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Tonight, you find yourselves around a campfire. It is the first clear night in weeks, and the planet of Sorrow watching over you lends this evening an auspicious air. As you stare into the flames, your mind wanders to the defining moments of the journey thus far.
Your Questions:
Pageflap, describe a situation that happened on this journey where your mimicry or forgery abilities helped the party to bypass a significant obstacle. Which party member did you enlist to assist you in this effort, and how did they help?
Kit, your fame has been a double-edged sword so far on this journey. Describe how it has both helped and harmed your progress. Which party member helped you out when your fame proved to be hindrance, and how?
Raishe, your faith has been shaken to the core by recent events. On the trail, you encountered a group of your fellow clergymen on a holy quest. They offered to share their campfire with you and the party for a night. How did you handle the situation? Which party member(s) have you confided in with the truth of your story (if any)?
Barendd, the trail thus far has taken you through many small towns, and every town no matter how small has some ties to organized crime. How have you been using your criminal contacts to aid the party on this journey? Which party member specifically benefited the most from this help?
Iman, the trail has occasionally taken you near ruins of the old Arkasian Empire. Describe one of these ruins, and explain how it made you feel. What party member did you invite to explore the site further, and what did you discover?
Aegar, as a knight of Old Arkasia, you have not forgotten the responsibilities entrusted in you. What situation did you end up becoming involved in on account of your oath that you would have rather avoided? Which party member also got tangled up in this, for better or worse?
Criminals always seem to be focused on the here and now, so there was not much information to be had about the past, and now the empire was solidly in the past. It's bones had been picked over by looters and scavengers so my criminal brethren had little concern for it so I little information to share with Pageflap and Iman.
Early on I learned that though he may not be known by name or reputation Aegar still holds himself like a soldier committed to to order, and because of that many of my "friends" were wary to be in the same room as him, much less talk to him, at least until I would fervently vouch for him and they had plenty to drink.
The real treasure trove of information came from our wayward Acolyte and the Thespian extraordinaire.
Raishe, I learned, was quite vilified publicly to go against his religion in such a violent was was inexcusable. To the public this was the clergy's stance. However, some of the more... human... clerics recognized the Bishop for what he was. As these clerics would find their way to alehouses, brothels, gambling dens, to "proselytize" and the like they would let slip that "they would have done the same without any misgivings" this seemed, to my fellow criminals to be a lot of grandstanding and ego stroking, To me it showed that the man had support for his actions and may have a path back to the fold he had devoted his life to. I see this as good. Men of faith need hope.
"I think I saw that bird thing go this way!" Another thing to note was that apparently Kenku were not as well known around these parts as back home. They were known, a couple of the bandits mentioned seeing something like himself a couple of times before, but they seemed to be rarer around here. That or the bandits were not worldly enough to know the name 'Kenku.'
At the moment, he was high upon a tree, using his talons to perch on a sufficiently foliaged and sturdy enough branch. The hope that the bandits would give up and leave before nightfall was waning as the hunt seemed to only spur them further. He could probably keep going until they did give up, but he was getting worried that the man of faith hiding in the tree with him would not.
Meeting on the same boat, the cleric Raishe was initially wary of him, knowing the reputation Kenku were known to have. A week at sea was enough to put some of that worry to rest, but not so much that they wouldn't have parted ways once they reached port. That they were headed the same way was a coincidence, and though the cleric kept him at arms length throughout the journey the presence of bandits warmed them up to each other pretty quickly.
Pageflap felt something click in his head.
Waving the cleric over, they slowly began climbing down the tree. Stealthily sneaking among the bushes, Pageflap neared one of the bandits. The cleric didn't seem to have ever done something like this before, and made a bit of noise. As the bandit started to rise at the noise, Pageflap spoke aloud, "I think I saw that bird thing go this way!" The bandit then got up and headed towards Pageflap's direction. As he was about to reach the tree he was hiding behind, Raishe clubbed him in the back of the head with his mace.
"Hey! Are you alright? What's with all the noise!?" yelled one of the bandits.
"Where the hell is that bloody bird!?" Pageflap yelled back. The bandits went back to their searching, unaware that they were being picked off one by one.
When all was said and done, Pageflap flipped open his book and turned to find an empty page. That was clearly a creative plan! He should write it down in case he needs it again! Though there was the possibility that it would not work again. Perhaps he should look for more help once he gets to Katagia? There's bound to be someone there wanting to go to the Arkasian ruins....
The flames are peaceful...
I remember that day, 20 years ago. I was supposed to start school the following morning. I thought knowledge was quantified by the amount of books you owned, so I would sneak around and take books and scrolls from elders to prepare myself. I wanted to grow and become a powerful wizard, just like my parents. I was so excited. But I will never forget the sound of the Arkasian horns that night. I had no idea what was going on. They looked like monsters, they were huge, these invaders. I couldn't make out who they were, but I was frightened. I couldn't move, I couldn't run, and I couldn't scream. They destroyed everything and I couldn't do anything about it. I wish I was brave.
Just the other day we came across the ruins of Tevik again, it was another town under the Arkasian rule that was also attacked. Aegar and I passed by here while I was still under his unit around 15 years ago. My first time by I saw the remains of what seemed to be a child. A skeleton about four feet in length laying there with a rusted sword at its side. These children, with sword in hand, had to fight amongst men for survival, when I could barely stand. I was ashamed.
But Im different now. I'm stronger and fearless. I've been chased off these roads countless of times into hiding, but im back with a different purpose. In these flames I see visions of coming disaster, and whether this group shares a common purpose or not, I will do anything to prevent it.
Iman today was no longer the timid boy Aegar once knew. He had grown strong and tall into a man with great capabilities. But Aegar had come to notice something that haunted him. Whether by pure chance, or as means or survival, or maybe it was the gods continuing to punish Aegar; Iman had become a Barbarian. Much like the ones who toppled the great Arkasian Empire and brought Aegar's life to ruins. This deeply concerned Aegar, as he could not understand how someone could be satisfied with such a way of life. The life of a knight was once one of great responsibility and honor, If only Aegar had made sure to impress the importance of such things upon young Iman.
But in this failure, Aegar sees a source of redemption. Throughout the course of this journey, he will try to right the wrongs of his past. And perhaps he can bring Iman back to some semblance of the young friend he once knew.
"Hello there brother!" Hailed someone above a stone mound various meters beside the road. "Come and join us by light of fire folks, these are dangerous times with bandits and foul creatures about."
The party had walked hard and far that day, so the invitation to partake in food and hearth by Raishe's brothers in the faith seemed to raise their spirits.
They all stared back at Raishe as if for approval. They knew, they all knew. He had only ventured to tell Barendd and Pageflap, but the rumors had begun to circulate in Katagia before they took their leave. While he hoped that by staying quiet, and speaking little he could fend off any suspicion amongst the rest of his companion the result ended up being the opposite.
Kit began to question why did the cleric not engage in conversations of theology, history or anything at all with him.
Iman had not met a person of the faith that had either fled from him, attempted to convert him or chase him off. Non of which Reishe seemed to be interested in doing.
And Aegar, Aegar just knew. He knew what killing for the first time did to men, and Reishe could have just as well have parchment nailed on his back that read what he was hiding.
He wished nothing more than to sit by those who shared his faith, and his new found companions by am already set fire, and roasting meat, but it was too risky, he wasn't able to make out how many nor what kind of group the pilgrims had, but if by any chance there was a paladin... Maybe they wouldn't recognize him, but sin was easy to smell to these people, and his brief time on the trail with his own group had thought him that he was currently no good at hiding what ailed him, nor who he was.
He lowered his head, and walked down the road as he spoke. "I'm sorry brothers, if we wish to make it to our destination in time we don't have any time to waste. Thank you for your generosity, may the lord richly bless you. I pray that I might return the gesture to you some other time."
"I'm sorry friends." He said in a lower voice to his companions, eyes averting their gaze as he continued walking. There were sighs, there were moans, and those who had their doubts about Reishe had them no more. He was the outlaw priest.
I had only known Barendd as a patron of the arts with some connections to less savory characters, but I felt he would be my best chance to escape the fate that befell my uncle. It came as a surprise to me that he was the one who was going to smuggle me out of the city. I had gone to him expecting him to KNOW someone, not expecting him to BE the someone.
As the days trudged along, I began studying the book my uncle had always near at hand. Whenever he was asked about it, he talked of a man who sold his soul for all the knowledge of the world. I had always assumed he was talking about a play he was writing and that this eventual masterpiece was contained within the pages of this tome. That was not the case. Upon opening it, I was struck by the strangeness of the writing, intermingled with my uncle's own notations. It seemed to be a grimoire of more than passing uncanny. I have had some difficulty in the deciphering of its meaning, but I will have it. It does seem, though, that my uncle was the one who had sold his soul. Or at least had made some bargain. That bargain was contained within these pages. I would have the secret soon.
In the meantime, as the days trudged on, I found myself mired in tedium. As we started on our journey, my fame preceeded me, and I found it necessary to call upon my skills with makeup and putty to alter my features, though, often enough, a simple change of stride and dropping or raising my voice an octave or two was enough to fool the casual observer. And, if necessary, I was able to easily call upon the sorcerous skill that is my birthright to quickly change my appearance. But as it became clear that I was no longer a target, I grew emboldened to again entertain. I had had enough of cold gruel around a sputtering campfire, and I would make certain that the six of us would soon have better fare and accomodation.
And I soon saw the means to have it.
At first, I barely paid attention when the others joined the journey. I had thought merely Barendd had hired them as further protection, and I vaguely wondered how I was going to pay for the extra swords. They seemed rough types, and I was determined to keep my distance.
I scarcely knew what to think when the Kenku joined us. I had heard of the bird people. Cursed, human-like, and flightless. Most thought them to be legend. I had certainly never thought to actually meet one! And then I heard him speak. As he told us the tale that led him to us, my mouth hung open. He effortlessly switched from one voice to another and back again. It was flawless! I admit to a certain amount of professional jealousy as I am known far and wide for my talent at mimicry. But this creature! This Pageflap! Though I am loathe to admit it, his skill outstrips my own.
Once my petty feelings subsided, though, I knew what I needed to do. From memory, I taught him a number of plays, giving him the parts to repeat and the voices to repeat them in. Though he had the voice, I could not see him playing the parts to suit me, his appearance too shocking for a simple audience. As I had done in the past, I created an illusion of a second actor. But this time, it could have a voice! The perfect voice!
As I stood on the stage in the backwater, one-inn town we found ourselves in, I began with my line.
"Goats, from a shepherd who stands here, from Lacon, keep away: Sibyrtas owns him; and he stole my goatskin yesterday."
I mentally commanded the image I had summoned to move in response, and the Kenku, who stood to the back of the makeshift stage, let loose with a suitably comical tone, with the predictable murmur of laughter from the crowd.
"Hi! lambs! avoid yon fountain. Have ye not eyes to see
Cometas, him who filched a pipe but two days back from me?"
The second time we enacted The Battle of the Bards, it began as successfully, but Pageflap's hidden position was not as hidden as it should have been. When the audience noticed him, I expected anything but the response we received: more uproarious laughter than I had ever received for the playlet! What a coup! That is until I realized that I was being upstaged by an amateur! Nothing more than a copy! I seethed with jealousy, I am not ashamed to admit. But, then, the showman in me took over and I realized I must turn the part of Cometas over to this strange birdman who was delighting the crowds even to the final line.
"By Pan I will! Snort, all my herd of he-goats: I shall now
O'er Lacon, shepherd as he is, crow ye shall soon see how.
I've won, and I could leap sky-high! Ye also dance and skip,
My horned ewes: in Sybaris' fount to-morrow all shall dip.
Ho! you, sir, with the glossy coat and dangerous crest; you dare
Look at a ewe, till I have slain my lamb, and ill you'll fare.
What! is he at his tricks again? He is, and he will get
(Or my name's not Cometas) a proper pounding yet."
And then it struck me! Between the two of us, Pageflap and I could provide various voices as our comrades paraded on the stage (coupled with an illusion or two, along with the appropriate noises and, sometimes, odors provided by Pageflap's own magical skills). Although Barendd seemed game enough (and became an audience favorite), and Raishe at least appreciated the linguistic legerdemaine involved in crafting a suitable pun, Iman and Aegar seemed a little, shall we say, intense to be crowdpleasers. When an audience isn't sure if they should applaud or avoid eye contact, things can get a little uncomfortable.
And though Barendd was sore disappointed that I refused to let him use his own voice, he was yet thrilled that I cast him in the roll of the King. Less pleased were Aegar and Iman cast as Tidy and the Slut (though I think Aegar hid a smirk at Iman's discomfort in his roll as the slattern who marries a king by a cruel trick of fate). Raishe, for his part, was pleased to remain behind the scenes for these performances, the ribald nature perhaps too saucy for him.
With Pageflap able to provide the voices for the other characters, I was in my full glory as the narrator. Though having fewer lines, the final word is mine, and it never failed to leave the proper impression on the audience as to our lots and how the cruel hand of fate could bring down the mightiest among us. Using illusion to grow my height and darken my countenance, the audience shivered and then roared as I intoned the lesson for those who, mayhaps, overlooked it:
Now that the play is at an end,
By CHANCE you have enjoyed it, friend;
By CHANCE to you his sweet was gall;
By CHANCE you slumbered through it all.
Howe'er it be, it was by CHANCE
The KING was led so merry a dance,
By CHANCE that TIDY met disgrace,
By CHANCE alone SLUT washed her face;
From morn to eve the whole day long
It was by CHANCE that things went wrong.
Wherefore, good friends, t' escape derision,
Be not o'er hasty in your decision,
For he who heedeth not this rule
BY CHANCE HE WILL BE CALLED A FOOL!
In any town, village, or hamlet, it was the rarity that we did not eat and drink our fill and have a warm spot to lay our heads!
It has been a jolly rip, I must admit, and has done much to pass the days.
In the morning, the party breaks camp and returns to the road, an old Arkasian stone causeway wide enough for 4 wagons to ride along side-by-side. It marches steadily north through an old-growth boreal forest known as the Howling Wood towards your destination, the town of Whitesparrow.
You've heard much of the plight of Whitesparrow from your various conversations as you've headed north. It once stood as a proud pillar of the northern towns. Before the Dwarves of the north retreated to their arctic strongholds, Whitesparrow served as an important stop along the supply roads to the mines. Without the mines, traffic has dwindled, and the town has fallen on hard times.
In the last few years, new hope sprung alive for Whitesparrow and surrounding area. Prospectors rediscovered an old Voidwater well near the town, which is a source of a rare alchemical substance coveted by Arkasian alchemists. Money from Katagia began pouring into the region to reestablish the trade route.
However, the future of Whitesparrow now balances on a knife's edge. Ralavaz the Night Blade, a notorious bandit chieftain, has been released from prison. Rumors mark him as having returned to the hideout from which he and his band once operated, and now preys upon the folk of Whitesparrow and the surrounding vale.
The party makes good time along the road through the Howling Wood, your steps perhaps hastened by the titular sounds that occasionally emanate from the forest around you. As the forest grows particularly dense, the branches begin to blot out the sun, shrouding the road in gloom even though it is midday.
The road makes a turn to circumvent a particularly foul-smelling bog. When the road comes about, you see that 60 feet down the road has been blocked by a massive, felled tree. All around you are dense, shadowy woods.
Now I turn the story over to you, brave adventurers. What do you do?
Rolls
Perception Check - (1d20)
(11) = 11
"Argh, heavy thing. Chopping it to pieces might be our best bet if we cant move it. Im in!
Rolls
Athletics Check to move log - (1d20+5)
(11) + 5 = 16
He doesn't feel to comfortable just sitting back and watching, so he looks around to see if there's a notable place to start chopping. He looks at the tree top to bottom.
Rolls
Perception on the tree - (1d20)
(13) = 13
Disadvantage in dim light - (1d20)
(9) = 9
Rolls
Perception for area off path to see where we should put stuff - (1d20+3)
(4) + 3 = 7
advantage on perception with darkvision - (1d20+3)
(2) + 3 = 5
As Kit brings the magical lights to bear, six shadowy figures emerge from the dense foliage. Two stride along the top of the log, armed with crossbows. The other four emerge, shortswords drawn, from well-concealed positions on either side of the road about 20 feet from the log. All six are dressed in identical black cloaks stitched with cobalt dagger emblems, and wear grim expressions.
One of the bandits on the log yells out to you in a gruff, worn voice: "Your weapons and belongings! Drop them to the ground, and in the name of the Night Blades, we’ll spare your lives!"

Rolls
Intimidation - (1d20+3)
(15) + 3 = 18
Rolls
Intimidation - (1d20+5)
(2) + 5 = 7
Rolls
Intimidation - (1d20+2)
(6) + 2 = 8
"I'd be remiss if I did not counsel you to heed the Dwarf's sound advice. There need be no violence today."
Rolls
Intimidation - (1d20+1)
(8) + 1 = 9
As the other party members offer further contemptuous remarks, one of the bandits - a woman by the sounds of it - calls to the others:
"Ain't they s'posed to have a wagon? That's why we spent all mornin' choppin' down that damn tree."
The Night Cloaks look to the man on the log, who shrugs.
"We might have a case of mistaken identity, but it don't change much. What do you think the Night Lord will do to you if you show up empty handed again?"
The threat of this so-called Night Lord seems to galvanize the bandits somewhat. Then, the leader continues, gesturing to Barendd.
"So are we gonna do this the easy way or the hard way?"
To the Bandits Well friends I'm not sure this will be easy, but rest assured, from one criminal to another, you will be lucky to have hands attached to you to bring back to this "Night Lord" empty or otherwise.
Barendd then throws one of his handaxes at the bandit speaking to me aiming at his torso/ center of mass.
Rolls
Ranged attack with a single handaxe - (1d20+5)
(15) + 5 = 20
Damage if attack is successful - (1d6+3)
(6) + 3 = 9
Rolls
Ranged Longbow Attack - (1d20+4)
(9) + 4 = 13
Damage (if success) - (1d8)
(2) = 2
My next post will have the initiative order laid out. You will either go before the bandits or after the bandits. Characters that go before the bandits can take their turn in any order, followed by the bandits' turns, followed by the characters that go after the bandits in any order.
This isn't how regular D&D initiative works, but this simplification makes combat a lot smoother in this asynchronous medium.
You can choose to keep your attack rolls and actions that you already rolled, or redo it once initiative is set.
Pageflap, feel free to cast MageArmor while everyone was drawing weapons (before combat started).
INITIATIVE ORDER
1. Barendd (at log), Iman (at log)
2. Two Bandits on Log
3. Four Bandits 20 feet from log
4. Aegar (30ft from log), Kit (at log), Pageflap (10ft from log), Raishe (5ft from log)
BATTLE FEATURES: Make use of these features narratively. If you do something cool with the features I might grant inspiration or a one-time advantage. Monsters can also make use of these features. For example, you don't have to ask me if there is cover available - just say you take cover in the shadowy roadside foliage.
1. Massive log roadblock*
2. Shadowy roadside foliage**
3. Crumbling stone road
* To climb will require DC 10 Athletics skill check. If you fail, you use up your turn's movement.
** Considered dim light once inside, and can provide up to half cover (+2 to AC and Dex saving throws). Also counts as difficult terrain (movement costs x2)
Rolls
Initiative for Iman, Pageflap, Kit, Raishe, Barendd, Aegar - (1d20+2, 1d20+3, 1d20+3, 1d20-1, 1d20+2, 1d20+2)
1d20+2 : (19) + 2 = 21
1d20+3 : (3) + 3 = 6
1d20+3 : (3) + 3 = 6
1d20-1 : (2) - 1 = 1
1d20+2 : (13) + 2 = 15
1d20+2 : (10) + 2 = 12
Initiative for Bandits - (1d20+1)
(13) + 1 = 14
Iman enters a battle rage and lets out a ferocious battle cry as he charges 15 feet towards the 2 bandits at one side.
Iman clenches his halberd and swings it towards the side of the torso to first bandit in reach.
Rolls
Melee attack with halberd - (1d20+5)
(9) + 5 = 14
Damge if hit while in rage - (1d10+5)
(2) + 5 = 7
The bandits spring into action. Each bandit squares off with one of the party members. The leader aims a bolt at Barendd's head, and the other crossbowman fires at Aegar. The remaining bandits find a partner to attack.
Cursing, the leader spits blood at Barendd and screams "You'll pay for that!" and lets the bolt fly, striking him square in the chest (16 piercing damage).
The other bandit on the log fires at Aegar but his bolt flies wide.
Iman's target retaliates with a strike of his own, screaming "You fucking cut me!?" and stabs at him with a short sword (you can take an attack of opportunity if you like as he approaches as per your Polearm Master feat. If you kill him, you will negate this attack and we'll retcon it as if it never happened. Otherwise you'll take 6 slashing damage)
The female bandit takes on Pageflap, but her swings seems more designed to ward Pageflap away than to hit home (a miss).
Another runs up to Kit, spinning his shortsword with flourish and style. He feints high but scores a blow low, knicking Kit's leg (2 slashing damage).
The final bandit squares off with Raishe, but is clearly bothered by the fact he is a holy man. He whispers "Dreadfully sorry about all this" before giving a half-hearted attack (miss).
Rolls
Bandit Crossbow Attacks - (1d20+3, 1d20+3)
1d20+3 : (20) + 3 = 23
1d20+3 : (5) + 3 = 8
Bandit Shortsword Attacks - (1d20+3, 1d20+3, 1d20+3, 1d20+3)
1d20+3 : (17) + 3 = 20
1d20+3 : (6) + 3 = 9
1d20+3 : (15) + 3 = 18
1d20+3 : (8) + 3 = 11
Crit on Barendd - (2d8+1)
(78) + 1 = 16
Damage on Iman (if opp attack doesn't kill bandit) - (1d6+1)
(5) + 1 = 6
Shortsword damage on Kit - (1d6+1)
(1) + 1 = 2
Rolls
Attack of Opportunity on injured Bandit - (1d20+5)
(15) + 5 = 20
Damage if hit - (1d10+5)
(1) + 5 = 6
In his best theatrical voice, he intones:
And you in ruff of your opinions clothed;
What had you got? I'll tell you: you had taught
How insolence and strong hand should prevail,
How order should be quelled; and by this pattern
Not one of you should live an aged man,
For other ruffians, as their fancies wrought,
With self same hand, self reasons, and self right,
Would shark on you, and men like ravenous fishes
Would feed on one another....
His eyes widen as a crossbow bolt hits Barendd square in the chest and the burly Dwarf falls to the ground. He turns back just in time to avoid the full brunt of a shortsword, but still taking a good nick. His mouth drops open.
And he runs, screaming, into the bushes.
Rolls
Con save to keep concentration on Dancing Lights - (1d20)
(15) = 15
Rolls
Battle Ax Melee Attack - (1d20+2)
(10) + 2 = 12
Damage (If Success) - (1d8+2)
(4) + 2 = 6
The woman in front of him didn't seem reluctant, but she was still trying to ward him off. Did she maybe notice him cast Mage Armor while everyone was drawing weapons? She was probably a smart one, keeping him too close for him to fling a fireball, so instead he rushes at her. His beak opens to the crackling sound of static, talons shaping his magic as he reaches at her with his Shocking Grasp, hopefully paralyzing her long enough for him to made a dash for cover.
Rolls
Shocking Grasp attempt - (1d20+5)
(1) + 5 = 6
Damage if hit - (1d8)
(5) = 5
Remembering the bandit in front of him Raishe takes a swing at him, and retorts, "That makes two of us. "
Rolls
Cast Healing Word - (1d4+5)
(2) + 5 = 7
Melee atack with mace. - (1d20+4)
(20) + 4 = 24
Damage if hit. - (1d6+2)
(6) + 2 = 8
i'm going to go ahead and roll that damage dice now so I can start the round again.
Rolls
crit damage die - (1d6)
(6) = 6
Barendd feels the warm glow of divine magic and wakes up, the offending bolt now lying on the ground beside you. His wound has miraculously healed, although he still looks pale.
Kit makes it past the edge of the forest and ducks into the brush. As he pushes through the dense foliage, a loud howl erupts in the distance, maybe 200 or 300 feet away. It sounds like a wolf's howl, but with sickening undertones of a child's cry.
Aegar swings at the feet of the bandit leader on the log, but the disadvantage of fighting from the low ground gives the leader enough time to sidestep the attack as he loads his crossbow for another attack.
Raishe simultaneously brings Barendd back from the edge, and then drops the bandit in front of him into the mud with a single, well-placed swing of his trusty mace.
INITIATIVE ORDER
1. Barendd (at log, Prone), Iman (at log)
2. Leader Bandit (on log), Crossbow Bandit (on log)
3. Bandit who attacked Kit (at log), Bandit who attack Pageflap (10ft from log)
4. Aegar (at log), Kit (in bushes, Half Cover), Pageflap (in bushes, Half Cover), Raishe (at log)
BATTLE FEATURES: Make use of these features narratively. If you do something cool with the features I might grant inspiration or a one-time advantage. Monsters can also make use of these features. For example, you don't have to ask me if there is cover available - just say you take cover in the shadowy roadside foliage.
1. Massive log roadblock*
2. Shadowy roadside foliage**
3. Crumbling stone road
* To climb will require DC 10 Athletics skill check. If you fail, you use up your turn's movement.
** Considered dim light once inside, and can provide up to half cover (+2 to AC and Dex saving throws). Also counts as difficult terrain (movement costs x2)
Iman gets a running start to try to jump and scale the massive log.
After managing his way up the roadblock, Iman readies his weapon to make a full thrust towards the bandit and will attempt to flip his halberd and take a bonus action to bludgeon the bandit with the end of his polearm.
"YOU'RE NEXT", Iman shouted to the bandit.
Rolls
1st Athletics Check (rage advantage) - (1d20+5)
(8) + 5 = 13
2nd Athletics Check (rage advantage) - (1d20+5)
(2) + 5 = 7
Thrusting attack towards bandit on top of log - (1d20+5)
(4) + 5 = 9
damage if hit with attack roll - (1d10+5)
(9) + 5 = 14
damage if hit with bonus action (polearm feat) - (1d4+5)
(3) + 5 = 8
Rolls
Attack with handaxe - (1d20+5)
(1) + 5 = 6
second attack with scimitar - (1d20+5)
(1) + 5 = 6
Damage with handaxe if successful - (1d6+3)
(1) + 3 = 4
damage with scimitar if successful - (1d6+3)
(6) + 3 = 9
If this was an IRL game, I'd definitely melt down those dice, or set up some serious dice shaming punishment!.
"Easy now. The reward to bring us in alive is twice as high as brining us in dead. Killing us is like throwing gold down the pisser."
The other bandits see their leader surrender, their numbers cut in half in a matter of seconds, and a minor miracle performed. They don't hesitate to let their weapons fall to the ground.
"Kit Marlowe," he called to the party in Kit's own flamboyant voice. This was juxtaposed by him then using Kit's terrified scream as he points deeper into the woods. He also mimicked those strange howls he heard in that direction, waving his staff like a club. Having told them he plans on going to look for him and there might be a bit of danger, he pauses for a bit, body language a little hesitant to ask if anyone else wants to accompany him?
Iman and Raishe should probably stay behind, he had plenty of time traveling with Raishe to know he had a very good swinging arm, as he saw a month back. And Iman seemed to somehow be able to cast Blade Barrier without the magic so the two of them may be enough to keep the rest of the bandits from acting up. Barendd still has some degree of injury, and Pageflap does not know how long it is that he's been fighting. For all he knew this could have been his first fight! Though he did a number on the leader with that first axe throw....
Aegar could probably help him search better. He's pretty sure those pointy ears mean something elfy, so he can probably see in the dark. He keeps his gaze on him for a bit before wondering if maybe Aegar can help the party if the bandits get brave. Finally turning, he heads into the woods, pulling a torch out of his backpack. Best to keep it on hand in case they need a light, but whatever it was that was howling may see them better, so Pageflap opted to keep his prestidigitation spell on hold for a while longer.
Aegar sighed and realized that he was the only one whom would be of any real assistance in tracking their lost compatriot. Barendd, when you're finished fighting that log use this rope to tie up those other 2 bandits. They may be of some use to us. Aegar tossed the rope next to Barendd and quickly made off after Pageflap, who was already heading off into the woods.
Casting Prestidigitation to clean Kit's clothes.
After making his way down the log, Iman hands Barendd the handaxe that initiated this battle.
Who are these guys?
He grabs a piece of rope from what Aegar left behind, and tied the arms of the bandit at his feet as well.
"No hard feelings, I forgive you lad." Whispers Raishe as he touches the bandit's forehead.
Rolls
Intimidation check - (1d20+2)
(9) + 2 = 11
The leader responds to the question from his face down position on the log. His voice is tinged with pain, and it is clearly a bit of an effort to speak.
"Not sure what to say, really. We was robbin' you, plain as that, though I prefer the term 'aggressive fundraising.' Nothing personal. We meant what we said that we didn't want to do you harm if you dropped your things, and we thank you kindly for accepting our surrender."
He looks nervously over to the dead body of his colleague on the log.
but if any of theirs were to suddenly become yours then there would be no harm. They'll soon be incarcerated, and this definitely falls in line with the life they lead. With that Barendd starts to rummage through the head bandits belongings, make care to not aggrevate the axe wound. No need to add injury to insult.
The following possessions are readily found on the bandits:
6 shortswords
6 black cloaks, 5 of which are emblazoned with the cobalt dagger symbol (Barendd has the 6th symbol)
2 Light Crossbows
22 Crossbow Bolts
2 Quivers
53 copper pieces between the lot of them
1 moldy block of cheese
Rolls
Copper Pieces - (10d10)
(3526477469) = 53
Raishe raises the somewhat unconscious bandit in order to assist his walking back into town. As he does this he realizes the irony of the situation. "I should be turned in" , he thinks.
"Ill take this one myself. Shall we get going around then?"
He pauses and cocks his head to the side, before using Prestidigitation to make a small illusion of a flame appear on his talon. The sound of a campfire fills the air as Pageflap suggests maybe burning the weak section, looking around at the surrounding foliage to assess the risk of a forest fire.
Once the bandits are away from the log, Pageflaps speaks the sound of a match being lit, and at the wave of his talons a Fire Bolt gets launched at the log's weak point. Some Prestidigitation keeps the fire from spreading and more fire bolts cover a larger area of the weak point.
Rather than relight the sections that run out of fire on their own, Pageflap opts to leave those to the axe wielders. The blackened wood is weak enough for the axes to pretty much shave off.
You march your forlorn bandit prisoners north, toward Whitesparrow. After several hours, the forest gives way to farmland. Instead of peaceful pastoral scenes, however, you encounter mile after mile of fallow land and abandoned homesteads, some burned to the ground, others on the verge of collapse.
Eventually you round a hill and the town itself comes into view. An old keep overlooks this village that was once home to 500, banners conspicuously missing from its battlements.
After the keep, a great hand carved of black stone is Whitesparrow's second-most-visible landmark, rising up at the center of the village with its thumb and five fingers splayed out. The area around the hand is a great dig, where someone has appeared to have tried and failed to excavate whatever is underneath.
An open-air temple, a two-story inn stand, and an outfitter's shop are among two dozen other buildings, some which have been boarded up. Standing farmhouses and broad fields of crops ready for harvest surround the neighbouring hillsides. The smells of productive agriculture mingled with rotting autumn leaves fill the air.
The sun is low in the sky and supper hour fast approaches. How would you like to proceed?
Rolls
Intimidation - (1d20+2)
(1) + 2 = 3
He knew what he wanted to say, what came out of his mouth was not that. It seemed like he got the message across to his friends well enough that he wanted to drink, but afterwards his vice betrayed him, his tongue moved unexpectedly, and he somehow didn't understand himself. As these foreign noises left his mouth he thought maybe the holy healing that he had received from Raishe was still working through him somehow. Perhaps when a man uses his faith to heal you, and you've lived your whole life devoid of faith outside of the world you can see, maybe that clash has some unforeseen side effects. If he can ever get his words back he'll talk with his friend who quite possibly saved his life and see if this is anything he knows of. In all honestly it could be that he recently got shot in the chest and got better. Who knows? Barendd is just a dwarf who damaged a tree in a fight with bandits who still really needs a drink.
She address Barendd with a smile. "Master Dwarf, you can't fool us. For all your muscles and weapons, we can see you are really a softy. A good man."
She pauses for a moment.
"We could use Dwarves, and men, around here like you. There aren't many people left in this town with a good heart," she says sadly.
She sighs deeply. "Take us to Sheriff Willowmane. Her office is down there, by the inn." she looks like she should be on the edge of tears, but maybe has none left to give.
"I've made some stupid decisions lately. I can't believe I let myself get messed up in this. Oh gods, what will my mother say?"
"Chief said there was a wagon coming through today. Told us it was a good target, and a chance to prove ourselves after we botched our last mission. We didn't ask any questions. The Chief isn't the kinda guy who likes questions after he gives you an order."
He doesn't see many people out and about at the moment, which could be a combination of it being supper time and what seems to be a lot of abandoned buildings.
He turns back to the group. "There aren't many people left in this town," he repeats in the woman's voice. He then repeats the name they heard from rumors on the way here. "Ralavaz."
He meant to make it sound like a question, but he's only heard the name spoken once. He hopes it is Ralavaz, otherwise it'll sound like he's assuming things.
Casting prestidigitation to create a trinket in the form of a small, metallic rose. It will only last for a few seconds.
"My namesake, how did you know?"
She watches, mesmerized, as the metal fades into firefly sparks that disperse into oblivion. After, she listens to your question and responds.
"Whitesparrow is just another dying town in the north, I guess. Trying to make an honest living is pretty much impossible. I watched my mother do it all my life and she has to show for it is mountains of debt and a rotting inn. She told me stories of how beautiful this place used to be, but my whole life all I've ever thought about is leaving. I figured I could make some quick coin with the Night Blades, enough to get me to Katagia."
She looks ashamed of herself. One of the other bandits, the one that Raishe knocked out in a single blow, speaks up.
"Nobody would blame you for leaving, Rose. Your mama would understand."
At that moment, a person comes out of one of the buildings, and walks briskly across the main square. His eyes happen to look up in your direction, and he freezes. He breaks into an all out run back the way he came, and the next thing you hear are bells clanging.
A pair emerges from behind the inn, hastily donning jackets and doing up sword belts, which you quickly realize are old Arkasian military issue. Longbowmen emerge from other buildings and start taking up positions along a low, crumbling wall. The two dressed in Arkasian uniforms stride up the road toward you.
"Here comes the sheriff now, and her brother." says Rose.


"My namesake, how did you know?"
"Whitesparrow is just another dying town in the north, I guess. Trying to make an honest living is pretty much impossible. I watched my mother do it all my life and she has to show for it is mountains of debt and a rotting inn. She told me stories of how beautiful this place used to be, but my whole life all I've ever thought about is leaving. I figured I could make some quick coin with the Night Blades, enough to get me to Katagia."
"Nobody would blame you for leaving, Rose. Your mama would understand."
At that moment, a person comes out of one of the buildings, and walks briskly across the main square. His eyes happen to look up in your direction, and he freezes. He breaks into an all out run back the way he came, and the next thing you hear are bells clanging.
A pair emerges from behind the inn, hastily donning jackets and doing up sword belts, which you quickly realize are old Arkasian military issue. Longbowmen emerge from other buildings and start taking up positions along a low, crumbling wall. The two dressed in Arkasian uniforms stride up the road toward you.
"Here comes the sheriff now, and her brother." says Rose.
Near to tears, he briefly places a hand of ineffectual comfort on Rose's shoulder before walking away, unable to bear witness to the inexorably unfolding events.
"Her mother won't be pleased, but things could have turned out worse. I'm Ruth Willowmane, sheriff of Whitesparrow. This is my brother, Matthew. Thanks for bringing these troublemakers back alive. If you are looking for a reward then I am happy to negotiate something. First let's talk about what your business is here."
As an aside, Pageflap then points at the bandit leader,
"I’m not some folk hero, I’m far from holy, and I can care less about your money. But I can understand some of the hardships your people are going though. I’m looking for more of these scums here. To rid them of these lands and allow man to settle. There have been many of us that are still affected from what happened 20 years ago and I have yet to see a significant development towards what used to be. I’ve wandered for miles and miles, surviving with the few people I have met since then, and I still smell fear on everyone, with the exception of the group I travel with. I may not look the part, and I’m definately not the brightest. But I want to be part of the solution, and I feel like I can play my that by executing the enemies that keep us from rebuilding. Now tell me, what is it you fear?
Hey, Barendd thought to himself, no outbursts of that strange tongue, maybe it was temporary, maybe there was something else to it. Either way he hoped his answers would suffice the sheriff without any further delving into the pasts of he and his compatriots. They were definitely a strange looking group, though nothing unheard of he hoped that mentioning the leader of these bandits it would inspire the Sheriff to focus more on her typical issues rather than these strangers setting upon her town. An actor with a less than sterling reputation among those of authority, an admitted killer monk, a barbarian, a knight no longer of the empire, a kenku (which is a rare curiosity if not completely unseen in the region before), and a dwarf that is definitely inked up in a less than traditional way that has random outbursts in an unknown language, might be a bit tough to explain.
This Ralavaz seems like he might create some issues on a not so small scale. What's he all about?
He says hoping bringing him up twice switches the focus of the Sheriff.
"Is that so, Artur?"
The bandit leader shrugs.
"Got me here alive, init?" he replies.
"We appreciate those words. Thing is, we can't pay you much. But if you're looking to do some good, we got a long list of troubles here in Whitesparrow."
"We dealt with these Night Blades years ago. We managed to trap the infamous Ralavaz the Night Blade, his younger brother Gardren, and the rest of their gang in a barn near the Lonely Torch - that was their headquarters, it's an old Arkasian watchtower to the north east. Anyway, we had had enough of those pricks and set the barn ablaze. Only Ralavaz made it out, with Gardren and the rest of the trapped Night Blades dying in the fire. We sent Ralavaz to Katagia to rot in prison, but seems he's got out and is picking up where he left off. A lot of young men and women who aren't make a living in Whitesparrow are falling in with these Night Blades creeps, and they're growing stronger by the day."
"I'm sure they got plenty of valuables from what they've been thieving, and I'm sure people would be willing to pay you a percent of what you rescue of their coin. What do you say?"
"All good questions. And a fair offer. I'm sure we can drum up the funds to keep you and yours cozy. I'll have Matthew take these three into custody while I get you set up. If a comfortable bed and a meal are what you seek, then I'll take you down to the Summerspring Inn."
Matthew takes the three prisoners off you hands, still bound by rope (The sheriff insists you'll get your rope back, and hopes you don't mind them borrowing it for a bit longer), while the sheriff guides you down the road to the town.
"It's a little worse for wear, but Amanda's doing her best. If you're interested in old Arkasian technology, the Inn is something else! Built on a natural hotspring, and uses the steam for all sorts of things. Hard to maintain mind you, but I think you'll find the place comfortable."
"We are surrounded in Arkasian artifacts in this town. The keep on yonder hill was once the home of Lord Whitesparrow, a general in His Majesty's Army." At that moment, she turns to Pageflap "He was one of your kin, the only albino Kenku I've ever heard of. A great man. The castle has been deserted since his passing in the war, and with the rumours of its haunting, nobody goes up there anymore."
"Then there's the old dam, further up north. Arkasian engineering from way back, at its height. Still works perfectly, keeps the floods and droughts levelled out real good. A beautiful sight to see, too, if you don't mind a hike."
"The big hand over there ... nobody quite knows what it is. Older than Arkasia, the scholars tell us. People tried to dig it up but starting getting headaches, visions and the like. Just left town one day and all the holes behind. Some poor drunk falls down that hole every year, breaks his neck."
Still, the knowledge that a Kenku lived in a castle all the way over here fills you with a sense of giddiness. In addition to the pride in one's race, there is also the realization that for Lord Whitesparrow to rise to the rank of general must have meant that he was a very smart bird. Being a Kenku, there was no way he would have been able to come up with any of his plans or maneuvers on his own. It was very likely that there was a plentiful library in that keep.
There is the problem of it possibly being haunted, though. May have to wait until morning because there's no way he's going in there at night. Should probably bring the holy man with him too. The thought of all the books makes Pageflap salivate, he had been thinking that all he had to look forward to in this town was looking into the voidwater!
Not only that, but there is also that big hand thing that's just screaming magic! That'll need some looking into, and he's got just the spell in his book to do so! Though he runs into the problem that he's noooot quite ready for it yet. Oh sure, he's got the verbal command and the gestures down, the orb he screwed to the top of his staff should substitute for the owl feather he'll need as well. However, he cannot substitute the pearl needed for the spell to work its magic. He hopes he can find one in the market that is of a high enough quality....
Still, it wouldn't hurt to go see the thing before nightfall. Get a good look at it, see if he gets a vision, see if he can detect any magic. Pageflap should still be good for one more higher level spell for the day.
There was definitely a lot to look forward to given the time. The dam sounded like quite a site to behold, and that hand... was it truly older than the empire? Regardless, hearing about another Kenku made him glad for Pageflap. For such a renowned general to be a kenku, perhaps his story could provide further insight into the kenku's history, and the trouble they carried.
Before he begins heading back to the inn he addresses the rest of the team. Any plans of a show that you would require Aegar and I for you may want to work quick or reconsider Kit. My tongue still may betray me, just as Aegar's sobriety might betray him, plus your general malaise seems like it will benefit from a drop or two. Pageflap, my favorite winged wizard, I know not if the Kenku enjoy imbibing, nor their tolerance, but you are quite learned and I trust your judgement as to whether you should or shouldn't participate. Iman you are the wildest among us, if you don't participate today then I hope that you will one day, because I can tell it will be quite fun. Raishe you are a man of faith, but I hear that there are many that devote themselves to a higher power that also enjoy being brought back down to earth by a sip now and again. Either way I have some questions for you at some point this evening.
At any rate the night isn't getting any younger and the ale will not drink itself. ¡Arriba!
"Ah, are you are bard? Shame, most folk are in bed by then. It's harvest time and people are putting in 12 - 14 hour days. But, your offer of hospitality is appreciated. I'll see who can come. What should I tell them you're performing?"
To Aegar and Barendd:
"Drinking might be a bit of a problem, I'm afraid. The Evershady Tavern right there, in the shadow of The Hand, it's been closed for months. Amanda runs a good kitchen at the Summerspring but it's no ale house. But, I'll dig you something up from my own cabinet. Whiskey suit your game?"
You enter the inn and feels like walking into a humid jungle, a not unwelcome feeling considering the cold, damp conditions outside. The sheriff says she needs to speak with Amanda about her daughter and leaves you with the in's manager, Philcock Deadcleft.
Philcock is a small, ugly man dressed in clothes of noble cut but in poor condition. There is a strong, fungal smell about him. He acts like a duke who's hunt has been interrupted by some upstart commoners.
He shows you your rooms, not bothering to clear the cobwebs. The rooms are big and luxuriously decorated, but smell of mildew. Next, he takes you down an old stone stair to the hot springs, which boil in caves below the inn. There are multiple steaming pools, although one appears all dried up and is now just a deep hole in the ground. It is roped off, with a sign that reads 'danger' . Finally, he shows you the tap room. All the chairs are up in the tables and a fine layer of dust covers everything. He says dinner will be served in 20 minutes and leaves you to seat yourselves. You spy a few dusty wine bottles behind the untended bar.
"Ah, are you are bard? Shame, most folk are in bed by then. It's harvest time and people are putting in 12 - 14 hour days. But, your offer of hospitality is appreciated. I'll see who can come. What should I tell them you're performing?"
Ho ho! Looks like you and Aegar might have some little fun after all, huh Dankill?
Deciding that twenty minutes is enough time to go take a look at the hand and be back for lunch, Pageflap calls out to the party. In Aegar's voice, he says, "If any of you have a need to find me, I'll be-," he then switches to Willowmane's voice, "-in the shadow of The Hand." He also repeats Philcock's announcement of dinner to tell them all he'll be back soon then leaves the room.
Pageflap heads up to his room. Making sure he still has his dagger and gold on his person, he takes his spell book out of his pack. He pick up his staff and is about to leave when he remembers Aegar's suspicion and decides to investigate the room a bit. Especially the bed, who knows what has gone down on that thing.
Rolls
Secret Roll
* There is a steam cleaning closet for blasting garments with torrents of steam to clean off grime and remove wrinkles. It's big enough to fit a full grown man inside, so you could steam clean armour if you wanted to.
* None of the walls, door frames, or windows seems to be at 90 degree angles. Everything is leaning or sagging.
* Unsightly water stains mark the walls and ceilings where leaks have occurred.
* The chamberpot has a special mechanism for whisking excrement away in a torrent of hot water. The warm water keeps your seat pleasantly warm. Novel!
* There is a tap for hot water in a wash basin, as well as a special spout for filling a kettle with boiling water.
As you are examining the hot water taps, a small, squirming black mass splurts out of the tap and lands in the basin. It writhes about for a moment before pointing an orifice at you screaching horribly!
Rolls
Grub initiative - (1d20+1)
(13) + 1 = 14
Pageflap Initiative - (1d20+3)
(17) + 3 = 20
Initiative Order
1. Pageflap (mage armor is still active)
2. Disgusting Grub
Rolls
Fire Bolt Attempt - (1d20+5)
(3) + 5 = 8
Damage if hit - (1d10)
(7) = 7
It let's out another horrid scream, charges toward Page flap, spitting acid. Pageflap avoids the corrosive fluid.
Rolls
Acid spout - (1d20+1)
(13) + 1 = 14
Rolls
Ice knife attack - (1d20+5)
(9) + 5 = 14
With Inspiration Advantage! - (1d20+5)
(8) + 5 = 13
Damage if hit - (1d10)
(10) = 10
Hit or miss, the knife explodes - (2d6)
(43) = 7
Rolls
Knuckley Dice game roll - (1d20+5)
(16) + 5 = 21
Rolls
Knuckly Dice roll 1 - (1d20+4)
(19) + 4 = 23
Knuckly Dice roll 2 (disadvantage) - (1d20+4)
(10) + 4 = 14
Oy padre I have questions for you. First, how are you at tracing? I require help with a tattoo and now seems like a great time. Second how did you bring me back from the brink barely worse for wear after taking this bolt to the chest (Barendd holds up the bolt he had stored in his boot)? Third do you recognize the tongue I was overcome with after being healed? Fourth, have you had enough wine? Because I feel like I could use more.
As he finishes his last question Barendd takes a hearty swig from the bottle of wine that was being used for the game while brandishing the bolt around much like he would imagine a wizard would brandish a wand.
Bursting in to the smell of wine in the air, Pageflap points back the way he came. "Something seems a little off?" he can't help but say in Aegar's questioning tone, but he follows it up with that horrible screeching noise the slug made before gesturing to his robes. There is some tiny ice shards that just barely managed to reach him, and a little bit of acid that Pageflap just noticed was blocked by his Mage Armor. He reminds himself to clean it before the armor spell ends.
Sensing your anxiety, the sheriff inquires: "Everything alright here?"
Those things have been nothing but trouble. They started showing up about a month ago, around the time when the south spring dried up. They seem to love the hot sulfric water, the hotter the better.
That one looks a lot bigger than any one I've seen before. Did it try to bite any of you?
Tilting his head a bit, he also inquires on the going-ons of the village. "They started showing up about a month ago, around the time when the south spring dried up," he repeats, going for elaboration.
Yes yes, I'm getting to the bug. The south pool in the caves below the Inn mysteriously drained about a month ago, leaving a wide open hole in the ground. Not sure how far it goes down. Around the same time these bugs started showing up, coming out of the hot faucets. They were much smaller then, didn't seem too much of a concern. Out here in the country bugs are just a part of life. Maybe it's not like that back in the big city you're from.
Anyway, that is definitely a lot bigger than what we were seeing. Maybe that was the queen, or whatever? Either way, nothing for a bunch of rugged men like you to worry about, eh? It's probably all good now. Yeah?
Thank you holy man, You have given me much to consider, what of these Dwarven Gods? However, it's soon time to turn in perhaps we should join the group and make our plans for tomorrow.
Barendd then places the patch he had taken from the bandits over his tattoo to allow it time to heal, and starts drunkenly wandering the inn looking for Iman and Aegar.
Rolls
Insight Check - (1d20-1)
(13) - 1 = 12
One boy in particular stands out - a Halfling boy named Gilbert. Wherever he walks, the ground blooms into flowers, even when walking on wood or stone, only to wilt and die as he moves on.
The party retires for the evening after assurances that Amanda and Philcock have thoroughly cleaned your rooms and inspected for 'bugs'. Indeed, the rooms are much cleaner than they were before, and Amanda apologizes for the bad state (Philcock just scowls). You have a good rest in beds that are actually quite comfortable.
When you wake up, you gather in the common room, where Amanda has a full breakfast waiting for you. You are all sitting around the big wooden table, enjoying pork chops, taters, and eggs (sadly no wine left).
He looks to the side and sees Barennd has a new hollow tattoo. Didn't he get those for new jobs? He mentioned that sometime during their journey here, he believes. Pageflap could have sworn he hired him to help him on his trip to Arkasia... no wait, he has no tattoo for that. That was just something he was contemplating. That means he doesn't have to pay Barennd! He must have come for personal reasons then. Heaven knows Iman did, volunteering himself at the first hearing of the word 'Arkasia.'
Oh, now he remembers that hollow symbol. Guess he and Iman are of like mind when it comes to Ralavaz? Guess they're all gonna be doing that then. Maybe they stole pearls? Iman is still murmuring that name every now and then. He's pretty focused as he shovels more food into himself. Pageflap silently slides his plate of eggs to him.
Thinking back to the slug problem, he recalls Aegar's suspicions. Could the slugs have been on purpose? Maybe? Could be he couldn't throw off his paranoia towards enemy saboteurs from his days in the way, possibly. Though the sheriff did mention it was because of the springs drying, and if the villagers were truly responsible for that how and why would they be able to engineer their own spring drying up? Then again they could have been lying about the spring. He notices that he's been thinking for a while. Oooooh, wait, is he using his creativity right now!? How fun!
"Ralavaz? That slime. Sheriff told me you're going after him. I remember when we burned him out last time we hadn't even cut Rose's hair yet. The townsfolk trapped the Night Blades in that barn and set them on fire, and I didn't mind one bit, even if Lothian teaches otherwise. My only regret is that we only got his brother Gardren. Ralavaz escaped the barn before we ever set fire to it. The coward let his brother burn to death. Sheriff found him up in the Lonely Torch after that, said he had snapped. Wailing like a banshee. He's probably back to settle the score, avenge his brother's death."
"I never properly thanked you for not hurting my baby girl, even though you had a right when she pulled a blade on you. Rose is a good person, honest, she just got way in over her head. Stupid, stupid, girl. A lot of folk are getting stupid when these Night Blades are promising riches. You know, might be she knows a thing or two. Maybe others in town as well. I'm sure she'll cooperate with you if you talk to her."
"Oh, those bugs? I'm sure its just a autumn thing, scrambling for food before they hibernate or whatever. Probably won't be anything to worry about. But, if you want to look around you have free reign of the place. I'll unlock all the doors for ya. Nobody else staying here anyway. Whatever makes you feel at home."
Who wants to go on a little hunt?
He turns to Raishe and repeats his phrase about the keep being haunted, before then repeating Raishe's own Healing Word. Not being that much of a bird of faith nothing happens as expected, but it did serve to communicate that Pageflap was wondering if Raishe's holy power would help if there turned out to be any truth to this haunting.
"The sinkhole," he adds, in case Raishe would rather do that first.

The heat and moisture levels down here are like a sauna. You consider that prolonged strenuous activity in here will be extra-taxing *.
Eventually you reach the south pool, which is now just a gaping hole in the ground. A vertical tunnel drops out from the bottom of the basin into the depths of the earth, the walls worn smooth and almost cylindrical. The lantern light does not reach the bottom of the hole.
The entire shaft appears to be irregularly shaped, but worn smooth by the passage of water. Climbing the shaft unaided would be difficult but not impossible, and repelling via rope is definitely a possibility. The foundations of the nearby wooden stair that led into the now-dry pool would make an excellent anchor point.
I'm inclined to think we should use our ropes anchored to the wooden stair to spelunk our way down. It doesn't seem super clear how far we should go though maybe we can estimate the depth if we throw a rock down and see how long it takes to make a sound? Perhaps our ropes toed together will make a long enough line for us to descend down and come back up? Pending how long we estimate the drop to be?
Well, shall we?he asks as he ties his share of the rope too the others.
The cave tunnel continues off to the west, which you note is the direction of the giant black hand statue, and to the east, where you hear the sound of distant rushing water. The root-like things continue on in both directions.
He sighs with a projection designed to reach the back rows, flings his cloak aside with great flourish, and eases himself over the side of the hole.
As Kit lowers himself down the rope, sweat pours off his face, stinging his eyes and soaking his goatee. He is not used to physical exertions of any sort, let alone climbing down a steaming shaft by corded rope. His hands slip and he barks out laughter that borders on hysteria. He closes his eyes and breathes heavily, waiting for the panic to pass. When it doesn't, he realizes this will only end when he is at the bottom. One way or another.
When he gets to the golden door, he begins to take a hand off the rope to touch the shining surface, muttering, Put forth thy hand, reach at the glorious gold. He quickly thinks better of it and re-tightens his grip. There is thy gold, worse poison to men's souls.
By the time he reaches the bottom, Kit is spent. He falls on his back, panting. His hands are red and raw and curled as if they still grip the rope. His voice is rasping and making noises that only barely resemble words.
Rolls
Con save - (1d20+2)
(10) + 2 = 12
Barendd offers his waterskin to Kit which he filled with watered down wine. So now it's something as thirst quenching as it is slightly inebriating.
Noticing the direction the tunnel at the bottom, his anticipation suddenly flares up, as well as some apprehension about what it could mean about the slugs. Pageflap tightens his grip on his staff.
Rolls
Rolling for Investigation - (1d20+5)
(2) + 5 = 7
We need to pace ourselves down here, there may not be a way out other than climbing back up, so reserving some strength is probably best. If anything comes at ya down here, we need to make sure we take care of it quick. Any chance we can deal with this fog?
The tunnel continues beyond the knot, the sound of rushing water becoming thunderous. You are sure you are not far from some kind of waterfall or whirlpool.
Rolls
Checking the roots. - (1d20+3)
(10) + 3 = 13
The reverberations begin coursing down all the other roots that are connected to the node, spreading out around the party's feet and above their heads.
As this is happening, four black grubs emerge from the node and fall to the ground, resembling Pageflap's visitor last night. They open slime-filled orifices and let out ungodly screams.
Rolling initiative!
Rolls
Initiative for Iman, Pageflap, Kit, Raishe, Barendd, Aegar - (1d20+2, 1d20+3, 1d20+3, 1d20-1, 1d20+2, 1d20+2)
1d20+2 : (19) + 2 = 21
1d20+3 : (7) + 3 = 10
1d20+3 : (9) + 3 = 12
1d20-1 : (8) - 1 = 7
1d20+2 : (1) + 2 = 3
1d20+2 : (5) + 2 = 7
INITIATIVE ORDER
1. Iman, Kit
2. Four Grubs (at front rank), Four tentacles (2 at the back rank, 2 at the front rank)
3. Pageflap, Raishe, Barendd, Aegar
BATTLE FEATURES: Make use of these features narratively. If you do something cool with the features I might grant inspiration or a one-time advantage. Monsters can also make use of these features.
1. Steamy fog
2. Black, cancerous mass
FORMATION: I'm assuming we have Barendd and Aegar at the front rank, Raishe and Iman in the middle rank, and Kit and Pageflap at the bank rank. Let me know in the OOC chat if that's off.
Ill let you guys handle those grubs, Crow seems to know how to deal with them, and maybe Mr. Dwarf can get a clean hit with Marlowe's help, Iman jests at Barendd.
Iman goes into a rage! Seeing that the range of the tentacles can be unpredictable, he chooses to charge at these first. Charging through the steamy fog with one arm shielding his face, he focuses on the tentacle on the left. Iman grabs the end of his halberd with both hands and attempts a sweep at the base of the tentacle to chop it right off!
Rolls
Regular Attack on Tentacle - (1d20+5)
(17) + 5 = 22
Attack with Inspiration! - (1d20+5)
(10) + 5 = 15
Sweeping attack on Left tentacle at front rank - (1d10+5)
(5) + 5 = 10
Barendd takes 7 acid damage, Aegar takes 3 acid damage.
Rolls
2 attacks against Barendd - (1d20+1, 1d20+1)
1d20+1 : (1) + 1 = 2
1d20+1 : (18) + 1 = 19
2 attacks against Aegar - (1d20+1, 1d20+1)
1d20+1 : (18) + 1 = 19
1d20+1 : (12) + 1 = 13
Acid damage on Barendd - (1d6+1)
(6) + 1 = 7
Acid damage on Aegar - (1d6+1)
(2) + 1 = 3
Rolls
Front: 2 attack on Raishe - (1d20+3, 1d20+3)
1d20+3 : (7) + 3 = 10
1d20+3 : (11) + 3 = 14
Rear: 1 attacks Kit, other attacks Pageflap - (1d20+3, 1d20+3)
1d20+3 : (7) + 3 = 10
1d20+3 : (16) + 3 = 19
Bludgeoning damage on Pageflap - (1d6+1)
(4) + 1 = 5
Also, G3rmanicus, you need to roll damage for Iman's attack (I'm assuming a 22 hits). It's best to roll your damage at the same time you roll your attack to save time in PbP.
Barendd takes a large sweeping backhand swing with his off hand and follows with a large sweeping swing with his dominant hand hoping to cleave one or two of the slugs in half with his handaxes.
Rolls
Backhand axe strike - (1d20+5)
(14) + 5 = 19
Forehand axe strike - (1d20+5)
(14) + 5 = 19
Damage backhand - (1d6+3)
(2) + 3 = 5
Damage forehand - (1d6+3)
(2) + 3 = 5
Rolls
Corpse acid expulsion - (1d4)
(1) = 1
Rolls
Battle Ax Melee Attack - (1d20+5)
(14) + 5 = 19
Damage (if hit) - (1d8+5)
(5) + 5 = 10
Also, G3rmanicus, you need to roll damage for Iman's attack (I'm assuming a 22 hits). It's best to roll your damage at the same time you roll your attack to save time in PbP.
Much of his focus suddenly comes back to him all of a sudden. Looking towards the suddenly loosened tentacle, he sees Aegar's ax embedded into its flesh. Taking that moment, he reaches towards the tentacle with his talons, the sound of static emanating from his throat.
Rolls
Shoking Grasp attempt - (1d20+5)
(11) + 5 = 16
Damage if hit - (1d8)
(6) = 6
You can't help but notice that the network of tentacle roots pulse with violaceous light as you cast the spell, this time brighter than when Kit cast prestidigitation. Similarly to Kit's experience, the cancerous mass from which the grubs came from surges brightly, then subsides.
Rolls
Dex saving throw to avoid corpse explosion acid - (1d20+2)
(12) + 2 = 14
He moves forward 5 ft towards the same tentacle he attacked and makes another sideways chop to the opposite side he gashed earlier in attempt to finish it off, and following through with a bludgeoning attack with the end of his polearm as a bonus.
Rolls
Attack on same tentacle to finish it off! (hopefully) - (1d20+5)
(16) + 5 = 21
Damage of regular attack if hit - (1d10+5)
(6) + 5 = 11
Damage for bonus attack if if - (1d4+5)
(1) + 5 = 6
Attack for Bonus Action - (1d20+5)
(10) + 5 = 15
Remember, guys, the next person to attack the tentacle creature rolls their attack twice and takes the highest roll. No one took an advantage roll from Kit's last Help Action.
Rolls
Healing word cast on Barendd - (1d4+6)
(1) + 6 = 7
Iman's halberd cleaves through the tentacle assailing his friends. It bursts into a cloud of ash before the appendage hits the ground.
Two tentacles remain, one at the back rank, and one at the front. Three grubs are still alive, all chomping at the front ranks. The cancerous mass swells and throbs more menacingly.
INITIATIVE ORDER
1. Iman, Kit
2. Three Grubs (at front rank), 2 tentacles (1 at the back rank, 1 at the front rank)
3. Pageflap, Raishe, Barendd, Aegar
BATTLE FEATURES: Make use of these features narratively. If you do something cool with the features I might grant inspiration or a one-time effect. Monsters can also make use of these features.
1. Steamy fog
2. Black, cancerous mass (4 surges)
FORMATION:
Front: Barendd, Aegar
Middle: Raishe, Iman
Back: Kit, Pageflap
Raishe continues to fend off the tentacle at the front, but the rear tentacle manages to gets a hold of Kit.
On to Pageflap, Raishe, Barendd, and Aegar's turns
Rolls
Grubs, 1 attack vs. Barendd; 2 attacks vs. Aegar - (1d20+1, 1d20+1, 1d20+1)
1d20+1 : (3) + 1 = 4
1d20+1 : (7) + 1 = 8
1d20+1 : (6) + 1 = 7
Tentacles, 1 attack vs. Kit, 1 attack vs. Raishe - (1d20+3, 1d20+3)
1d20+3 : (17) + 3 = 20
1d20+3 : (9) + 3 = 12
Tentacle bludgeoning damage on Kit - (1d20+1)
(12) + 1 = 13
Bludgeoning damage on Kit take 2 - (1d6+1)
(4) + 1 = 5
Barendd takes two swings at the grubs using the flat side of his axes, not unlike a golf swing. Aiming for the center of the body of the grubs, hitting them toward the mass, hoping to either kill the grubs or create some separation between the party and their attackers.
Rolls
First golf swing with axe. - (1d20+5)
(9) + 5 = 14
First golf swing with axe. (Advantage) - (1d20+5)
(4) + 5 = 9
Second golf swing - (1d20+5)
(17) + 5 = 22
Damage 1st swing - (1d6+3)
(3) + 3 = 6
Damage 2nd swing - (1d6+3)
(5) + 3 = 8
Hit Dice
d8 - 1 / 1
Spell Slots
2 / 2
Rolls
Concentration save - (1d20)
(9) = 9
Rolls
Melee attack on the Mass - (1d20+5)
(8) + 5 = 13
Damage (If Success) - (1d8+5)
(4) + 5 = 9
Rolls
Dagger attack with finesse - (1d20+5)
(7) + 5 = 12
If hit (piercing) - (1d4+3)
(3) + 3 = 6
Rolls
Advantage Melee Attack - (1d20+5)
(11) + 5 = 16
Aegar's sword strikes the mass, sending ripples through all the roots attached to it. The wound leaks bioluminescent purple slime. It is clearly still 'alive,' if that is the right word for it.
Pageflap's dagger misses the mark as the slimy tentacle whips around.
When Kit's lights go out, the dark cavern is only illuminated by the glowing violet energy of the mass, which diffuses eerily into the fog.
That leaves one left ankle to attack at present? And there is one or two tentacles left? Plus the mass is bleeding?
The roots surge with energy, too.
Rolls
Healing Word on Kit - (1d4+6)
(1) + 6 = 7
Two tentacles remain, one at the back rank (grappling Kit), and one at the front. Three grubs are still alive; one is chomping at the front ranks, while the other two have been thrown back into the mist, screaming in pain from their injuries. The cancerous mass continues to swell and throb ever more menacingly. The tunnel is now dark, save for the eerie purple glow from the cancerous mass.
INITIATIVE ORDER
1. Iman, Kit (grappled)
2. 1 grub (at front rank), 2 grubs (taken 6 & 8 damage) 15 feet down the tunnel, 2 tentacles (1 at the back rank, 1 at the front rank)
3. Pageflap, Raishe, Barendd, Aegar
BATTLE FEATURES: Make use of these features narratively. If you do something cool with the features I might grant inspiration or a one-time effect. Monsters can also make use of these features.
1. Steamy fog
2. Black, cancerous mass (5 surges, taken 9 damage)
FORMATION:
Front: Barendd, Aegar
Middle: Raishe, Iman
Back: Kit, Pageflap
Hit Dice
d8 - 1 / 1
Spell Slots
2 / 2
Rolls
Acrobatics (I Want to Break Free!) - (1d20+5)
(3) + 5 = 8
Rolls
Acrobatics (I Want to Break Free!) - (1d20+5)
(3) + 5 = 8
Rolls
Javelin throw to hit Tentacle - (1d20+5)
(15) + 5 = 20
Advantage on attack to Tentacle - (1d20+5)
(17) + 5 = 22
Damage if hit with Javelin - (1d6+5)
(1) + 5 = 6
Rolls
Melee attack with mace. - (1d20+4)
(15) + 4 = 19
Damge if hit. - (1d6+2)
(2) + 2 = 4
Rolls
Tentacles attack Aegar - (1d20+3, 1d20+3)
1d20+3 : (12) + 3 = 15
1d20+3 : (10) + 3 = 13
Grubs attack Aegar - (1d20+1, 1d20+1, 1d20+1)
1d20+1 : (9) + 1 = 10
1d20+1 : (4) + 1 = 5
1d20+1 : (10) + 1 = 11
Tentacle bludgeoning damage on Aegar - (1d6+1)
(5) + 1 = 6
He'll show these grubs not to pick a fight with a bird.
Rolls
Ice Knife Attack - (1d20+5)
(14) + 5 = 19
If hit (piercing) - (1d10)
(5) = 5
Cold explosion - (2d6)
(62) = 8
Those surges seem weird, let's see if we can put a stop to it.
Barendd rears back, arching his back to slam two blows with his handaxes at the glowing mass.
Rolls
First axe attack - (1d20+5)
(13) + 5 = 18
Second axe attack - (1d20+5)
(10) + 5 = 15
damage first - (1d6+3)
(5) + 3 = 8
damage second - (1d6+3)
(3) + 3 = 6
Rolls
Dex save - (1d20+1, 1d20+1)
1d20+1 : (6) + 1 = 7
1d20+1 : (4) + 1 = 5
He starts preparing to look it up when he has the chance.
Rolls
Arcana Check - (1d20+5)
(17) + 5 = 22
With Advantage! - (1d20+5)
(2) + 5 = 7
Iman turns to face the front rank to see the last grub within his reach. He waits a brief second just to catch a bit of a shine coming off the mass to give him a clearer sight to make a piercing attack.
Rolls
Attack on last grub - (1d20+5)
(4) + 5 = 9
Damage if hit - (1d10+5)
(1) + 5 = 6
Bonus attack - (1d20+5)
(6) + 5 = 11
Damage if bonus attack hits - (1d4+5)
(4) + 5 = 9
Iman's first strike is goes wide, but pulls the tentacle out of position. He takes full advantage, driving the butt end of his halberd into the unprotected base of the gangly thing, and the whole abomination dissolves into ash. At the same time, Kit brings the Dancing lights back on. Even those with Darkvision breathe a bit easier, as the soft warm light dispels the vileness atmosphere of the harsh, violaceous glow of the mass.
With the Ice Knife and Dancing Lights spells, the cancerous mass now throbs feverishly, like a heartbeat of a creature in full sprint. Fluid spurts from all directions, but it glows so brightly now that it competes with Kit's Dancing Lights.
INITIATIVE ORDER
1. Iman*, Kit*
2. 1 grub (at front rank, taken 5 damage) 1 tentacle
3. Pageflap*, Raishe, Barendd, Aegar
* already taken turns this round.
BATTLE FEATURES: Make use of these features narratively. If you do something cool with the features I might grant inspiration or a one-time effect. Monsters can also make use of these features.
1. Steamy fog
2. Black, cancerous mass (7 surges, taken 20 damage)
FORMATION:
Front: Barendd, Aegar
Middle: Raishe, Iman
Back: Kit, Pageflap
Rolls
Grub attack on Aegar - (1d20+1)
(3) + 1 = 4
Tentacle attack on Barendd - (1d20+3)
(18) + 3 = 21
Tentacle bludgeoning damage on Barendd - (1d6+1)
(4) + 1 = 5
Barendd attacks the eggs
Rolls
First axe attack - (1d20+5)
(5) + 5 = 10
Second axe attack - (1d20+5)
(5) + 5 = 10
Damage of first - (1d6+3)
(5) + 3 = 8
damage second - (1d6)
(6) = 6
Kit notices that the growth surges seem to happen with the casting of the spell. At a glance, there is no noticeable affect of the continuation of the Dancing Lights spell.
Rolls
Melee atack with mace. - (1d20+4)
(4) + 4 = 8
Damage if hit. - (1d6+2)
(2) + 2 = 4
Rolls
Battle Ax Melee Attack - (1d20+5)
(15) + 5 = 20
Rolls
Damage - (1d8+5)
(1) + 5 = 6
Rolls
Attack on tentacle - (1d20+5)
(18) + 5 = 23
Damage on tentacle - (1d10+5)
(7) + 5 = 12
Bonus attack on tentacle - (1d20+5)
(16) + 5 = 21
Bonus attack damage - (1d4+5)
(3) + 5 = 8
In the meantime, the mass is changing. It cracks from within, and a slime-covered appendage emerges; a black, misshapen, three-fingered hand reaches out from the mass, tipped with razor-sharp, serrated claws. Either the mass extends deep into the rock, or it is as much a portal as it is an egg.
Rolls
Grub attacks Barendd - (1d20+1)
(11) + 1 = 12
INITIATIVE ORDER
1. Iman*, Kit*
2. 1 grub (at front rank, taken 5 damage)
3. Pageflap, Raishe, Barendd, Aegar
* already taken turns this round.
BATTLE FEATURES: Make use of these features narratively. If you do something cool with the features I might grant inspiration or a one-time effect. Monsters can also make use of these features.
1. Steamy fog
2. Brightly glowing cancerous mass with hand coming out of it (7 surges, almost destroyed)
FORMATION:
Front: Barendd, Aegar
Middle: Raishe, Iman
Back: Kit, Pageflap
Barendd uses his two handaxes to chop first at the eggsack portal second at the hand coming out of it.
Rolls
First attack - (1d20+5)
(16) + 5 = 21
Second attack - (1d20+5)
(16) + 5 = 21
First damage - (1d6+3)
(5) + 3 = 8
Second damage - (1d6)
(3) = 3
At once, the light stops and the mass sends out a shockwave in its death throes, threatening to knock Barendd backward. It then crumbles to ash.
Rolls
Constitution saving throw - (1d20+4)
(12) + 4 = 16
Rolls
Strength save - (1d20+5)
(15) + 5 = 20
Constitution save - (1d20+5)
(16) + 5 = 21
This might make some interesting tattoo ink.
Rolls
CON save - (1d20+2)
(14) + 2 = 16
As Barendd finishes collecting his supply he looks around the cave and grabs the claw that he had chopped off the hand coming out of the pulsing mass.
This looks interesting. I'll hold onto it, it could make a good trophy at the very least.
Barendd then wraps the claw in the emblem he had torn from the bandits early and puts it into his boot next to the bolt that had stuck him in the chest.
He sinks to the floor and holds his head in his hands. Slugs with acid for blood, he mutters. Throbbing egg sacs. Tentacles. So damn hot down here. He looks up with tears in his eyes. My magicks are meant to entertain. To illuminate the human condition. To speak truth to power. I fear I am ill-suited to this life of violence and death.
Rolls
Con save - (1d20+2)
(8) + 2 = 10
After ten minutes, Pageflap's ritual completes. The talon is definitely radiating magic, as are the 'roots', although the magic is rapidly fading from them. In fact, the roots are slowly turning to ash, radiating outward from where the mass was. Oddly, you cannot decipher the school of magic; the signature is too alien.
There is also a hint of magic ahead, further down the tunnel.
Rolls
Constitution Save - (1d20+2)
(3) + 2 = 5
Iman wipes off some of the sweat from his forehead, looks at Raishe, then to the party.
Lets find what we can and press forward, there is no time to rest here. The longer we stay the harder it will become. Crow, lead us to the source you have discovered.
He then holds one hand towards Iman and another towards Raishe, "Lead us to the source." If they are gonna continue, then Pageflap says it would be best for those two to go first. He can lead just fine right behind them, and with his spellbook still in hand he can spend another 10 minutes casting Detect Magic as he follows, refreshing the spell just as it runs out.
Iman wipes off some of the sweat from his forehead, looks at Raishe, then to the party.
Lets find what we can and press forward, there is no time to rest here. The longer we stay the harder it will become. Crow, lead us to the source you have discovered.
He rises wearily to his feet and feels quickly in his pack to touch the mystical tome that is all he has left of his uncle. He vows to himself to unlock its secrets, if for no other reason than to find the power to be less burdensome to his companions. He sighs heavily and says, At this point, going forward seems the least objectionable to all the objectionable options, since I imagine I'm the only one sensible enough to vote for going back.
Pushing his fears to the back of his mind, he starts off in the direction Pageflap indicated. He raises his hand in the air and, orating to the back of the "theater," intones deeply, Let us dive directly into danger, for it is said that "Cowards will die many times before their deaths, but the valiant never taste of death but once. Of all the wonders that I yet have heard, it seems to me most strange that men should fear; seeing that death, a necessary end, will come when it will come."
Flapping the pages of the book, he opens it to a specific section based on the history of Arkasia. Pointing to a paragraph he was able to forge perfectly, he has the party read the section mentioning that dark Arkasian mages meddled with things that should not be studied towards the end of the war, and that it cost them dearly.
That Pageflap's studies said the aliens were pretty incomprehensible and had no regard for life did much to put him off from looking into them too closely, though that isn't going to stop him from reading any notes that he happens to find.
The rootlike tentacles encrust the walls of this chamber even more densely than the tunnel. You count thirteen additional cancerous masses, each one at a different state of luminosity - most are dim, but a few are light more brightly and are quietly throbbing. The roots disappear into the opaque water, so there may be more inside as well. Although you don't see them at first, you realize that there are grubs crawling between the tentacles all around you. Nothing seems to be responding to your presence at the moment.
Also worthy of your attention, a thin stone ledge rounds to the left side of the cavern from the tunnel, where you see two more round, golden doors, partially submerged in the boiling pond. As far as you can tell from here, they are identical to the one you found earlier in the shaft that lead you down here. Between the golden doors is a large metal box, encrusted in throbbing tentacles that partially obscure some sign on its front.
Your sense of danger in this room is significant. You are pretty certain that if you are not careful, there is more than enough things to kill even the hardiest adventurer in this room.
The box and doors give off more terrestrial magical vibes. The doors are registering as conjuration magic - the same school as teleportation and summoning - while the box is associated with the school of transmutation, often associated with enchanted items and weapons.
It looks like fighting ourselves out of this one is out of the question. With thirteen of those masses now, I'd imagine there would be thirteen of whatever it is we saw coming out of the other one from back there. If it wasn't so wet and damp down here id say to go ahead and set this cavern ablaze and burn them all! I believe its best if we head back and return later with a plan. No sense in sticking it out here waiting for something to happen, unless you guys have something in mind?
Pageflap nods at Barennd, they probably are connected and he prefers Barennd's idea vastly more than to the one Pageflap had just now.
Before heading off and while the Detect Magic spell is still on, Pageflap carefully studies the void, chest, doors, and egg sacks one last time before he heads back to the tunnel, paying most attention to the eggs to see if he can tell how much longer they have until hatching.
Rolls
Arcana check - (1d20+5)
(3) + 5 = 8
Rolls
Athletic check to climb rope. - (1d20+3)
(9) + 3 = 12
Bludgeon damage from fall - (1d6)
(3) = 3
Con save - (1d20+5)
(16) + 5 = 21
Con save disadvantage - (1d20+5)
(8) + 5 = 13
Rolls
Athletics check to climb rope - (1d20+5)
(3) + 5 = 8
Bludgeoning damage if failed - (1d6)
(5) = 5
Con saving throw - (1d20+4)
(14) + 4 = 18
Con saving throw disadvantage - (1d20+4)
(11) + 4 = 15
He thinks he's on to something....
He gets up and takes off his heavy backpack, then ties the pack to the bottom of the rope before trying to climb out himself.
Rolls
Athletics check - (1d20-2)
(9) - 2 = 7
Damage if failed - (1d6)
(6) = 6
CON save against exhaustion - (1d20+2)
(10) + 2 = 12
Disadvantage - (1d20+2)
(19) + 2 = 21
Rolls
Athletics Check to climb rope - (1d20+5)
(15) + 5 = 20
Damage if failed - (1d6)
(5) = 5
As he helps his feathered friend up he casts healing word.
Unbearable heat huh? Hope I can make it, it'd be easier for Aegar if someone else helps him haul the rope up.
Rolls
Athletics Check for climbing rope. - (1d20+2)
(6) + 2 = 8
Damage for failure. - (1d6)
(3) = 3
Con save - (1d20+2)
(15) + 2 = 17
Disadvantage - (1d20+2)
(16) + 2 = 18
He considers climbing again, but changes his mind since he's sure even Kit would have an easier time climbing than he. Rather, he spends more time thinking and goes back to his spell book for a bit.
He shuffles though his backpack then freezes as he holds a torch in his hand. He looks between it and the rope for a while, an idea forming, then ties the torch to the rope. He takes a second torch out, then ties that one a bit above the first. He repeats with a third, forming a short series of safe zones where one can stand on before moving on to the next torch-step. He has no idea if this is safe or not.
Youve learned a lot about dungeoneering today. You've proved you know how to watch one another's backs even in the face of death. You've proven you can assess danger and take the smarter path. And, you've proven that, although the earth is dark and filled with terrors, that you are strong enough to survive them!
Rolls
Athletics check - (1d20-1)
(18) - 1 = 17
Rolls
Con save - (1d20)
(9) = 9
Barendd doesn't know what the next step should be. He does know he wants some alcohol and to rest. He hopes that Pageflap has an idea of where to learn more about the doors.
As the group rests from their trip down the hole, Pageflap opens his book. While seeing magic with his Mage Armor on, he noticed some of the energy was being wasted doing nothing. He flips around reading some of his other spells and some of them that he recorded for future use, ones he is not strong enough to cast yet, seem to have similar problems. Finding some half completed notes, he fills in the rest using his new found knowledge from the experiences back in the hole. He thinks this could work....
Actually while he's busy finishing up incomplete spells....
He flips to one of the spells he very, very carefully wrote down. The Fly Spell which is somewhat coveted by Kenkukind. Maybe now he's good enough to use it? Alas, Pageflap finds himself dissapointed. He's about to flip back to another page before he pauses. He looks at the spell carefully again. He takes his quill and circles certain words and underlines others. Opening up to a blank page, he starts writing with a racing heart. He finishes up and puts his pen down, excited. He can use the Fly spell!
Well, not exactly. But he can partially use it! Sure, he can't go up, but it's one more step in the fight against gravity. At least he can help if he and his allies are falling to their doom, and maybe it feels like flying? He hopes so.
He thinks back to when he was down at the hole, he rememebred seeing Kit page through a book of some sort. It didn't seem to be common, though he couldn't see if it was a language he understood or not. He'll have to ask Kit about it, he's pretty sure he recognized some magic in those pages.
Rolls
Short rest HP recovery - (2d6)
(61) = 7
Barendd is as tired as he's been for a while, though he's glad he hadn't spoken in that strange tongue during this outing. He hoped that he showed his value in the heat of battle much better than the encounter they had with the bandits. He makes his way off to his room to examine the claw he had procured in battle. As it looked quite wicked he was interested in making a weapon of it and he had quite an idea. The dwarves who lived and worked near the Chugging Chasm had many tools that they used in the mines that many found useful in battle. One that had always seemed interesting to him was known as the warhammer. The claw was not the ideal shape for such a weapon, so he looked into making more of a war pick/ sickle. he sized up the claw and looked at one of the two crowbars he had with him. The crowbar itself was stout and could make an excellent weapon unto itself, great for bashing. However, he looked to affixing the claw to the prying side of the crowbar, wedging it in tight so that it was secure, and hammering it into place. The tool could use some more work, perhaps he would look around for a smith who might be able put the finishing touches on the new tool.
Before going about the business of eating, and hopefully more than a little drinking, before speaking with his friends and joking about to hopefully keep spirits up, he wanted to look into the luminescent goo he had collected from the mass that he had help obliterate. Pageflap had indicated that whatever it is, it's acidic. Perhaps that won't make the best ink for his skin, but perhaps he could use it compliment his new weapon. Both the claw and the goo had a similar something about them. Their mere presence made things seem off, but they seemed to belong together. Perhaps once the weapon is complete he could use the goo to acid etch the weapon to finish the bonding. He had never thought about tattooing his weapons, but as this was going to be a creation all his own, perhaps he can adjust his ritual. He already had some ideas for what kind of designs he could do. He never took to mining, smithing, or stonework, but he had seen enough to know what possibilities could be. He sets the vial next to his bed and makes sure that it cannot fall or spill. He then makes his way down to the main room of the Inn to refuel and meet his compatriots.
Rolls
Short rest - (1d10)
(10) = 10
* As this is a makeshift weapon, there is a chance it can break. If you roll a 1 (before adding bonuses) on any attack roll, the claw will break off from the crowbar, rendering it unusable as a weapon and breaking attunement (see below).
** Many magic items, including this one, require attunement, which 'unlocks' their abilities for you to use. It may open you up to curses or other bad effects as well. You can be attuned to at most 3 items, and you can un-attune any non-cursed item at any time.
*** This weapon is a warpick (1d8+str damage). Once per short rest, if a spell of 1st level or higher is cast within 10 feet of you, you receive 1d4 temporary hit points. While attuned, you are also proficient in the language of Far Speech, which is ancient beyond memory.
Soon Amanda arrives and is shocked to hear what you discovered below her Inn.*
"I've spent my life keeping this Inn from falling into the ground, I'm not about to let some bug infestation root me out of my home!"
Barendd shows off his new weapon. The metal of the crowbar etched with purple steaks to match the color and pattern of the claw
Rolls
Short Rest - (1d10)
(3) = 3
Rolling 2nd Hit die - (1d10)
(5) = 5
Rolls
Short Rest (ignore modifier if not needed) - (1d12+2)
(3) + 2 = 5
Turning the pages to the illustrations, Pageflap believes he sees a pattern in it. Using his quill, he copies some of it into his spell book, putting emphasis on the more important looking parts of whatever ritual this is. Though it lost a lot of its artistry, Pageflap believes his drawings should make it easier for someone who can at least read Elvish script to understand.
In fact, he himself should be able to preform a much lesser version of the spell. He carefully unbinds the page from his home-made spell book and hands it to Kit before he flips to another page and rewrites the spell. Knowing the intricacies of it, Pageflap is able to rewrite the spell so that knowledge of Sylvan is not needed. A downside to it is that there is no way what whatever he calls would be able to give him as much power as the being Kit would summon will, but he wasn't too keen on the idea of doing another's bidding after that whole thing with the Wizard. Plus he has his own goals to focus on at the moment.
Another downside is that he'll probably have to do some shopping to get materials to power the spell. He adds herbs, incense, and charcoal next to 'valuable pearl' on his 'to buy' list.
He gives a wave to Iman outside then heads off towards the market place.
Pageflap finds his way to Grayhorn Outfitters, a big log cabin pumping thick black smoke out the chimney. When he walks in, a bell tinkles and a big grey-haried man nearly falls of his chair behind the desk.
"By the nine hells! Wha.. oh, a customer! Welcome, welcome, Master Kenku! Sorry, haven't gotten on of those in awhile. Gavun Grayhorn, at your service!"
Gavun is a hulking man in his late 50s by the looks of his greying hair. He wears suspenders, bandoliers, and multiple belts all lined with compartments - you've never seen a man with so many pockets on his person. After requesting the components, he responds:
"Ah, a wizard are ya? Much respect to you. Never had much touch for the arcane arts myself, but I wouldn't be here if it weren't for a spellslinger like yourself. I got just what ya need, just give me a moment."
Gavun disappears into the back and returns promptly with exactly what you asked for, paper wrapped and ready for use. He asks a fair price in return - 10 gp.
While he's here, he pulls the tinderbox out of his backpack and makes a sound of coins jingling in a bag, asking how much he'll be able to get from selling it. Out of curiosity, he decides to ask about the spellslinger who saved him, maybe they live nearby and know more about the magic going-ons in the village. "I wouldn't be here if it weren't for a spellslinger?"
Inside is the Evershady Tavern is completely dark with the windows boarded up. Barendd's darkvision kicks in and he sees what was once a grand tap room. One set of stairs lead to a sunken conversation pit by a cold fireplace (one of three), another leads to an L-shaped balcony that overlooks the hall. Solid but dusty tables and chairs are stacked in one corner.
The barkeep's station is a square island in the center of the room. It looks solid, almost defensible, but also the center of attention, almost like the command post of a fabled warship. A massive wooden chandelier is suspended on chains just above the bar. Rows upon rows of pewter and silver mugs are upended on the counter, dry as bones.
There is a door to another room at the back.
Barendd checks around the room looking closer at the bar and the pewter mugs, drawing on his years as a tavern owner and his innate proficiency at stone cunning to gather as much information about the place as possible.
Rolls
Perception for the room as a whole - (1d20+3)
(14) + 3 = 17
Intelligence for stone cunning if applicable - (1d20+2)
(16) + 2 = 18
Aye, Sheriff, looking out for anything in particular? I've walked the perimeter of many towns over the years and an armored man is no typical watchman, especially if the Sheriff is involved.
You haul the keg to the main floor, leaving a trail of dust as you roll it up the stairs. As the dust comes off you see the side of the barrel is stamped with the word "Gutbuster." Gutbuster is the proud liquor of the Dwarvish people that will get even the strongest dwarf tipsy. It's multipurpose too; need to strip paint off a shield or light a moat on fire? Gutbuster is the answer!
PAGEFLAP
Gavun smiles at the offer of the tinderbox.
"Sorry, but I already have a bunch I can't sell." He opens a draw in a wall-to-wall cabinet full of small drawers and reveals what must be 3 or 4 dozen tinderboxes.
"Business just isn't as great as it used to be, what with the traffic slowing down over the years. But I don't mind; the peace and quiet is its own reward and it gives me more time to enjoy the valley."
In regards to asking about the spellslinger, he responds:
"Oh, that's a sad tale. Used to be an adventurer myself, back in my youth, before the Empire fell. We made a bit of a name for ourselves looting ruins in the north, but we got cocky. Tried for a White Dragon's hoard. I was the only one who survived. Gods, but we were young and stupid."
"Nowadays, I prefer to let others do the adventuring. I know the trade, and I know the gear, and you can guarantee if you buy it from me that you can bet your life on its quality. And while I'm not in the business of buying used gear, special artifacts might be a different story. Magical items are always a good investment, what with the Empire gone and all. I'll be happy to pay you a fair price those."
Rolls
Con save for the dwarves ale. - (1d20+5)
(18) + 5 = 23
The disappointment is further compounded by the knowledge that the Spell Slinger is dead. Pageflap considers asking about any relics that may have been left behind, but remembers he's in a merchant's shop and is poor now. Wouldn't hurt to ask, though.
"Spell Slinger," then "Gear?" followed by both the sound of coin and the thought that it probably could hurt his feelings talking about his dead friend like that. "Sorry," he says, a bit nervous at how he would react.
He expresses a bit of surprise at the news that there is a dragon flying around somewhere. The surprise turns into relief when Gavun tells him that the dragon is further north, which relapses into worry when Pageflap remembers that that was where they were headed. "White Dragon?"
Iman gains the attention of the people on the hill. You see that the armoured man is actually very elderly, but he wears the plate armour and coat of arms of an Arkasian knight. It looks like it is two sizes too big for him.
They greet you kindly. Sherif Willowmane responds.
"Ah, Iman, welcome. We were just showing good Sir Winter here that the orcs are indeed not storming down from the forest. He awoke from a very vivid dream convinced otherwise."
She pats the old knight on his sturdy helm.
"I always feel safer when I see you suited up, Sir Winter. Thank you for your service."
The old knight beams a proud and noble smile.
"Indeed, young Willowmane. The orcs are lucky they did not show their ugly faces today, or they would have tasted my steel!" He draws his longsword, but can't quite hold it upright. Matthew helps him immediately.
"Easy there, Sir Winter. You wouldn't want to startle the children with your fearsome battle visage! I'll help you get back to your house. Lady Winter must be wondering where you've gotten to!"
Sherif Willowmane turns to you as her brother helps the old knight down the hill.
"Truly, word has spread fast that heroes are in town. I haven't seen Whitesparrow so hustling and bustling for months. How was everyone's sleep last night?"
Kit studies the book intently, in quiet. He finds one particular drawing that always fascinated him; an intricate recursive pattern that makes you go cross-eyed if you try to follow it - not chaotic in nature, but definitely supernatural. This time, you force your mind to follow it, pursuing it beyond the constraints of logic. As you do so, the pattern begins to animate, the ink writhing like vines and growing to encompass the other pages, and then the table itself.
The black ink becomes green and an entire plant begins to sprout from the book, glowing with verdant energy. The plant grows thick and strong, but bifurcates in the middle only to rejoin itself again at the top. Once it completes, the teardrop shape in the center of the plant flickers, and suddenly the room is bathed with golden sunlight that pours through the teardrop window. Beyond, you see a majestic forest that is more alive than anything you've ever seen.
Indeed, I posses many wares that are valuable to practitioners of the Arcane Arts!
Gavun opens several velvet-lined draws and displays some remarkable artifacts. The price on each of them 100gp.
* You can use the hat as a spellcasting focus for your wizard spells
* You can try to cast a cantrip you don't know. The cantrip must be on the Wizard's spell list and you must make a DC 10 Arcana check.
If the check fails, so does the spell and the action is wasted. In either case, you can't use this property again until you finish a long rest.
As for the dragon he responds as thus:
"They call her Icasaracht the Frostbane. Fabled creature, a treasure hoard rumoured to be filled with more gold than every coin in the north combined. But don't get any grand ideas. That path leads only to death."
The enduring spell book leaves Pageflap with a newfound sense of paranoia. Overall, getting magic insurance wouldn't be a bad idea.
All this is moot, though, as he is currently penniless. With a nod, he gives Gavun a "Thank you" and holds up his components, saying he has everything he needs right now. Waving goodbye, Pageflap leaves the shop and starts wandering the village looking for a brass brazier. Maybe the temple has one? Temples seem to be the sort of places that would have them.
I’d sure like to see how they fare in battle too, I’ve been looking to tone up my skills a bit you see. I don’t really have a style of fighting, and a mentor of mine has been refining my tactics but a change of training could do me well. What do you say Old man, got anything you can teach me?
Kit studies the book intently, in quiet. He finds one particular drawing that always fascinated him; an intricate recursive pattern that makes you go cross-eyed if you try to follow it - not chaotic in nature, but definitely supernatural. This time, you force your mind to follow it, pursuing it beyond the constraints of logic. As you do so, the pattern begins to animate, the ink writhing like vines and growing to encompass the other pages, and then the table itself.
The black ink becomes green and an entire plant begins to sprout from the book, glowing with verdant energy. The plant grows thick and strong, but bifurcates in the middle only to rejoin itself again at the top. Once it completes, the teardrop shape in the center of the plant flickers, and suddenly the room is bathed with golden sunlight that pours through the teardrop window. Beyond, you see a majestic forest that is more alive than anything you've ever seen.
Over hill, over dale,
Thorough bush, thorough brier,
Over park, over pale,
Thorough flood, thorough fire,
I do wander everywhere,
Swifter than the moon's sphere;
And I serve the fairy queen,
To dew her orbs upon the green.
The cowslips tall her pensioners be:
In their gold coats spots you see;
Those be rubies, fairy favors,
In those freckles live their savors.
I must go seek some dewdrops here
And hang a pearl in every cowslip's ear.
Farewell, thou lob of spirits; I'll be gone:
Our queen and all our elves come here anon.
You approach the old temple and see that Raishe has already discovered it. It is an open-air amphitheatre with no doors, welcoming all who wish to worship. You enter, and see Raishe among a pile of rubble and refuse.
"It's a thing of beauty," Raishe says. He is walking around in slow, wide circle, his face to the sky.
"When I'm in this old temple, I feel at peace with my faith. At peace with myself. Like, all that happened before this time was just to bring me to this place, and now my true life's work can begin. "
He kneels to clear away some stone debris and lifts up an brass brazier and smiles.
"I believe you came for this?" he says, his voice faintly distant and offers your the brazier.
"Please tell the others that I have found my place in this town. And while our paths are diverging, we are still fighting the same battle. Please visit often, and tell me of your adventures, will you Pageflap?"
He leans over and pats the mighty stone walls of the tempe.
"In the meantime, I will work day and night until this old temple is the shining beacon of hope that it once was."
You walk with the old man back to his house where Matthew helps him doff his armour.
"Ho now, teach you fighting?" Sir Winter says. He laughs.
"Gods, you look like a bloody dire bear! You don't need refinement! Weaker men refine their technique to make up what you have - raw ferocity!"
He pulls you in closer and you can smell the booze on his breath. He drops the facade of the noble knight and whispers:
"Do not fear death. Put it all on the line! There's nothing worse than growing old and useless. I would trade all my years for a chance to go back and to die a glorious death in battle. It's too late for me, but its not too late for you. Go down in a blaze of glory. Never grow old."
An elderly woman emerges from a room in the back of the house.
"Dear? Where did you get off to? Oh, putting on that old tin can again! How many times do we have to tell you? You're just being a nuisance to the sherif. You should be in bed, sleeping off your illness."
Sir Winter rolls his eyes, shakes his head, and gives you a knowing look.
"Ah, yes of course dear. I'll head back to bed right away."
Rolls
Con Save For Drink - (1d20+4)
(6) + 4 = 10
Rolls
con save (disadvantage - (1d20+4)
(1) + 4 = 5
Iman picks up a tankard of ale off the table and drinks it without regard to whose it is.
Ah, screw it. For glory!
I'd like to sit around and here about your tales, but I can hear your wife standing around the corner waiting for me to leave. I'd better go check on the others, it is getting pretty dark.
Iman returns to the inn and sits back outside to finish the ale he brought with him, oblivious as to what is going on inside.
The party came to the town of Whitesparrow, a northern town once famous for its hospitality and Voidwater wells but since the fall of the Arkasian Empire has been in a steady decline. They were ambushed by bandits calling themselves the Night Blades. The party dealt with the threat easily, and accepted the bandits' surrender including Rose, who would turn out to be the daughter of Amanda Jess, keeper of the Summerspring Inn.
The party turned in the bandits to the local sheriff Ruth Willowmane and her soft-spoken brother Matthew. The party learned the town was named after now-deceased albino Kenku general of the old Empire, whose keep sits empty on a hilltop overlooking the town and is rumoured to be full of ghosts. They also learned the Night Blades were once led by Ralavaz the Night Blade and his brother Gardren until the town burned the lot of them in a nearby watchtower. Gardren was burned alive, but Ralavaz was arrested. Ralavaz is out of prison now, and people around here suspect the resurgence in the gang is his doing.
The party spent the night at the Summerspring Inn, and in the morning decided to help it with its bug problem. They descended deep into a dried-up hotspring below its foundations, and discovered a mess of alien tentacles. Through the steam, they came to a large mass, and when they experimented with touching the tentacles, the whole thing attacked them. The mass surged with every spell they cast, and seemed to be some kind of egg sac, birthing a monster with enormous claws. Before it could come into this world, they destroyed the mass and Barendd cleaved off a single claw from its hand and later forged it into a weapon.
After, the party explored further and found a cavern full of such masses and crawling with many, many more bugs. They encountered 2 more circular golden port holes that matched the first, a box with with some symbol too difficult to read, and at the center a portal through which all the water was draining out of and all the tentacles were spilling into our world through. Pageflap identified the golden port holes to be enchanted with teleportation magic and the box to contain enchanted artifacts of some kind, but the party left them alone because of the danger present in the cavern..
Once returning to the surface, the party went its separate ways and explored the town a bit. Aegar and Barendd snuck into the local tavern that has been closed down for some time and discovered 2 barrels of vintage gutbuster, a Dwarven beverage delicacy and industrial grade paint thinner. Pageflap gathered some material components and met the local outfitter, Gavun Grayhorn. He also bid farewell to their compatriot, Raishe, who has taken to fixing up the neglected local Temple. Iman chatted with an old knight who warned him to never die old. And Kit, unbeknownst to everyone else, disappeared into his grimoire.
"It's been since the spring since we last saw you Master Stormhammer. Good to have you again. Oh look, here come those nice boys I was telling you about earlier." Amanda stands up politely and gives the party a kind bow. "Find anything down in that tunnel?" she says to the group.
Stormhammer was it? Is that your birth name or did it come with that tool upon your back?
He then looks around and not seeing Kit he approaches the book.
"See? Nothing to be alarmed about, but thank you for checking. Perhaps I can get a cleansing ritual from Master Grayhorn to ward off vermin."
"Been doing some pest control, have you?"
"Oh, before I forget, Sheriff Willowmane came looking for you about a half hour ago. She's heading south with Matthew to check on a wagon that was supposed to arrive last night. That trap the Night Blades set - you notice she doesn't mention Rose - you ran into was meant for them, not you. She probably won't be back for till supper.
Can I fetch you a lunch? It's about that time. "
Taking a seat, he reveals Raishe's decision to stay and fix the temple to everyone. "Please tell the others that I have found my place in this town. And while our paths are diverging, we are still fighting the same battle. Please visit often, and tell me of your adventures, will you Pageflap? In the meantime, I will work day and night until this old temple is the shining beacon of hope that it once was."
At the same time, he begins preparing his detect magic spell. It should be primed and ready for whenever the food gets here, and while Aegar's paranoia is beginning to sink into him it is the disregard to Rose, Philcock, and the army of slugs gathering beneath the inn that is making him believe there may be something in the water around these parts.
Barendd says this as he looks specifically at Torden.
Rolls
Perception on Torden - (1d20+3)
(7) + 3 = 10
Iman approaches Torden and reaches to shake his hand, and gives it a good hard squeeze.
Stormhammer was it?
Iman sits across from Torden and slams his elbow on the table and positions it for a game of arm wrestling.
I first gotta see how you well in strength. I don't typically side with just anybody, this group has proven worth to fight for. Give me your best now.
Rolls
Athletics Check for Arm wrestling - (1d20+5)
(3) + 5 = 8
Rolls
Athletics - (1d20+3)
(16) + 3 = 19
Well done, Stormhammer! Maybe you can help carry some of Marlowe's weight in battle. Where is that guy anyway?
Introductions finished, he points downward and mimics the sounds of several slugs attacking in unison. Then emphasising his downward point, he mimics the sound of a waterfall saying that there is one deeper underground. He repeats the slug noises while pantomiming an explosion, telling him that they found SO MANY down there.
"Ah, you are still here. Good. Yes. Can you tell me, where is Amanda?"
Iman realizes how much this feeding and housing has spoiled him. Shamefully, he lightly slaps his face with both hands and rubs his eyes while waiting for Philcock's response.
Through the windows, you see four men dressed in the black cloaks fast approaching the inn. They are armed with crossbows and shortswords, and each restrains a snarling dog on a long length of chain. One man with a bald head and a wild, fiery red beard yells out at you, his voice raw and angry.
"You fuckers thought could kill our brothers and get away with it!? Come out and face your death like a man or we'll burn you out!"
Sneaking to the window, Pageflap let's go off the Detect Magic spell he readied peeks out to see if there's any terrain he has a chance of sneaking to, pulling out his knife and staff just in case.
Barendd sneaks over to between the door and window to use the wall so as to hide in case the dog boys try to come in. He also draws out his scimitar and a hand axe.
Rolls
Stealth for hiding behind the wall between the door and window - (1d20+4)
(20) + 4 = 24
¿Que eso? (What was that?)
Rolls
Stealth to stay out of sight - (1d20+4)
(1) + 4 = 5
ROUND ONE
INITIATIVE ORDER
1. Aegar, Barendd, Iman, Pageflap's {any order}
2. 4 Night Blades, 4 Wolves
3. Torden
BATTLEFIELD FEATURES
Link to map
Common Room:
1. Double doors (swing outward) (AC 15, 10 HP)
2. Windows (AC 10, 1 hp)
3. Big, sturdy oak table and 6 sturdy chairs.
4. Empty bar
Rolls
Initiative for Iman, Torden, Pageflap, Barendd, Aegar - (1d20+2, 1d20+1, 1d20+3, 1d20+2, 1d20+2)
1d20+2 : (16) + 2 = 18
1d20+1 : (8) + 1 = 9
1d20+3 : (9) + 3 = 12
1d20+2 : (11) + 2 = 13
1d20+2 : (12) + 2 = 14
Rolls
Ice knife Attack - (1d20+5)
(10) + 5 = 15
If hit (piercing) - (1d10)
(5) = 5
Cold explosion - (2d6)
(22) = 4
Rolls
Dex Save (Night Blade, Wolf) - (1d20, 1d20+2)
1d20 : (18) = 18
1d20+2 : (9) + 2 = 11
Before entering his battle rage, Iman pulls out a javelin and rushes out onto the deck to draw some attention towards himself in hope that the bandits become distracted enough to forget about setting the place on fire.
You think coming at us head on is going to help?! I laughed at your boys' ambush as I sliced a few of them up myself.
Iman reals back and throws his javelin at Wolf 2 who appears to still have ice on his face from Pageflap's attack.
Rolls
Javelin throw to Wolf 2 - (1d20+5)
(9) + 5 = 14
Damage if javelin connects - (1d6+5)
(2) + 5 = 7
Barendd, seeing the new group of bandits aren't about to burst through the door puts his scimitar and hand axe away to draw his heavy crossbow. He then goes to the window that Pageflap had opened and takes a shot at the second bandit Pageflap had aimed for.
Rolls
Shot from.crosabow bolt - (1d20+4)
(6) + 4 = 10
Damage if hit - (1d10+2)
(6) + 2 = 8
"TAKE THAT ONE ALIVE, I WANT HEAR HIM BEG FOR MERCY!"
Barendd's Leachclaw triggers when Pageflap casts his spell, surrounding him in a subtle violaceous glow. He fires a bolt at Red Beard, but the wind steers it wide.
Rolls
Leachclaw - (1d4)
(2) = 2
Two of the wolves rush at Iman, employing the hunting skills of pack animals, taking turns feinting and biting. They manage break past his formidable defenses. (6 and 6 piercing damage, each halved for a total of 6 piercing damage)*
The southmost bandit (N4), a meaning-looking hag of a woman named Bitchy lets her dog (W4) loose and directs it to Pageflap's window. She fires a bolt from her heavy crossbow at Pageflap as it advances, finding its mark (5 piercing damage)**. The dog leaps at the window but fails to find Pageflap in its jaws.
The remaining three Night Blades advance. Two Night Blades, Clubs (N3) and Red Beard (N2) move into melee range with Iman, fighting not unlike the wolves. The third, Skeetz (N1), fires his Heavy Crossbow at Iman. The bolt flies wide, but the Night Blades' blades find their way past Iman's defenses (after resistance, a total of 8 piercing damage).
**Pageflap has partial cover because of the window frame, giving him +2 AC for a total of 18. You could choose to use shield to add +5 retroactively, cancelling the hits and I will edit the post.
Rolls
Wolf 1 bite vs. Iman (adv. from pack tactics) - (1d20+4, 1d20+4, 2d4)
1d20+4 : (10) + 4 = 14
1d20+4 : (2) + 4 = 6
2d4 : (42) = 6
Wolf 3 bit vs. Iman (adv. from pack tactics) - (1d20+4, 1d20+4, 2d4)
1d20+4 : (17) + 4 = 21
1d20+4 : (3) + 4 = 7
2d4 : (42) = 6
Bitchy (N4) heay crossbow attack vs. Pageflap (piercing) - (1d20+2, 1d10)
1d20+2 : (16) + 2 = 18
1d10 : (5) = 5
Wolf 4 bite vs. Pageflap - (1d20+4, 2d4+2)
1d20+4 : (2) + 4 = 6
2d4+2 : (32) + 2 = 7
N1 Heavy Crossbow vs. Iman - (1d20+2, 1d10)
1d20+2 : (8) + 2 = 10
1d10 : (2) = 2
N2 attack 1 with shortsword (adv. pack tactics) - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (16) + 4 = 20
1d20+4 : (6) + 4 = 10
1d6+2 : (5) + 2 = 7
N2 attack 2 with shortsword (adv. pack tactics) - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (8) + 4 = 12
1d20+4 : (3) + 4 = 7
1d6+2 : (2) + 2 = 4
N3 attack 1 with shortsword (adv. pack tactics - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (14) + 4 = 18
1d20+4 : (1) + 4 = 5
1d6+2 : (5) + 2 = 7
N3 attack 2 with shortsword (adv. pack tactics - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (15) + 4 = 19
1d20+4 : (16) + 4 = 20
1d6+2 : (2) + 2 = 4
Rolls
Attack of Opportunity on W3 - (1d20+5)
(4) + 5 = 9
Damage if hit - (1d10+5)
(7) + 5 = 12
Rolls
Secret Roll
Rolls
Sacred Flame - (1d8)
(5) = 5
Acrobatics to vault over the table? - (1d20+1)
(20) + 1 = 21
Rolls
Wolf dex save - (1d20+2)
(3) + 2 = 5
It takes Kit a moment to adjust to his surroundings, but seeing Pageflap and Barendd in front of him, his face breaks into a wide grin. Pageflap! Barendd! I thought I'd never see the two of you again! He furrows his brow and continues. But I thought you would have long ago left this town. What has made you tarry here for so many months?
As if only now realizing something other than a happy reunion might be taking place, Kit leans to the side to look around Pageflap. He again furrows his brow when he sees the wolf attacking through the window. I say, my dear Pageflap, this familiar of yours seems rather aggressive. And on fire.
Months Kit? It's been hours since we've been together underground.
Rolls
Shot at Red Beard - (1d20+4)
(5) + 4 = 9
Possible damage - (1d10+2)
(7) + 2 = 9
Was that it?! The three of you and your dogs couldn’t bring me off my feet? Ha!
Iman plays off his injuries as if they were nothing, but knows all too well the situation he is in. In hopes to scare off the other bandits, Iman makes a reckless attack on red beard to try to take him out with his halberd combo.
Rolls
Attack on red beard - (1d20+5)
(8) + 5 = 13
Reckless attack advantage - (1d20+5)
(5) + 5 = 10
Damage if hit - (1d10+5)
(5) + 5 = 10
Bonus action attack - (1d20+5)
(16) + 5 = 21
Bonus attack reckless advantage - (1d20+5)
(12) + 5 = 17
Damage for bonus - (1d4+5)
(2) + 5 = 7
Barendd drops his crossbow to draw Leachclaw and a handaxe to attack the wolf at the window (t19)
Rolls
Attack with Leachclaw - (1d20+5)
(3) + 5 = 8
Damage with Leachclaw - (1d8+3)
(5) + 3 = 8
Attack with handaxe - (1d20+5)
(16) + 5 = 21
damage with handaxe - (1d6+3)
(4) + 3 = 7
Inspiration attack with Leachclaw - (1d20+5)
(17) + 5 = 22
Bless addition - (1d4)
(1) = 1
Recovering, he joins in on filling Kit in on the situation, pointing towards the kitchen and speaking a sound of shattered glass to let him know there's more, then pointing to his 'familiar' and shaking his head, telling him it is not. He reinforces this by reaching for the wolf and using Shocking Grasp with a shout of static.
Grasping it by its neck while it's distracted by the ball lightning, he let's out a discharge before ducking out of the window's view. He would love if the arrow on his arm never gains a companion.
Rolls
Shocking Grasp attempt - (1d20+5)
(9) + 5 = 14
Bless - (1d4)
(3) = 3
Damage if hit - (1d8)
(6) = 6
Thanks for your patience everyone. I recognize pacing has been sub-par since starting back up. I kinda expected it to be a bit slow as we start back up, and I'm working towards making every week stronger.
Edit: Oh look at that, Jacketch posted while I typed this. Thanks Jacketch!
Edit: Oops, also I said G3rmanicus instead of Daykinator in my first post. Sorry!
Aegar pulls his longbow out and heads to the the northwest corner of the room. He throws open the window and takes a shot at Skeetz (N1), then backs away behind cover.
Rolls
Longbow attack against N1 (piercing) - (1d20+4, 1d8+2)
1d20+4 : (12) + 4 = 16
1d8+2 : (8) + 2 = 10
One of the wolves (W1) strike at Iman with wild fury, finally knocking the bull of a man him off his feet.
The final wolf (W3) finds its way through the window, following its master (dash action).
Rolls
Wolf 3 bite vs. Iman (adv. from pack tactics) - (1d20+4, 1d20+4, 2d4+2)
1d20+4 : (6) + 4 = 10
1d20+4 : (19) + 4 = 23
2d4+2 : (44) + 2 = 10
Bitchy attack 1 vs. Torden (adv. from pack tactics, piercing) - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (19) + 4 = 23
1d20+4 : (15) + 4 = 19
1d6+2 : (2) + 2 = 4
Bitchy attack 2 vs. Torden - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (2) + 4 = 6
1d20+4 : (13) + 4 = 17
1d6+2 : (5) + 2 = 7
Clubs attack 1 vs. Aegar (adv. from pack tactics, piercing) - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (11) + 4 = 15
1d20+4 : (4) + 4 = 8
1d6+2 : (1) + 2 = 3
Clubs attack 2 vs. Aegar - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (14) + 4 = 18
1d20+4 : (5) + 4 = 9
1d6+2 : (2) + 2 = 4
Skeetz attack 1 vs. Aegar (adv. pack tactics, piercing) - (1d20+4, 1d20+4, 2d4+2)
1d20+4 : (20) + 4 = 24
1d20+4 : (16) + 4 = 20
2d4+2 : (12) + 2 = 5
Skeetz attack 2 vs. Aegar - (1d20+4, 1d20+4, 2d4+2)
1d20+4 : (16) + 4 = 20
1d20+4 : (3) + 4 = 7
2d4+2 : (12) + 2 = 5
Crit damage - (1d6)
(1) = 1
Rolls
Saving throw - (1d20)
(8) = 8
Kit seems rather unconcerned by the melee taking place in front of him, a rather disconcerting reaction from someone who so recently reacted to combat by running screaming. Casually and with a spring in his step, he saunters over next to the table, points his finger at the wolf, and says, Doggie go zap!
Rolls
Eldritch Blast - (1d10)
(6) = 6
Eldritch Blast (I suppose I could add the to hit roll) - (1d20+5)
(13) + 5 = 18
Suddenly the easygoing wanderer is no more. In the middle of the room is now an enraged volamtar, a furious storm of divine wrath. Hairs and feathers on human, wolf, dwarf, half-elf, and kenku stand on end as the air crackles and sparks. Haloed in blue lightning, Torden raises Stormbreaker high and slams the handle down on the floor, sending a ferocious wave of thunderous force sweeping across the room.
Rolls
Wrath of the Storm - (2d8)
(68) = 14
Rolls
Bitchy dex save - (1d20+1)
(20) + 1 = 21
Night Blades con saves - (1d20+2)
(5) + 2 = 7
Wolves con saves - (1d20+1)
(18) + 1 = 19
INITIATIVE ORDER
1. Aegar, Barendd, Iman, Pageflap's {any order}
2. 4 Night Blades, 1 Wolf
3. Torden, Kit
BATTLEFIELD FEATURES
Link to map
Common Room:
1. Double doors are destroyed
2. Windows (AC 10, 1 hp), 2 are shattered
3. Big, sturdy oak table and 6 sturdy chairs.
4. Empty bar
Rolls
death save - (1d20)
(17) = 17
Rolls
Attack with handaxe - (1d20+5)
(9) + 5 = 14
Attack with Leachclaw - (1d20+5)
(13) + 5 = 18
Inspiration roll attack with Leachclaw - (1d20+5)
(5) + 5 = 10
Damage handaxe - (1d6+3)
(5) + 3 = 8
Damage Leachclaw - (1d8+3)
(6) + 3 = 9
Bless added to handaxe attack roll - (1d4)
(4) = 4
He waves his talon towards the Nightblade in the corner (N1) and his voice lights the match that shoots a fire bolt at him.
Rolls
Fire Bolt Attempt - (1d20+5)
(2) + 5 = 7
Damage if hit (burning) - (1d10)
(3) = 3
NIGHTBLADES' TURN
"Fookin' 'ell! Gank the mage!" cries Clubs, who surges at Torden with the wolf as Barendd is pulling his axes out of Bitchy. He manages to catch him unawares. (8 piercing damage).
Red Beard comes around the wall and storms at Barendd. Seeing as the Torden went down to Club's attack, the wolf attacks Barendd instead. (12 piercing damage)
Skeetz makes a run at Pageflap and gets past his defenses (8 damage).
Rolls
Night Blades attack vs. Torden (adv. pack tactics, piercing) - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (12) + 4 = 16
1d20+4 : (8) + 4 = 12
1d6+2 : (6) + 2 = 8
Night Blades attack vs. Torden (adv. pack tactics, piercing) - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (9) + 4 = 13
1d20+4 : (6) + 4 = 10
1d6+2 : (6) + 2 = 8
Red Beard attack 1 on Barendd (pack tactics, piercing) - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (1) + 4 = 5
1d20+4 : (4) + 4 = 8
1d6+2 : (1) + 2 = 3
Red Beard attack 2 on Barendd (pack tactics, piercing) - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (13) + 4 = 17
1d20+4 : (4) + 4 = 8
1d6+2 : (3) + 2 = 5
Wolf attack on Barendd (pack tactics, piercing) - (1d20+4, 1d20+4, 2d4+2)
1d20+4 : (10) + 4 = 14
1d20+4 : (13) + 4 = 17
2d4+2 : (23) + 2 = 7
Skeetz attack 1 vs. Pageflap - (1d20+4, 1d6+2)
1d20+4 : (6) + 4 = 10
1d6+2 : (5) + 2 = 7
Skeetz attack 2 vs. Pageflap - (1d20+4, 1d6+2)
1d20+4 : (14) + 4 = 18
1d6+2 : (6) + 2 = 8
Barendd already used his Bless bonus before Torden got hit, and so did Pageflap, but it's relevant to Aegar because if I make the check he can still use the extra d4 for one of his death saves.
Made it! Right on the nose!
Rolls
Concentration check - (1d20+3)
(7) + 3 = 10
As the shield takes form, Pageflap grasps the leftover magic and a soft dome of magic surrounds him to provide additional protection to ward off attacks (7 temp HP).
Rolls
Wrath of the Storm - (2d8)
(77) = 14
First Death Save - (1d20)
(16) = 16
Rolls
Clubs' Dex save - (1d20+1)
(2) + 1 = 3
This game has been a merry jest, but methinks it has lasted too long. Sleep, foul ruffians. Sleep, perchance to dream.
Rolls
Sleep - (5d8)
(27832) = 22
Here's the relevant ruling for future reference:
To target something, you must have a clear path to it, so it can't be behind total cover.
If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.
A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover, as explained in chapter 4.
Barendd narrows his eyes at the remaining wolf as all other assailants are asleep. He swings first using Leachclaw then chopping with his handaxe. To be sure he uses action surge to swing a third time with Leachclaw hoping to end the wolf's will to continue attacking.
Rolls
First attack with Leachclaw - (1d20+5)
(9) + 5 = 14
Second attack with Leachclaw - (1d20+5)
(19) + 5 = 24
Attack with handaxe - (1d20)
(1) = 1
First damage Leachclaw - (1d8+3)
(2) + 3 = 5
Second damage Leachclaw - (1d8+3)
(5) + 3 = 8
Damage handaxe - (1d6+3)
(6) + 3 = 9
Rolls
Death save - (1d20)
(15) = 15
The fight is over! Players who are down, don't worry about the death saving throws at this point. By some unlikely chance you might still die even though people will likely try to stabilize you, but it would take a lot of rolling and I'd rather get on with the story. You will wake up in 1d4 hours with 1 hit point, you can roll that and see what's going to happen.
Taking the rope out of his backpack, he begins tying the guy in front of him up after he waves towards Barennd to do the same. Once the ropes are secured he goes through his pockets to see what equipment he has. He does this while thinking about Kit's sudden appearance and considers looking closely towards what those new spells he used were to see if he can learn anything from them later on.
Rolls
Hours to wake up - (1d4)
(4) = 4
Pageflap, once we have finished this clean up effort reckon we should talk to some of the locals to see how we should proceed? Or would it be better to keep our efforts closer to the chest? That Torden and to handle himself pretty well at least. At this point Barendd is being equal parts conversational and rhetorical, wanting input from his feathered friend and musing at the same time.
Kit! It seems we've some catching up to do one this situation has started to calm down a bit.
Rolls
Hours asleep - (1d4)
(4) = 4
While attending to the wounded and securing prisoners, the townspeople begin cautiously approaching. A couple of the town's militia show up first, still trying to don their armour over farmer's clothes, soon followed by people of all walks of life. Apparently the whole town saw the battle and are amazed. You hear a variety of comments from the growing crowd that begins to form around the inn.
"They stood up to them. They stood up to the bloody Night blades! And won! I don't believe it."
"By the Gods! Did you see that lad who took his stand on the deck? He faced them all down by himself! BY HIMSELF! What's his name?"
"I saw a flash, and then the Dwarf with that scythe-thing just strode out and chopped them down like they were nothing! Like he was chopping firewood, yar!"
"I haven't seen magicks like that since the old days! Did you see the explosion of ice?
...And they just put them to sleep!
...And they commanded thunder itself!"
Amanda returns safely and helps to get the wounded into beds and tends to their wounds. There is no sign of Philcock. The rest of the militia (6 in all) arrives and forms an honour guard around the inn. Flowers, bread, sweets, and other tokens of appreciation begin pouring in from around the town.
IMAN
When Iman awakens, he is greeted by the old Knight he met earlier, Sir Winter.
"Well, it seems you took my advice a little too seriously! Aye, but that was a glorious stand! You would have made a fine Arkasian Knight. I don't know if there is any power left in the title, but I grant you Knighthood for your bold actions today."
And with that he taps his sword on his Iman's shoulders while he's lying there in bed.
"Oh, and my wife has been bugging me to chop this into kindling for years. Bet it would look better in your hands than in my hearth. Sir ... um, what's your family name?" With that, he lifts an ornate polearm and places it in your hands (for G3rmanicus to describe). The blade is incredibly sharp.
On a critical hit, this weapon does an additional 14 damage and you may roll a second d20. If the result is again 20, you chop off a limb or other body part of the target.
Gavun Grayhorn arrives bearing gifts and words of praise. He hands over a kingly gift, the cloaks him and his former adventuring crew (4). The crest of the long dead Arkasian Adventurer's Guild is still stitched on the side.
"I can't bring myself to sell them, but I have no trouble passing them on to a new generation of heroes like yourselves."
The wearer of this cloak gainst +1 to AC and all saving throws.
Rolls
Cure Wounds Iman - (1d8+4)
(1) + 4 = 5
Cure Wounds Aegar - (1d8+4)
(6) + 4 = 10
Although he is feeling anything but humble, the master showman understands his audience and what is expected of heroes, and he accepts his Cloak of Protection with gracious humility.
Once everything's accounted for, he takes the brass brazier out of his pack, places the charcoal beneath it and the herbs above. Using prestidigitation he lights a fire and the incense, then begins focusing his magic towards gaining a familiar.
Once everything's accounted for, he takes the brass brazier out of his pack, places the charcoal beneath it and the herbs above. Using prestidigitation he lights a fire and the incense, then begins focusing his magic towards gaining a familiar.
Pyromancy was my family’s craft. Sadly, I didn’t get the chance to learn the skill. Iman pauses for a moment and takes the gift from the knight. It was Glaive. An 18 inch edged blade on a 7 ft pole lined with orange linen bandages for grip with a spiked end.
Thank you, erm, Sir. I will proudly wield it in battle. But me, a knight? I’m not sure I fit the type, but I will honor your act and fight for what i feel is just.
To Torden, Thank you Stormhammer, it doesn’t even feel like we just met. I feel like I will be recovering just fine because of you.
Everyone else okay? Are we still getting dinner?
There is talk about the Night Blades, and the locals share some rumours with you about suspicious things that have been going on:
* The original Night Blades used the ruined watchtower known as the Lonely Torch for their headquarters. The site is overgrown with an invasive poisonous tangleweed, which covers most of the hills around the tower.
* Rose, who has now been released from jail under Amanda's custody, informs you that the leader of the new Night Blades goes by the title 'Night Lord' and wears a golden mask, whose edges reveal that the skin of his neck is horribly scarred.
* A cloud of bats has been seen flying over the Lonely Torch. Witnesses have reported seeing the bats descend on a large elk that wandered too close to the tangleweed, swarming it and leaving only a bloodless, wrinkled husk behind.
* A few weeks ago, a number of villagers saw someone they swear was Ralavaz the Night Blade returning to the Lonely Torch.
* A witness claims to have seen Night Blade bandits pissing on their own boots before making their way up to the Lonely Torch.
He the tosses some sweet looking bread into his beak.
"We mostly worked under Red Beard, he would meet us in an abandoned barn. But Red Beard was definitely scared of him."
As Kit speaks, you notice that there are several changes in him that seem unlikely to have happened in the few hours since you saw him last. Though still not what one would consider muscle-bound, Kit seems physically stronger than he had been. Aside from his newly demonstrated use of spells that go beyond mere illusion (and his standing his ground in battle rather than fleeing), the staff he carries with such ease belies the ineptness he previously showed with weapons. And the leather armor he wears certainly appears to have been put through its paces.
To begin, he continues, with Pageflap's assistance, I have learned that my uncle's grimoire is a communications portal, of sorts. It allowed me to speak to members of a far-off world known as the Feywild. I also believe that the tome's nearness to the tentacled horrors below facilitated that communication. The Fey brought me to them and trained me these past months, offering to grant me new abilities in exchange for my aid.
We now can put a name to what we face, though that in no way diminishes its horror. It is known as the Blight. It has infected much of the Feywild and now appears to be gaining a foothold here. We must stop it! In my time training with the Fey, I have seen fields of waving tentacles, as far as the eye can see. If it is allowed to spread here, in Arkasia, I fear we are all doomed.
He smiles as he puts a hand on Pageflap's shoulder. Luckily, dear Pageflap has shown us the key to battling them. Cold! Cold is the answer! It is the reason it is so warm below. They thrive in the heat. But I have also learned some small spellcraft, similar to Pageflap's, to freeze these nightmare creatures.
So much time has past that I fear we may be too late! But with your assistance, I believe we now have the tools to defeat this wretched enemy before it spreads too far.
Pageflap answers Aegar with a shake of his head. Giving a snore, he tells him that he'll be more ready after reading for the night. He casts a puff of smoke with prestidigitation to say that he's pretty low on spells after a day full of fighting.
While he waited for them to wake up or start talking, he pulled out his spellbook and began preparing the spells he would need for today.
Once the weasel gives him a telepathic signal that they're awake and talking however, he plans to drop what he's doing and see what it's like to focus his senses through his familiar.
On the morrow, you awaken to a dark and gloomy sky. Rain clouds drench the land in a torrential downpour. As per yesterday, you find the common room (now mostly reconstructed save for the boarded up broken windows) filled with a hearty country breakfast.
As he waits for the others he begins to.collect his thoughts.
Iman and Aegar seemed a little worse for wear after their latest encounter perhaps having a good to means of attack when trouble presents itself.
Pageflap has proven himself to be capable under pressure and quite good at combat. He needs it remember to tell his feathered friend how proud he is of how far he's progressed as a warrior and a friend.
Kit's revelation about the blight and his time difference seems a little beyond him, though Barendd is glad that he's trained for fighting and doesn't seem to be made of glass as much anymore.
His last thoughts stopped with Torden. Prior to their skirmish Barendd was quite distrustful of his fellow dwarf. What motives did he have to ingratiate himself to the group? He wears his holy symbols and acts like everyone's friend?
However when the cards were down he showed that he could be trusted to act in everyone's best interest. He fought bravely and even healed some of the group when he didn't have to and he could have easily focused on himself. Barendd didn't know how to intimate as such, but their brief time fighting together had earned Torden his respect, and opened the door to also earn his trust. Which honestly wouldn't be too much of a task if Torden felt like joining in on more adventures.
After the long rest, Iman recalls himself falling before his enemies and cant help but feel upset.
They will remain locked up for awhile though, so we can deal with the bandits later, although I feel like their companions might come look for them and wonder why they haven’t made it back to the Lonely Torch. But we have more urgent matter you say?
Iman asks Kit.
"This was posted just outside of town in the middle of the night."
The note is written in a rough hand. It reads:
You harbour our enemies. For every day they walk free, a random farmhouse in the valley will burn. The family will be paid the same respect you paid me 20 years ago.
We will accept their surrender at the Lonely Tower.
-- The Night Lord
So, decoys huh? There was four bandits, and six of us here. IF we plan on going through with this, I believe Dankill and Stormhammer should come separately, or at a different angle. No offense, but we have to try to match their appearances as much as possible.
I'm mostly gonna keep an eye on things as you guys plan this out, and post whenever you have a question or make an interaction, such as scouting out the Lonely Tower or asking the captive Night Blades some questions. If things start to deadlock, I'll help resolve the plan among players and move the game forward, but I'll give you guys the opportunity to plan it out first.
"If I'm understanding your method, we got plenty of manacles you can use. What else can we get you?"
He then turns to Rose and mimics the sound of bats flapping their wings, asking if she knows anything about that.
"I released the five you brought in two days ago, including Rose. Back to their farms and families. I don't think they'll cause much trouble and I couldn't afford to keep 'em feed through the winter even if I wanted them to rot in a jail cell. The two you captured yesterday, Red Beard and Skeetz, well they're a different breed. Not from around here and stone cold killers. They are locked up in the sheriff station for now, and you're welcome to talk to them if you like."
Let's bring things out of character for a minute to see what options are on the table and what people want to accomplish:
1. Pageflap is talking about asking captured Night Blades some questions, and Iman wants to scout the Lonely Tower. This would lead us to other scenes, and reveal information that might influence further planning. Maybe we could do two scenes in parallel as you accomplish these two tasks, each player joining one of the two missions.
2. Kit has suggested using his disguise skills to impersonate Red Beard in a ruse where some characters are in manacles but ready to break out once inside. That plan is still not fleshed out, but it is a good start. What would the details look like? Who would be in cuffs and who would be leading the prisoners? What is each of your roles in that plan?
3. There's room for more ideas too, so consider what else you might do.
Red Beard stares you straight in the eye through his blackened face.
"The Night Lord is going to fuck you up six ways from Sunday if you don't know a few things. Not gonna waste time with bartering. I want freedom for me and Skeetz here, and I want the Night Lord's golden mask. You give me those things and I'll give you the edge you need to take him out. Then we'll leave your valley forever after that. What do you say?"
* Whoever wants to go can go. If you'd like to start a different scene, like scouting the Lonely Tower, feel free :)
Barendd hoped that the bandits would pick up that he and they are both from similar stock as far as the law is concerned, though he's also sure to not say something that promises on something he can't deliver upon.
As far as the mask is concerned, all of our party is too handsome to have need for such an accessory. I don't see it as something we need to hold onto.
Barendd again is careful to intimate that the bandits will get what they want without specifically saying it. Among criminals promises are laws that are respected, honor among thieves and all that. He's not sure these particular bandits we're savvy enough to pick up on his subtleties, but he was sure that they'd know the words he spoke were true, as they came from.one criminal to another.
Rolls
Weasel stealth - (1d20+5)
(7) + 5 = 12
With advantage! - (1d20+5)
(12) + 5 = 17
Rolls
Deception proficient I think? - (1d20+2)
(7) + 2 = 9
"Pretty words, Dwarf. I almost feel a heartfelt bond between us."
He pretends to wipe a tear away in hyperbole.
"I like this plan better. Skeetz and me will go together with all of you and kill the Night Lord and the rest of the Night Blades. Helping you will repay for the trouble we caused, and we'll head the fuck out of the valley the minute the Night Lord dies and never come back. On our word. And in exchange for our secret knowledge about the Lonely Tower, we'll take the Night Lord's golden mask with us."
"It's a win-win scenario, except if you're the Night Lord."
"Well? You in?"
Rolls
insight - (1d20)
(13) = 13
But why so easily swayed on betrayal? I guess that’s the bandit way then huh? Can’t say I blame ya. Tell us what you know about the lonely torch and what we should expect on the way there. Iman Says to Red Beard.
Skeetz mostly is quiet, his head hanging low. You can see him nod his head, but he avoids making eye contact.
"It's not just personal though. I see the way the wind is blowing. You lot are a tough bunch and if anyone can knock him off the top rung it's you. Figure I'll take this a sign the Gods want me to turn a new leaf. We'll take that gold mask, melt it down, and start a fucking pub somewhere thirsty. Now there's a living! You rob people blind all the same, but they pat you on the back for it! Haw haw haw!"
And with everyone outside the room, the bandits may let something slip within range of the weasel's ears.
He's still smiling when he catches up. I say, I could not have imagined this going better! he exclaims. I was expecting a lot of threats and just generally poor behavior on Red Beard's part. Turns out, he's not such a bad chap after all. Sometimes all you have to do is give someone a chance to turn over a new leaf!
"Hey, nothing personal yesterday, you know, about trying to kill you all. Funny how things work out though, ain't it? So, uh, we'll gear up and get going, yeah? You got our blades still?"
With that, Red Beard and Skeetz walk back into the constabulary and shut the door, Willowmane accompanying them.
Mid sentence, he telepathically signals the weasel to signal him if anything notable happens with the sheriff and the bandits.
He pokes his head into the other room and gives another "Caw!" to Sheriff Willowmane, asking her to come in the room with everyone. Ducking back into the room, he goes and sits in a chair, entering a trance and dulling his senses as he begins to see through a weasel's point of view.
And if they turn down the offer, of either pub in favor of the mask, we know there's more to it than simple gold, and they may have to meet whatever fate is found at the end of our good will.
Kit pauses for a moment, confused, and in his own voice says, Now remind me, my dears, what's this about a golden mask?
The voice change is bad enough, but it's disconcerting to see the thin actor's body shift as he takes on the mannerisms and body language of the bandit, then shift right back to the mannerisms of the haughty actor.
He pauses for a bit, turning to look at Sheriff Willowmane as he says the name.
Getting back to his voices, Pageflap then makes the noise of a loud snort, before continuing with his own imitation of Red Beard's voice, "Are you kidding? These numbnuts are bona fide 'heroes.' You heard the singing and shit last night. You know they got the firepower - you saw it yourself. And they're stupid enough to keep their word at the end of the day. If all goes well, we walk free. We'll take that mask and start up our own operation, claim we - and of course, I mean I - are the Night Lord. We'll be the ones in charge!"
He resumes speaking as Skeetz, this time with some desperation thrown in, "And what if they fuck it up? Gardren's no fool. If he wins and we're caught betraying him? That's a lot worse than Willowmane hanging us!"
He concludes the conversation as Red Beard, "Aye, we'll be right fucked then. Guess we better make sure these ripe cunts make their best go of it. I'm taking a fucking knife though, whatever they say. I'm not going up against The Fucking Night Lord without a blade in my hand."
"Alright, everyone good to go? Just think, by lunch the Night Blades will be no more. Feels good, being the right side of the law for a change, hey Skeetz?"
Skeetz just keeps his head down and Red Beard doesn't even notice what his reply is.
"Alright, so if you could kindly hand us our swords, we can head out and show you the way! All the nasty little secrets the Night Lord doesn't want you to know, ya know?"
"Your faith in me is truly touching, gents." Red Beard says, feigning a tear.
They are both still buckling their sword belts Red Beard shares the plan.
"The ugliest sonovabitch you ever met. Name's Gardren. Face is all burned behind that golden mask. Apparently these 'poor, helpless villagers' did it to him a long time back, so you can imagine why he's pissed."
He fights with a scimitar and dagger, and he's got a whole brace of daggers to hurl at you if he likes. Oh and he's got a fucken pet! Big ugly bat thing. Blood sucking little monster. Can't wait to wring its neck."
The Lonely Tower sits upon a steep, rocky hill that overlooks the whole valley. The circular tower is roughly 30-40 ft in diameter and is a certified ruin. The first floor is intact, but whatever laid above that has crumbled into antiquity. Arrow slits aim in all directions from the intact floor, and a heavy, iron-banded door faces west toward the town. A large gargoyle is perched above the door.
"There it is, heroes. Your castle to storm! Ain't look like much, innit? Most of it is bellow ground, 'cept the entrance there. Good luck breaking that door down; it would take all day. Probably two on guard watching the path from behind the arrow slits. Oh and don't mind the Gargoyle; he's is a talkative fucker but can't move or anything so just ignore 'em."
The steep grounds surrounding the tower are covered in a mess of tangled vines. A path leads from the forest at the base of the hill through the vines, but is mostly overgrown.
"That leafy shit on the hill is our secret defense! They call it 'tangleweed' and it is poisonous as fuck. If you walk through it, even along the path, it'll jump out and sting ya! But, we figured out if you piss on yer boots, the fuckers will ignore you completely. Hope you lads had yer fill water on the way up! Not a good time for yer wee warriors to be shy, if you know what I mean."
Most concerning, a large mass of vines the size of a small house is shambling around near the path.
"We call that thing 'Strangleberries.' I don't know what the fuck it is, but it leaves us alone and we leave it alone. Fucking disgusting. I saw it eat a recruit that freaked out and ran away from it once. But, same deal as the tangleweed - you're invisible to it if you piss on yer boots."

"See? Old Red Beard is coming through for ya, am I not? And you had your doubts! Imagine trying to storm that thing without knowing all that, eh?"
He then tears off two strips of cloth from his robe and wraps them around his walking talons, patting himself on the back for being such a clever Kenku.
Barendd says as he removes his boots to piss on them.
Well ol' Red Beard lead the way as your friend can stay at the back to make sure we don't show too much of ourselves.
"Well, here we are. Hey, you want us to just wait here, or ... ?" says Red Beard.
"Alright then, what's the plan? You wanna go knock on the door or what?"
After setting the weasel back on his head, he casts Mage Armor on himself just in case, wrapping himself in an Arcane Ward as he does so. Tiptoeing to the tangleweed, he takes a step and braves himself in case anything happens.
"Don't tell me you boys went and lost yer nerve!"
Rolls
Leachclaw temp hp - (1d4)
(4) = 4
Strangleberries heaves in the distance and lumbers away from the path a few dozen yards, chasing after a bird. The rain is coming almost to a close, the sun starting to peek from behind the clouds.
"So you want me to do the talking?" asks Read Beard.
"My red beard will turn white if I have to wait for the lot of you to do the talking. I'll take your silence for agreement."
You all do your best to parade up the hill like down-trodden victims, with Red Beard in the lead and Skeetz bringing up the rear. You walk past Strangleberries and the tangleweed unmolested, but notice the distinct smell of rotting flesh wafting off of the huge, monstrous plant-thing.
Much to your relief, your trip up the path is not interrupted by arrow fire. You head up to the door, upon which a great big gargoyle hangs above. It's face animates into a hopeful expression, but Red Beard immediately dismisses the creature.
"Shut yer trap, ya daft bird." He waves it away and the stone creature recedes.
Then he raises his hand and slams on the door three times. A metal grate in the stone slides open, revealing a Night Blade, presumably.
G: "Ooh, Red Beard! We were just talking about you. Word is that you got yourself killed by sorcerers down in Whitesparrow."
RB: "Sorcerers? Killed? Ha! Listen Grubber, these ain't no sorcerers and I ain't dead. Had some trouble getting them back here though, we lost Bitchy and ... uh ... forgot the other one's name. The ugly one."
G: "That a fact?"
RB: "Yes it is in-fucking-deed. Well, I imagine The Night Lord will want to ask these assholes a few questions. Open the door."
G: "I thought you were supposed to kill 'em. These are the ones that stopped the raid on that mining supply wagon, right?"
RB: "But we don't know who sent them yet, do we? Right? See where I'm going with this? You always gotta be thinking big picture, Grubber. Big picture. Now let me in."
In the background, you hear Skeetz muttering: "His fucking name was Clubs. His fucking name was Clubs and these fuckers killed him."
You hear the man named Grubber fussing with a large metal bar, and after that the door swings wide open, and the Night Blades herd you inside.
Large oaken beams have collapsed from where they once supported the vaulted ceiling of this hall. One has smashed through the floor, revealing basement passages below. A large headless statue of a warrior, its greatsword clasped hilt-up in its hands, stands at the far side of the hall. A stone staircase leads up to the higher floors of the tower. Waiting within are 4 Night Blades in full regalia, one of which is Grubber. They appear to have been playing dice at a small folding table.
"Hey, those ones still have their weapons!" Grubber calls out.
""It's a fucking trap! Kill 'em! Kill 'em! Kill 'em" Skeetz starts screaming and the Night Blades draw steel.
Initiative Order:
1. Barendd, Pageflap, Kit
2. Skeetz, Red Beard, and the 4 Night Blades
3. Iman, Torden
Interesting Features:
1. Headless statue
2. Hole in the floor
3. Stairway to the upper floor
Battle Map.
Rolls
Initiative (Barendd, Iman, Kit, Pageflap, Torden) - (1d20+2, 1d20+2, 1d20+3, 1d20+3, 1d20+1)
1d20+2 : (20) + 2 = 22
1d20+2 : (9) + 2 = 11
1d20+3 : (14) + 3 = 17
1d20+3 : (18) + 3 = 21
1d20+1 : (11) + 1 = 12
Kit steps forward, his entire demeanor changing. Physically, he looks exactly the same while simultaneously becoming taller and darker, as if the light around him has dimmed and taken on an air of menace.
Sealed with a curse as sharp as a knife. Doomed is your soul and damned is your life.
The creature can’t willingly move closer to the source of its fear.
Rolls
Wis saving throws (DC 13) - (1d20, 1d20, 1d20, 1d20)
1d20 : (9) = 9
1d20 : (11) = 11
1d20 : (13) = 13
1d20 : (19) = 19
Rolls
Ice knife Attack - (1d20+5)
(10) + 5 = 15
Cold explosion - (2d6)
(23) = 5
If hit (piercing) - (1d10)
(10) = 10
Having made sure the manacles were loose enough to slip on and off he flings them down so that he can immediately draw Leachclaw and his trusty handaxe. Attacking SK first with Leachclaw and then the handaxe.
***Edit critfail on handaxe***
Somehow in throwing off his shackles the chain wrapped itself around the handle of the axe throwing off Barendd's balance. As he swings the axe flies out of his hand. It doesn't spin as it normally would with a throw it more glides like a dart since the chain is now counterbalancing it. It looks.cool as hell but the axe head damages nothing as it makes contact with the stone wall and then bounces harmlessly away.
Rolls
Attack with Leachclaw - (1d20+5)
(13) + 5 = 18
Attack with handaxe - (1d20+5)
(1) + 5 = 6
Damage Leachclaw - (1d8+3)
(3) + 3 = 6
damage with handaxe - (1d6+3)
(3) + 3 = 6
Rolls
N3, G, SK - (1d20, 1d20, 1d20)
1d20 : (6) = 6
1d20 : (8) = 8
1d20 : (19) = 19
The two Night Blades terrified of Kit's fey magic (Ostravia and Dunk) unstrap their heavy crossbows and retreat as Grubber runs full out at Red Beard screaming "Fucking traitor!". They let loose their volley as Grubber runs into him with his short sword. Red Beard is caught completely flat footed, and ends up with multiple pieces of metal puncturing his hide (Red Beard takes 31 damage - down to 1 HP!)
Rolls
N1 firing at RB - (1d20+2, 1d20+2, 1d10)
1d20+2 : (18) + 2 = 20
1d20+2 : (3) + 2 = 5
1d10 : (7) = 7
N2 firing at RB - (1d20+2, 1d20+2, 1d10)
1d20+2 : (16) + 2 = 18
1d20+2 : (13) + 2 = 15
1d10 : (10) = 10
G attacks twice on RB - (1d20+4, 1d20+4, 1d20+4, 1d20+4, 1d6+2, 1d6+2)
1d20+4 : (12) + 4 = 16
1d20+4 : (3) + 4 = 7
1d20+4 : (15) + 4 = 19
1d20+4 : (20) + 4 = 24
1d6+2 : (6) + 2 = 8
1d6+2 : (2) + 2 = 4
SK attacks twice on Iman - (1d20+4, 1d20+4, 1d20+4, 1d20+4, 1d6+2, 1d6+2)
1d20+4 : (20) + 4 = 24
1d20+4 : (13) + 4 = 17
1d20+4 : (2) + 4 = 6
1d20+4 : (20) + 4 = 24
1d6+2 : (4) + 2 = 6
1d6+2 : (3) + 2 = 5
N3 attacks twice on Iman - (1d20+4, 1d20+4, 1d20+4, 1d20+4, 1d6+2, 1d6+2)
1d20+4 : (6) + 4 = 10
1d20+4 : (3) + 4 = 7
1d20+4 : (10) + 4 = 14
1d20+4 : (16) + 4 = 20
1d6+2 : (3) + 2 = 5
1d6+2 : (3) + 2 = 5
Crit 1 & 2 - (1d6, 1d6)
1d6 : (2) = 2
1d6 : (5) = 5
Crit 3 - (1d6)
(5) = 5
Since G3rmanicus has been inactive for 15 days I assume he is not coming back. If by some miracle G3rmanicus appears before Monday I'll let him roll death saving throws, otherwise Iman will conveniently die.
• Thunderwave (K17-M19)
• Channel Divinity: Destructive Wrath (max damage)
Rolls
Con Saving Throws (G, SK, N3) - (1d20+2, 1d20+2, 1d20+2)
1d20+2 : (13) + 2 = 15
1d20+2 : (16) + 2 = 18
1d20+2 : (12) + 2 = 14
Initiative Order:
1. Barendd, Pageflap, Kit
2. Skeetz, Red Beard, and the 4 Night Blades
3. Torden
Interesting Features:
1. Headless statue
2. Hole in the floor
3. Stairway to the upper floor
Battle Map.
Rolls
Eldritch Blast - (1d20+5, 1d10)
1d20+5 : (9) + 5 = 14
1d10 : (1) = 1
Rolls
Fire bolt attempt - (1d20+5)
(9) + 5 = 14
If hit (burning) - (1d10)
(2) = 2
As he's speaking Barendd slashes out with Leachclaw at Skeets, while also drawing and the slashing with his scimitar.
Rolls
Attack with Leachclaw - (1d20+5)
(1) + 5 = 6
Attack with Scimitar - (1d10+5)
(5) + 5 = 10
Damage Leachclaw - (1d8+3)
(7) + 3 = 10
damage scimitar - (1d6+3)
(6) + 3 = 9
"Gah!" Grubber cries out as he is pelted with multiple spells. His crossbow-wielding allies, who have come around from their initial terrified reaction to Kit, charge in to hold the line. They drop their bows and draw blades as they close. The first splits Red Beard's skull open, then joins his brother to gang up on Torden (16 damage total).
Skeetz and his partner turn to Barendd as Iman falls, dead. But, Barendd demonstrates his combat prowess and rebuffs them with but a small nick. (3 damage)
G: Disengage action, move behind the table (1/2 cover), draw heavy crossbow.
N1: Move in, drop bow & draw sword, attack Red Beard then Torden
N2: Move in, drop bow & draw sword, attack Torden twice.
Skeetz: Attack Barendd twice
N3: Attack Barendd twice
Pageflap - don't forget you can use your familiar to give you advantage on attacks if you send it out to distract (does not use up any kind of action)
Rolls
N1 attacks Red Beard (adv/disadv cancels) - (1d20+4, 1d6+2)
1d20+4 : (16) + 4 = 20
1d6+2 : (4) + 2 = 6
N1 attacks Torden - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (16) + 4 = 20
1d20+4 : (12) + 4 = 16
1d6+2 : (5) + 2 = 7
N2 attacks Torden once - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (11) + 4 = 15
1d20+4 : (3) + 4 = 7
1d6+2 : (4) + 2 = 6
N2 attacks Torden twice - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (13) + 4 = 17
1d20+4 : (17) + 4 = 21
1d6+2 : (1) + 2 = 3
Skeetz attacks Barendd once - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (14) + 4 = 18
1d20+4 : (2) + 4 = 6
1d6+2 : (1) + 2 = 3
Skeetz attacks Barendd twice - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (2) + 4 = 6
1d20+4 : (8) + 4 = 12
1d6+2 : (2) + 2 = 4
N3 attacks Barendd once - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (9) + 4 = 13
1d20+4 : (3) + 4 = 7
1d6+2 : (2) + 2 = 4
N3 attacks Barendd twice - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (7) + 4 = 11
1d20+4 : (4) + 4 = 8
1d6+2 : (6) + 2 = 8
N2 attacks Torden twice
• Action: Cure Wounds (self)
• HP: 9/19
• AC: 15
• Wrath of the Storm: 1/4 3/4
• Channel divinity: 0/1
• Spell slots: 1st: 1/3
• Conditions: none
Rolls
Wrath of the Storm - (2d8, 2d8, 2d8)
2d8 : (86) = 14
2d8 : (86) = 14
2d8 : (63) = 9
Cure Wounds - (1d8+4)
(2) + 4 = 6
Rolls
Dex save - (1d20)
(15) = 15
Rolls
Dagger - (1d20+5, 1d4+3)
1d20+5 : (14) + 5 = 19
1d4+3 : (1) + 3 = 4
Rolls
Fire bolt attempt - (1d20+5)
(13) + 5 = 18
With advantage! - (1d20+5)
(4) + 5 = 9
If hit (burning) - (1d10)
(3) = 3
Oh here we go fuck face.
Barendd then slashes out at Skeetz with his friend's preferred weapon.
Rolls
Attack with Glaive - (1d20+5)
(2) + 5 = 7
Damage - (1d10+3)
(5) + 3 = 8
Rolls
Attack glaive - (1d20+5)
(9) + 5 = 14
Damage - (1d10+3)
(2) + 3 = 5
Whoops, described it as N2 in the rolls, meant N3
(11 damage on Torden, 4 damage on Kit)
Rolls
Skeetz attack 1 vs. Barendd (adv. pack tactics, piercing) - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (18) + 4 = 22
1d20+4 : (15) + 4 = 19
1d6+2 : (1) + 2 = 3
Skeetz attack 2 vs. Barendd - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (3) + 4 = 7
1d20+4 : (19) + 4 = 23
1d6+2 : (6) + 2 = 8
N2 attack 1 vs. Barendd (adv. pack tactics, piercing) - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (7) + 4 = 11
1d20+4 : (13) + 4 = 17
1d6+2 : (5) + 2 = 7
N2 attack 2 vs. Barendd - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (12) + 4 = 16
1d20+4 : (6) + 4 = 10
1d6+2 : (6) + 2 = 8
N1 attack 1 vs. Torden (Pack tactics, piercing - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (12) + 4 = 16
1d20+4 : (5) + 4 = 9
1d6+2 : (1) + 2 = 3
N1 attack 2 vs. Torden - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (19) + 4 = 23
1d20+4 : (16) + 4 = 20
1d6+2 : (6) + 2 = 8
n2 attack 1 vs. Kit - (1d20+4, 1d6+2)
1d20+4 : (18) + 4 = 22
1d6+2 : (2) + 2 = 4
Using Tides of Chaos to attack with advantage.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Hit Dice
d6 - 1 / 1
d8 - 1 / 1
Tides of Chaos
0 / 1
Spell Slots
1st level: 2 / 2
Pact Magic
1st level: 1 / 1
Rolls
Dagger - (1d20+5, 1d20+5, 1d4+3)
1d20+5 : (20) + 5 = 25
1d20+5 : (4) + 5 = 9
1d4+3 : (2) + 3 = 5
Crit! - (1d4)
(3) = 3
Barendd taps into his second wind as a bonus action to shore up his HP which is now at 8 taking into account his temp hp, 4 if he lost the hp when Leachclaw met it's end.
As he draws in the necessary breath he once again swings at Skeetz who he sees as the primary attacker in this event.
I know you were upset about the outcome of our earlier battle, but you bringing about this ambush is only bringing about more death for your friends. You've brought this bloodshed to all of us.
Rolls
Second wind - (1d10+2)
(10) + 2 = 12
Glaive attack - (1d20+5)
(17) + 5 = 22
damage glaive - (1d10+3)
(2) + 3 = 5
Rolls
Shocking Grasp attempt - (1d20+5)
(10) + 5 = 15
If hit - (1d8)
(7) = 7
Rolls
Wrath of the Storm vs. N1 - (2d8)
(26) = 8
First death save - (1d20)
(8) = 8
But is it too little too late?
N2 finds having an electric weasel crawl up itself too much to ignore and strikes at it with his short sword. He misses on the first swing, but succeeds on the second, skewering the small woodland creature. It turns into light and winks out of existence.
N1 shakes off the electric charge from Torden and advances on Kit and strikes him down (11 damage)
Skeetz presses the attack on Barendd (18 damage), while N3 moves past Barendd to attack Pageflap (9 damage)
Rolls
N2 shortsword attack on Weasel - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (1) + 4 = 5
1d20+4 : (8) + 4 = 12
1d6+2 : (4) + 2 = 6
N2 shortsword attack on Weasel #2 - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (3) + 4 = 7
1d20+4 : (16) + 4 = 20
1d6+2 : (6) + 2 = 8
N1 attacks Kit #1 - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (14) + 4 = 18
1d20+4 : (1) + 4 = 5
1d6+2 : (2) + 2 = 4
N1 attacks Kit #2 - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (20) + 4 = 24
1d20+4 : (8) + 4 = 12
1d6+2 : (4) + 2 = 6
crit - (1d6)
(1) = 1
Skeetz attacks 1 vs. Barendd - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (13) + 4 = 17
1d20+4 : (20) + 4 = 24
1d6+2 : (5) + 2 = 7
Skeetz attack 2 vs. Barendd - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (15) + 4 = 19
1d20+4 : (5) + 4 = 9
1d6+2 : (4) + 2 = 6
Crit - (1d6)
(5) = 5
N3 attack 1 vs. Pageflap - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (17) + 4 = 21
1d20+4 : (8) + 4 = 12
1d6+2 : (3) + 2 = 5
N3 attack 2 vs. Pageflap - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (15) + 4 = 19
1d20+4 : (10) + 4 = 14
1d6+2 : (2) + 2 = 4