As you approach the gates near to evening on the sixth day, you find that they are open, but with guards posted all about to ensure the safety of the people. As you near, the guards call out to you, "Hail, travelers! What brings you to our fair city?"
Chapter Three: On the Road
Be sure to read and follow the guidelines for our forums.
As you approach the gates near to evening on the sixth day, you find that they are open, but with guards posted all about to ensure the safety of the people. As you near, the guards call out to you, "Hail, travelers! What brings you to our fair city?"
As you wander through Elturel, you can't help but notice how much different it is that Greenest. It's huge and lively, with not a worry about cultists, dragons, or danger of any kind. You make it to the inn that you were directed to, and, upon requesting Frume, are led to a back room of the inn.
After a few minutes of waiting outside, you are let in and you see Leosin standing beside a huge man with a bald head and bushy orange beard, who Bughu recognizes as Ontharr Frume. Frume smiles as he notices you enter and waves you over, "Ah, it's been too long, my friend!" he says happily, shaking Bughu's hand vigorously, "It seems that I was right, sending you to check out Greenest, eh? Sounds to me like you did some good there."
Leosin nods in agreement and smiles, "I'm very glad that you could make it so quickly. I, myself, just arrived a day ago."
Once night is fully upon you, Frume’s squire shows you to a private space off the tavern’s common room and closes the door when
he leaves. Waiting for you in the room are the broad-shouldered human paladin, the monk Leosin, and many pitchers of dark red wine. The paladin’s face wears a serious expression, unlike its usual open countenance.
"My friends, we have important business to discuss. At this point, you know almost as much about it as we do, and thanks to you, we know twice as much today as we did a tenday ago. Something rotten is afoot. We have no formal organization to oppose these rascals— not yet anyway. We’re working on that. And we need people like you, who know how and when to fight, and how and when to keep their heads down and observe. We can’t promise you anything except long days filled with danger and stress— but what could be better than that, eh?"
When Myrio drunkenly slurs his protestations at the party instead of immediately jumping back into the fight, he tries not to smile a little bit.
He remains silent while the Frume and Myrio chat. If Bughu had any reaction to the new information or the outburst, he chooses not to reveal them.
So long as Mryio doesn't resist, Frume continues, "So, what do you all think of what I'm proposing here?"
Leosin is strangely quiet, looking from the pouch of gold to where Mryio left. He sighs and shakes his head, clearly worried about the strange paladin.
Leosin nods, "Yes, I am long overdue already. I'll be leaving in the morning, unless you mind my staying here?"
Frume smiles, shakes his head, and claps Leosin on the back, "Stay as long as you want, my friend."
For much of the rest of the day, he spends his time experimenting with his magic, feeling it course through him and over him. Letting the bestial fury bubble up in his heart, clenching his eyes against the waking dreams of people falling before tremendous gouts of fire launched from his own hands.
I'll get you more info on her later
The next morning, you are given your assignment and show up at your assignment. You are to be traveling with a caravan of thirteen wagons, three of which belong to the cultists. You are set up to guard the rearmost wagon, so that you can keep an eye on the cultists.
You immediately notice that there are only six men with the cult wagons, three drivers and three guards/assistants. No one seems to even notice anything odd about their wagons, and you don't either. The leader of your wagons is a man named Achreny Ulyeltin, a man who is very short on manners, but appears to be friendly enough. His wagons are hauling furs and uncured hides for sale in the cold north.
He makes little talk with Ulyeltin, instead taking orders as necessary and paying more attention to the environment and his true quarry.
The trip to Baldur's Gate will take twelve days on foot. During the time, you make the acquaintance of several others in the caravan.
Beyd Sechepol is a male half-elf who is hauling a massive amount of ale and beer. He spends much of his time trying to sell it to the others in the caravan, with quite a bit of success. He is friendly, but doesn't care well for his wagon or his horses, drawing the ire of some of the other travelers.
Lasfelro the Silent is a male human who, from time to time, inexplicably breaks into merry songs and short stretches of joke-telling. His voice is a fine tenor and his jokes are hilarious. But these gregarious moods are always short. The rest of the time, he is silent as the grave, staring sullenly at the road ahead, barely moving on the seat of his wagon, seeming hardly to breathe. No one knows what he transports in his wagon, but it is guarded by a brooding gargoyle that is tethered to the wagon by a slim, silver chain.
Leda Widris is a female human guard for a wagon hauling fine silks. Widris is as honest and courageous as mercenaries come. She has spent many years in the south and now wants to see the snows and frozen seas of the far north and experience what a truly cold wind feels like.
Rolls
History - (1d20-1)
(3) - 1 = 2
"Be back early in two days or I'm leavin' without ye!" Ulyeltin informs you, "If ye need me, I'll be at the Drunken Huntsman, probably drunk out of my mind." he finishes with a laugh and walks off to get his wagon secured for the next two days while things are organized for the next leg of the journey.
The archer also tries to make sense of where the wagons are kept, and if they are kept together, who remains with the cultists' transport. He checks if cargo is ever unloaded, and if the cultists secure lodging elsewhere.
If asked, Bughu will elect to spend the night with his own wagon, unless its security is guaranteed.
It doesn't take long for Bughu to find the temple of Torm and get a message sent on its way to Frume. You find that the wagons are stored in a secured location and that the cultists stay with their wagons, at least one of them for each wagon. Three of them at a time leave to spend time in town.
Erich
You follow Ulyeltin to The Drunken Huntsman and find it to be exactly what you are looking for. You spend most of your time secluded and drinking silently.
Six days out from Baldur's Gate, there is a disturbance at the front of the caravan. Mryio and Bughu can see that there is what looks like a stag up ahead, but its coat is a pure and shiny gold color. Some people are trying to grab bows and crossbows, while others are merely scrambling to get a look at it.
Rolls
Arcana, History, Insight, Religion - (1d20, 1d20, 1d20+1, 1d20)
1d20 : (7) = 7
1d20 : (18) = 18
1d20+1 : (11) + 1 = 12
1d20 : (9) = 9
Jon thinks hard, but isn't able to remember ever hearing of something like this.
Mryio speaks to the great creature, which tilts its head to the side as if listening. As it finishes listening, it takes a cautious step forward. Before it can do anything else, an arrow flies out from one of the wagons, slicing through the air and striking the stag right in the flank.
It rears back on its hind legs and slams down, sending small tremors through the ground. It spins and leaps away, disappearing into the forest. There is a trail of blood and a number of the guards jump down and begin to give chase.
Rushing forward, you see that the stag's leg is broken, having been caught in a long-forgotten bear trap. It stares at the three of you and you can tell that it is afraid. The two others smile and get ready to kill it.
Back at the camp, the noise of the pursuit quickly disappears in the distance. The cultists stick with the wagon, using this time to make some small repairs to their wagon or play dice. They chat quietly among themselves about nothing of real importance. Knowing what they are, it almost feels like they're trying too hard to remain out of everyone's notice.
Rolls
Mryio Init - (1d20+1)
(7) + 1 = 8
Enemy Init - (1d20+2)
(12) + 2 = 14
The man, who goes by the name of Devin, utters the command word for his wand and you feel a sudden lethargy wash over you. Your eyes begin to close, but you are barely able to keep your eyes open and shake off the drowsy feeling.
Devin gasps, "Damn!" he curses, and draws a rapier.
Devin shakes his head, "Sorry, friend, that money is mine!" he says as he lunges forward. His blade scrapes along Mryio's arm as he stabs at him (Crit vs AC. Damage: 10). Mryio manages to barely avoid being impaled on the blade.
Rolls
Attack/Bless/Damage - (1d20+5, 1d4, 1d8+3)
1d20+5 : (14) + 5 = 19
1d4 : (1) = 1
1d8+3 : (3) + 3 = 6
Mryio's pole hits the man in the ribs, but he just shrugs off the minor hit and keeps fighting.
Devin -6 HP
He curses under his breath, "Just back down and I won't kill you!" he shouts as he stabs again. Mryio is able to avoid the attack with ease.
Devin -6 HP
Rolls
Attack/Bless/Damage - (1d20+5, 1d4, 1d8+3)
1d20+5 : (10) + 5 = 15
1d4 : (1) = 1
1d8+3 : (7) + 3 = 10
Mryio's attack catches the man on the side of the head and he stumbles backward, almost falling over. With a growl, the man turns and flees into the woods.
Mryio pulls out a mushroom "Here, eat, it will help you." he extends his hand to it's mouth.
It leaps past you, brushing your shoulder as it goes, and disappears into the forest.
About an hour after Mryio ran off, he returns in the company of one of the other guards, who looks quite tired.
Leda, a female guard, stands up as he approaches, "So... what happened? You're the first one's back."
Mryio has a couple of bloodstains on his shirt, but nothing too serious.
Unless you're saying that to deter further pursuit, then carry on :-)
This night, the cultists actually go inside and get rooms rather than staying with their goods.
"What happened back there with the deer?" he asks quietly. "I figured it was a distraction for the cultists, but nothing happened while you were gone."
Well, he could be a contact using this as an excuse to get with them. I wonder....
He leans over to Bughu and whispers to him.
I don't trust the skinny man. I'm not exactly sure what he's up to, but it seems odd to pick that group out, doesn't it?
Rolls
Performance - (1d20+5)
(13) + 5 = 18
Insight check - (1d20+6)
(12) + 6 = 18
Rolls
Perception - (1d20+4)
We will also have Bughu and Mryio's conversation happen BEFORE Xalana approaches.
That should get everything back in line! Sound fair?
Ulyeltin laughs heartily, "True enough!" he says, "So, little miss, what's yer name?"
Leda, one of the guards of another caravan, approaches partway through the day. "Skinny guy is a bit odd, don't you think?" she asks conversationally, "'Specially since they wouldn't take people on in Baldur's Gate. Your little friend is a much more welcome addition to the journey, I think," she says with a wink at Xalana.
You initially learn the surface thoughts of the creature - what is most on its mind in that moment.
Rolls
Deception (just in case) - (1d20+5)
(3) + 5 = 8
As Xalana finishes her spell, she begins to hear the thoughts of the cultists. Most of what she gets from them is a sense of boredom. She does catch one of them wondering how much treasure has been amassed already at the 'castle'.
Rolls
Performance - (1d20+5)
(17) + 5 = 22
Rolls
Perception - (1d20+2)
(15) + 2 = 17
As you continue your show, there is a loud crack and then a crunch as the back wheel on one of the cult wagons breaks. Before anyone can react, a crate falls from the back of their wagon and cracks open. You see inside the crate is coins and jewelry. The cultists quickly move into action and get the crate back to where it goes before beginning to inspect the wheel.
The man in the wool cap is scowling and watching Mryio from the bench of another wagon.
Ahh -- uhm - not precisely, no. I've lived alone for the last many years. he stammers out, trying to think of any castles that would be in the area.
Rolls
Flat INT roll.... - (1d20)
(20) = 20
The man in the wool cap is scowling and watching Mryio from the bench of another wagon.
The man scowls at Mryio, "Not much help. Can't just get rid of the goods we been hired to transport, can we?"
Rolls
Insight - (1d20+1)
(4) + 1 = 5
The man speaking to Mryio smiles, "You're right, of course. Just stressed out is all. Wish I could take the advice, but my employer's instructions were very clear. We'll just have to find another way, or at least pray for the best."
You roll into town without issue and see the town, though small, is lively and people bustle along the streets, ducking in and out of shops. Straight ahead is a three-story inn from which you can hear the sound of revelry. A lively tune meets you as you approach, and you are let off while the wagons are led further into town, where they will be secured by the town guard. Even the cultists leave their wagons here and make their way to the inn.
The place is busy and a number of servers weave through the crowd, delivering food and drink to the patrons. You find a seat against a wall before being approached by a serving girl. She takes your orders quickly and makes her way to the bar to fetch your drinks. Keeping a close eye on the cultists, you see them talking among themselves before taking a seat in a corner and sitting down for a drink. You'd swear that the wool-capped man seems to be in charge at this point.
Once outside, he's going to lean back against the building where he can hopefully spot anyone else coming out to head towards the wagons.
Bughu looks around and spot the man in the wool hat sitting at the table with the other cultists. He appears to be totally at ease now and is already halfway through his first glass of wine.
Rolls
Performance - (1d20+5)
(6) + 5 = 11
Deception? - (1d20+5)
(1) + 5 = 6
The man in the hat sits quietly and watches Xalana's performance, sipping from a glass of wine.
At Erich's signal, one of the serving staff makes their way over and delivers a mug of ale from him, collecting 4 cp in payment.
Rolls
Performance - (1d20+5)
(16) + 5 = 21
As Xalana tries to peer into his mind, she briefly gets a peek at his thoughts, which seem to include a name, "Rezmir", and an image of a black half-dragon. She is then forcibly shoved out of his mind and he glares furiously at Xalana, he leans in to speak to the others in his group, all of whom become very serious and head upstairs.
Rolls
Perception - (1d20+4)
(14) + 4 = 18
Rolls
Stealth - (1d20+5)
(13) + 5 = 18
Strength check? - (1d20-1)
(12) - 1 = 11
Rolls
Persuasion - (1d20+7)
(4) + 7 = 11
Rolls
'Kevin' Athletics to grapple Xalana - (1d20+2)
(14) + 2 = 16
Rolls
Acrobatics - (1d20+3)
(8) + 3 = 11
Rolls
Kevin Athletics - (1d20+2)
(19) + 2 = 21
Wha - what's happening? he says quietly, squinting down the hall.
Rolls
Acrobatics - (1d20+3)
(17) + 3 = 20
Cutting Words - (1d6)
(2) = 2
I'd listen to him. It's good advice. he says. Gods above help this man if he pushes Bughu.
"Let's see how we are going to play. What are you doing here?"
He cracks his neck loudly and sighs again, this time in relief, "I was told to kill the little one," he explains, "Note said she was digging in places she shouldn't've been digging. Whatever that means."
"As for carrying you back... I think it's a tad risky," he says, "Assassins follow directions or we don't get paid."
It seems as though the plan is to give Kevin the instrument and have him meet at the intended spot so that you can ambush whoever hired him?
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
If you or any of your companions damage the target, the spell ends.
With that, Kevin sets out to the appointed meeting place. You all find relatively hidden places around the spot where you can watch safely. He moves up and leans against the edge of the well to wait as nonchalantly as possible. After about ten minutes, you see a hooded figure approaching from the north. The figure is obviously quite large, though it appears to be trying to disguise its size.
The figure moves close to Kevin and begins speaking to him in whispers so low that you can't hear.
Rolls
Perception - (1d20+2)
(4) + 2 = 6
Rolls
Perception - (1d20+3)
(20) + 3 = 23
Rolls
Crossbow, Piercing Damage - (1d20+8, 1d8+4)
1d20+8 : (1) + 8 = 9
1d8+4 : (8) + 4 = 12
Assuming it hits, I'd like to use Distracting Strike to give Advantage on the next person to attack the half-dragon before the start of my next turn.
AC: 16 (Studded Leather, Dexterity)
Second Wind: 1/1
Action Surge: 1/1
Superiority Dice: 3/4d8
Rolls
Advantage - (1d20+8)
(19) + 8 = 27
Distracting Strike damage - (1d8)
(1) = 1
Casting sleep as a second level spell, aiming to only hit the half-dragon with it.
1st 4/4 | 2nd 2/3 | 4 SP
22/22 HP | 16 AC | Inspiration 0
Rolls
Sleepytime? - (7d8)
(6665155) = 34
Bughu's arrow flies out, slicing across the half-dragon's ribcage and eliciting a grunt of pain from him.
Erich's magic washes over the beast, but it doesn't seem to have any effect on it.
Enemy
Half-Dragon: 44/57, AC 15
The half-dragon swings his sword down at Mryio, but his aim is thrown off by Bughu's arrow and he ends up missing his target with both his first and follow-up swings.
Enemy
Half-Dragon: 44/57, AC 15
His being distracted and missing is just flavor, not a reference to any mechanical benefit from the shot
Casting scorching ray as a second level spell, aiming for the half-dragon. Burning 1 SP to allow a reroll of up to 3 of the damage dice for Empowered Metamagic. Because of Elemental Adept, if he's resistant to fire damage, my spells ignore that. Also, any 1s in the damage count as 2s because of the same feat.
All told, 17 fire damage. Bah. Stupid missing on two beams!
1st 4/4 | 2nd 1/3 | 3/4 SP
22/22 HP | 16 AC | Inspiration 0
Rolls
Scorching Ray, beam 1 - (1d20+5, 2d6)
1d20+5 : (4) + 5 = 9
2d6 : (31) = 4
Scorching Ray, beam 2 - (1d20+5, 2d6)
1d20+5 : (20) + 5 = 25
2d6 : (12) = 3
Scorching Ray, beam 3 - (1d20+5, 2d6)
1d20+5 : (4) + 5 = 9
2d6 : (64) = 10
Beam 2 Crit - (2d6)
(64) = 10
Empowered Metamagic (rerolling the 1 and 2 for beam 2) - (2d6)
(34) = 7
Rolls
Advantaged first beam! - (1d20+5)
(18) + 5 = 23
Empowered reroll of the 1 on that first ray - (1d6)
(4) = 4
Under his breath, he adds, "Don't tell him I said that."
Rolls
Longbow, Piercing Damage - (1d20+8, 1d8+4)
1d20+8 : (14) + 8 = 22
1d8+4 : (5) + 4 = 9
Erich's fiery magic strikes the half-dragon once and then again, scorching its clothing and making the air smell like burnt flesh.
Bughu's arrow strikes the creature in the side, and it grunts in pain again.
At Mryio's words, it growls, but drops its weapon, seeing no other alternative.
Enemy
Half-Dragon: 11/57, AC 15
EDIT: Welp... that shouldn't be hard!
Half-Dragon: 11/57, AC 15
Rolls
Half-dragon initiative - (1d20+1)
(3) + 1 = 4
Rolls
Initiative - (1d20+1)
(19) + 1 = 20
Sleep - (5d8)
(83132) = 17
Rolls
Initiative - (1d20+4)
(4) + 4 = 8
Kevin watches with shock, taking a couple of steps back, "What a monster!"
Rolls
Rolls, in case you want them - (1d20+5, 1d20+5, 4d6+3)
1d20+5 : (17) + 5 = 22
1d20+5 : (5) + 5 = 10
4d6+3 : (5421) + 3 = 15
With that, the man takes his cloak off to make some padding and sets the lute gently down on top of it. With a nod, as if satisfied that he was gentle enough, he turns and walks away quickly.
Rolls
Perception - (1d20+3)
(15) + 3 = 18
Mryio places a gold coin on the table, whistles and points at the table and the broken bowl to a sever.
The following day, you set out on the last leg of the journey to Waterdeep. It takes the entirety of the week as you are going at a more leisurely pace this far into the journey. Waterdeep, known as the jewel of the North, is a massive city located on the sword coast and has people from every background, race, and nationality you could possibly imagine. You are let in after a brief wagon inspection and are discharge from service as the most of the wagons are led to some warehouses near the marketplace. The one exception is the cultist's wagon, which continues on toward the northern end of the city.
"Come on, let's head out," Bughu says to his companions, and tries to make his way northward to follow the cultists.
Rolls
Stealth - (1d20+5)
(3) + 5 = 8
Rolls
Perception - (1d20+2)
(8) + 2 = 10
Right now, the wagons are locked away in a guarded section of the inn's property and the cultists have gone inside. What do you do?
As you are speaking to the lad, one of the cultists stands and excuses himself from his table, making his way outside.
A serving woman stops by the table, "What can I do for ya, miss?" she says to Xalana with a curtsy.
As you have a chance to sit back and relax for the first time in weeks, you feel the exhaustion wash over you. The battles, the long trip, and the constant vigilance have been non-stop for most of you. The smell of pipeweed, the taste of a sweet, pleasantly so, alcohol, and the sounds of low conversation and the strumming of a lute from the musician in the corner are very relaxing.
In the back of the warehouse is a couple of rooms where a few men and women sit around, poring over even more ledgers and forms. You are led quickly through this section and to a door at the far back. The guard steps up and knocks loudly, "Got a fresh one for ya, Hec!" he says loudly.
"Alright, send him in," the response comes back a moment later, and you are let into Hector's office.
Hector's nickname "Old" is well-earned, as his face is lined and he wears spectacles on his face as he looks down at some papers. His skin is wrinkled and nearly brown from sun exposure. Despite his obvious age, his arms are still muscular from years of hard work, and he still has a full head of hair, grey now. He looks up as Bughu enters and waves for him to sit, mopping at his brow with a handkerchief, "Damned heat!" he grumbles, "Keep asking them to send a wizard out here to cast some cooling spells, but they claim to be too busy! Bah! Busy drinking and whoring, I think!"
With a sigh, he winks at Bughu, and then smiles, "Ahh, well, what can I do for you, my boy?"
The caravan consists of six wagons, drivers, teamsters, and some dozen guards (including yourselves), plus the leader, Ardred Briferhew, a man in his early thirties with thick black hair and a thick beard. He proves to be a good leader for the caravan and things go smoothly for the first part of the journey.
Also, did you want to attempt to do anything on the journey?
The next few days consisted of rescuing a captured monk name Leosin from the cultist's camp as well as exploring the caves at the camp where you found a dragon hatchery and discovered that the cult is sending their stolen treasure north somewhere.
Upon Leosin's request, you headed to the town of Elturel and met with a man named Frume, who sent you on a mission to follow the cultists and see where they were taking their ill-gotten goods. You were able to sign on as guards on the same caravan as the cultists and traveled with them to Waterdeep.
Your ultimate goal is to find out where they are taking their treasure and why, so you're signing on with a caravan heading north from Waterdeep to the Carnath Roadhouse, which is the same place that the cult is headed to with their treasures.
The next few days are tense as you travel along the road, always within site of the Mere. Three tense days later, you arrive at the Carnath Roadhouse. Ahead of you looms a walled outpost, outside of which you can see a number of wagons already there. As you draw nearer, you can hear voices from inside the compound.
You are stopped just short of the compound and a bored-looking man steps out, "Ardred, you know the drill," the man says to the leader of the caravan.
Ardred nods and begins directing the wagons to enter two at a time.
You are in for quite the wait... Is there anything you'd like to do?
You are tasked with helping to unload the goods, which takes quite some time. The goods, such as food, are taken into the store room, while the rest is taken to various storage area on the walls. While in the store room, you see a locked door on the north wall that no one seems to bother with while you are around.
By the time everything is unloaded, you are exhausted, sweaty, and ready to rest. You are led to a cabin on the south wall to share amongst your group and then left to your own devices.
"If you want some food, head up them stairs above the storeroom and you'll find the kitchens. They should still have something left for you," Ardred says as he leaves you to your business at the door of your cabin.
The man doesn't appear to have noticed Bughu at first as he wanders about, taking care of various foodstuffs about the kitchen and muttering to himself, " ...don’t get no sleep from all the critters in the floors banging and knocking and hissing and whispering at all hours..."
Once he puts forth the list of meals, Bughu says, "Want me to look into it? You'd have to point me where they're fussing about."
Rolls
Intelligence, can he remember? - (1d20-1)
(19) - 1 = 18
"Well, It'd be real good if the noises would stop," Pete says, nodding, "Yeah, I think I'd like that. If you can get it done, I think I can get you and yer friends some special treats every once in a while."
He indicates that he had been hearing it from the storeroom downstairs, which is always locked.
"Might give us a chance to poke around a bit, and if nothing else we might get a friend on the inside that can provide intelligence," he says as a reason to go on this side job. With a shrug, Bughu adds, "Or an extra meal."
Rolls
Persuasion - (1d20+7)
(10) + 7 = 17
Rolls
Insight - (1d20+1)
(3) + 1 = 4
On second thought, Bog Luck, how about you tell me why you won't accept our help. Right. Now.
Rolls
Intimidation - (1d20+3)
(3) + 3 = 6
With that, he leads you over to the warehouse, pulling out his ring of keys as he goes. Opening the door, he waves for you to enter, "Go ahead and take a look. Save us a bit of money for exterminators, right?"
Entering, you see that the large room is packed with boxes all over. Many labeled, but some are not. On the north wall is another locked door.
Rolls
Investigation - (1d20-1)
(16) - 1 = 15
Assorted crates, barrels, and boxes scattered about
North door to locked room
North door to outside
Hit Points 44/44 (5d10+15)
Speed 30 ft.
STR 13 (+1); DEX 18 (+4); CON 16 (+3); INT 8 (-1); WIS 12 (+1); CHA 8 (-1)
Saving Throws Str +4, Con +6
Skills Acrobatics +7, Athletics +4, Intimidation +2, Perception +4, Stealth +7
Senses Passive Perception 14
Languages Common, Dwarvish
Crossbow Expert Ignore loading properties; no disadvantage within 5 ft.; when attacking with one-handed weapon, can use bonus action to attack with hand crossbow.
Second Wind 1/1d10+5
Action Surge 1/1
Superiority Dice 3/4d8
Conditions None
Rolls
Hand Crossbow, Piercing Damage - (1d20+9, 1d6+4)
1d20+9 : (13) + 9 = 22
1d6+4 : (4) + 4 = 8
Bonus Action Crossbow Expert, Piercing Damage - (1d20+9, 1d6+4)
1d20+9 : (5) + 9 = 14
1d6+4 : (5) + 4 = 9
Battle Maneuver Precision Attack modifier to Bonus Action Attack roll - (1d8)
(7) = 7
Casting Melf's minute meteors. Launching two meteors towards the lizardfolk, aiming to hit as many as possible. DC 14 Dex save for half damage.
1st 4/4 | 2nd 3/3 | 3rd 1/2
38/38 HP | 16 AC | Inspiration 0 | 5/5 SP
Meteors: 4/6 Remaining
Rolls
Meteor 1 (1s count as 2s because of Elemental Adept) - (2d6)
(21) = 3
Meteor 2 (1s count as 2s because of Elemental Adept) - (2d6)
(36) = 9
Bughu fires two bolts from his crossbow, which slam into the chest of the front lizard, staggering him back a couple of steps. The tough creature stays on its feet, growling at Bughu.
It's growl is cut short as two small meteors slam into it, exploding and sending it to the ground, dead. The explosions scorch two of the other creatures, but they manage to stay up.
Lizardfolk 2: 11/22, AC 15
Lizardfolk 3: 14/22, AC 15
Lizardfolk 4: 22/22, AC 15
Lizardfolk 5: 22/22, AC 15
Lizardfolk 6: 22/22, AC 15
Lizardfolk 7: 22/22, AC 15
Assorted crates, barrels, and boxes scattered about
North door to locked room (filled with lizardfolk)
North door to outside
Rolls
Shortbow attack vs wounded lizardman - (1d20+3, 1d6+1)
1d20+3 : (12) + 3 = 15
1d6+1 : (1) + 1 = 2
Jon's arrow slices through the hide of one of the lizardfolk (#2) and strikes it in the shoulder.
Xalana prepares herself for attack while bolstering Bughu.
Lizardfolk 2: 9/22, AC 15
Lizardfolk 3: 14/22, AC 15
Lizardfolk 4: 22/22, AC 15
Lizardfolk 5: 22/22, AC 15
Lizardfolk 6: 22/22, AC 15
Lizardfolk 7: 22/22, AC 15
Assorted crates, barrels, and boxes scattered about
North door to locked room (filled with lizardfolk)
North door to outside
Three of the lizardfolk rush forward, falling over Jon and Bughu, smashing at them with clubs and bashing them with spiked shields. Jon is nearly struck by a club, but a well-timed warning by Xalana gets him out of harm's way.
Three of the lizards stand back and throw javelins at the party.
One javelin strikes Xalana despite her defensive stance, slicing her arm up (21 vs AC. Damage: 3)
A javelin also strikes Erich, grazing his hip as it flies by (19 vs AC. Damage 5)
Lizardfolk 2: 9/22, AC 15 (Melee on Bughu)
Lizardfolk 3: 14/22, AC 15 (Melee on Bughu)
Lizardfolk 4: 22/22, AC 15 (Melee on Jon)
Lizardfolk 5: 22/22, AC 15 (Ranged on Xalana)
Lizardfolk 6: 22/22, AC 15 (Ranged on Erich)
Lizardfolk 7: 22/22, AC 15 (Ranged on Erich)
Assorted crates, barrels, and boxes scattered about
North door to locked room (filled with lizardfolk)
North door to outside
Hit Points 44/44 (5d10+15)
Speed 30 ft.
STR 13 (+1); DEX 18 (+4); CON 16 (+3); INT 8 (-1); WIS 12 (+1); CHA 8 (-1)
Saving Throws Str +4, Con +6
Skills Acrobatics +7, Athletics +4, Intimidation +2, Perception +4, Stealth +7
Senses Passive Perception 14
Languages Common, Dwarvish
Crossbow Expert Ignore loading properties; no disadvantage within 5 ft.; when attacking with one-handed weapon, can use bonus action to attack with hand crossbow.
Second Wind 1/1d10+5
Action Surge 1/1
Superiority Dice 4/4d8
Extra Attack Can attack twice instead of once when taking the Attack action.
Distracting Strike On hit, add superiority die to weapon damage, next attack roll on target before next turn has advantage
Menacing Attack On hit, add superiority die to weapon damage, target must make WIS save DC 14 or be frightened of Bughu
Precision Attack Expend 1 superiority die to add to attack roll
Conditions None
Rolls
Hand Crossbow vs Lizardfolk2, Piercing Damage - (1d20+9, 1d6+4)
1d20+9 : (9) + 9 = 18
1d6+4 : (5) + 4 = 9
Extra Attack Hand Crossbow, Piercing Damage - (1d20+9, 1d6+4)
1d20+9 : (14) + 9 = 23
1d6+4 : (5) + 4 = 9
Bonus Action Hand Crossbow, Piercing Damage - (1d20+9, 1d6+4)
1d20+9 : (18) + 9 = 27
1d6+4 : (6) + 4 = 10
Bughu fires a bolt at L2, catching it in the throat. It falls backwards, grasping at its torn throat as it dies on the ground.
He reloads and quickly fires two bolts at L3. The first one catches it in the stomach and the next in the heart.
Lizardfolk 2: DEAD
Lizardfolk 3: DEAD
Lizardfolk 4: 22/22, AC 15 (Melee on Jon)
Lizardfolk 5: 22/22, AC 15 (Ranged on Xalana)
Lizardfolk 6: 22/22, AC 15 (Ranged on Erich)
Lizardfolk 7: 22/22, AC 15 (Ranged on Erich)
Assorted crates, barrels, and boxes scattered about
North door to locked room (filled with lizardfolk)
North door to outside
Using Bonus Action to send 2 more of Melf's minute meteors towards the remaining lizards DC 14 Dex save for half damage. Action to cast scorching ray as a 3rd level spell. 1 beam for each of the still standing enemies. All damage is fire, so all 1s are 2s. :)
1st 4/4 | 2nd 3/3 | 3rd 0/2
38/38 HP | 16 AC | Inspiration 0 | 5/5 SP
Meteors: 4/6 Remaining
Rolls
Meteor 1 - (2d6)
(22) = 4
Meteor 2 - (2d6)
(35) = 8
Ray 1 - (2d6)
(44) = 8
Ray 2 - (2d6)
(61) = 7
Ray 3 - (2d6)
(33) = 6
Ray 4 - (2d6)
(32) = 5
Ray Attack 1 (duh) - (1d20+6)
(4) + 6 = 10
Ray Attack 2 (duh) - (1d20+6)
(2) + 6 = 8
Ray Attack 3 (duh) - (1d20+6)
(20) + 6 = 26
Ray Attack 4 (duh) - (1d20+6)
(17) + 6 = 23
Ray 3 Crit - (2d6)
(41) = 5
Erich's small meteors smash into the group of javelin-throwers, sending flames and sparks spraying across their bodies.
Following the assault of the meteors, he flings several rays of flame at the lizards. Two of them avoid the beams of fire, but two javelin-throwers take the hits.
Lizardfolk 2: DEAD
Lizardfolk 3: DEAD
Lizardfolk 4: 22/22, AC 15 (Melee on Jon)
Lizardfolk 5: 10/22, AC 15 (Ranged on Xalana)
Lizardfolk 6: 2/22, AC 15 (Ranged on Erich)
Lizardfolk 7: 5/22, AC 15 (Ranged on Erich)
Assorted crates, barrels, and boxes scattered about
North door to locked room (filled with lizardfolk)
North door to outside
Rolls
Shortbow attack vs wounded lizardman - (1d20+3, 1d6+1)
1d20+3 : (18) + 3 = 21
1d6+1 : (6) + 1 = 7
As Jon tries to get away from the enemy that's engaged with him, the lizardman in front of him lashes out with his club. Jon rolls over the crate and falls to the ground on the other side, nimbly avoiding the blow before sending an arrow into L6 and striking it in the stomach, sending it down to the ground.
Lizardfolk 2: DEAD
Lizardfolk 3: DEAD
Lizardfolk 4: 22/22, AC 15
Lizardfolk 5: 10/22, AC 15 (Ranged on Xalana)
Lizardfolk 6: DEAD
Lizardfolk 7: 5/22, AC 15 (Ranged on Erich)
Assorted crates, barrels, and boxes scattered about
North door to locked room (filled with lizardfolk)
North door to outside
Rolls
Dex check? - (1d20+3)
(6) + 3 = 9
Stealth - (1d20+5)
(19) + 5 = 24
Xalana tosses a small barrel at the lizardfolk and uses the distraction to hide behind some crates on the side of the room.
Lizardfolk 2: DEAD
Lizardfolk 3: DEAD
Lizardfolk 4: 22/22, AC 15
Lizardfolk 5: 10/22, AC 15 (Ranged on Xalana)
Lizardfolk 6: DEAD
Lizardfolk 7: 5/22, AC 15 (Ranged on Erich)
Assorted crates, barrels, and boxes scattered about
North door to locked room (filled with lizardfolk)
North door to outside
Despite being outnumbered now, the lizardfolk keep fighting, swinging their clubs, biting, and trying to smash you with their spiked shields. Those who were throwing javelins now move forward to engage.
L4 smacks Bughu with its shield, driving its spikes into his side (22 vs AC. Damage: 7)
L5 advances on Jon and swings its club and then tries to bite the diminutive fighter. Both of its attacks connect (22 and 17 vs AC. Damage: 7 and 3)
L7 rushes the spellcaster, hoping to be rid of the destructive fireballs that he's flinging. It hits him once in the side (17 vs AC. Damage: 4).
Lizardfolk 2: DEAD
Lizardfolk 3: DEAD
Lizardfolk 4: 22/22, AC 15 (Melee on Bughu)
Lizardfolk 5: 10/22, AC 15 (Melee on Jon)
Lizardfolk 6: DEAD
Lizardfolk 7: 5/22, AC 15 (Melee on Erich)
Assorted crates, barrels, and boxes scattered about
North door to locked room (filled with lizardfolk)
North door to outside
Hit Points 37/44 (5d10+15)
Speed 30 ft.
STR 13 (+1); DEX 18 (+4); CON 16 (+3); INT 8 (-1); WIS 12 (+1); CHA 8 (-1)
Saving Throws Str +4, Con +6
Skills Acrobatics +7, Athletics +4, Intimidation +2, Perception +4, Stealth +7
Senses Passive Perception 14
Languages Common, Dwarvish
Crossbow Expert Ignore loading properties; no disadvantage within 5 ft.; when attacking with one-handed weapon, can use bonus action to attack with hand crossbow.
Second Wind 1/1d10+5
Action Surge 1/1
Superiority Dice 3/4d8
Extra Attack Can attack twice instead of once when taking the Attack action.
Distracting Strike On hit, add superiority die to weapon damage, next attack roll on target before next turn has advantage
Menacing Attack On hit, add superiority die to weapon damage, target must make WIS save DC 14 or be frightened of Bughu
Precision Attack Expend 1 superiority die to add to attack roll
Conditions None
Rolls
Hand Crossbow, Piercing Damage - (1d20+9, 1d6+4)
1d20+9 : (3) + 9 = 12
1d6+4 : (6) + 4 = 10
Extra Attack Hand Crossbow, Piercing Damage - (1d20+9, 1d6+4)
1d20+9 : (2) + 9 = 11
1d6+4 : (3) + 4 = 7
Bonus Action Hand Crossbow, Piercing Damage - (1d20+9, 1d6+4)
1d20+9 : (2) + 9 = 11
1d6+4 : (4) + 4 = 8
Bardic Inspiration - (1d8)
(7) = 7
Using Bonus Action to send 2 more of Melf's minute meteors towards the remaining lizards DC 14 Dex save for half damage. Action to cast scorching ray as a 2nd level spell. 2 beams for Lizard4, 1 beam for Lizard5. All damage is fire, so all 1s are 2s. :)
1st 4/4 | 2nd 2/3 | 3rd 0/2
34/38 HP | 16 AC | Inspiration 0 | 5/5 SP
Meteors: 0/6 Remaining
Rolls
Lizard4 Meteor - (2d6)
(32) = 5
Lizard5 Meteor - (2d6)
(35) = 8
Lizard4 Beams - (1d20+6, 2d6, 1d20+6, 2d6)
1d20+6 : (14) + 6 = 20
2d6 : (13) = 4
1d20+6 : (12) + 6 = 18
2d6 : (14) = 5
Lizard5 Beam - (1d20+6, 2d6)
1d20+6 : (7) + 6 = 13
2d6 : (15) = 6
Rolls
Rapier - (1d20+5, 1d8+3)
1d20+5 : (8) + 5 = 13
1d8+3 : (2) + 3 = 5
Bughu's first shot strikes L7 in the neck. It staggers back and falls dead to the ground
Erich's final meteors explode right behind the remaining lizardmen, but they are able to avoid most of the damage from the attacks. The follow-up rays of flame burn into L4 and he hisses in pain as his flesh is burned. The final ray misses L5, who ducks out of the way just in time.
Xalana comes rushing out from behind some barrels and stabs L5 in the back.
Lizardfolk 2: DEAD
Lizardfolk 3: DEAD
Lizardfolk 4: 9/22, AC 15 (Melee on Bughu)
Lizardfolk 5: 1/22, AC 15 (Melee on Jon)
Lizardfolk 6: DEAD
Lizardfolk 7: DEAD
Assorted crates, barrels, and boxes scattered about
North door to locked room (filled with lizardfolk)
North door to outside
Rolls
Perception - (1d20+4)
(8) + 4 = 12
Rolls
Investigation (+3 if you prefer perception for whatever reason) - (1d20)
(14) = 14
Within the room on the north, you see an open trapdoor in the southeastern corner. No more lizaardfolk present themselves within the room.
"So, what were they after? What's in this room? Erich, Xalana, see if you can dig into some of these crates. I'm going to see where that trapdoor leads."
The crates in here are largely building supplies for the road work, but you do find one of the chests that the cultists were hauling, which is full of coins and other high-value items.
He looks back to the others as he checks his weapons. "Ready to move on? We'll follow these tracks as far as we can. Be on the lookout for more lizards and cultists." Bughu scouts ahead to set the trail.
Rolls
Perception, Stealth - (1d20+4, 1d20+7)
1d20+4 : (7) + 4 = 11
1d20+7 : (17) + 7 = 24
Rolls
Investigation - (1d20)
(6) = 6
Continuing your journey, the path remains clear for the next seven miles of sludgy ground until you come across a campsite. It isn't much of a camp, really - just a clearing that's slightly drier than the muck you've been wading through-but four wicker lean-tos and a stone platform (for lighting a fire above the soggy ground) command attention in this wilderness. Three dugout canoes are drawn up near one of the lean-tos.
![https://5etools.com/img/adventure/HotDQ/Marshland%20Campsite%20(Player).jpg?ver=1.64.5](https://5etools.com/img/adventure/HotDQ/Marshland%20Campsite%20(Player).jpg?ver=1.64.5)
Rolls
Stealth, Perception - (1d20+7, 1d20+4)
1d20+7 : (5) + 7 = 12
1d20+4 : (2) + 4 = 6
"Molack!!"
Deciding that any rash action at this point will only make things worse, she sits quietly and listens for any movement or conversation.
Rolls
Perception maybe? - (1d20+3)
(20) + 3 = 23
Rolls
Perception? - (1d20+5)
(19) + 5 = 24
Xalana is not able to find any traps around the camp.
Leema, you hear footsteps and talking outside. The voices sound human and speak in common, which is a nice change over the draconic that the lizardfolk speak.
*cough* *cough*
"You working with those creatures?" she asks, slowly slumping back away.
"Rask. Corporal. 8675309" she says plainly and in a monotone voice.
"A few of us were sent ahead to scout for what's left of our battalion. Didn't get too far before we were ambushed."
She winces, her hand moving to the back of her head to check on he wound.
"I don't remember quite what happened - but I do know it was bad. No clue how I ended up in this thing, but certainly wouldn't mind being let out."
"Our purpose was to investigate the recent activity of the lizard-men in the area. They've been much more aggressive as of late and we're trying to determine their motives."
She spreads her arms to her sides and looks down at her plain clothes and then back to Khatagi.
"Obviously things haven't gone as planned."
Though it may only be obvious to his companions, Bughu's face is mixed with hesitation on whether to tell this prisoner why the trail interests them. Suspicions on who else might be working with the Cult after their recent discovery are high.
Rolls
Medicine - (1d20+3)
(7) + 3 = 10
She does her best to hold still as Erich checks her wound. "If my equipment is around here someplace I'll finish up what you've started. Had some proper medic gear with me."
Rolls
Investigation - (1d20-1)
(7) - 1 = 6
Rolls
Perception, Survival - (1d20+4, 1d20+1)
1d20+4 : (16) + 4 = 20
1d20+1 : (8) + 1 = 9
She offers her thanks to Erich for looking at her wound while she begins to don her armor. "Appreciate the help, friend. My name is Leema, Leema Rask. Medic in service to Tempus."
"I need to find out what happened to the others." she says, breaking her silence.
"And I need to recover what was taken from me by the scaleys. The best way to do both of those things is to track them and get some answers."
She finishes securing her weapons and gear before offering, "If you're looking for another hand in your attempt to track these things I'd be more than happy to volunteer.
"As far as a map, that would be with our scout. My map reading skills are... poor, at best."
To everyone, he says, "We'll need to know where they came from. Try to leave one alive and talking." Bughu heads into the brush for cover.
Rolls
Stealth - (1d20+7)
(13) + 7 = 20
She crouches down and reluctantly prepares her crossbow. "I hate this thing" she complains, loading a bolt into the weapon.
Rolls
Stealth Check - Disadvantage - (1d20+1, 1d20+1)
1d20+1 : (15) + 1 = 16
1d20+1 : (20) + 1 = 21
Rolls
Stealth - (1d20+6)
(11) + 6 = 17
Don't just blow all of them up, you can't take this many of them. Wait until the group makes a decision Erich.
The archer launches two quick bolts from his light crossbow, then readies his smaller handheld one as he steps out of cover to engage and draw attention from the others.
Rolls
Light Crossbow, Advantage, Piercing Damage - (1d20+9, 1d20+9, 1d8+4)
1d20+9 : (5) + 9 = 14
1d20+9 : (10) + 9 = 19
1d8+4 : (8) + 4 = 12
Extra Attack Light Crossbow (Ignore Loading), Advantage, Piercing Damage - (1d20+9, 1d20+9, 1d8+4)
1d20+9 : (5) + 9 = 14
1d20+9 : (8) + 9 = 17
1d8+4 : (3) + 4 = 7
Casting Aganazzar's scorcher towards the lizards, trying to catch as many as possible. DC 14 Dex save for half damage. Burning a Sorcery Point to reroll up to 3 damage dice. All damage is fire, so all 1s are 2s. :) Damn, shouldn't have rerolled.... 17 damage/8 damage if they make their save.
1st 4/4 | 2nd 1/3 | 3rd 0/2
34/38 HP | 16 AC | Inspiration 0 | 4/5 SP
Rolls
Scorcher Damage - (3d8)
(784) = 19
Try rerolling the 4? - (1d8)
(1) = 1
Before the bolt even finds its mark she quickly drops the weapon and readies her sword and shield - hoping to engage any lizards that have taking Bughu's bait.
Rolls
Heavy Crossbow Attack - (1d20+4, 1d10+1)
1d20+4 : (10) + 4 = 14
1d10+1 : (9) + 1 = 10
Advantage for being hidden? - (1d20+4)
(9) + 4 = 13
Rolls
Shortbow attack vs lizardman - (1d20+3, 1d6+1)
1d20+3 : (11) + 3 = 14
1d6+1 : (6) + 1 = 7
Just waiting on Xalana!
Bughu's first bolt takes the lead lizardfolk by surprise, striking it in the chest. Spotting the fighter, it turns just in time to take another bolt to the chest.
Erich's spell streaks across the clearing, catching three of the lizardfolk. All of them are caught off-guard and are badly burned.
Leema's bolt catches L2 in the side of the neck. It falls over, clutching at the wound as it bleeds out.
Jon's arrow finds its home in the heart of L1. It stagger back and falls over, its club still on its hip.
Lizardfolk 2: DEAD
Lizardfolk 3: 5/22, AC 13
Lizardfolk 4: 5/22, AC 13
Lizardfolk 5: 22/22, AC 13
Lizardfolk 6: 22/22, AC 13
Lizardfolk 7: 22/22, AC 13
Lizardfolk 8: 22/22, AC 13
Lizardfolk 9: 22/22, AC 13
Lizardfolk 10: 22/22, AC 13
Lizardfolk 11: 22/22, AC 13
Lizardfolk 12: 22/22, AC 13
Lean-tos
Stream
Extinguished campfire
Canoes
Several of the lizardfolk dive for cover behind the canoes (L3-L6, drawing and throwing javelins after they are in safety)
One of the javelins strikes Leema, slicing across the side of her leg (22 vs AC. Damage: 3), while all the rest miss their mark.
The others charge forward, drawing clubs as they descend on your position in the bushes.
L7 swings at Jon, but he's able to narrowly avoid the attack, ducking under it at just the last moment.
Leema takes a hit in the shoulder from L8's heavy club (21 vs AC. Damage: 3).
L9 also goes for Leema, missing by a wide margin.
L10 swings at Erich, but the sorcerer ducks behind a tangle of thin trees and avoids the attack.
L11 strikes Xalana in the chest with his club, knocking the breath out of her (15 vs AC. Damage: 5)
L12 strikes Bughu on the arm, causing it to tingle and go slightly numb (16 vs AC. Damage: 8)
Center of the Clearing
Lizardfolk 1: DEAD
Lizardfolk 2: DEAD
Behind the Canoes (Cover)
Lizardfolk 3: 5/22, AC 13
Lizardfolk 4: 5/22, AC 13
Lizardfolk 5: 22/22, AC 13
Lizardfolk 6: 22/22, AC 13
Engaged with the party
Lizardfolk 7: 22/22, AC 13
Lizardfolk 8: 22/22, AC 13
Lizardfolk 9: 22/22, AC 13
Lizardfolk 10: 22/22, AC 13
Lizardfolk 11: 22/22, AC 13
Lizardfolk 12: 22/22, AC 13
Lean-tos
Stream
Extinguished campfire
Canoes
Casting Aganazzar's scorcher towards the lizards, trying to catch as many as possible. DC 14 Dex save for half damage. All damage is fire, so all 1s are 2s.
1st 4/4 | 2nd 1/3 | 3rd 2/2
34/38 HP | 16 AC | Inspiration 0 | 4/5 SP
Casting Fireball towards the camp, trying to catch as many as possible. DC 14 Dex save for half damage. All damage is fire, so all 1s are 2s. Using a SP to reroll up to 3 damage. With rerolls and elemental adapt: 30 damage, 15 on successful saving throw.
1st 4/4 | 2nd 1/3 | 3rd 1/2
38/38 HP | 16 AC | Inspiration 0 | 3/5 SP
Rolls
Aganazzar's Scorcher - (3d8)
(832) = 13
FIREBALL!!!! - (8d6)
(41424521) = 23
Rerolling 3 of the 2s - (3d6)
(425) = 11
AC=21 or 19 depending on the concentration rolls below.
EDIT: AC=19
Rolls
Attack on L8 - (1d20+6, 1d8+3)
1d20+6 : (6) + 6 = 12
1d8+3 : (4) + 3 = 7
Attack on L9 - (1d20+6, 1d8+3)
1d20+6 : (2) + 6 = 8
1d8+3 : (3) + 3 = 6
Concentration v 10 - (1d20+2)
(18) + 2 = 20
Concentration v 10 - (1d20+2)
(7) + 2 = 9
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw (14) or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Rolls
Hand Crossbow, Piercing Damage - (1d20+9, 1d6+4)
1d20+9 : (16) + 9 = 25
1d6+4 : (4) + 4 = 8
Extra Attack Hand Crossbow, Piercing Damage - (1d20+9, 1d6+4)
1d20+9 : (6) + 9 = 15
1d6+4 : (4) + 4 = 8
Bonus Action Hand Crossbow, Piercing Damage - (1d20+9, 1d6+4)
1d20+9 : (19) + 9 = 28
1d6+4 : (2) + 4 = 6
Erich's fireball explodes near the canoes, engulfing those lizardfolk behind the canoes as well as another further forward near the bushes.
Leema swings at the lizard in front of her a couple times, but her aim is thrown off as her vision blurs from the brightness of the flames.
Bughu's crossbow bolts strike L12 in rapid succession, taking it down.
Xalana's fear spell affects L8 and L9 and their eyes open wide in fear as they begin scrambling to flee
Center of the Clearing
Lizardfolk 1: DEAD
Lizardfolk 2: DEAD
Behind the Canoes (Cover)
Lizardfolk 3: DEAD
Lizardfolk 4: DEAD
Lizardfolk 5: DEAD
Lizardfolk 6: DEAD
Engaged with the party
Lizardfolk 7: DEAD
Lizardfolk 8: 22/22, AC 13 (Affected by fear)
Lizardfolk 9: 22/22, AC 13 (Affected by fear)
Lizardfolk 10: 22/22, AC 13
Lizardfolk 11: 22/22, AC 13
Lizardfolk 12: DEAD
Lean-tos
Stream
Lit campfire
Canoes
"It seems that you work well together as a group" she comments moving towards the now bound lizard-folk. "Pity I couldn't have made a better showing myself."
She takes a quick look over the prisoners, even kneeling beside them as if looking for something.
"Did everyone come out unharmed?"
He looks over at their prisoners. "Do you speak Common?" he asks.
She draws her dagger and kneels next to the bound lizardman.
"I. Was. Brought. Here." she says forcefully, taping the hostage's scales with the flat of her blade to emphasize each word.
"None of us want to be here" she says slowly, waiting for Erich to translate before continuing.
"It's the recent odd behavior of you scaleys that have forced us to investigate."
She stands up drawing her sword as she does and points it at the lizardman's throat.
"Now answer the question. Where did you come from?"
Rolls
Intimidation - (1d20+4)
(9) + 4 = 13
"From where were you and the others returning?"
"I'm going to keep watch on the perimeter, in case they send folk in waves." Bughu readies his crossbow and looks for a vantage point to become a lookout.
Lennithon the Blue (a dragon that asked us to recover her egg from the hatchery near Greenrest) told us about Rezmir, whom I believe is a woman that wears purple. I think Rezmir is leading all of this, but I don't recall if we ever met or saw her in person.
As for the worship of Tiamat, I think we all inferred that with how fanatical the cultists were. Even Lennithon was unwilling to cross Tiamat, despite her indifference to our conflicts with the cult.
"Just how long have you been dealing with the activities of the scaleys?"
Rolls
Intimidation (adv if applicable) - (1d20+3, 1d20+3)
1d20+3 : (10) + 3 = 13
1d20+3 : (4) + 3 = 7
No wonder grandmother hunted these vermin. he thinks to himself, doing his best to keep his slowly building anger in check, lest he unleash furious fires across the captives.
He casts a sidelong glance at Erich, knowing the sorcerer is the only one that has seen what Bughu has done to other prisoners.
Rolls
Insight - (1d20+7)
(19) + 7 = 26
He pauses, and look to Leema. "I don't know if it's on your way, but that castle is where we'll find answers, I think. We're following a Dragon Cult trail, and so far we've determined that they've been plundering local villages and towns of treasure and smuggling everything north. We need to find out what they're planning and where all of these valuables are ending up."
She ponders the situation for a brief moment before agreeing to go with the others.
"The castle may very well provide the answers we're looking for. Perhaps I can also find out what happened to the others in my unit."