Draconic), 22/22 HP
Parallel: AC 15 (Leather), 20/20 HP
Rhodrick: AC 16 (Leather + Dual Wielder), 0/28 HP
Of the 16 grimlocks originally in this cavern, you've slain 4. Three of them are wounded (one of whom looks very rough), but the rest are unharmed:
Grimlock2: AC 11, 16/17 HP
Grimlock5: AC 11, 15/15 HP
Grimlock6: AC 11, 11/11 HP
Grimlock7: AC 11, 15/15 HP
Grimlock8: AC 11, 11/17 HP
Grimlock9: AC 11, 14/14 HP
Grimlock10: AC 11, 14/14 HP
Grimlock11: AC 11, 11/11 HP
Grimlock13: AC 11, 13/13 HP
Grimlock14: AC 11, 18/18 HP
Grimlock15: AC 11, 6/18 HP
Grimlock16: AC 11, 18/18 HP
Battlefield Features:
Stalagmites/Stalactites
Trussed headless bodies
The entire area is considered difficult terrain due to the density of rock formations and hanging bodies.
Rolls
Attack (Warhammer) - (1d20+6)
(16) + 6 = 22
Damage (Warhammer) - (1d8+4)
(5) + 4 = 9
The other grimlocks press in, seven advancing upon the front line while those in the back try to squeeze around.
Three grimlocks confront Parallel and swing their spiked clubs, and while the halfling nimbly dodges and parries two of their attacks, the third scores a hit (15 vs AC, 5 bludgeoning damage, 3 piercing damage = 8 damage).
Another four grimlocks seek to break through Haesh's defenses. The warrior blocks two blows with his shield, but is unable to avoid the last two attacks (24 and 21 vs AC, 11 bludgeoning damage, 4 piercing damage = 15 damage).
Grimlock9 steps over the fallen body of its ally and grabs hold of Rhodrick's leg, beginning the process of dragging the warrior away.
Rhodrick needs to make another Death Save.
Haesh: AC 19 (Chainmail + Shield + Defense), 6/28 HP
Jandral: AC 17 (Draconic), 22/22 HP
Parallel: AC 15 (Leather), 12/20 HP
Rhodrick: AC 16 (Leather + Dual Wielder), 0/28 HP (unconscious, 1 failed save, prone)
Grimlock5: AC 11, 15/15 HP
Grimlock6: AC 11, 11/11 HP
Grimlock7: AC 11, 15/15 HP
Grimlock8: AC 11, 11/17 HP
Grimlock9: AC 11, 14/14 HP
Grimlock10: AC 11, 14/14 HP
Grimlock11: AC 11, 11/11 HP
Grimlock13: AC 11, 13/13 HP
Grimlock14: AC 11, 18/18 HP
Grimlock16: AC 11, 18/18 HP
Jandral crouches down to stanch Rodrick's wounds. Then he grabs the fallen man's legs to pull him to safety and pull him to safety but to his horror one of the grimlocks starts dragging Rhodrick away!
Rolls
Magic Missile vs. Gr9 - (1d4, 1d4, 1d4)
1d4 : (4) = 4
1d4 : (3) = 3
1d4 : (3) = 3
Medicine check to stabilize Rhod - (1d20+3)
(18) + 3 = 21
Rolls
Shortsword, damage - (1d20+6, 1d6+4)
1d20+6 : (7) + 6 = 13
1d6+4 : (4) + 4 = 8
Offhand dagger, damage - (1d20+6, 1d4)
1d20+6 : (3) + 6 = 9
1d4 : (1) = 1
Rolls
Second Wind - (1d10+2)
(10) + 2 = 12
Attack (Warhammer) - (1d20+6)
(14) + 6 = 20
Damage (Warhammer) - (1d8+4)
(2) + 4 = 6
Actions left to take:
Golwen
Note to Jinn24
Don't do anything heroic! Disengage and fall back to help the others. I'll start making these saves, lol.
I do appreciate the help, though :)
Rolls
Firebolt / Dmg - (1D20+6, 1D10)
1D20+6 : (14) + 6 = 20
1D10 : (1) = 1
Grimlock8 sees an opening, and steps towards Jandral. It launches an attack, but the half-elf barely manages to lean out of the way despite his own awkward posture. Meanwhile, its allies (Grimlock6, Grimlock7, and Grimlock11) maneuver their way around the mob.
Haesh finds himself the sole target of four grimlocks. He is beginning to understand their attack pattern, and deftly blocks the incoming clubs with his shield, slapping aside the last strike with his hammer.
Grimlock9 tries to come away with its prize, pulling at Rhodrick's body against Jandral's grip.
Jandral, make an Athletics check versus the grimlock.
Haesh: AC 19 (Chainmail + Shield + Defense), 18/28 HP
Jandral: AC 17 (Draconic), 22/22 HP
Parallel: AC 15 (Leather), 1/20 HP
Rhodrick: AC 16 (Leather + Dual Wielder), 0/28 HP (unconscious, stable, prone)
Grimlock5: AC 11, 15/15 HP
Grimlock6: AC 11, 11/11 HP
Grimlock7: AC 11, 15/15 HP
Grimlock8: AC 11, 11/17 HP
Grimlock9: AC 11, 14/14 HP
Grimlock10: AC 11, 8/14 HP
Grimlock11: AC 11, 11/11 HP
Grimlock13: AC 11, 13/13 HP
Grimlock14: AC 11, 18/18 HP
Grimlock16: AC 11, 18/18 HP
Rolls
Deception - (1d20+7)
(9) + 7 = 16
Rolls
Offhand dagger, damage - (1d20+6, 1d4)
1d20+6 : (1) + 6 = 7
1d4 : (1) = 1
Shortsword, damage, snk atk dmg - (1d20+6, 1d6+4, 1d6)
1d20+6 : (14) + 6 = 20
1d6+4 : (1) + 4 = 5
1d6 : (6) = 6
Jandral loses his grip on Rhodrick as the grimlock yanks the body away. As the sorcerer plays dead, the grimlock that attacked him leans forward and Jandral can hear a wet, sniffling sound, like an animal inspecting the body. Unable to see what the grimlock doing, Jandral can only feel a rough hand grab him by the arm and start to pull.
Golwen
Haesh
Rolls
Firebolt / Dmg - (1D20+6, 1D10)
1D20+6 : (8) + 6 = 14
1D10 : (9) = 9
However, Golwen has problems of his own. Pressed into melee, the wizard flings a Fire Bolt into the face of his opponent. Despite the close proximity, there is a small blast of flame that causes the grimlock to howl.
Actions left to take:
Haesh
Rolls
Fire Bolt, Disadvantage - (1d20+6)
(17) + 6 = 23
Meanwhile, two grimlocks seem to fight over their "prize" as one pulls on Rhodrick's unconscious body while the other holds onto Jandral. The conflicting strength in their tug-of-war shifts all four individuals slightly westward.
Jandral needs to make another Athletics check to hold onto Rhodrick.
Haesh: AC 19 (Chainmail + Shield + Defense), 13/28 HP
Jandral: AC 17 (Draconic), 22/22 HP
Parallel: AC 15 (Leather), 1/20 HP
Rhodrick: AC 16 (Leather + Dual Wielder), 0/28 HP (unconscious, stable, prone)
Grimlock6: AC 11, 11/11 HP
Grimlock7: AC 11, 15/15 HP
Grimlock8: AC 11, 11/17 HP
Grimlock9: AC 11, 14/14 HP
Grimlock10: AC 11, 8/14 HP
Grimlock11: AC 11, 11/11 HP
Grimlock13: AC 11, 13/13 HP
Grimlock14: AC 11, 18/18 HP
Grimlock16: AC 11, 18/18 HP
Rolls
Athletics - (1d20+1)
(8) + 1 = 9
Rolls
Attack (war hammer) - (1d20+6)
(16) + 6 = 22
Damage (warhammer) - (1d8+4)
(6) + 4 = 10
Try as he might, Jandral is unable to retain his grip on Rhodrick as the two grimlocks pull them apart.
Golwen
Parallel
He'll then disengage (bonus) and retreats around the southern corner, hoping that by hiding next turn he will be able to use his bow surgically.
Rolls
Shortsword, damage, snk atk dmg - (1d20+6, 1d6+4, 1d6)
1d20+6 : (4) + 6 = 10
1d6+4 : (2) + 4 = 6
1d6 : (6) = 6
Rolls
Firebolt / Dmg - (1D20+6, 1D10)
1D20+6 : (5) + 6 = 11
1D10 : (9) = 9
Two other grimlocks, sensing the blast of fire, swarm around to engage Golwen. They and Grimlock6 lash out at the elf, but only one manages to score a glancing blow (24 vs AC, 4 bludgeoning + 1 piercing = 5 damage).
The pair of grimlocks still in combat with Haesh continue to press their attacks. One club is blocked by Haesh's shield, but the warrior is tiring and the second strike slips through (19 vs AC, 6 bludgeoning + 3 piercing = 9 damage).
Rhodrick and Jandral are dragged along the ground by their feet.
Wasn't sure where Parallel wanted to go, so I've put him at AA-16, which is 25 feet from his previous spot.
Haesh: AC 19 (Chainmail + Shield + Defense), 4/28 HP
Jandral: AC 17 (Draconic), 22/22 HP
Parallel: AC 15 (Leather), 1/20 HP
Rhodrick: AC 16 (Leather + Dual Wielder), 0/28 HP (unconscious, stable, prone)
Grimlock7: AC 11, 15/15 HP
Grimlock8: AC 11, 11/17 HP
Grimlock9: AC 11, 14/14 HP
Grimlock10: AC 11, 8/14 HP
Grimlock11: AC 11, 11/11 HP
Grimlock13: AC 11, 13/13 HP
Grimlock14: AC 11, 18/18 HP
Grimlock16: AC 11, 18/18 HP
Rolls
Fire Bolt, Disadvantage - (1d20+6)
(20) + 6 = 26
Rolls
Shortbow, damage, sneak attack damage - (1d20+6, 1d6+4, 1d6)
1d20+6 : (8) + 6 = 14
1d6+4 : (4) + 4 = 8
1d6 : (1) = 1
Rolls
Attack (Warhammer) - (1d20+6)
(1) + 6 = 7
Damage (Warhammer) - (1d8+4)
(7) + 4 = 11
Rolls
Attack (Warhammer) - (1d20+6)
(2) + 6 = 8
Rolls
Attack (Warhammer) - (1d20+6)
(9) + 6 = 15
Golwen
Jandral
He holds a shield spell at the ready to use as a reaction if attacked.
Rolls
Firebolt/Dmg - (1D20+6, 1D10)
1D20+6 : (8) + 6 = 14
1D10 : (8) = 8
Jandral
Rolls
Fire Bolt, Disadvantage - (1d20+6)
(2) + 6 = 8
Jandral and Rhodrick continue to be dragged westward.
Haesh: AC 19 (Chainmail + Shield + Defense), 4/28 HP
Jandral: AC 17 (Draconic), 22/22 HP
Parallel: AC 15 (Leather), 1/20 HP
Rhodrick: AC 16 (Leather + Dual Wielder), 0/28 HP (unconscious, stable, prone)
Grimlock7: AC 11, 15/15 HP
Grimlock8: AC 11, 11/17 HP
Grimlock9: AC 11, 14/14 HP
Grimlock11: AC 11, 11/11 HP
Grimlock13: AC 11, 13/13 HP
Grimlock14: AC 11, 18/18 HP
Grimlock16: AC 11, 18/18 HP
Rolls
Shortbow, damage, sneak attack damage - (1d20+6, 1d6+4, 1d6)
1d20+6 : (19) + 6 = 25
1d6+4 : (4) + 4 = 8
1d6 : (5) = 5
Rolls
Stealth (hide) - (1d20+6)
(11) + 6 = 17
The severely wounded grimlocks take the opportunity during Haesh's withdrawal to make their own retreat, stumbling and crawling westward into the cavern. The other grimlocks press in on Haesh, but in their eagerness they do not take much advantage of the lone warrior's stance and only two of the four can engage for now. Both attacks are thwarted by Haesh's shield.
Jandral continues to play dead, and he and the unconscious Rhodrick continue to be dragged.
Haesh: AC 19 (Chainmail + Shield + Defense), 4/28 HP
Jandral: AC 17 (Draconic), 22/22 HP
Parallel: AC 15 (Leather), 1/20 HP
Rhodrick: AC 16 (Leather + Dual Wielder), 0/28 HP (unconscious, stable, prone)
Grimlock7: AC 11, 2/15 HP
Grimlock8: AC 11, 11/17 HP
Grimlock9: AC 11, 14/14 HP
Grimlock11: AC 11, 11/11 HP
Grimlock13: AC 11, 13/13 HP
Grimlock14: AC 11, 18/18 HP
Grimlock16: AC 11, 18/18 HP
"Well done Haesh! I hope I can lighten your load..."
Rolls
Shortbow, adv unseen attacker, damage, sneak attack damage - (1d20+6, 1d20+6, 1d6+4, 1d6)
1d20+6 : (16) + 6 = 22
1d20+6 : (7) + 6 = 13
1d6+4 : (4) + 4 = 8
1d6 : (1) = 1
Stealth - (1d20+6)
(16) + 6 = 22
Rolls
Magic Missile vs. Grimlock 8 - (1d4+1, 1d4+1, 1d4+1)
1d4+1 : (4) + 1 = 5
1d4+1 : (1) + 1 = 2
1d4+1 : (2) + 1 = 3
Acrobatics check to escape, if allowed - (1d20+4)
(4) + 4 = 8
Actions left to take:
Golwen
Haesh
Three grimlocks chase down Haesh and come around the corner, throwing themselves against the warrior's shield in an effort to bring him down. Though nearing exhaustion, Haesh is able to deflect and swat aside their attacks.
The severely-wounded grimlocks maintain their own retreat, bloodied and burned.
Rhodrick continues to be dragged away, while the grimlock that once held Jandral lies wheezing on the cavern floor.
Haesh: AC 19 (Chainmail + Shield + Defense), 4/28 HP
Jandral: AC 17 (Draconic), 22/22 HP
Parallel: AC 15 (Leather), 1/20 HP
Rhodrick: AC 16 (Leather + Dual Wielder), 0/28 HP (unconscious, stable, prone)
Grimlock7: AC 11, 2/15 HP
Grimlock8: AC 11, 1/17 HP, Prone
Grimlock9: AC 11, 14/14 HP
Grimlock13: AC 11, 13/13 HP
Grimlock14: AC 11, 18/18 HP
Grimlock16: AC 11, 18/18 HP
Rolls
Fire Bolt, Fire Damage - (1d20+6, 1d10)
1d20+6 : (8) + 6 = 14
1d10 : (4) = 4
He then disengages and retreats back to AC18
Rolls
Shortsword, damage, snk atk dmg - (1d20+6, 1d6+4, 1d6)
1d20+6 : (6) + 6 = 12
1d6+4 : (5) + 4 = 9
1d6 : (2) = 2
• What's the orange square at M19?
Rolls
Fire Bolt vs Gr7, damage - (1d20+7, 1d10)
1d20+7 : (14) + 7 = 21
1d10 : (6) = 6
The orange square is Golwen's Grease spell, which has 2 rounds of duration remaining.
Actions left to take:
Golwen
Haesh
Fire and displace. Fire and displace. He might still survive this ordeal...
Rolls
Firebolt/Dmg - (1D20+6, 1D10)
1D20+6 : (2) + 6 = 8
1D10 : (3) = 3
The other grimlock seems to ignore its comrade that just fell, and continues to retreat. Meanwhile, Rhodrick's body is dragged in a slow, yet purposeful, direction.
Talk about good timing, Haesh. I rolled a natural 20 to hit you, but disadvantage dropped it to a 9.
Grease: 1 round left.
Haesh: AC 19 (Chainmail + Shield + Defense), 4/28 HP
Jandral: AC 17 (Draconic), 22/22 HP
Parallel: AC 15 (Leather), 1/20 HP
Rhodrick: AC 16 (Leather + Dual Wielder), 0/28 HP (unconscious, stable, prone)
Grimlock8: AC 11, 1/17 HP
Grimlock9: AC 11, 14/14 HP
Grimlock13: AC 11, 13/13 HP
Grimlock14: AC 11, 7/18 HP
Grimlock16: AC 11, 18/18 HP
Rolls
Shortbow, adv unseen attacker, damage, sneak attack damage - (1d20+6, 1d20+6, 1d6+4, 1d6)
1d20+6 : (13) + 6 = 19
1d20+6 : (17) + 6 = 23
1d6+4 : (1) + 4 = 5
1d6 : (6) = 6
Hide - (1d20+6)
(7) + 6 = 13
Rolls
Firebolt - (1d20+7, 1d10)
1d20+7 : (5) + 7 = 12
1d10 : (10) = 10
Golwen
Haesh
Rolls
Fire Bolt, Fire Damage - (1d20+6, 1d10)
1d20+6 : (10) + 6 = 16
1d10 : (8) = 8
As though ignorant to the fate of its allies, Grimlock9 continues to pull Rhodrick's unconscious body.
In the darkness, a greasy spot on the cavern floor dries up and fades away.
Haesh: AC 19 (Chainmail + Shield + Defense), 4/28 HP
Jandral: AC 17 (Draconic), 22/22 HP
Parallel: AC 15 (Leather), 1/20 HP
Rhodrick: AC 16 (Leather + Dual Wielder), 0/28 HP (unconscious, stable, prone)
Grimlock9: AC 11, 14/14 HP
Grimlock13: AC 11, 5/13 HP
Grimlock16: AC 11, 18/18 HP
Rolls
Firebolt (disadvantage for prone target?) - (1d20+7, 1d20+7, 1d10)
1d20+7 : (15) + 7 = 22
1d20+7 : (20) + 7 = 27
1d10 : (3) = 3
Sensing a turning of the tide, Parallel stays nearby, ready to run to Rhod as soon as Haesh crushes the skull of this slime ball.
Rolls
Shortbow, adv unseen attacker, damage, sneak attack damage - (1d20+6, 1d20+6, 1d6+4, 1d6)
1d20+6 : (7) + 6 = 13
1d20+6 : (10) + 6 = 16
1d6+4 : (1) + 4 = 5
1d6 : (1) = 1
Golwen
Haesh
Haesh: AC 19 (Chainmail + Shield + Defense), 4/28 HP
Jandral: AC 17 (Draconic), 22/22 HP
Parallel: AC 15 (Leather), 1/20 HP
Rhodrick: AC 16 (Leather + Dual Wielder), 0/28 HP (unconscious, stable, prone)
Tordek: AC 18 (Chainmail + Shield), 24/24 HP
Grimlock16: AC 11, 18/18 HP
Rolls
Firebolt/Dmg - (1D20+6, 1D10)
1D20+6 : (8) + 6 = 14
1D10 : (5) = 5
Rolls
Grapple - (1d20+4)
(1) + 4 = 5
Rolls
Athletics - (1d20+5)
(8) + 5 = 13
Meanwhile, Rhodrick continues to be dragged.
Player turn!
Haesh: AC 19 (Chainmail + Shield + Defense), 4/28 HP
Jandral: AC 17 (Draconic), 22/22 HP
Parallel: AC 15 (Leather), 1/20 HP
Rhodrick: AC 16 (Leather + Dual Wielder), 0/28 HP (unconscious, stable, prone)
Tordek: AC 18 (Chainmail + Shield), 24/24 HP
Grimlock16: AC 11, 13/18 HP
Rolls
Attack (Warhammer) - (1d20+6)
(13) + 6 = 19
Damage (Warhammer) - (1d8+4)
(6) + 4 = 10
Rolls
Shortbow, damage, sneak attack damage - (1d20+6, 1d6+4, 1d6)
1d20+6 : (6) + 6 = 12
1d6+4 : (4) + 4 = 8
1d6 : (6) = 6
Actions left to take:
Golwen
Haesh
Tordek
Rolls
Cure Wounds - (1d8+3)
(6) + 3 = 9
As everyone pushes onward through the difficult terrain, the grimlock dragging Rhodrick continues westward.
If you're trying to follow undetected, I'll need Stealth checks from everyone.
Golwen: AC 14 (None), 7/18 HP
Haesh: AC 19 (Chainmail + Shield + Defense), 13/28 HP
Jandral: AC 17 (Draconic), 22/22 HP
Parallel: AC 15 (Leather), 1/20 HP
Rhodrick: AC 16 (Leather + Dual Wielder), 0/28 HP (unconscious, stable, prone)
Tordek: AC 18 (Chainmail + Shield), 24/24 HP
Grimlock9: AC 11, 14/14 HP
Rolls
stealth - (1d20+6)
(19) + 6 = 25
He nocks an arrow and waits for an affirmative from Jandral.
Rolls
Stealth (hide) - (1d20+6)
(14) + 6 = 20
For sake of clarity and context, the sounds of battle are just dying out. The Stealth checks are if you are trying to conceal your presence from the remaining grimlock.
Golwen
Parallel (indicated Attack action, need rolls if this is done)
Tordek
After his shot, he moves to Rhod's side and takes a knee, staying alert for more enemies.
Rolls
Shortbow, adv unseen attacker, damage, sneak attack damage - (1d20+6, 1d20+6, 1d6+4, 1d6)
1d20+6 : (19) + 6 = 25
1d20+6 : (9) + 6 = 15
1d6+4 : (6) + 4 = 10
1d6 : (5) = 5
Rolls
Cure Wounds - (1d8+3)
(1) + 3 = 4
"Umberlee's beard, boy-o's! You lot don't look so good."
Before he does, though, can we look around to see if any of these victims are still alive, even if barely?
The small little cave (L9) barely has enough room to fit all six of you, and your boots stir up the awful stench of excrement that overpowers the smell of death in the larger chamber. The floor is slick and sticky, and with each step your feet sink into the ground. A swarm of flies explode into the air.
Can we pleeease sleep somewhere else?""
Rolls
Secret Roll
Secret Roll
Before lying down to rest, he asks to be woken for the final watch.
Rhodrick is about to sleep, but something stirs within his mind.
Rolls
Perception - (1d20+5)
(12) + 5 = 17
Tordek sees and hears nothing else during the rest of his watch.
The fire is starting to die down. A few more torches should keep it going. However, it seems with each addition of fuel, the expanding light only serves to heighten the sense of insecurity. There is an edge to the air, and it does not help that the outermost periphery of his vision sometimes catches glimpse of something moving, though when Jandral strains his eyes, he realizes that it is the flicker of shadow behind the rocks coupled with the unmoving upside-down silhouettes of nearby bodies.
Rolls
Perception - (1d20+4)
(6) + 4 = 10
Rolls
Perception - (1d20+5)
(4) + 5 = 9
Nothing disturbs the remainder of the long rest, save for the memory of the gruesome display of carnage in the cavern.
He lights up one of his torches and starts to walk towards the edge of the camp. He peers into the gruesome scene to see if there is anything of note.
Rolls
Perception - (1d20+3)
(8) + 3 = 11
"Let's press on, boys." He grabs a torch off the fire and scouts ahead toward the back tunnel.
As the slope drops downward, it splits briefly around a column of stone before leveling out into flatter terrain beyond. This is a natural formation, but hung around it like a beaded curtain are dozens of humanoid skulls, strung together with twine through the eye sockets.
When he finds the halfling studying the slope to the northwest, Rhodrick gives him a wink, "Don' worry mate, I'll take the first go!" With that he begins a haphazard descent.
Rolls
Dex (Acrobatics) - (1d20+6)
(18) + 6 = 24
Rolls
Dexterity check - (1d20+4)
(15) + 4 = 19
And loses his mask.
Rolls
Acrobatics - (1d20+4)
(2) + 4 = 6
Rolls
Dexterity - (1d20+1)
(3) + 1 = 4
Rolls
Dex check - (1d20+3)
(13) + 3 = 16
There is a small, narrow tunnel that heads eastward approximately 50 feet before turning north again. The space is only enough to allow passage one person at a time, and even the ceiling hangs low to cause the average human to stoop.
Progress...
Jandral peers down the east tunnel but waits for one of the beefier ones to lead the way.
Rolls
Perception - (1d20+5)
(6) + 5 = 11
Haesh lights a torch and begins moving towards the tunnel. He approaches the tunnel intending to lead the party forward.
Halfway through, the sailor's eyes catch sight of something small and thin strung between two stones, further up the tunnel just before the exit. It extends horizontally in the space about 3 inches off the ground, and spans a distance of 2 feet.
He steps over the supposed trap and attempts to take a quick look out the exit.
Rolls
Perception - (1d20+3)
(18) + 3 = 21
Progress...
He leads the rest of the group out of the narrow passage and into the open chamber.
"Let's press on, eh?"
There is no sound nor movement in either direction. The air is still heavy with musk and stale odor, but perhaps you are used to the smell by now.
He starts heading towards the left tunnel.
"If we come back to this tunnel, walk along the walls if you value your feet."
He then follows down the left.
The circular chamber is approximately 40 feet in diameter, and unlike the natural formation of the tunnels, appears to have been crudely chiseled into existence. A large fire pit is in the center, and the floor is even with several patches of reeds and furs scattered around. The air is dank with musk.
There is no fire burning, but a casual glance reveals remnants of timber settled within the pit. The top surface is cold, but some warmth can be found beneath the ashes. Whatever flames were here have either died or been extinguished for a few hours, at least.
Rolls
Investigation (in case you want to call for it) - (1d20+5)
(11) + 5 = 16
There isn't anything underneath any of the mats.
Rhod steps away without waiting for a response. His face remains impassive as he glances up and down the tunnel and waits for the signal to move on.
Several things are moving, and they are all around.
Map
The fighter draws his blades and they rasp a hungry whisper against the leather.
Arrow nocked, he halts his advance as he searches for his first target.
Rolls
Perception - (1d20+5)
(5) + 5 = 10
Attack roll possibly at disadvantage vs. unseen target, damage - (1d20+7, 1d20+7, 1d10)
1d20+7 : (2) + 7 = 9
1d20+7 : (15) + 7 = 22
1d10 : (10) = 10
Rolls
Perception - (1d20+5)
(20) + 5 = 25
"Sorry lads, still a bit foggy from our hosts' welcome, I suppose."
That is when you all hear a genderless voice sound in your heads, Stop!
"Who are you?! Show yourself!"
Rolls
Perception - (1d20+3)
(6) + 3 = 9
Haesh is unable to see anything beyond the torchlight against the rock and stone. The voices do not appear to originate from anywhere, as they enter into his mind as though the words themselves form within.
They are like the others, booms a third voice, deeper like a bass. Kill them and be done.
No, states Tenor. They are different. Who are you?
Answer! barks Tenor. Who are you?!
Alto's words ooze into your minds. Yes, I'm inclined to agree. Only the Dragon's agents would be so stubborn.
Now there is movement at both ends of the tunnel. Stepping into the torchlight and range of darkvision are several grimlocks, each one shuffling forward until they stand 30 feet from your position. A total of six grimlocks stand at the forking tunnels west of you, while three block the eastern passage.
Behind the grimlocks, standing tall above the throng, are three alien individuals. With purplish skin, each one is hairless with an octopus-like head, complete with four tentacles that writhe where a mouth would be. Two of these beings, one rather heavy-set while the other is rake-thin, stand behind the group of six grimlocks to the west. The third, medium in build compared to the other two, is by the group of three to the east.
The creature to the east lifts up a clawed hand, and points at Tordek. Tenor's words enter into your thoughts. You, dwarf. Is this true?
His eyes shift between Tordek and these new "speakers"
"Tell me yer seein' and hearin' this," he grates out in a rough whisper.
"What the hell are those things?! Gaah they're in my head! Must keep calm, keep it together. If they're enemies of the dragons then maybe they can be our allies. Fuck, I hope they can't tell I have dragon blood!"
Rolls
Secret Roll
Alto seems to agree, lifting its hands in mirrored fashion.
With an irritated tone, Tenor adds, This is your last chance, fools. Answer! Any of you!
"Believe us, we do NOT serve the dragons!" The Abyss take the dragons!
"Quite the opposite: we seek to undermine them!" Will they believe me? I'm positive they know who I really am! What the hell are the others doing?!
"If you hate Caer Tan and his ilk, then help us!" Fat chance! We are about to die here!
Rolls
INT check vs. mental probe - (1d20+2)
(13) + 2 = 15
They would say anything to save themselves, Bass seems to agree, though it lowers its hands as well.
Rolls
Wisdom Save - (1d20+3)
(15) + 3 = 18
"Oi! Tall talk for some bastards hanging out in a cave eating villagers. How do we know you aren't kin to the dragonkind?! If you are going to do something with us then get it over with!"
He waves his hammer around preparing for a fight.
Alto questions the claim. They come on behalf of the village. Who do you serve if not the citizens of the Dragon?
Bass looks at Haesh. Answer.
Rolls
Intelligence save - (1d20+3)
(19) + 3 = 22
Rolls
INT Check - (1d20+3)
(1) + 3 = 4
Alto continues staring at Parallel, tentacles caressing the air. Yesss, its voice oozes. I have heard of these people. Tell me more about the weaklings you call the Pale Deva.
The other tentacled creatures appear to take notice of Alto's revelation.
We usurp the usurpers, remove from them their means of comfort, hisses Alto. Each village that lies fallow is less gold in the Dragon's coffers, each citizen that dies is one less foot soldier in their armored boots.
Bass adds, What worth have the Pale Deva if their people do the bidding of the Dragon? You come here and attack us, aiding the Dragon's citizens, protecting them and their masters. If you stand against them, begone! Leave us to our work. It waves an arm, as though shooing away a fly.
Rolls
INT Check - (1d20+3)
(14) + 3 = 17
Rolls
Persuasion - (1d20+3)
(15) + 3 = 18
Tenor holds up its hand. Enough. Clearly they are misguided. We should show them the better path.
Bass seems to question this decision, but does not display its objection in any outward way. Instead it turns south and both it and its grimlocks head down the southern tunnel. Alto and Tenor remain where they are, blocking the other pathways and wordlessly indicating the direction they'd like the group to go.
Go, states Tenor, waving a hand towards Bass. See for yourselves what we do with these 'resources.'
Rolls
Insight check - (1d20+5)
(3) + 5 = 8
As he speaks, he slowly approaches to look where they are pointing to.
Alto and Tenor wait for you to proceed.
He moves in the direction indicated by their new "hosts"
Your group passes through this cavern into a large cave with two chambers. The smaller room to the west has a number of wood and metal cages, most of them empty except for one that has three humanoid figures lying on the ground.
The larger chamber to the east is dominated at the far end by three stone tables before a large stone throne. Each table is a slab with leather straps at both ends and across the middle. The throne is intricately-worked stone, dramatically different from the primitive carvings seen in other parts of the cave system, but it looks like it was crafted from the very the rock itself. Rising like a crown above the throne are stone prongs that rise 10 feet off the ground and culminate to a small fist-sized gem that glows brightly.
Seated in the throne is another tentacled creature, but significantly larger than the others, with six long tentacles hanging from its face. It is unmoving, with empty eye sockets and dry cracked skin.
Bass stands to the side, looking at the party. Tenor's voice resonates in your minds, Behold, our lord and master. Each villager contributes power towards our rise against the Dragon. Here do we turn these pawns against the enemy, and makes our master stronger. There is no room for betrayal from those resources, no illusion of whose side they serve.
The grimlocks start to drag the three humans into the larger chamber, towards the stone slabs.
The male shifts under the restraints, and a small groan escapes his lips. All three humans appear to be breathing, but still unconscious.
"Don't touch them! Tell us what you are doing here! No more games!
Haesh pulls up his hammer in anticipation for a fight.
Rolls
Intimidation - (1d20+4)
(11) + 4 = 15
Finally, Tenor turns to face Haesh and the group. These servants of the Dragon will provide their life essence to our lord and give strength. When we have wiped their presence from the surface, we will be strong enough to move on to the next location. Our power will grow exponentially!
How... how dare you?! sputters Alto's voice in your heads, and you can all sense a tiny twinge of fear.
Tenor then speaks, its tone also betraying a feeling of uncertainty and panic, And what would you have us do? Watch as our master withers away?
Then he draws a bow and fires at its head!
Rolls
Shortbow - (1d20+6, 1d6+4)
1d20+6 : (7) + 6 = 13
1d6+4 : (3) + 4 = 7
Advantage (blind), if allowed, and sneak atk dmg if adv - (1d20+6, 1d6)
1d20+6 : (5) + 6 = 11
1d6 : (2) = 2
The psychic scream slams throughout the room like a tsunami, and you see Alto, Bass, and Tenor clutch at their heads, each falling to one knee.
The nine grimlocks behind you are thrown backwards, some hitting the cavern wall while others tumble across the ground. All remain still where they fall, blood leaking from their ears.
Actions left to take:
Haesh
Jandral
Rhodrick
Tordek
He then pulls out his hammer jumps over to help guard Parallel, hammer and torch in hand. (17 AC)
Rolls
Axe throw attack - (1d20+6)
(2) + 6 = 8
Axe damage - (1d6+4)
(4) + 4 = 8
Desperately, Naozar points a finger at the face in the center of the grotesque, writhing, tentacled mass on the throne and sets it aflame.
• Range: 60 feet
• Components: V, S
• Duration: Concentration, up to 1 minute
You create a bonfire on ground that you can see within range. Until the spells ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.
Rolls
INT save - (1d20+2)
(6) + 2 = 8
Haesh
Rhodrick
Tordek
Rolls
Fire Damage - (1d8)
(2) = 2
Rolls
Intelligence save - (1d20+3)
(10) + 3 = 13
Actions left to take:
Rhodrick
Tordek
Taking half a heartbeat to scan for a target, he locks onto the kneeling form of Bass. Rhod drops his torch to the ground and silently draws his steels. He stalks over and strikes without mercy.
Rolls
Rapier: Main hand - (1d20+6, 1d8+4)
1d20+6 : (12) + 6 = 18
1d8+4 : (1) + 4 = 5
Rapier: Off-hand - (1d20+6, 1d8+4)
1d20+6 : (10) + 6 = 16
1d8+4 : (2) + 4 = 6
Intelligence Save - (1d20+1)
(11) + 1 = 12
Tordek
Rolls
Rhodrick Advantage x2 - (1d20+6, 1d20+6)
1d20+6 : (2) + 6 = 8
1d20+6 : (8) + 6 = 14
Rolls
Healing Word - (1d4+3)
(1) + 3 = 4
Warhammer vs Bass, Advantage, Bludgeoning Damage - (1d20+3, 1d20+3, 1d8+1)
1d20+3 : (17) + 3 = 20
1d20+3 : (12) + 3 = 15
1d8+1 : (2) + 1 = 3
Intelligence Save - (1d20)
(5) = 5
The seated creature writhes as the flames disappear, its dry skin flaking off into ash while its robes smolder. With trembling arms, it clutches the arrow and pulls it from its head, throwing it aside. Grasping the stone chair, it lifts itself unsteadily into a standing position. White orbs spark into existence, glowing brightly in its eye sockets, and a high-pitched voice screams into your minds.
WHO DARES DISTURB MY REST?!
It teeters in place, stretching taller than the other tentacled creatures, one clawed hand clutching the throne while the other shakes into a fist in the air. The soprano voice rings into your thoughts, I... sense you... but you are different... Where am I?
Haesh: AC 19 (Chainmail + Shield + Defense), 17/28 HP stunned
Naozar: AC 17 (Draconic), 15/22 HP stunned
Parallel: AC 15 (Leather), 20/20 HP
Rhodrick: AC 16 (Leather + Dual Wielder), 17/28 HP stunned
Tordek: AC 18 (Chainmail + Shield), 24/24 HP stunned
Rolls
Shortbow - (1d20+6, 1d6+4)
1d20+6 : (12) + 6 = 18
1d6+4 : (4) + 4 = 8
Naozar
Rhodrick
Tordek
Rolls
INT save with Inspiration - (1d20+2, 1d20+2)
1d20+2 : (12) + 2 = 14
1d20+2 : (13) + 2 = 15
Rolls
Rhodrick INT Save - (1d20+1)
(20) + 1 = 21
Tordek INT Save - (1d20)
(12) = 12
The larger Soprano stumbles away from the throne and steps unsteadily towards the middle stone slab that holds one of the humans, the older female. Its tentacles twitch as it reaches for the woman's head.
Rolls
Main hand - (1d20+6)
(2) + 6 = 8
Main hand - Advantage and damage - (1d20+6, 1d8+4)
1d20+6 : (6) + 6 = 12
1d8+4 : (6) + 4 = 10
Off-hand - (1d20+6)
(8) + 6 = 14
Off-hand - Advantage and damage - (1d20+6, 1d8+4)
1d20+6 : (2) + 6 = 8
1d8+4 : (8) + 4 = 12
Rolls
Shortbow - (1d20+6, 1d6+4)
1d20+6 : (3) + 6 = 9
1d6+4 : (3) + 4 = 7
If adv, and sneak atk - (1d20+6, 1d6)
1d20+6 : (17) + 6 = 23
1d6 : (3) = 3
Haesh
Tordek
Rolls
Grapple - (1d20+4)
(4) + 4 = 8
Rolls
Soprano contesting Grapple - (1d20+2)
(5) + 2 = 7
Rolls
Intelligence Save - (1d20)
(20) = 20
Soprano tries to break free from Haesh's grip.
Haesh, you may contest Soprano's attempt to escape the grapple by making a Strength (Athletics) check. You will maintain your grapple if you beat the number below.
Rolls
Soprano contesting Grapple - (1d20+2)
(5) + 2 = 7
Rolls
Grapple (Athletics) - (1d20+6)
(15) + 6 = 21
If you wish to move, you can drag your target with you, but your movement speed is halved.
Rolls
Shortbow, sneak atk - (1d20+6, 1d6+4, 1d6)
1d20+6 : (12) + 6 = 18
1d6+4 : (1) + 4 = 5
1d6 : (2) = 2
Haesh takes a swing at Soprano as well
Rolls
Attack - (1d20+6)
(3) + 6 = 9
Damage - (1d8+4)
(6) + 4 = 10
Rhodrick
Tordek
Rolls
Main hand with Advantage/Damage - (1d20+6, 1d20+6, 1d8+4)
1d20+6 : (3) + 6 = 9
1d20+6 : (8) + 6 = 14
1d8+4 : (2) + 4 = 6
Off-hand with Advantage - (1d20+6, 1d20+6, 1d8+4)
1d20+6 : (8) + 6 = 14
1d20+6 : (11) + 6 = 17
1d8+4 : (4) + 4 = 8
Rolls
Intelligence Save - (1d20)
(5) = 5
Bass suddenly gurgles as the rapiers sink deep, the pain snapping it back into clarity. It clutches at the sword blades to try and remove them.
Tenor runs, sidestepping the alter holding the younger woman, and heads directly for the throne. Reaching up, it begins to levitate towards the gem.
Soprano stops its struggle to escape and turns upon Haesh. In such close proximity, its six tentacles lash out at the warrior's face and barely miss wrapping around his head!
Rolls
Shortbow, Inspiration Advantage, Sneak Attack - (1d20+6, 1d20+6, 1d6+4, 1d6)
1d20+6 : (17) + 6 = 23
1d20+6 : (15) + 6 = 21
1d6+4 : (6) + 4 = 10
1d6 : (4) = 4
A scream explodes into your minds, though from whom is not yet clear.
Haesh
Rhodrick
Tordek
Rolls
Attack - (1d20+6)
(3) + 6 = 9
Damage - (1d8+4)
(8) + 4 = 12
Rolls
Main hand, Adv, Dmg - (1d20+6, 1d20+6, 1d8+4)
1d20+6 : (4) + 6 = 10
1d20+6 : (18) + 6 = 24
1d8+4 : (2) + 4 = 6
Off-hand, Adv, Dmg - (1d20+6, 1d20+6, 1d8+4)
1d20+6 : (16) + 6 = 22
1d20+6 : (9) + 6 = 15
1d8+4 : (4) + 4 = 8
Haesh connects again, but the writhing tentacles stop his arm from following through and the impact seems to do nothing.
Rhodrick stabs twice into the prone figure of Bass, whose body spasms violently before falling still.
Tenor turns Alto, tentacles writhing. It then looks at you all. I will remember this, it spits into your thoughts, and with a gesture of its hands, Tenor vanishes with a faint popping sound.
A split second later, Alto does the same and disappears.
Soprano continues to attack Haesh, tentacles reaching out to ensnare the warrior (21 vs AC, 16 psychic damage). It manages to latch around Haesh's head, pulling the man closer.
Haesh is grappled, and can escape with a Strength (Athletics) check DC 14.
Rolls
Shortsword, sneak attack - (1d20+6, 1d6+4, 1d6)
1d20+6 : (8) + 6 = 14
1d6+4 : (3) + 4 = 7
1d6 : (5) = 5
Haesh (grappled)
Rhodrick
Tordek
"Noooooo!" he roars. Stabbing into Soprano at an angle that doesn't endanger Haesh.
Rolls
Main hand w/ damage - (1d20+6, 1d8+4)
1d20+6 : (3) + 6 = 9
1d8+4 : (6) + 4 = 10
Off-hand w/ damage - (1d20+6, 1d8+4)
1d20+6 : (16) + 6 = 22
1d8+4 : (7) + 4 = 11
Rolls
Escape Grapple (Athletics) - (1d20+6)
(10) + 6 = 16
Tordek focuses on his holy symbol and prays for the blessings of his gods. Haesh, Naozar, and Rhodrick feel emboldened by divine assistance.
For sake of clarity, I noticed that Haesh hasn't used Second Wind, and neither he nor Rhodrick used Action Surge. I'm guessing you are saving them for something else, but I wanted to mention it in case you'd forgotten that you had taken a long rest.
Naozar: AC 17 (Draconic), 15/22 HP stunned blessed
Parallel: AC 15 (Leather), 20/20 HP
Rhodrick: AC 16 (Leather, Dual Wielder), 17/28 HP blessed
Tordek: AC 18 (Chainmail, Shield), 13/24 HP
Quick as a cat, he dives in, cuts twice, then disengages, moving back to 10’.
Rolls
Shortsword - (1d20+6, 1d6+4)
1d20+6 : (8) + 6 = 14
1d6+4 : (2) + 4 = 6
Off hand dagger - (1d20+6, 1d4)
1d20+6 : (11) + 6 = 17
1d4 : (3) = 3
Sneak attack damage with dagger - (1d6)
(4) = 4
Rolls
INT save - (1d20+2)
(2) + 2 = 4
Rolls
Main hand, Bless, Damage - (1d20+6, 1d4, 1d8+4)
1d20+6 : (6) + 6 = 12
1d4 : (1) = 1
1d8+4 : (4) + 4 = 8
Off-han, Bless, Damage - (1d20+6, 1d4, 1d8+4)
1d20+6 : (5) + 6 = 11
1d4 : (2) = 2
1d8+4 : (7) + 4 = 11
Actions left to take:
Haesh
Tordek
Rolls
Escape Grapple (Athletics) - (1d20+6)
(5) + 6 = 11
Rolls
Attack - (1d20+6)
(20) + 6 = 26
2-handed warhammer damage - (1d10+4)
(3) + 4 = 7
Crit! - (1d10+4)
(7) + 4 = 11
Bless damage (right?) - (1d4)
(1) = 1
Bless damage (crit) - (1d4)
(3) = 3
Rolls
Second Wind - (1d10+2)
(5) + 2 = 7
Bless only affects saving throws and attack rolls, not damage.
Tordek wades in, holding his shield up to ward any counterattack as he slaps a hand on Haesh's back. Divine warmth spreads throughout the warrior's body as his wounds knit and close.
Rolls
Cure Wounds on Haesh - (1d8+3)
(8) + 3 = 11
Almost desperately, the large creature leaps upon Tordek and reaches over the shield, tentacles latching onto the dwarf's head and pulling the cleric close (20 vs AC 18, 21 psychic damage). Tordek's eyes roll back into his head and his holy symbol falls limp to the floor.
Naozar: AC 17 (Draconic), 15/22 HP stunned
Parallel: AC 15 (Leather), 20/20 HP
Rhodrick: AC 16 (Leather, Dual Wielder), 17/28 HP
Tordek: AC 18 (Chainmail, Shield), 0/24 HP unconscious, grappled
Rolls
Attack - (1d20+6)
(18) + 6 = 24
Damage (2-handed) - (1d10+4)
(9) + 4 = 13
Rolls
Attack - (1d20+6)
(17) + 6 = 23
Damage 2 handed - (1d10+4)
(1) + 4 = 5
Rolls
INT save - (1d20+2)
(19) + 2 = 21
Magic Missile - (1d4+1, 1d4+1, 1d4+1)
1d4+1 : (4) + 1 = 5
1d4+1 : (2) + 1 = 3
1d4+1 : (2) + 1 = 3
With a twitching cry, Soprano claws at the air. It staggers forward, but its legs lack the energy and it collapses onto the stone slab where it lies, lifeless.
Rolls
Medicine - (1d20+3)
(9) + 3 = 12
Rolls
Shortsword - (1d20+6, 1d6+4)
1d20+6 : (9) + 6 = 15
1d6+4 : (2) + 4 = 6
Off hand dagger - (1d20+6, 1d4)
1d20+6 : (14) + 6 = 20
1d4 : (1) = 1
Sneak attack damage with dagger - (1d6)
(4) = 4
To the group in general, "I’d say, mission accomplished!"
He’ll then busy himself going through pocketssess, starting with Soprano’s robes.
Rolls
Investigation - (1d20+5)
(15) + 5 = 20
The body of Bass is also dressed only in a ragged robe, and it has nothing else. Compared to Soprano, Bass appears to have been much healthier in life, with elastic flesh covered in a thin, moisture-sealing slime.
Looking behind the throne, Parallel finds a medium-sized chest. Inside are a number of coins (250 silver, 422 copper), several potions, and a hat.
Rolls
Perception - (1d20+3)
(7) + 3 = 10
Unable to make anything of the hat, he drags the chest out in the open, "Check it out, boys! Treasure chest!"
He takes the hat to the magic guys, "Look at this. Do you think it’s special?"
Rolls
Investigation - (1d20+5)
(3) + 5 = 8
Rolls
Arcana
Rolls
Perception - (1d20+4)
(3) + 4 = 7
After his taste test, Parallel discovers that he has found 2 Potions of Healing and 1 Potion of Hill Giant Strength.
The cap looks finely-made, with a silver and blue sheen on the sides of the dark cloth that look like parting waves. The skull cap portion looks a bit snug just on visual inspection, but the ear flaps that hang down feature silken ties that can secure the hat upon one's head.
When Parallel tries on the hat, the skull cap expands enough to fit squarely around his head.
You do know that there were two other tunnels that led away, one just west of your position, and one where you were first accosted by the tentacled creatures.
Map
After Parallel gives out a healing potion Haesh picks up his torch and begins moving towards the west.
He nods in Parallels direction. "We should get our mate out too, but I fear whether he'll want to continue the mission."
Parallel administers a healing potion to Tordek, and the dwarf's eyes flutter open. When he hears the plan to sweep the tunnels for others, Tordek looks to the unconscious humans and says, "Can't leave these people behind. Why don't you all go ahead and I'll get these folk back to the village?"
He draws his bow and hustles to catch up with the big humans.
Haesh and Rhodrick find that the sloping tunnel immediately to the west is too steep to traverse without some form of assistance. It does not seem like this passage sees much foot traffic.
Heading back to the intersection where you first met the tentacled creatures, you proceed westward. You find a side chamber filled with smelly rags and straw bedding, perhaps another sleeping area for the grimlocks. There is a section of cave that seems chiseled out to make a rudimentary storage site where you find piles of large bones and sharp rocks, plus coils of vine and sinew. Your torchlight glints off metal somewhere within the piles.
A small and thin tunnel leads westward, and there is a gentle slope up and beyond.
You are free to choose either tunnel to explore. For sake of brevity I have revealed the rest of the map; the only area you didn't search was in the northeast corner, so if you like you can head there, too.
Underneath the chain shirt is a small shortsword stuck in a warped wooden scabbard. The hilt looks pristine.
Rolls
Secret Roll
"What do you make of that, Honus? It's not even dirty! Is it magic?"
Rolls
Arcana check - (1d20+3)
(6) + 3 = 9
Rolls
Perception - (1d20+5)
(1) + 5 = 6
There is a scraping and scrabbling sound coming from the northwest, and the movement of shadows indicate that something very tiny is scuttling its way closer. As your torchlight still remains in effect, you presently see a strange four-legged creature bounding toward you like a happy dog. Unfortunately, its appearance resembles more like an exposed brain with bestial legs protruding from its crusty exterior.
Another horrid creature comes into view, following the first in a fast run. Currently both creatures are 50 feet away.
Rolls
Firebolt - (1d20+7, 1d10)
1d20+7 : (7) + 7 = 14
1d10 : (5) = 5
Naozar has attacked, and can take any bonus action or move.
Parallel has moved, and can take any action or bonus action remaining.
Actions left to take:
Haesh
Rhodrick
Spell slots: 3/3
Sorcery Points: 0/2
Conditions:
Rolls
Nature to identify the creatures? - (1d20+2)
(12) + 2 = 14
Rhodrick draws his blades and steps forward as Parallel and Naozar fall back. He doesn't strike the abominations, but is ready to if they continue to move aggressively towards the party.
Creatures are currently 10 feet away.
Rolls
Attack (Warhammer) - (1d20+6, 1d8+4)
1d20+6 : (16) + 6 = 22
1d8+4 : (2) + 4 = 6
Rolls
Magic Missile - (1d4+1, 1d4+1, 1d4+1)
1d4+1 : (2) + 1 = 3
1d4+1 : (3) + 1 = 4
1d4+1 : (2) + 1 = 3
Parallel
Rhodrick
Rolls
Main hand, Dmg - (1d20+6, 1d8+4)
1d20+6 : (10) + 6 = 16
1d8+4 : (7) + 4 = 11
Off-hand, Dmg - (1d20+6, 1d8+4)
1d20+6 : (14) + 6 = 20
1d8+4 : (6) + 4 = 10
Parallel
He looks up to see Rhod skewering the second brain puppy and runs up to join the fray!!
Rolls
Shortsword - (1d20+6, 1d6+4)
1d20+6 : (6) + 6 = 12
1d6+4 : (5) + 4 = 9
Off hand dagger - (1d20+6, 1d4)
1d20+6 : (7) + 6 = 13
1d4 : (2) = 2
Sneak attack damage if either hit! - (1d6)
(6) = 6
Silence fills the cavern.
Also, everyone gains a level!
Rolls
Sneak Attack - (1d6)
(3) = 3
I could have sworn I heard a scream from the back of the chamber...
Two passages lead north from here. The one heading northwest cuts into a small cave where the creatures came from, but the torchlight reveals only patches of thin bedding made of dried grasses. The other passage runs further north and Parallel can see it extends past an empty side cavern.
Map
For good measure, he kicks the straw around in a quick search. He then doubles back to join the others, headed up the other passage.
You pass by three small chambers. Each one shows only the primitive tools the grimlocks used or fiddled with, along with a few throws of animal hide on the floor, but otherwise these chambers are unoccupied.
Rolls
perception - (1d20+5)
(13) + 5 = 18
Haesh pushes Jandral in the chest with the head of his warhammer in an attempt to knock him prone.
"Unless my eyes have deceived me it appears we have a traitor in our midst!" Haesh yells out to the party.
"Tell us why we should not bind you up and leave you here?!"
Rolls
Knock Prone (Athletics Str) - (1d20+6)
(6) + 6 = 12
Intimidation (Char) - (1d20+4)
(12) + 4 = 16
IIRC ties go to the defender. My roll against Intimidation is going to win if it's any kind of WIS or CHA based check or save.
Rolls
Acrobatics to resist Shove - (1d20+4)
(8) + 4 = 12
Resist Intimidation - (1d20)
(15) = 15
I would rule that attempting to resist Intimidation would be a Wisdom saving throw.
"Ye can understand that, to us, about the business that we are, that any falsehoods could prove to be fatal. Yer embarassment at who whelped ya don't truck much weight against what some of us have lost to those scaled tyrants."
Rhod turns away and looks in the direction Parallel left. After a moment he lets out a heavy sigh, "Let's be out of this gods forsaken hole," he looks back at Naozar, "No more falsehoods, we only 'ave the brothers beside us to rely on for what comes ahead."
"We'll be reporting all this to Vequaniel and the Pale the next time we're contacted." Rhod hastens to follow the halfling.
It isn't long before you all find yourselves on a rocky ledge above a small stretch of shoreline, overlooking the sea. Judging from the position of the sun, it is perhaps close to mid-morning. The location of the mountain orients you somewhere west of the village (which lies on the southern coast), and far in the opposite direction of the farmhouse you originally investigated.
You also spy the canvas sails and amber hull of the Red Cutter, a fair distance from shore, but close enough to notice frenzied activity on deck. Sailors seem to scramble about, some rushing below deck while others strain their eyes against the sun while looking up into the sky and pointing. They are not pointing at you.
Below the dragon is what appears to be a large box of wood and metal, almost as long as the dragon's body. The box looks to be strapped to the dragon's underside, and its front claws clasp metal bars on one end for support.
The dragon dives down beyond the mountain and the treetops, disappearing from Parallel's view. It seems to be flying in the direction of the village.
"What is it, little mate?"
Rolls
Perception - (1d20+5)
(6) + 5 = 11
"Did you see that?! A young black if my eyes don't deceive me...and carrying something. A big box -- it doesn't seem like a passenger case, more like a flying barge, like you'd see on a river carrying goods. And it's headed toward the village."
"Do we kill it? What is our mission when we see a lone dragon? Or do we try not to draw attention to ourselves? In any case, we need to get these prisoners home and let the elder know what we found and that we've neutralized the threat. I'm concerned, however, that the Red Cutter may not wait for us -- the hands are scrambling on the deck!"
A violent roar echoes around the mountain. It is distant, yet indicative of size.
Rolls
Per - (1d20+5)
(20) + 5 = 25
With the surface so near, the villagers find some energy and quickly make for daylight. Soon, you are all back on the ledge overlooking the sea.
Rhod begins to pick his way along the trail.
Over his shoulder he asks Parallel, "Which way do ye think we should tack when we reach the village?"
Rhod begins to pick his way along the trail.
Over his shoulder he asks Parallel, "Which way do ye think we should tack when we reach the village?"
"That box it was carrying...I just don't know. Let's move in quietly, I think."
Taking the trail, you all head into the woods and lose sight of the Red Cutter. It is not a difficult path and you make good time, slipping across the bare earth criss-crossed with buried roots. Through the trees, you see the daylight from a clearing ahead. You step into the clearing and the morning sun blasts into your eyes. You've come around a part of the mountain and stand on a small ledge with a terrific view of the landscape and ocean horizon. You can see the village in the distance and the lagoon.
You also see the dragon. It hovers over the lagoon, flapping its wings violently towards the shore and causing choppy surf to pummel the small skiffs and boats. The villagers are in a panic, some swimming to the beach and others scrambling for shelter.
Haesh's keen eyes spots a figure astride the base of the dragon's neck, seated in a saddle. Black robes cinched at the waist billow out from the blasts of air, revealing the distinctive green scales of a dragonborn. This figure holds onto the saddle with one hand, its other clutching a staff that is used to prod the black dragon and gesture in the air.
Parallel notices that the box is no longer attached to the dragon. There are, however, two large flat structures lying on the beach. They appear to be platforms made of thick wood and banded metal, and judging from the scatter of sand around them, they were dropped there from a significant height. Everyone can see markings on the platforms; bright blue rings across the entire surface, concentric bands enclosing strange shapes and symbols connected by straight lines. You notice that the bright color is increasing in intensity, and realize that the rings are glowing.
Suddenly, tall metal-clad figures appear around each platform. They seem to step out of thin air as they charge up the beach, using their polearms to herd the frightened villagers away from their hiding spots. More armored warriors appear and head to the strand, pulling swimmers out of the water and pushing them further up the shore. Shouts and screams rise quietly to your ears, a grim indication of the chaos taking place far away as nearly a dozen soldiers move through the village.
The glow upon the platforms quickly ebbs and winks out. However, before it completely disappears, a small figure steps onto the beach. A long black cloak and large hood conceal this person as it stands in observance of everything, seemingly oblivious to the dragon hovering above and behind.
maybe we should have just made a run for the ship, he thinks.
The soldiers move through the buildings, bringing the villagers out and pushing them down to the beach. Other soldiers form a corral, fencing in the people that are made to kneel or sit in the sand.
"This is bad, guys. Could...could this possibly be because of us?"
He encourages Rhod to quicken the pace - he just has to hear what's going on.
Rhodrick steps back into the lead and drops to a crouch, trying to use the huts and foliage as cover.
Rolls
Steath - (1d20+4)
(11) + 4 = 15
Rolls
Stealth - (1d20+6)
(2) + 6 = 8
Rhodrick slides effortlessly between the brush, but Parallel crashes through in his wake. Perhaps in light of the situation, everyone's attention is on their destination instead of the noise being made.
"Where are you going?!" hisses a voice from ahead. It is the old woman that escorted you to the farmhouse. She stands on the trail, bare feet slick with mud from the morning dew, and appears to be heading towards you, away from the village. She seems out of breath as she continues, "Ain't you blind? You have to get out of here, there's a dragon down there!"
Haesh moves forward trying to keep closer to the larger trunked trees as they go. Every time he gets close to a trunk he peers around to see if there are any soldiers nearby.
Rolls
stealth (with chainmail) - (1d20+5, 1d20+5)
1d20+5 : (14) + 5 = 19
1d20+5 : (8) + 5 = 13
Perception for enemies - (1d20+3)
(19) + 3 = 22
Haesh spies no soldiers in proximity. It seems that as the party travels closer to the village, the dragonborn have swept through the buildings and are collected on the beach, leaving the outlying buildings empty and currently unguarded.
You finally reach the perimeter of the village, stopping just short of the treeline. You can see the gathered crowd surrounded by armored soldiers, and the large dragon sitting regally in the shallow water. You also spy the cloaked figure, though you are unable to see this person's features as they're wrapped in the dark shadow of the hood.
There is movement from the edge of the sand. Two dragonborn are carrying the Skipper between them, each supporting the old woman with gauntlets hooked under the arms. Without the blanket, you notice that the Skipper is missing part of her right arm and left leg. There are clean, unsoiled wrappings at the elbow and knee.
The soldiers carry the Skipper with care, inasmuch as can be done while also holding spears. They bring her into the corral, past the kneeling villagers, and place her gently to a seated position before the cloaked figure. It appears, however, that the Skipper has trouble staying upright, and the dragonborn try their best to help before settling themselves at her flank with their arms supporting her back.
For a moment, the Skipper stares at the cloaked figure, before she finally says something you are unable to hear. If there is a response, the cloaked figure makes no movement. After a pause, the Skipper says something else.
After a pause, the black dragon roars, causing the villagers on the beach to cower and cover their ears. With powerful flaps of its wings, it takes to the air. Sand and mist swirl around everyone, and even the dragonborn soldiers shield and avert their eyes.
Through it all, the cloaked figure remains still. The thrusts of air part the cloak briefly, and you spy a lean and distinctly feminine form dressed in what appears to be a simple shirt, trousers tucked into soft boots, and a robe draped around her waist. More detail is impossible to catch through the swirling debris, and the hood remains over her head.
The dragon gains altitude, then propels itself through the sky in your direction. You tuck yourselves against the trees as it passes overhead, flying towards where you last saw The Red Cutter.
He turns back to Haesh to see if he's overheard any more of the exchange.
The cloaked figure watches all this until she stands alone. She reaches into a small bag at her waist and brings out a plain-looking stone the size of her palm. Now with an unimpeded view, you can see a little more detail and notice her arm is taut with lean muscle, with a decorative band of red and black leather around her bicep. A red and black vambrace of similar design sits around her forearm, and black fingerless gloves surround her hands.
She brings the small stone to the dark interior of her hood, and the gesture reveals a bit of gentle and youthful jawline supporting dark-painted lips and a small nose. The figure seems to speak into the stone briefly, then pause. She replaces the stone into her bag, and the cloak falls around her to conceal her form once again. She walks into the village, disappearing from your view behind a few houses.
For sake of clarity, this is what Haesh would have revealed thanks to his keen observation and ability to read lips:
"Well, you being here makes it an honor, then. Had we known you was coming, we'd have rounded up a proper greeting. Of course, we's all here now.
"No, sorry, we got some folk further inland, trying to best eke something outta this rock. I can send word for them to come by, if you like, but it'd take 'em a bit to come in from their farms. Of course, they're probably aware of something happening on the beach on account of your dragon in the sky."
The green dragonborn says, "There was a ship on the water."
A pause.
The Skipper nods. "Aye, some sailors stopping by. I didn't meet 'em on account of my condition, but I heard they did some trade for fresh water and other supplies. We get that on occasion.
"No, I ain't heard of any of them staying on land. We ain't got much aside from whatever we grow or catch."
Another pause.
The green dragonborn says, "At once." With a prod of the staff, the black dragon unfurls its wings and takes to the sky.
Reaching the Skipper's house, you see that there is only one dragonborn guard standing at the base of the stairs. You navigate around the back of the house and find the Skipper lying in her bed. She is unharmed and in good health (as good as any elderly person might be without an arm and leg, at least), and is quite surprised to see you.
She seems to instinctively understand your need for stealth, and whispers her conversation. "Boys, it isn't hard to see you aren't in league with Caer Tan. I don't know who you are, but don't worry; I appreciate the help and you've proven yourselves more than anyone else that came before. We won't forget what you've done.
"I'm glad you found the Ottosens. It's a shame they lost Darick and his dad, but at least Nina and her boy are alive. And, thank you for ridding us of those underground monsters. We never explored the caves around here; of course, I reckon things would have been a lot worse had we stumbled upon them without being prepared. But now we should be safe, especially with all them soldiers."
The Skipper seems to think it a joke, regarding Caer Tan's presence. "I somehow doubt they're here because of our messages for help, but I don't know what they want. That little lady said they got reports of strange occurences, but she wasn't specific as to what; just said that they'll be here a while to make sure things are safe, whatever that means."
You cannot help but think back to your encounter with the illithids, and their claims of working against Caer Tan. Are the dragons here because of you, or because of them?
"Aye, just transporting cargo to Wystone," Yokgrumli answers. "Jyehm Cay is a good spot to resupply, and we can maybe get a bit of trade done... Naw, ain't got no passengers no more; we was attacked by pirates out on the open water. Lost some of me crew as well trying to fight 'em off... Well, we ain't been back in port to report it, ma'am, though I'm happy to inform you now about them fish-men and their harpoons. Nasty bit of business, that, and what's worse is I can't get paid for the fare... That's right, sahuagin pirates. Set upon me boat during a storm several days back... No, I didn't see no colors. They just came in right off the squalls, leaping up from the waves... Yeah, me first mate can show you where on the map.
"Actually, I was wondering, if it's all right with you, ma'am, sometimes we get young folk wanting to see the world, sign up as crew. Maybe some of these folk here might like to join on. I mean, assumin' we's free to go, of course..."
It takes some time as the figure conducts an investigation of the Red Cutter, and some contraband is found in secret storage compartments, but evidently Caer Tan considers the crime to be minor enough that only the cargo is confiscated. Eventually, the Red Cutter is released from custody. Permission is also granted for crew to be hired, and the cloaked figure turns her attention to the outlying farms, taking two soldiers with her outside the village proper.
You take the opportunity to put yourselves amongst the villagers, using clothes from the Skipper's house for disguise and packing your weapons and armor in the crates marked as supplies for the Red Cutter. Word has apparently spread of your rescue of the Ottosens, who have also returned, and many secretly give their thanks and pledge their support in whatever way they can.
This support comes soon enough. As the Red Cutter prepares to depart, you are at the front of the line to be hired as crew. The dragonborn soldiers question you, but the villagers vouch for you as residents of Whitburn and you have no trouble boarding the ship. Your equipment is hidden amidst barrels of water and crates of rice and salted fish, and presently you are once again underway across the ocean.
You return to The Arcadian Rose and report back to Rhiann. She expresses concern about the presence of illithids and their activities, but she doesn't seem surprised. "There are elements out there whose methods are more extreme than others," she says. "I'm glad you managed to stop them. We already have enough trouble with Caer Tan propaganda painting us as terrorists. It sounds as though the village is grateful for the help, even though the dragons showed up later. We can only hope the villagers know the difference."
Morena serves you a hot meal of ginger snapper and spiced cider, accompanied by rye bread with smoky cheese. Precipe even delivers a tray of berry tarts, freshly baked.
"Get some rest," continues Rhiann, wiping down the counter. "If you need some supplies, you're familiar with Orecloak and his store, or you can let me know if there are... other items you're looking for.
"Your next job is going to take you to the Trackless Barren. We have a cell there in the desert; sort of a forward post where agents can rest or resupply, as well as maintain observations of the wilderness. You'll accompany a few others there. Just do what they need you to do, but also keep your own eyes open for whatever is going on, and let me know."
As for supplies, he asks her about acquiring a component needed for one of his spells, a diamond worth at least 50 gold.
She pauses, setting her washcloth aside. "Trust is something that must be earned, yes. But a little trust must be given as well, in order for others to reciprocate. If you feel that revealing your identity would cause more trouble for yourself or your companions, you can choose not to do so. I will say, however, that we vet every single person brought into the fold, and I highly doubt there would be anyone that may seek to do harm with your history.
"It seems as though something still troubles you. What are your concerns?"
A small group of Turami adventurers arrive, and Rhiann identifies them as Pale agents that are destined for the desert. As you prepare to leave, Morena hands you a small pouch filled with coin and a hefty gem (150 gold and a diamond worth 50 gp). You take a chartered boat out of Eglar for The Tower of the Fallen, then journey on foot through The Desert of the Lost before entering the Trackless Barren.
The adventurers are experienced desert travelers and you pick up the basics for surviving in the harsh terrain; they also teach you some advanced tricks and techniques (you now have Advantage on any Survival checks related to the desert). Under their guidance, you arrive at the camp without encounter.
The first thing you notice about the camp is that it is set within the cliff walls of large mesa, with small portals covered in rock-colored canvas leading to chambers carved from the very rock. This camp is clearly camouflaged not only from casual sight on the ground, but also from the air. All fires for heat and cooking are inside and use a top-down method of wood and kindling to minimize smoke.
The second thing you notice is that the permanent residents are goblins. You see and meet a few humans, half-elves, and even a goliath wandering about, but like your escort they are adventurers that work for the Pale and their presence is temporary.
The goblins do speak a halting and stilted Common, but once they realize you speak Goblin they flood you with questions about the outside world and foist you with the finest goblin cuisine (as per goblinoid standards, that is). You learn that these goblins are a tribe that embrace peace and try to live off the land through sustainability and avoiding the larger and more-aggressive clans.
They are led by an old goblin named Caraw-Chuwk, who unfortunately isn't there; he led a scavenging party into the desert and did not return with them. Those that did return say that they came upon a raided caravan and were grabbing leftover material and supplies (they came home with many pieces of wood and canvas) when a group of tall people came with weapons. Caraw-Chuwk intervened and negotiated a means for the goblins to leave safely, but he himself had to stay with the tall ones to do "something."
While the camp waits for the return of their leader, you are given odd jobs to occupy your time. The goblins ask you to clean, help keep watch, and (most often) translate for the other tall folk in the camp. You are also asked to not wander about the desert, as there are numerous dangers from desert beasts and dog-men. Otherwise, the goblins busy themselves with maintaining the camp, cooking, and tending to small gardens.
One last thing. If anyone comes by looking for a Dwiz Valeft, you need to find Caraw-Chuwk.