The day is yours with a bright sky. You all feel rested having spent a night in a proper bed. No longer on the road you feel as though you are now ready to tackle the task ahead.
LMoT - Nightal 26, 1491
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The day is yours with a bright sky. You all feel rested having spent a night in a proper bed. No longer on the road you feel as though you are now ready to tackle the task ahead.
Pickled sausages - 3cp
Porridge - 2sp
Amaris - after finishing your food you head back over to the Phandalin Miner’s Exchange. You enter the plain looking building to find a small area, large enough for maybe 8 people. Straight ahead is a counter that runs the width of the room with opening like that which you would see at a bank. The area around the opening is barred from the counter to the ceiling. A door is to the right that you would assume is locked. Sitting at a desk that you can see through the bars is a human woman in her early forties sporting straight, jet black hair. She is average height and build and wearing good quality clothes with thick hide boots and a leather coat.
As you enter she picks her head up in your direction.
"Good morning, can I help you?
About hour past dawn he got down to the common room, bought some sausage and left the inn, making his way to the center of the town.
The Shrine of Luck is located across the street from the Stonehill Inn. It is Phandalin’s only Temple and is a smal shrine built from stone from nearby ruins. It is dedicated to Tymora, the goddess of luck and good fortune.
Sister Garaele is a young elf woman who is always seen wearing the traditional robes and garments of an acolyte. She has shoulder length hair of a platinum blond colour and can always be counted upon to have a soft smile on her face. She is of average height and weight for an elf, which is to say she is a little slender than a regular human but not by much.
You find her finishing up her morning prayer ritual as you enter the temple.
Rolls
Sleight of Hand (prof. from Nomadic Mind) - (1d20+6)
(15) + 6 = 21
Rolls
Persuasion if needed - (1d20+1)
(12) + 1 = 13
"I'm here" she grumbles.
"So, we gotta lead on this druid? Seems like all people are talking about are these Redbrands. "
You look over to see the same Redbrand with his three cronies coming out the front of the Sleeping Giant. "Have you made friends with Halia yet?" The three behind him laugh.
"It does seem that Gundren is in some pretty hot water. It might be worth getting this town on our side. We'll need all the resources we can get."
She summons forth her shadow armor from wisps of smoke.
"Might be good to run this through the paces before the main event."
Rolls
Secret Roll
Secret Roll
Secret Roll
Elsa, the Redbrands did it again. They killed someone else. Just up the street right now. They chased him down the street and killed him between two houses.
Elsa is stunned by the news, Tymora help us, did you see who it was?
Pip shakes his head, No I was too far away and I was afraid they would see me if I got too close.
The sooner we take care of these bandits, the sooner we can get on with Cragmaw Castle.
She figures Lathandar won't mind if we make a short detour to deal with some thieves and murderers.
It is the body of Amaris.
Rolls
Medicine - (1d20+3)
(20) + 3 = 23
How many of them there are? There's a good saying - "Revenge is a dish best served cold".
Leylin glances around to see if anyone is paying attention to their group.
Rolls
Perception - (1d20+3)
(9) + 3 = 12
— I doubt that he will interfere... Since he stayed idle before., Leylin shakes his head. Can you call Sister Garaele over?
She spits through clenched teeth: "Fucking hell."
Amid the chaos of Rymente screaming and everyone talking over each other, she dons her shield and draws her mother's black blade.
To Seron, with murder in her eyes, she says: "Secret entrance? Perfect."
She turns to everyone else.
"Amaris wouldn't have gone down easy. Whoever did this is one strong sonovabitch, but I aim to make them pay. Anyone else?"
— I apologize. It looks like you have very limited knowledge of those powers... I wasn't "in your head", only my voice was sent ... It's close to the spell Gu'lorg used, but without reply ability., Leylin scratches back of his head, If you want - I can teach you... Later.
— Do you know where they are right now? How many of them there are? If there are any innocents ... Oh, hello again Sister... , Leylin looks at arrived sister Garaele, As you can see - there's been a situation. Apparently Redbrands killed one of my companions, his name was Amaris. Can I trouble you with attending to his body while we're going to... deal with this?
"Don't worry Leylin, we'll leave a couple for you."
She speaks in a lowered tone but still audible to anyone standing there, There is a possibility still that he could be revived. Unfortunately it would require a gemstone of great value. 500gp to be exact
what in the hell is going on here? The whole damn town is going crazy!
"We march on the redbrands, if you don't help, you are part of the problem." He responds to Sildar as he makes his way to thhe Sleeping Giant.
Calming down slightly, clearly upset to see one of the people that had just risked their lives for him lying dead on the ground. patience, I tell you, you can and will get your revenge.
Rymente>Sleeping Giant
Seron>Shrine of Luck
Leylin>?
Sariel>?
Gu’lorg>?
"You talk about walking blindly into combat? Well Rymente literally did walk in blind, back in that goblin cave TO SAVE YOUR LIFE. And so did AMARIS!"
"You want to strategize? Where were your grand stratagems when the goblins jumped you and Gundren? When the dwarf you were supposed to protect was taken captive? I don't think you have any ground to stand on to tell us how to strategize. We killed every goblin in that cave by running in there blind, goblins you couldn't handle."
"I'm done. This is the plan: there are four men who just killed our friend in the Sleeping Giant. We beat them to a bloody pulp and then get them to tell me where this secret entrance is."
"Rymente is right, there's been too much waiting already. If anyone wants to come and avenge Amaris's death, let's go."
She stalks off to join Rymente.
Seron>Shrine of Luck
Leylin>?
Sariel>Sleeping Giant
Gu’lorg>?
He follows Seron, but he mutters something that magically no one can hear, pointing at Sariel.
⟦And the fact that I was scouting ahead was just a minor inconvenience....
R-r-right...⟧
He speaks to the Sister:
— You're right, let's tend to his body first.
"I will give you the same curtisy as I did the other; stay out of my head. Don't fill it with your stupid, hypocritical book quotes. They are taking their ease, they know they have this town beneath them. They are unprepared, they're cocky, because they think everyone is too afraid to do anything about them. If we all storm in there by force, they will not know what hit them until it's too late."
I understand the value of a good plan, but what better plan are you waiting for? Rymente is right and you know it."
Gu'lorg jogs over to the Sleeping Giant, hoping that his friends behind him follow. He looks around the place, investigating it for places to sneak in.
Rolls
Intelligence (Investigation) - Finding ways into the Sleeping Giant - (1d20+5)
(1) + 5 = 6
Gu'lorg tosses a gold coin at Seron. They usually take to these things.
"Let's go."
She opens the door and walks in and takes a look around inside the Sleeping Giant.
Rolls
Eldritch blast attack - (1d20+5)
(2) + 5 = 7
Damage - (1d10+2, 1d6)
1d10+2 : (8) + 2 = 10
1d6 : (3) = 3
Rolls
Attack/Damage/Force - (1d20+5, 1d4+5, 2d10)
1d20+5 : (17) + 5 = 22
1d4+5 : (2) + 5 = 7
2d10 : (59) = 14
Rolls
Orange Shortsword/piercing - (1d20+4, 1d6+2)
1d20+4 : (18) + 4 = 22
1d6+2 : (6) + 2 = 8
Yellow Shortsword/piercing - (1d20+4, 1d6+2)
1d20+4 : (1) + 4 = 5
1d6+2 : (5) + 2 = 7
Green Shortsword/piercing - (1d20+4, 1d6+2)
1d20+4 : (20) + 4 = 24
1d6+2 : (3) + 2 = 5
Rolls
Orange - (1d20+4, 1d6+2)
1d20+4 : (3) + 4 = 7
1d6+2 : (4) + 2 = 6
Yellow - (1d20+4, 1d6+2)
1d20+4 : (14) + 4 = 18
1d6+2 : (5) + 2 = 7
Green - (1d20+4, 1d6+2)
1d20+4 : (13) + 4 = 17
1d6+2 : (2) + 2 = 4
Rolls
Persuasion - (1d20+3)
(20) + 3 = 23
Mantle of Joy advantage - (1d20+3)
(16) + 3 = 19
Rolls
Dex save - (1D20+2)
(4) + 2 = 6
Rolls
Rapier attack on green - (1d20+5, 1d8+5, 1d6)
1d20+5 : (17) + 5 = 22
1d8+5 : (2) + 5 = 7
1d6 : (1) = 1
Rolls
Attack (Prone advantage)/Damage/Force - (1d20+5, 1d20+5, 1d4+5, 2d10)
1d20+5 : (11) + 5 = 16
1d20+5 : (17) + 5 = 22
1d4+5 : (3) + 5 = 8
2d10 : (22) = 4
Rolls
yellow>Rymente Shortsword/piercing x2 multiattack - (1d20+4, 1d6+2, 1d20+4, 1d6+2)
1d20+4 : (2) + 4 = 6
1d6+2 : (3) + 2 = 5
1d20+4 : (3) + 4 = 7
1d6+2 : (3) + 2 = 5
Orange>Sariel Shortsword/piercing x2 multiattack - (1d20+4, 1d6+2, 1d20+4, 1d6+2)
1d20+4 : (7) + 4 = 11
1d6+2 : (1) + 2 = 3
1d20+4 : (6) + 4 = 10
1d6+2 : (5) + 2 = 7
Rolls
X= - (1d8)
(3) = 3
Rolls
dex saves yellow, yellow, orange - (1d20+2, 1d20+2, 1d20+2)
1d20+2 : (7) + 2 = 9
1d20+2 : (4) + 2 = 6
1d20+2 : (19) + 2 = 21
HP: 13/13
Temp HP: 0
Spell Slots: 0/2
Curses: 0/1
Rolls
Attack on Yellow Brand - (1d20+5, 1d20+5, 1d8+3, 1d8+3)
1d20+5 : (11) + 5 = 16
1d20+5 : (1) + 5 = 6
1d8+3 : (4) + 3 = 7
1d8+3 : (8) + 3 = 11
Rolls
Secret Roll
Orange>Sariel multiattack Shortsword/piercing - (1d20+4, 1d6+2, 1d20+4, 1d6+2)
1d20+4 : (7) + 4 = 11
1d6+2 : (5) + 2 = 7
1d20+4 : (16) + 4 = 20
1d6+2 : (3) + 2 = 5
Rolls
Rapier attack - (1d20+5, 1d8+3, 1d6)
1d20+5 : (15) + 5 = 20
1d8+3 : (3) + 3 = 6
1d6 : (6) = 6
Rolls
Dex save - (1d20+2)
(20) + 2 = 22
Rolls
Ray of Frost (Cold Damage) - (1d20+5, 1d8)
1d20+5 : (2) + 5 = 7
1d8 : (2) = 2
Bleeding and in extreme pain, realizing that he has few options left on the table, the bandit once again slashes at Sariel twice with his good hand.
Rolls
orange>Sariel Multiattack Shortsword/piercing - (1d20+4, 1d6+2, 1d20+4, 1d6+2)
1d20+4 : (20) + 4 = 24
1d6+2 : (2) + 2 = 4
1d20+4 : (5) + 4 = 9
1d6+2 : (4) + 2 = 6
Sariel I will need a death save from you.
Rolls
Ray of Frost (Cold Damage) - (1d20+5, 1d8)
1d20+5 : (7) + 5 = 12
1d8 : (5) = 5
Rolls
Attack/Damage - (1d20+4, 1d4+2)
1d20+4 : (10) + 4 = 14
1d4+2 : (3) + 2 = 5
— That's why you need reconnaissance before going in... To prevent stupid things happening...
He pulls out healer's kit and begins applying bandages to her wounds.
— Can someone tie him up and make sure that he is alive enough to answer our questions?
Rymente shoves off of the redbrand and turns to Leylin "Wow, you hear that? Tell me recon man, what fucking info did you learn? Must be the fucking knowledge of the gods seeing how it was soo important to get! Seeing how it was more important than coming down here and dealing with the immediate problem! Tell me, what is this VAST amount of knowledge you've learned that you feel gains you the right to fucking insult the ones who actually did shit?!"
— You want to point fingers? It was your decision to go here without us. You were so excited to so, that probably walked in after kicking a door in., Leylin scowls. And what would happened if there was a dozen of those thugs? Did you think about that? Apparently, not. You didn't think at all.
Leylin turns his back on Rymente and approaches the captive redbrand, checking to make sure he won't bleed out before regaining consciousness.
Rolls
Medicine - (1d20+3)
(10) + 3 = 13
I stand there listening to this bickering. Enough. It does not matter whose fault it is or how we got here. We are here now and we must make due with what we have.
I attempt to wake up the redbrand.
Rolls
Investigation - (1d20+5)
(8) + 5 = 13
Oraten - After a few "gentle" slaps the redbrand eventually awakens. "Wuh, what’s going on?
Rolls
Intimidate - (1d20+2)
(1) + 2 = 3
Gu'lorg is confused by the humor in flatulence. It must be a human thing.
He looks and points to the other patron, waving his hands, but no one else can hear what he says.
Rolls
Intimidation (towards patron) - (1d20)
(12) = 12
Insight (patron's feeling/Involvement with the redbrands) - (1d20+2)
(8) + 2 = 10
Make an intimidation check

Rolls
Intimidation - (1d20+3)
(19) + 3 = 22
— Everuthing you know or heard about Redbrands. Your leader, plans, etc. The more usefull information is - the less is chance of you dying here. And yes, we know about Glasstaff and that your base is under manor's ruins. But you can add details. The more - the better., Leylin smiles at thug. Better - for you.
Rolls
Insight - (1d20+3)
(18) + 3 = 21
Rolls
Arcana / Nature - (1d20+4)
(14) + 4 = 18
Rolls
Arcana w disadvantage - (1d20+5, 1d20+5)
1d20+5 : (11) + 5 = 16
1d20+5 : (18) + 5 = 23
Rolls
Arcana - (1d20+4)
(3) + 4 = 7
— Started as bandits, then allied with bugbears and now - demons? That "Glasstaff" of yours have a lot to answer for now... A lot., he turns to his companions. Anyone else have questions for this birdie?
Gu’lorg steps outside the building and looks for signs of where Rymente and Sariel may have gone.

"Fine, fine, he can stay here, for a few days. But you had better take care of the Redbrands or else I warned you about what will happen. Here, lock him up yourself. Harbin tosses you the key that is presumably to the cell down below.
You lock the prisoner into the jail cell.
We should take her to the shrine to get healing. Can I help you carry her there?
Oraten is currently heading towards the woods south of the Manor to find the entrance
Sariel, Rymente and Gu'lorg are standing in the alley near the Sleeping Giant
Seron was in the Townmasters Hall...now following Oraten???
Leylin - was interogating the prisoner, so also at Townmaster's Hall??
— I have no bloody idea., he shruggs. Probably running head first into more troubles?
Also, can you convince the townmaster here to give us a fairly expensive diamond? I could use it for one of my spells...
We should take this opportunity and catch them while they are still surprised.
Gu’lorg contemplates this plan further, then says:
Did you get anymore information about this wizard Glasstaff? I caught that name at the end of your "discussion" with that redbrand.
If they do have a wizard, we must find a way to disable him quickly too.
I was also thinking about the nothic that the man described. I wonder if we may be able to communicate with him. Maybe he’s discontent.
Leylin and Gulorg - you are still in the Townmaster's Hall at this time correct?
Rolls
Insight - (1d20+2)
(8) + 2 = 10
As he catches his breath, you have time to observe him : you get from his pale skin that he is no ordinary hakf-elf but one of a more exotic kind. He's wearing a light but apparently solid leather armor and don't carry much more than a simple shorts word, a wooden shield and the classic backpack. Some strange runes have been engraved in the armor, that few people can read :
Seron chuckles to himself over the tree Well done. The both of you. Do you not think we should wait for our companions Mynok? And I don't see why you wouldn't be our friend. You haven't tried to kill us yet. That's major points in my tomes.
Also - moon elves are not rare in Forgotten Realms.
— And where did you hear those... Rumors?
He takes a better look at you Leylin. You folks don't look like the average traveler, you know. Those who noticed you remember it, and some kept an eye on you. You don't look hostile, though, so I thought maybe I could help...
He continues to chat, getting to know you and giving some background info on him.
Leylin turns towards Gu'lorg and asks:
— What do you think we should do with this fellow?
Rolls
Survival - (1d20+5)
(1) + 5 = 6
advantage - (1d20+5)
(14) + 5 = 19
And you can keep an eye on my doings until I proved my worth, I won't be offended.
And showing my rather used shield, smiling
I hope you'll have a better opinion once after I took some hits for you, he?
Thank you. My name is Beriadan Stormwind, but people usually call me Spark. The shield tells my story in short. (I translate the rules to you)
Oh, now that the hardest part have been done... I don't know if it will mean anything to you, but some Sildar sent me to you.
Eat you!? Who would want to eat you little one? Certainly not him. He says pointing briefly at Mynok. Do you live out here?
Spark quickly checks the equipment he's carrying : the important stuff's here. I guess you have an idea about their location, don't you?
Rolls
Insight - (1d20+3)
(5) + 3 = 8
Rolls
investigation - (1d20+1)
(14) + 1 = 15
I will let Leylin speak to his expertise.
Gu'lorg asks the half-elf before him: That reminds me. You wouldn't have a quality diamond on you, by chance? I could use it to focus one of my more potent spells...
As they are near the manor, Gu'lorg looks to Leylin: Well, where should we go from here? And what would you like to use to bar the entrance?
May I ask why we are trying to bar the entrance? While I' m trying to understand what's going on, I will help if I can.
After arriving to the ruins, Leylin first inspects the door and then starts looking around to find anything that can be used to barricade it.
— This place has two entrances. And that is one more than we need if we are to completely get rid of this group. Now do make yourself useful and see if there is anything that can be used to block this entrance from being used...
Perception +3: 16
Rolls
Looking for stuff - (1d20)
(13) = 13
Spark inspects the entrance to see if it seems like it could be destroyed. GM?
Do we need to be quite, or just fast to... meet your companions? I guess it's not just the three of us.
Rolls
Perception to see if can be destroyed - (1d20+5)
(3) + 5 = 8
Rolls
Investigation (Can we disable the door) - (1d20+5)
(9) + 5 = 14
History (Is there an easier way to block the way) - (1d20+5)
(4) + 5 = 9
Perception (looking for things to block the entrance - (1d20)
(4) = 4
As Mynok picks up his javelin the second time You know you could've asked, I can see in the dark fairly well. He whispers noticing the light flickering. Let me scout ahead he continues whispering no need to cause unnecessary noise.?
Seron attempts to stealth and look around the corner to ensure there's no chance of being seen, and slowly goes down the hall ensuring he doesn't make any noise.
Rolls
Stealth - (1D20+5)
(14) + 5 = 19
The door itself appears to be a standard looking cellar door mounted on hinges. To disable the door in order to keep people from coming out you would probably not be able to pass through it.
In general you get the feeling that the only way you are going to be able to make this entrance unusable is to block it off and then enter through the other passage.
A cold breeze fills this large natural cavern, carrying with it the faint scent of decaying flesh. A crevasse divides the cavern and is flanked by two rough stone columns that support the twenty-foot high ceiling. Two arched wooden bridges span the chasm.
At the northern most bridge you spot a hideous one-eyed creature lurking around the west side of the bridge. It does not appear to notice you...yet!

Rolls
Javelin - (1d20+4)
(1) + 4 = 5
Disadvantage - (1d20+4)
(12) + 4 = 16
damage - (1d6+2)
(5) + 2 = 7
Edit: since the nothic is up first I'm going to wait to post until after the other groups next significant posting...we will then do a round of combat and I will continue based on how quickly they post. It may slow things up a bit but it will keep the story pace correct.
Also added an advantage initiative roll for you guys because you did get the drop on him but unfortunately it didn't help. I'm not going with full surprise round because a)Mynok acted without warning to the rest of the group, effectively surprising them as well, also the Nothic is a very perceptive creature and Seron's stealth is what prevented him from being seen to begin with.
Iniative: Mynok, Ryti, Seron - (1d20+2, 1d20+2, 1d20+3)
1d20+2 - ( 1 ) + 2 = 3
1d20+2 - ( 14 ) + 2 = 16
1d20+3 - ( 1 ) + 3 = 4
Nothic - (1d20+2)
( 19 ) + 2 = 21
Iniative order is:
Nothic
Ryti/Seron/Mynok
Rolls
advantage roll - (1d20+2, 1d20+2, 1d20+3)
1d20+2 : (4) + 2 = 6
1d20+2 : (12) + 2 = 14
1d20+3 : (11) + 3 = 14
Spark looks around, then checks his backpack and get a rope out of it. I just thought about something. Do you think we could move that big piece of furniture near the door, attach it with my rope, get in and pull really hard so that it crashes on the door? I mean, I don't really like that idea because if things go wrong on the other side we would be trapped, but I see no other way to do this.
Talking to the hobgoblin : Or maybe you have some magical mean to accomplish the same thing without sacrifying my rope?
Otherwise, how far is the other entrance?
Rolls
Perception - (1d20+3)
(5) + 3 = 8
How do we position ourselves? I'm not a very good scout but I'd prefer to be close to where we expect ennemies to be so that I can quickly get in their face.
Just tell me before you open the door so that I grab my shield...
— I don't hear anything behind it and we do not intend to open this door. What part of "blocking this entrance" lead you to this conclusion?
He then looks to Leylin: That Redbrand you investigated showed you where the forest entrance was, right? If so, maybe we just throw the bookcases, stools, and table down, then head through the other entrance.
Leylin shrugs and starts calculating the best way to block the door from being opened.
Rolls
Arcana check to guess if it is possible and the power level needed (cantrip or more) - (1d20+2)
(6) + 2 = 8
Rolls
Weird Insigt
Leylin shrugs and starts calculating the best way to block the door from being opened.
Rolls
Stealth - (1D20+5)
(17) + 5 = 22
Rolls
Fall damage - (2d6)
(53) = 8
— Let's pile some rubble on top of the door and move towards the forest entry. I have a bad premonition that others aren't... Very patient.
Rolls
Investigation, if group check - (1d20)
(6) = 6
Sparks looks at you and, as you too seem to be satisfied by the way we blocked that path, continues...
You both made a point about time working against us, so let's haste toward that forest entrance shall we? And to Leylin, a little concerned: your partners wouldn't go in on their own, would they?
Spark will follow his two companions while keeping an eye on his surroundings, and stand ready to jump in with a Lightning Lure if any threat appears. Shield at hand, sword sheathed for now but ready to grab it.
If we make it to then entrance without trouble, Spark will propose to walk in first (Spark have Darkvision, btw).
— Oh, don't worry... They almost certainly did just that.
Is this how you people work? I must say that it's pretty... unconventional. I'm more used to sticking to the plan for everyone's safety, even if you usually end up doing what you can.
Then after a while thinking about what it would mean to get in without notifying them beforehand:
Could you describe them so that I don't harm them if, surprised by our arrival, they attack us in some way and I logically respond?
Finishing his long speach, Leylin sighs while holding his temples like he's having an headache.
Gu'lorg pulls out his small knife and stabs the tips of each of his fingers. He then offers his hand in a handshake fashion towards Spark.
To my people, this is the handshake of friendship. I am giving you some of my lifeblood as a means of bringing your position higher in goblin society. Should you encounter goblinkind, show them your hand and tell them that you are friends with the famed Gu'lorg, booyahg, or magic caster, of Bargrivyek, and they should not kill you if you leave quickly.
Do you accept my friendship?
To Leylin: Well, it all makes more sense now! I must say that it is a relief to me that this party just came to be : it is always odd to join a group that has developed its own ways. As for the ones we are heading to... I knew some people of this kind. I'm afraid patience is as vital is our life as fighting skill, and I hope they'll have a chance to learn.
Then Spark turns toward Gu'lorg, considering his blooded fingers. What an amazing rite, he thinks to himself.
Accepting friendship is no small thing from where I come, as it links your fate to mine. But if your god put you here, I am fairly certain that Bahamut guided my steps to meet you. Then, grabbing the hand before it gets awkward, Sparks says in a very ritual way: I accept the honor of your proposal. I will walk at your side and watch your back as we undo the wrong of this world. I will be friend with you, Gu'lorg of Bargrivyek.
Gu’lorg double-times it.
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above 1st
Rolls
greataxe - (1d20+5)
(20) + 5 = 25
Damage - (1d12+2)
(6) + 2 = 8
Searing Smite - (1d6)
(4) = 4
The Nothic goes on the offensive with a hiss "I will feast on your flesh", swinging at Mynock with his two claws. However Mynok manages to evade the one swing while blocking the second with his axe.
Rolls
Claw, slashing >Mynok - (1d20+4, 1d6+3)
1d20+4 : (10) + 4 = 14
1d6+3 : (6) + 3 = 9
Claw, slashing >Mynok - (1d20+4, 1d6+3)
1d20+4 : (11) + 4 = 15
1d6+3 : (1) + 3 = 4
Rolls
greataxe - (1d20+4)
(18) + 4 = 22
Damage - (1d12+2)
(1) + 2 = 3
Rolls
Perception Check - (1D20+2)
(4) + 2 = 6
And then to Leylin: I guess you were right about the other two going in by themselves. Quickly, let's catch them up! And has he says that, Spark draws his sword and, if the others follow, pass the door.
Inside, Spark tries to hear any sound that might help to find them (if the path isn't obvious).
Rolls
Perception check to locate them by ear or eye - (1d20+3)
(4) + 3 = 7
Seron - The bottom of the crevasse feels unnaturally cold to you. You notice toward the northern bridge a hole about 3 foot round in the side of the embankment. The embankment itself appears as if it would be quite easy to climb up.
Soothing Presence (+6 temp HP)
At the same time Two elves and a Hobgoblin appear from the same entrance. You recognize Leylin and Gu’lorg but the third person is a stranger.
Rolls
Claw, slashing>Mynok - (1d20+4, 1d6+3)
1d20+4 : (3) + 4 = 7
1d6+3 : (2) + 3 = 5
Claw, slashing>Mynok - (1d20+4, 1d6+3)
1d20+4 : (18) + 4 = 22
1d6+3 : (6) + 3 = 9
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Rolls
Ray of Frost attack vs. Nothic (cold dmg, reduced movement) - (1d20+5, 1d8)
1d20+5 : (13) + 5 = 18
1d8 : (2) = 2
Initiative - (1d20+5)
(18) + 5 = 23
Edit after roll: YEAH!
Rolls
Initiative time ! - (1d20+4)
(17) + 4 = 21
To Leylin and Gu'lorg, pointing at Mynok: He doesn't look like a bandit, is he one of us? As he says this, Spark rushes into the cave toward the creature roaring an incantation in primordial and, as soon as he's at 15 feet of it, a huge lash of lightning energy jumps from him to strike the one-eye aberration.
Casting Time: 1 action
Range: 15 feet
Components: V
Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
You! Come here and surrender, or you'll face divine justice on spot!
Edit: using a spoiler tag is indeed clean for spells
Rolls
Lightning Lure (if save fails) - (1d8)
(4) = 4
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Tresendar Manor
Mynock
Seron
Ryti
Leylin
Gu’lorg
Rolls
strength save - (1d20+2)
(9) + 2 = 11
Move (1 square apart from the Spark, above "N" letter) 「movement」Attack (Crossbow vs Notic) 「action」
Rolls
Attack - (1d20+6)
(3) + 6 = 9
Mynock
Seron
Ryti
Gu’lorg
Rolls
greataxe - (1d20+4)
(8) + 4 = 12
dmage - (1d12+2)
(4) + 2 = 6
Seron
Ryti
Gu’lorg
Ryti
Rolls
Rapier Attack - (1D20+5)
(13) + 5 = 18
Damage if hit - (1d8+3)
(2) + 3 = 5
Rolls
Sneak attack - (1d6)
(5) = 5
Rolls
Claw, slashing > Spark - (1d20+4, 1d6+3)
1d20+4 : (8) + 4 = 12
1d6+3 : (4) + 3 = 7
Claw, slashing > Seron - (1d20+4, 1d6+3)
1d20+4 : (4) + 4 = 8
1d6+3 : (1) + 3 = 4
Mynock
Seron
Ryti
Leylin
Gu’lorg
Spark
Rolls
great axe - (1d20+4)
(19) + 4 = 23
damage - (1d12+2)
(7) + 2 = 9
Combat over.
Rolls
Perception (for items or clues) - (1d20)
(15) = 15
I just joined the party outside, as we seem to be pursuing the same goals. My name is Beriadan Stormwind, but people usually call me Spark (you can guess why). Who did I just battled with, and what was that monstrous one-eyed creature?
— So... Where's the fire? What made you rush here without waiting for us? He asks them and than turns his head to the Spark. Yes, at least these two are and what you fought right now is called Nothic.
While speaking, Leylin takes out the map he made during interrogation...

Those two? Hum, you don't know the little... to Ryri Halfling, I'm guessing? Hello, who are you little fellow? Spark tries his best to be friendly and reassuring if he needs to.
You were taking too long. The Lords' don't have time for dilly-dallying.
Rolls
Survival - (1d20+5)
(20) + 5 = 25
Seeing as Seron descends into the crevice, Leylin approaches the edge of the section that creature used frequently and looks down.
Edit: Ryti responded as I was writing my own answer. The above text has been added after realizing this.
After Spark introduces himself to Ryti, he'll walk to Gu'lorg and talk strategies with him.
— So what do you people know about this place? I understood that it is supposed to be the Redbrands' hidedout, and that you got this information from one of them.
The map of the hideout pops in the air, just in front of Spark.
How to we proceed to make this an efficient attack, and not some kind of deadly brawl? He takes a quick look at his companions and think for a couple of seconds. Aren't we all adapted to low-light environment? That would be a huge advantage if we could just snuff all light as we attack them...
— I would feel much safer if we could either block or put some traps on both exit to the forest and this door on the east that leads to barracks.
And while he says this, Spark heads to the forest door to try and put it back, then block it somehow.
I'll be back in a minute, see if you can block the other path in the meantime.
Gu'lorg looks at the halfling. Little one, will you stand with me?
Gu'lorg will stand about 20-30 feet behind Mynok, observing as they head in that direction.
Rolls
Perception - (1d20)
(4) = 4
Stealth - (1d20+2)
(13) + 2 = 15
— Wooohoho, what did I miss? You seem to be in such a hurry that I barely had time to make it to that passage before I was called and I saw you going in.
As he sees Leylin and Mynok arguing over something about scouts and blood, he then tries to calm the situation down.
You (to Mynok) seem in an urge to make a move. Not that I blame you, I too am here to bring justice to the Redbrands. But the door has been kicked down, and then a fight broke out right here with this... Nothic. If someone is able to notice us, they already have : so let's just take a minute to establish a half-decent plan and then we'll be able to act faster. I guess your plan goes beyond running into them and see what happens, so would you mind sharing with use?
If needed, I'll follow the two of you that I met outside and stand 10 to 20 feet before Gu'lorg.
Rolls
Stealth if we move - (1d20+6)
(2) + 6 = 8
He says to him, with his finger pointing at Ryti You then moves his scissors fingers back and forth across the palm of his other hand walk then points at himself with me.
Gu'lorg points his index finger upwards and draws an imaginary circle with his finger going between Ryti and himself We then he manifests a magical hand that snaps in front of Ryti, then disappears in a poof of smoke use magic.
Leylin- you can see Seron down in the crevasse inspecting a recesse in the wall underneath the northern bridge.
Seron - As you inspect the area further you see that inside the fissure is a chest.
Rolls
Medicine - (1d20+7)
(13) + 7 = 20
Rolls
Trap inspection of chest - (1D20+4)
(10) + 4 = 14

— We're ok up here, but it seems like we are going to make a move soon. Do you need some kind of help down there?
Spark then watches Gu'lorg as he appeases Ryti, but still can't wrap his head around the way he functions or communicates. Are they playing, or is it some kind of odd communication? I'd like to join them, but I'm afraid I offended him earlier.
As the map pops in the air, he tells to the others: So how do we proceed? The priorities Mynok enumerated make sense to me, but if I read the map correctly we have to pass near that Glass Staff thing (whatever it is) before we make it to the prisoners. So it would make sense to take care of that first, then free the prisoners, and then bring the Redbrands to justice — be it human or divine. Are you OK with that plan?
Leylin, you told me that you are some kind of scout, so you can walk first as we stand ready to join you. Mynok, the equipment you carry tells me that you and I should be in first line to protect the others from our enemies' blades. And Gu'lorg will protect the little Ryti behind us as they seem to get along. Then, gazing into Mynok's eyes with more vigor than you heard from him so far: I don't know what Lord is yours but here you stand, in an underground cave to fight bandits and free prisoners: that's enough to have me on your side for now. You and I fight for the Good, for Justice. Let us be the wall that stands on their way!

Leylin sighs and looks towards Seron being busy down there.
— Found something there? Need help?
If we trap our only exit path and need to get out quickly, or if we free the prisoners but have to hold someone while they flee, the trap will turn against us. Maybe a harmless one, like stretching a rope to make someone fall? The noise would be enough alert us, and I can cut a piece of my own rope to build that in seconds.
But I see no easy way to block that path, so maybe it would be simpler to have someone watching our back as we go west?
Seron - you find. NO evidence of traps on the chest. Would you like to open or leaving it for now?
Gu’lorg turns to Mynok: While he heads there, Mynok, the rest of us should head towards the prisoners.
— Sure, go ahead and do that while I use the half-obscurity of the stairs to setup some kind of trap using my rope.
The best option I see around goes like this: we should definitely start by hiding that body somewhere, I'll take care of the blood. using Prestidigitation If the barracks you scouted were clear, we go west to take care of the other barracks and that Glass Staff thing -would someone briefly explain me what it is, by the way?-.
As he explains this Spark starts casting the spell multiple times to clean the mess on and around the creature. Then he takes his rope and dagger out of the backpack.
Does it sound good enough for everyone? It covers our back a little without delaying us too much, which I think is a good compromise.
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spell-casters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
The floating map disappears, swept by a gust of wind like a small cloud.

Rolls
Stealth - (1d20+6)
(20) + 6 = 26
He looks to Leylin: Just go scout it out. We'll be done in the prison area shortly, and you can tell us what you learned scouting. You have backup in Spark in case you need to mad dash it out of there.
Gu'lorg walks with Mynok, hoping that Ryti is with him.
Lay on hands: you regain 4HP
Listen, Ley. Your outbursts are not helping your case here, or our situation. You are not the leader of this group. If you want to scout an area, be my guest. But do it in the area that we agree to together. If you are going to only do what you want to do when you want to, then you can come and go as you please. No one is stopping you, but we would like to have your skills to benefit our group.
Now you have 3 choices right now:
(1) You can scout the area that multiple group members have agreed to, and give us intel that we can use to coordinate our attack,
(2) You can scout an area you want to, and we will get there when we get there, or
(3) You can leave.
However, under no circumstances are you our leader. Understand?
Gu'lorg goes to Ryti, puts his hand down to him, and says, you come with me?
He glances at Mynok, who is already in that direction and follows towards the prisoners, ready for action, with Ryti in tow (hopefully).
But now we are just wasting time arguing over when to go first and doing nothing useful.
I'm not leader here, I just joined you like 15 minutes ago, but I think we should just all calm down and move. I'll stay 20 feet behind you as you explore the barracks because I'm not the stealthiest one around but letting you go alone is just nonsense. Is that OK? If it isn't, I'd appreciate if you could share a better plan.
Rolls
Perception Check - (1D20+2)
(16) + 2 = 18
Leylin opens his eyes and waves his hand. After that brief pause his face as well as his voice becomes emotionless.
— I was tasked to do this, so I can't leave. But as my voice isn't heard - I'll remain silent...
With that Leylin begins quietly erasing his presence, ready to follow everyone...
Rolls
Stealth - (1d20+6)
(13) + 6 = 19
Stealth (advantage from Nomadic Chameleon) - (1d20+6)
(6) + 6 = 12
Spark's arms fall as he says this, and he simply shrugs and starts to head toward the prisoners and the others. I was hoping to learn something by observing you...
He then jogtrot to catch up and refocuses, as the remembers the imminent confrontation with the enemies. Shield in one hand, the other one ready to catch his arcane crystal or sword if needed.
Rolls
Stealth - (1d20+6)
(14) + 6 = 20
1: to the southwestern stairs that head down.
2: to the northwestern path that leads towards glasstaff
3: The due north path that can lead to the prisoners
4: The eastern path
If I followed what was said here, Spark is currently heading north to the prisoners, just a few feet behind Gu'lorg and Mynok.
I thought that the argument happened on the east side of the crack, but now I realize that it probably was on the other side. So if we are on that side we'll probably take the north bridge, but I'll let those who are leading the group confirm their path (and on which side we are).
So he will be 1sq north from the current position and will follow the group as soon as Seron returns
This area is the north end of the large natural cavern. It has been finished with dressed stone block walls and a flagstone floor. Several barrels are stored against the walls here, along with a bunch of empty crates, straw for packing, hammers, pry bars, and nails.
Rolls
Perception - (1d20+3)
(8) + 3 = 11
@GM can you precise if we approach an enlighten area?
Spark make a perception check.
As he says this, Spark casts a quick spell Prestidigitation and two lightning marks appear on the suspicious walls so that you can easily spot them: one is 1left 1down from his spot on map, the other one is 1 up and 3 right.
He then approach the closest one and inspect the wall.
Rolls
Investigation - (1d20)
(15) = 15
Rolls
Investigation - (1d20+5)
(20) + 5 = 25
The other spot Spark identifies also opens easily upon inspection to reveal another passageway.
You have found two secret doors one to the west and another to the east.
— All clear.
If tee others are still advancing, Spark will close the passage to come back latter (leaving the mark on the wall) ; otherwise, he'll check what's in there and say : — Someone want to come in here with me? A passage like this must hide some kind of valuables, and taking it would be a massive loss to the Redbrands that might escape.
Rolls
Stealth no matter the move - (1d20+6)
(5) + 6 = 11
1) Western door - Gu'lorg finds a set of stairs beyond the door descending further down.
2) Eastern door - Unknown
— I'm ok with that, but I think that if we find something that would help us in our task we'd better use it than not. After all, our success will result in a way better life for the folks of Phalandrin so we'd better put all chances on our side. And then quickly to make sure there is no misunderstanding. I'm not trying to justify taking what isn't ours, we should definitely hand what we can bring back to the authorities.
Edit: As we are about to take care of this hidden passage, Spark dismisses the mark he put on it (but leaves the other on in place).
Rolls
Stealth - (1d20+2)
(4) + 2 = 6
Perception - (1d20)
(18) = 18
Spark will stick with Gu'lorg, but hopes he will agree to free the people first.
Mynok opens the other secret door to reveal a short hallway. A closed door stands directly in front of him and to the south another door stands at the end of the hall.
Or we can go the eastern way first. Thoughts?
— This is direction to where "Glasstaff" resides. Removing him from the list of potential threats is more wise. We can't guarantee that prisoners will be easy to break free or that we will be able to escort them out quitely.
Oh, and if there's a locked door down the stairs I can unlock it : it is more stealthy and thus better in my opinion. Otherwise, Mynok here seems to have a better kick than I do.
Gu'lorg then crouches next to Ryti. You...come...with me? Gu'lorg points to Ryti, then does the hand-scissors sign with this hands, then points to himself.
Other than that, I'm ok with the plan of action. Oh, do we try to be as silent as possible, or some of you use some noisy powers I'm not aware of? Because if I walk in there first and there are many enemies, I can wreck the place in a split second but it will be so loud that Bahamut and Tiamat might both hear it!
No matter Ho we get in that room, if there is someone that looks like a mage inside, I'll do my best to prevent him from fleeing. I won't use my most destructive powers if I can avoid to do it.
After the roll:
Rolls
Perception to check for traps - (1d20+3)
(2) + 3 = 5
Rolls
Investigation - (1d20+5)
(7) + 5 = 12
— Aren't you going to interfere?, he says in a low voice.
Having said that Seron I would like a check in and then we can continue into the next area.
So I have the marching order as follows: Mynok, spark, Gulorg, Leylin, Seron
Mynok is at the door and can go from there. If you wish to move stealthily then make a stealth roll as well.
Rolls
strength if needed (if athletics, add +2) - (1d20+2)
(3) + 2 = 5
"What is the meaning of this intrusion? Who are you?"
Spark knows that they are facing a mage, so he'll be looking for any casting gesture or whispers and react as fast as he can and cast Lightning Lure to stop it if he spots anything suspicious.
Top priority : get that staff away from him.
Edit to add the spell description
Casting Time: 1 action
Range: 15 feet
Components: V
Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
Rolls
Arcana check I guess - (1d20+2)
(20) + 2 = 22
As the glow appears Spark is triggered to release his lighting lure...
ROLLING INIATIVE...
Rolls
Str save - (1d20-1)
(18) - 1 = 17
Iniative: Gu’lorg, Leylin,Mynok, Ryti, Seron, Spark - (1d20+5, 1d20+4, 1d20+2, 1d20+2, 1d20+3, 1d20+4)
1d20+5 : (10) + 5 = 15
1d20+4 : (2) + 4 = 6
1d20+2 : (19) + 2 = 21
1d20+2 : (6) + 2 = 8
1d20+3 : (2) + 3 = 5
1d20+4 : (3) + 4 = 7
Glasstaff - (1d20+2)
(13) + 2 = 15
Iniative Order:
1) Mynok, gu'lorg
2) Glasstaff
3) Leylin, Ryti, Seron, Spark
Mynok and Gulorg are up.
Tresendar Manor
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to end this spell.
Rolls
Attack - (1d20+4)
(11) + 4 = 15
damage - (1d12+2)
(10) + 2 = 12
wrathful smite - (1d6)
(3) = 3
Range: 30 feet
Components: V,S,M (a twig from a tree that has been
struck by lightning)
Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
Rolls
Witch Bolt vs Glasstaff (w/ saving face if needed) - (1d20+5, 1d12)
1d20+5 : (15) + 5 = 20
1d12 : (7) = 7
The Wizard murmurs slightly and waves his hand as 4 slivers of magically energy appear out of mid air and immediately strike the imposing Paladin in his face.
Rolls
Magic Missile Damage Mynok - (4d4+4)
(2312) + 4 = 12
Tresendar Manor
Leylin, Spark, Ryti and Seron are up...keep in mind that traveling through allies spaces is considered rough terrain except for Ryti.
— Surrender now and you'll have a chance to be judged in a fair trial!
Movement: 30ft to get on the square below Glasstaff (or Mynok, depends how you rule diagonal)
Action: Disarm
Free action: kick the staff away
The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.
Rolls
Disarm (vs Athletics or Acrobatics) - (1d20+6)
(20) + 6 = 26
**Leylin, Ryti, and Seron**
Tresendar Manor
Roster Status
Rolls
Rapier Attack - (1d20+5)
(9) + 5 = 14
Rapier Damage if hit - (1d8+3)
(4) + 3 = 7
Acrobatics to get over desk (I assume) - (1D20+5)
(13) + 5 = 18
Sneak attack damage also - (1d6)
(5) = 5
Tresendar Manor
**Leylin and Ryti**
Action: Eldritch Blast (push 10 ft. on hit)
Forgot to tell you where I'm moving: Full movement (25ft) right on top of his pillow with his dirty little halfling feet.
Rolls
EB - (1d20+5, 1d10+3)
1d20+5 : (15) + 5 = 20
1d10+3 : (8) + 3 = 11
Hex - (1d6)
(5) = 5
**iniative over**
He also wants to inspect the magical properties of the glass staff.
Once he feels like he is content with the result, he takes his knife out and looks to the heavens, glass staff in hand, and says,
Rolls
Perception (1d20) or Inspection (1d20+5) (Make the appropriate addition) - (1d20)
(4) = 4
Arcana - (1d20+5)
(13) + 5 = 18
Rolls
Investigation check - (1D20+1)
(2) + 1 = 3
Rolls
Investigation - (1d20+4)
(4) + 4 = 8
After helping Mynok if he needs too, Spark will quickly check the room looking for something that could help us with the prisoners. At the end of Nightal, you don't let people out without something hot on their back!
Then the map pops in the air, and Spark calls the others: Let's keep securing this area while we're here : the passage will be safer for the people we rescued.

Rolls
Investigation - (1d20+5)
(5) + 5 = 10
(the letter is signed only with the image seen here)

My spies in Neverwinter tell me that strangers are due to arrive in Phandalin. They could be working for the dwarves. Capture them if you can, kill them if you must, but don't allow them to upset our plans. See that any dwarven maps in their possession are delivered to me with haste. I'm counting on you, Iarno. Don't disappoint me.
(again the letter is stamped only with this symbol)

130gp
a silk pouch containing five carnelians
two peridots
one pearl
2 scrolls
Rolls
Arcana / Investigation - (1d20+4)
(17) + 4 = 21
Rolls
History check - (1D20+2)
(9) + 2 = 11
Rolls
History on the stamps/knowing that person - (1d20+1)
(8) + 1 = 9
— I don't think that it will be possible. Unless you're planning to ressurect him... Without a nose. After saying that he addresses Seron and Gu'lorg. This "Black Spider" - gobs that captured you and Gundren were hired by him.. Or "it". Or "them". Anyway - they know about us.
Gu'lorg - This room appears to be a wizard's workshop. A rat scurries across the floor and takes refuge under a large worktable set up with alembics, retorts, distillation coils, and other alchemical devices, all of it stewing and bubbling away. Bookshelves are crowded with sheaves of parchment and strange-looking tomes.
Based on your proficiency in Arcana you can see that the apparatus appears to be set up to brew potions of invisibility.
He immediately heads to the table looking for books, and he investigates the bookshelf to find spell books and lore books and such.
He also looks for any completed potions, or anything that will explain how to create my own potions of invisibility.
Rolls
Investigation - (1d20+5)
(4) + 5 = 9
Rolls
History - (1d20+4)
(19) + 4 = 23
Perception - (1d20+3)
(10) + 3 = 13
Seeing that he seems to be relaxed, Spark will try a new approach with Ryti and try to amuse him with some magical Prestidigitation. Then, if it works, he'll say something along the lines of : — You are more powerful than you seem to be, little one. I'll remember that. And if he doesn't seem to understand — Spark your friend. Give justice together if bad attack us?
And if the group continues toward the barracks, Spark will go first as Mynok might need some rest.
Ryti, still bouncing, turns to Spark then scratches his head "Ryti not full, my hungry. Mama say 'Ryti, you always hungry, you eat me out househome'." While he badly mimics a lady talking, he also mimics a scolding gesture; his wide smile still adorning his face "My not eat househome, my eat apple."
Ryti nods his head "Ryti like have big friend. Ryti not like be attack. My like give bad man pun, esh, mint."
Gu’lorg if you wish to hide the fact that you grabbed anything please make a sleight of hand check for each item. Anyone that wishes to then possibly notice that then make a perception check.
In the future I will try to do a better job of pacing so that everyone can have an opportunity to explore areas if they wish. I’m guilty of pushing the pace along with PCs that are fast posters.
Next moment Leylin shuts his eyes. Suddenly his presence, that was very weak previously, solidfies. Few seconds later Leylin opens his eyes and starts reading the book...
Leylin make a wisdom save
Seron make a perception check
— Are you ready to move? The fight wasn't quite in any way, so we should hurry if we want to keep an element of surprise. Are we done searching the room?
As he says this, Spark will probably notice that both him and Seton are keeping a watch out. He'll node to signify that each of them should focus on a single entrance.
Rolls
Notice someone approaching or anything on the door - (1d20+3)
(3) + 3 = 6
Spark you don’t notice anything at the moment.
With visible struggle, Leylin shuts the book and places it in his backpack. His presence again starts to dissipate. It's easy to forget about him being in the same room if you're not looking directly at him.
— I'll translate it to you later. Right now we have plently of bandits and some bugbears to deal with. Not to mention prisoners. So keep your guard up and let's move forward!
With those words some warm and very comfortable feeling envelops Mynok, Ryti and Seron.
Soothing Presence (+6 temporary HP)
Where to next?

I agree we should be on our way, I doubt our presence has gone unnoticed.
Rolls
Perception - (1D20+2)
(16) + 2 = 18
And Leylin's mind is probably pre-occupied with journal he has in the backpack :D
Rolls
Stealth - (1d20+6)
(1) + 6 = 7
Stealth (Nomadic Chameleon) - (1d20+6)
(14) + 6 = 20
Perception - (1d20+3)
(2) + 3 = 5
As he says this, Spark walks up to Mynok.
I'll take the frontline, but you need to temper your overzealous rage. Being blind to the danger won't do any good to your cause or god. Or us, for what it's worth.
I serve Justice too, but what good does it make to endanger some to rescue others?
After saying all that Leylin retreats to his position in the rear of the group, not waiting for any reply or reaction.
He then stands up and, at the discussion of the group, says, tactically, I would agree with them he points to Spark and Leylin. However, we may be able to use the escaped prisoners as a distraction, as well as save them from this fate.
Thoughts?
We could, however, open the prison and tell them that we are coming back to escort them out once we are done with the bandits. That way, they know someone is taking care of them and they are still free to go if things go wrong... for them or for us. Otherwise, gong for the bandits first seems like a safer plan.
Kill Bandits: 2
Indifferent: 1 (HypCo, I think this category fits you best, yes?)
Anyone else?
Mynok you are moving ahead of the group alone? If so where are you headed?
Well, better move with them than stay here. Let's go!
Spark follows Mynok and Gu'lorg and will get in front, shield up, as he gets closer to the prisoners. If there's someone standing guard, he'll attack without further introduction and try to prevent him from alerting anyone else.
Rolls
Stealth - (1d20+6)
(14) + 6 = 20
However, if Spark is going to follow, then that’s 3 going the way of the prisoners.
As soon as you open the door and enter the room the three skeletons become animated. Standing up and wielding short swords.
**Rolling Iniative**
Rolls
Iniative: Gu’lorg, Leylin,Mynok, Ryti, Seron, Spark - (1d20+5, 1d20+4, 1d20+2, 1d20+2, 1d20+3, 1d20+4)
1d20+5 : (10) + 5 = 15
1d20+4 : (2) + 4 = 6
1d20+2 : (20) + 2 = 22
1d20+2 : (14) + 2 = 16
1d20+3 : (8) + 3 = 11
1d20+4 : (15) + 4 = 19
Skeletons - (1d20+2)
(8) + 2 = 10
Spark said that with a low and unforgiving voice. He rises his shield, get a good grip on his sword to block incoming attacks and move slightly to his left, just enough to let Mynok join if he wants to. Dodge action I'll block them, attack from range while focusing on the same target!
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Rolls
Ray of Frost attack vs closest skeleton - (1d20+5, 1d8)
1d20+5 : (2) + 5 = 7
1d8 : (2) = 2
Rolls
Greatax - (1d20+4)
(11) + 4 = 15
damage - (1d12+2)
(8) + 2 = 10
Rolls
Rapier Attack - (1D20+5)
(1) + 5 = 6
Damage if hit - (1D8+3)
(4) + 3 = 7
Tresendar Manor
Roster Status
You can move through a nonhostile creature’s space. [...] another creature’s space is difficult terrain for you. Whether a creature is a friend or an enemy, you can’t willingly end your move in its space.
Red skeleton attacks Gu’lorg
Orange skeleton attacks Spark
Yellow skeleton attacks Mynok
Rolls
Red>Gu’loRg Short Sword, piercing - (1D20+4, 1d6+2)
1D20+4 : (1) + 4 = 5
1d6+2 : (5) + 2 = 7
Orange>Mynok Short Sword, piercing - (1D20+4, 1d6+2)
1D20+4 : (18) + 4 = 22
1d6+2 : (4) + 2 = 6
Yellow>Spark Short Sword, piercing - (1D20+4, 1d6+2)
1D20+4 : (17) + 4 = 21
1d6+2 : (1) + 2 = 3
Yellow to Mynok disadvantaged - (1D20+4)
(10) + 4 = 14
Roster Status
If Leylin stands behind Ryti - can he see any of skeletons?
@GM, attacks against me are were (until that turn) made with disadvantage due to the Dodge action.
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green electric spark leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your spellcasting ability modifier.
Rolls
Green-shocking blade - (1d20+6)
(2) + 6 = 8
Primary damage - (1d6+4)
(1) + 4 = 5
Sparks green blades attack does not make contact with the undead creatures form.
Turn:
Mynok, Ryti, Gu’lorg, Seron
Tresendar Manor
Roster Status
Rolls
Glass Staff (Quarterstaff) Attack vs. Red Skelly - (1d20+3, 1d8+3)
1d20+3 : (13) + 3 = 16
1d8+3 : (3) + 3 = 6
Ryti, Seron, My ok are up
Rolls
Firebolt - (1D20+4)
(6) + 4 = 10
Fire damage - (1D10)
(3) = 3
Rolls
Damage - (1d12+2)
(1) + 2 = 3
great ax - (1d20+4)
(2) + 4 = 6
Mynok's attack is parried by the skeleton.
The skeletons continue to press the attack all 3 swinging their swords.
Rolls
Red>Gulorg Short Sword, piercing - (1D20+4, 1d6+2)
1D20+4 : (6) + 4 = 10
1d6+2 : (1) + 2 = 3
Orange> Mynok Short Sword, piercing - (1D20+4, 1d6+2)
1D20+4 : (1) + 4 = 5
1d6+2 : (3) + 2 = 5
Yellow>Spark - (1D20+4, 1d6+2)
1D20+4 : (18) + 4 = 22
1d6+2 : (3) + 2 = 5
Secret Roll
Leylin is up again then back to the top of the round...everyone is up.
Rolls
Glass Staff Attack vs Skeleton - (1d20+3, 1d4+1)
1d20+3 : (11) + 3 = 14
1d4+1 : (1) + 1 = 2
Oh yeah, action - Leylin is still "ready" to attack if there is an opening. In game terms - if there's an enemy with 1/2 cover or less.
Rolls
damage - (1d12+2)
(8) + 2 = 10
great ax - (1d20+4)
(15) + 4 = 19
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green electric spark leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your spellcasting ability modifier.
Rolls
Green-shocking blade > yellow - (1d20+6, 1d6+4)
1d20+6 : (8) + 6 = 14
1d6+4 : (5) + 4 = 9
Green-shocking blade secondary damage > red - (0d2+3)
() + 3 = 3
Mynok's axe swing from below lands destroy's one of its legs. The skeleton falls prone on top of the sarcophagus but is still moving.
Spark calls forth a green arcane energy that surrounds his blade. He hits the skeleton in front of him and its bones scatter across the floor. The green energy instantaneously leaps to the undead creature in front of Gu'lorg. That skeleton similarly has its form shattered from the force of the magic.
Ryti, Seron are up..(Leylin has lost sight of the one skeleton now that it is prone.
Tresendar Manor
Roster Status
Rolls
Rapier Attack with advantage. - (1D20+5, 1d20+5, 1d8+5, 1D6)
1D20+5 : (17) + 5 = 22
1d20+5 : (14) + 5 = 19
1d8+5 : (7) + 5 = 12
1D6 : (2) = 2
**combat over**
The map pops in the air just at my fingertips:

The lids of all the sarcophagi are closed. The kids of each one depicts a figure. Presumably of the one laid within. Two human males and one human female.
Rolls
Perception - (1d20+3)
(17) + 3 = 20
— No sounds from behind the door. Might be nothing or they heard the fight and ready for us.
Said that I move the western wall right opposite to the south-eastern door and aim my crossbow at it. Just in case.
I feel so stupid now...
In my head Leylin was listening on the top door, that should lead to prisoners.
Rolls
Investigation - (1d20+5)
(19) + 5 = 24
I make sure that the sarcophagus can't be easily opened before I turn my back on them, and then join Gu'lorg to the north-east door.
— Hey Gu'lorg, let me open that door when you're done inspecting it would you? I'll stand ready to block incoming attacks while you guys prepare ranged counterattacks. Unless you've got a spare spell to open it remotely?
If he agrees I'll wait until everyone is ready, get my shield in front of me and open the door. It it is closed, I'll kick it down.
Rolls
Kicking the door open if needed (STR) - (1d20+2)
(9) + 2 = 11
Any advtg due to having time to kick the right way? - (1d20+2)
(13) + 2 = 15
Rolls
Secret Roll
Rolls
Perception - (1d20+3)
(7) + 3 = 10
rolling Iniative...
Rolls
Iniative: Gu’lorg, Leylin,Mynok, Ryti, Seron, Spark - (1d20+5, 1d20+4, 1d20+2, 1d20+2, 1d20+3, 1d20+4)
1d20+5 : (7) + 5 = 12
1d20+4 : (2) + 4 = 6
1d20+2 : (5) + 2 = 7
1d20+2 : (17) + 2 = 19
1d20+3 : (4) + 3 = 7
1d20+4 : (8) + 4 = 12
Redbrands - (1D20+2)
(16) + 2 = 18
Ryti
Redbrands
Gu’lorg Spark Seron Mynock Leylin >>Ryti
Ryti just seems to dance aimlessly, not really paying much attention. The two Redbrands spring to action and quickly block the opening and begin to attack Spark
Rolls
Green>>Spark 1-Shortsword/piercing 2- Shortsword/piercing - (1d20+4, 1d6+2, 1d20+4, 1d6+2)
1d20+4 : (4) + 4 = 8
1d6+2 : (1) + 2 = 3
1d20+4 : (1) + 4 = 5
1d6+2 : (6) + 2 = 8
Yellow>>Spark 1-Shortsword/piercing 2- Shortsword/piercing - (1d20+4, 1d6+2, 1d20+4, 1d6+2)
1d20+4 : (4) + 4 = 8
1d6+2 : (5) + 2 = 7
1d20+4 : (8) + 4 = 12
1d6+2 : (3) + 2 = 5
Everyone who is here is up!!
Tresendar Manor
Roster Status
Rolls
Green-shocking blade > Green - (1d20+6, 1d6+4)
1d20+6 : (3) + 6 = 9
1d6+4 : (4) + 4 = 8
Green-shocking blade secondary damage > Yellow - (0d2+3)
() + 3 = 3
He then steps back, with his back against the northern-most coffin on the far wall and says, Spark, back up!
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Rolls
Ray of Frost attack vs. green Redbrand (cold dmg, on hit reduce speed by 10 ft) - (1d20+5, 1d8)
1d20+5 : (15) + 5 = 20
1d8 : (1) = 1
**Leylin, Ryti, Mynock, Seron**
Attack (Light crossbow vs Redbrand) 「action」
Rolls
Attack - (1d20+6)
(13) + 6 = 19
Damage (piercing) - (1d8+4)
(4) + 4 = 8
"Give Just Ice!" With a battle cry Ryti rushes forward between the legs of Spark and the Redbrand and enters the next room. He turns to face the two enemies and raises his arms and shouts at the top of his lungs in a cute attempt to look menancing
Once you use this feature, you can't use it again until you finish a short or long rest.
Rolls
REdbrand saves GReen/Yellow - (1d20-1, 1d20-1)
1d20-1 : (19) - 1 = 18
1d20-1 : (14) - 1 = 13
Mynok fills in next to Gu'lorg and tosses a javelin at the Green Redbrand as well.
Rolls
Seron Daggers attack, piercing damage, sneak attack - (1d20+5, 1d4+3, 1d6, 1d20+5, 1d4)
1d20+5 : (1) + 5 = 6
1d4+3 : (2) + 3 = 5
1d6 : (5) = 5
1d20+5 : (2) + 5 = 7
1d4 : (2) = 2
Mynok Javelin - (1d20+4, 1d6+2)
1d20+4 : (12) + 4 = 16
1d6+2 : (3) + 2 = 5
Unaffected by Ryti's attempts to frighten him, the yellow Redbrand swings his shortsword at the halfling, while the green one attacks Spark again.
Rolls
Green>>Spark Shortsword/piercing - (1d20+4, 1d6+2)
1d20+4 : (11) + 4 = 15
1d6+2 : (5) + 2 = 7
Yellow>>Ryti Shortsword/piercing - (1d20+4, 1d6+2)
1d20+4 : (16) + 4 = 20
1d6+2 : (5) + 2 = 7
Good guys are go!!!
Tresendar Manor
Roster Status
Rolls
Ray of Frost vs. Green Redbrand - (1d20+5, 1d8)
1d20+5 : (13) + 5 = 18
1d8 : (2) = 2
Gu’lorg hits the man square in the face, this time creating a piece of ic that covers his mouth and nose. He gasps for air before passing out and suffocating to death.
Ready Action (Attack if Leylin sees any target with less than 3/4 cover) 「action」
Rolls
Persuasion - (1d20+5)
(1) + 5 = 6
Rolls
Eldritch Blast, disadvantage - (1d20+5, 1d20+5, 1d10+3)
1d20+5 : (14) + 5 = 19
1d20+5 : (5) + 5 = 10
1d10+3 : (4) + 3 = 7
**Everyone is back up again**
Rolls
Shortsword/piercing - (1d20+4, 1d6+2)
1d20+4 : (17) + 4 = 21
1d6+2 : (2) + 2 = 4
Rolls
Ray of Frost vs Redbrand - (1d20+5, 1d8)
1d20+5 : (8) + 5 = 13
1d8 : (2) = 2
Ready Action (Attack if Leylin sees any target with less than 3/4 cover) 「action」
Seeing that the little halfling took a hit and might be in bad posture, I step in the prison and try to bring the attention back on me by incanting out loud in elemental while hitting the coward that just hurt out little friend!
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a successful melee attack with a weapon against one creature, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
Rolls
Booming blade > Yellow - (1d20+6, 1d6+4)
1d20+6 : (4) + 6 = 10
1d6+4 : (1) + 4 = 5
Booming blade secondary damage if he moves - (1d8)
(6) = 6
Rolls
Ray of Frost attack vs. Redbrand - (1d20+5, 1d8)
1d20+5 : (3) + 5 = 8
1d8 : (8) = 8
Rolls
Mynok >>Redbrand great axe, slashing - (1D20+4, 1d12+2)
1D20+4 : (13) + 4 = 17
1d12+2 : (11) + 2 = 13
Seron rushes into the room as well and sets in behind Spark and tosses a Firebolt in the bleeding bandits direction.
Rolls
Firebolt - (1D20+4, 1d10)
1D20+4 : (8) + 4 = 12
1d10 : (10) = 10
Ryti pulls out his dagger and attempts to finish off the human.
Rolls
Dagger - (1D20+4, 1d4+2)
1D20+4 : (12) + 4 = 16
1d4+2 : (2) + 2 = 4
Then I'll search the bandits for some keys that would be useful to free the prisoners.
Rolls
Wisdom (medecine) check (no prof or kit) - (1d20+1)
(9) + 1 = 10
Who of these men would have the keys to release you from your cell?
The woman quickly speaks up, "Thank you, thank you we have been in this cell for days. These bastards killed my husband for defying them and then came to our home and abducted myself and my children. They said they were going to sell us into slavery."
Rolls
Perception - (1d20+3)
(20) + 3 = 23
The woman begins consoling the young boy "It’s ok Nars, it’s ok. These people are saving us."
Rolls
Stealth - (1d20+6)
(4) + 6 = 10
Stealth (Nomadic Chameleon) - (1d20+6)
(16) + 6 = 22

— We will escort you to the exit, but then you'll have to take care of yourselves to go to the village? There are two swords here, you should take them with you.
When we're all set, I'll go with Leylin or between him and the group if he prefers to scout alone.
The woman puts both arms around her children and begins to follow Mynok. She pauses before reaching the door, "Thank you all again, so much. My family has nothing to offer you as a reward, but I may know of somewhere that a valuable heirloom is hidden.
When I was a young girl, my family and I fled from the town of Thundertree after undead creatures overran the place. My family had an herb and alchemy shop, inside which a case containing an emerald necklace was hidden beneath a section of storage shelves. We never dared return to retrieve it so it most likely is still there. The shop was in the southeast part of Thundertree. If you ever find yourselves near there it may be worth investigating." With that she smiles and ushers her children out of the room.
Seron speaks up as well at this time, "I think I'm going to follow them back out to town as well, I"m feeling a little stuffy down here. Don't forget to check the crevasse before you leave, I found something beneath the northern bridge that I planned to go back to but I think its more important to see these folks to safety. Good luck friends I hope we cross paths again."
Seron follows the others out of the room.

By Tiamat's toenails, we're doing it again! I'll follow your lead as to where to go, but let's get moving.
Gu'lorg chokes down on his quarterstaff, gripping it tightly.
— Right here looks like a good spot to ambush them. Whenever you're ready...
Rolls
Stealth - (1d20+6)
(10) + 6 = 16
Stealth (Nomadic Chameleon) - (1d20+6)
(17) + 6 = 23
Then I make a sign to signify them that I noticed their presence and ask them to wait a bit.
Rolls
Investigation - (1d20+4)
(4) + 4 = 8
Magic phrase confirmed.
Rolls
Investigation - (1d20+4)
(20) + 4 = 24
Tresendar Manor
Roster Status
Any rolls needed?
Shenea notices the other bridge and crosses the gorge that way. Ya know... a bridge is easier most of the time. As she approaches the group she curtseys as if in a dress while wearing the chainmail and shield. Its a pleasure! She notices that the guys are dirty. We need to get you a bath when we get into town proper.
but if the danger were afoot, i'm sure we wouldn't have waited as we did so.
She focuses on the other party memebers. Thats what you are doing right waiting for your companion?
— Call me Spark. This is an ambush. One of us went on his own and will come back with enemies behind him. Get ready to fight.
The door appears to open outwards towards the room you currently occupy.
By my calculations he should be able to make it to the point where tunnel makes turn.
And yes, he did it without saying anything. Probably with a poker face as well.
Rolls
Attack - (1d20+6)
(3) + 6 = 9

Rolls
Athletics [Nomadic Mind] - (1d20+2)
(20) + 2 = 22
The bandits immediately give chase after him with weapons drawn.
**Iniative**
Leylin hasn’t made any sound yet so no one is alerted to what is happening but I am establishing Iniative. If you come up before being alerted I will only consider movement into the hallway metagaming. Anything prep or readying action is fine.
Rolls
Iniative: Gu’lorg, Leylin,Mynok, Ryti, Seron, Spark - (1d20+5, 1d20+4, 1d20+2, 1d20+2, 1d20+2, 1d20+4)
1d20+5 : (9) + 5 = 14
1d20+4 : (19) + 4 = 23
1d20+2 : (16) + 2 = 18
1d20+2 : (8) + 2 = 10
1d20+2 : (5) + 2 = 7
1d20+4 : (8) + 4 = 12
Redbrands Iniative - (1D20+2)
(16) + 2 = 18
Order:
Leylin, Hal
Redbrands
Everyone else
Talent (Light Step +10 speed, etc) 「bonus」Move (40ft, that includes long jump) 「movement」Ready Action (Attack any enemy that appears) 「action」
Leylin - for diagonal movement I use the 5-10-5-10 rule and I don’t believe in diagonal movement around corners. You make it across the crevasse but not behind the rock.
The Redbrands continue their pursuit of Leylin and run right into the face of Shenea and Spark.
Roster Status
Rolls
Readied attack - (1d20+4)
(1) + 4 = 5
Damage if hit - (1d8+2)
(3) + 2 = 5
Rolls
Mace attack GO! - (1d20+4, 1d6+2)
1d20+4 : (20) + 4 = 24
1d6+2 : (5) + 2 = 7
Action: Gu’lorg and Spark
Rolls
Attack - (1d20+6)
(13) + 6 = 19
Damage (piercing) - (1d8+4)
(2) + 4 = 6
Action: Gu’lorg and Spark
Tresendar Manor
Roster Status
Action Needed:
Gu’lorg
Spark
Action: Thunderwave
Bonus: Tempestuous Magic to get behind them so that they can't run away
Movement: 10ft into my companion's space?
Casting Time: 1 Action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
Rolling con saves DC13
Roster Status
Rolls
Con saves #3, #1 - (1D20+1, 1d20+1)
1D20+1 : (6) + 1 = 7
1d20+1 : (14) + 1 = 15
Roster Status
I will roll the damage for the thunder wave now. I will make a dex save for #1...same DC13. If he fails he takes bludgeoning against the wall (1d4) if he saves he will move to the next adjacent space.
Rolls
Thunder wave damage - (2d8)
(34) = 7
#1 dex save - (1D20+2)
(6) + 2 = 8
Wall damage - (1D4)
(4) = 4
Also, sorry about the delay: soccer world cup finals + kids and now it's already midnight...
Rolls
Ray of Frost vs Redbrand 3 - (1d20+5, 1d8)
1d20+5 : (11) + 5 = 16
1d8 : (3) = 3
Rolls
Shoot arrow at Redbrand3 - (1d20+4)
(13) + 4 = 17
longbow damage - (1d8+2)
(5) + 2 = 7
The remaining Redbrand doesn't like the odds any longer, as his two comrades were quickly mowed down. He turns around and takes off down the hallway.
Just then 3 more Redbrands appear from the hallway to the northwest of the bridge and a 4th one comes up the stairs where Leylin was watching. He rushes Leylin as Leylin takes a shot at him.
ACtion Needed:
Shenea/Spark/Gu'lorg
Roster Status
He then steps to the right to hug the rock wall in order to avoid any reprisal and also to give room for his beefier friends.
Range: 60 feet
Components: S,M (a drop of water or a piece of ice)
Duration: Instantaneous
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Rolls
Ice Knife vs. Redbrand 5 (piercing dmg) - (1d20+5, 1d10)
1d20+5 : (19) + 5 = 24
1d10 : (1) = 1
Ice Explosion - Dex saves for all 3 redbrands on the bridge (cold dmg) - (2d6)
(12) = 3
Action: Swing
Move: move 30' to be diagonal of #6
Bonus: Glare...
Rolls
Mace - (1d20+4, 1d6+2)
1d20+4 : (6) + 4 = 10
1d6+2 : (6) + 2 = 8
Rolls
Attack - (1d20+6)
(6) + 6 = 12
Damage (piercing) - (1d8+4)
(7) + 4 = 11
Shenea attempts to head off the bandits as they cross the bridge, dashing inorder to make it around his allies.
Gu’lorg’s ice shard hits the Redbrand standing on the bridge before exploding...
Rolls
Dex saves: DC13 5,6,7 - (1D20+2, 1d20+2, 1d20+2)
1D20+2 : (12) + 2 = 14
1d20+2 : (20) + 2 = 22
1d20+2 : (20) + 2 = 22
Rolls
Eldritch Blast - (1D20+5, 1d10+3)
1D20+5 : (9) + 5 = 14
1d10+3 : (7) + 3 = 10
Rolls
#6 fall damage - (2d6)
(21) = 3
Hex damage - (1D6)
(2) = 2
Rolls
Attacking redbrand 4 - (1d20+7)
(17) + 7 = 24
Arrow damage with +2 for favored enemy of humanoid and d6 for huntersmark - (1d8, 1d6+4)
1d8 : (8) = 8
1d6+4 : (6) + 4 = 10
Movement: 30ft North
Action: Thunderwave targeting Bandits 7, 5, 6 and Bugbear 3.
Bonus: Tempestuous Magic to end just north of Shenea
Casting Time: 1 Action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
Rolls
Thunderwave (thunder damage, CON save for 1/2) - (2d8)
(72) = 9
Rolls
Ray of Frost attack vs redbrand 5 - (1d20+5, 1d8)
1d20+5 : (1) + 5 = 6
1d8 : (8) = 8
Rolls
R5>>Shenea Shortsword/piercing - (1d20+4, 1d6+2)
1d20+4 : (14) + 4 = 18
1d6+2 : (2) + 2 = 4
R8>> Ryti Shortsword/piercing - (1d20+4, 1d6+2)
1d20+4 : (2) + 4 = 6
1d6+2 : (2) + 2 = 4
R5 disadvantage roll - (1D20)
(14) = 14
Shenea
Gu’lorg are up
Roster Status
Rolls
Mace to the Face - (1d20+4, 1d6+2)
1d20+4 : (8) + 4 = 12
1d6+2 : (3) + 2 = 5
Movement: 30ft North
Action: Thunderwave targeting Bandits 7, 5, 6 and Bugbear 3.
Bonus: Tempestuous Magic to end just north of Shenea
Casting Time: 1 Action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
Rolls
DC13 Con Saves: R6, B1, & B3 - (1d20+1, 1d20+1, 1d20+1)
1d20+1 : (19) + 1 = 20
1d20+1 : (1) + 1 = 2
1d20+1 : (3) + 1 = 4
Thunder Damage - (2d8)
(68) = 14
Rolls
Ray of Frost vs bugbear 3 - (1d20+5, 1d8)
1d20+5 : (5) + 5 = 10
1d8 : (8) = 8
Movement: 15ft to get east of R5
Action: Booming Blade
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a successful melee attack with a weapon against one creature, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
Rolls
Booming blade > R5 - (1d20+6, 1d6+4)
1d20+6 : (15) + 6 = 21
1d6+4 : (2) + 4 = 6
B1 jumps across the crevasse and meets Gu’lorg head on and swings his Morningstar at the hobgoblin Wizard. The strike lands dealing heavy damage (14-6temp hp= -8 net damage)
B2 takes a 10’ running start and launches himself across the opening as well and lands next to Hal. The Bugbear attacks Hal with his weapon. The Morningstar cutting into his flesh. (-10)
B3 runs across the now clear bridge to attack Spark. The brutal strike leaves Spark in rough shape. (15-1temp=14 net damage)
Rolls
B1>>Gu’lorg Morningstar/piercing damage - (1d20+4, 2d8+2)
1d20+4 : (15) + 4 = 19
2d8+2 : (48) + 2 = 14
B2>>Hal Morningstar/piercing damage - (1d20+4, 2d8+2)
1d20+4 : (11) + 4 = 15
2d8+2 : (26) + 2 = 10
B3>>Spark Morningstar/piercing damage - (1d20+4, 2d8+2)
1d20+4 : (15) + 4 = 19
2d8+2 : (85) + 2 = 15
Rolls
Attack - (1d20+6)
(3) + 6 = 9
Rolls
Attack B2 at disadvantage for ranged in melee - (1D20+7, 1d20+7)
1D20+7 : (8) + 7 = 15
1d20+7 : (5) + 7 = 12
d8+3 longbow, +2 favored enemy, d6 hunters mark - (1d8+5, 1d6)
1d8+5 : (6) + 5 = 11
1d6 : (3) = 3
Rolls
Eldritch blast w/disadvantage - (1D20+5, 1d20+5, 1d10)
1D20+5 : (12) + 5 = 17
1d20+5 : (5) + 5 = 10
1d10 : (4) = 4
Rolls
7>>Ryti Shortsword/piercing #1 disadvantage - (1D20+4, 1d20+4, 1d6+2)
1D20+4 : (5) + 4 = 9
1d20+4 : (16) + 4 = 20
1d6+2 : (1) + 2 = 3
7>>Ryti Shortsword/piercing #2 disadvantage - (1D20+4, 1d20+4, 1d6+2)
1D20+4 : (8) + 4 = 12
1d20+4 : (1) + 4 = 5
1d6+2 : (2) + 2 = 4
5>>Shenea Shortsword/piercing #1 disadvantage - (1D20+4, 1d20+4, 1d6+2)
1D20+4 : (3) + 4 = 7
1d20+4 : (20) + 4 = 24
1d6+2 : (1) + 2 = 3
5>>Shenea Shortsword/piercing #2 disadvantage - (1D20+4, 1d20+4, 1d6+2)
1D20+4 : (20) + 4 = 24
1d20+4 : (13) + 4 = 17
1d6+2 : (5) + 2 = 7
Shenea
Gu’lorg are up
Roster Status
Aware that I won't be able to face two enemies at the same time, I focus my power on finishing one of them so that we can get number advantage against the bugbear. I took a devastating hit: blood is flowing abundantly and my left side is killing me. The pain is almost unbearable as I cast my spell: ਮੇਰੀ ਤਲਵਾਰ ਵਿੱਚੋਂ ਬਿਜਲੀ, ਮੈਨੂੰ ਇੱਕ ਭਿਆਨਕ ਵਿਨਾਸ਼ ਤੋਂ ਬਚਾਉਣ ਲਈ ਇਸ ਦੁਸ਼ਮਣ ਨੂੰ ਪੂਰਾ ਕਰੋ.
Rolls
Green-shocking blade > R5 - (1d20+6, 1d6+4)
1d20+6 : (16) + 6 = 22
1d6+4 : (2) + 4 = 6
Green-shocking blade secondary damage > B3 - (0d2+3)
() + 3 = 3
Range: 60 feet
Components: V, S, M (a bit of pork rind or butter)
Duration: 1 minute
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Rolls
Healing word to home skizzle that took the 10980987 dmg behind me - (1d4+6)
(1) + 6 = 7
Mace to the face to the gent in front of me - (1d20+4, 1d6+2)
1d20+4 : (2) + 4 = 6
1d6+2 : (1) + 2 = 3
Gu'lorg's spell causes his attacker to attempt to steady himself...
Shenea heals an ally but can't focus enough to make contact with her target.
Rolls
dex save for D1 - (1d20+2)
(15) + 2 = 17
B3 again attacks spark with his morningstar, attempting to take out his foe...
B1 steadies himself on the grease and swings again at Gu'lorg...
Rolls
B3>>Spark Morninstar/piercing damage - (1d20+4, 2d8+2)
1d20+4 : (20) + 4 = 24
2d8+2 : (55) + 2 = 12
B1>>Gu'lorg Morninstar/piercing damage - (1d20+4, 2d8+2)
1d20+4 : (11) + 4 = 15
2d8+2 : (48) + 2 = 14
B2>>Hal Morninstar/piercing damage - (1d20+4, 2d8+2)
1d20+4 : (13) + 4 = 17
2d8+2 : (84) + 2 = 14
Dex Save - (1d20+2)
(7) + 2 = 9
Ryti shrieks out loud as he sees his friends begin to drop and pulls a dagger out and stabs at the redbrand still in his way.
Rolls
Dagger>>R7 - (1d20+4, 1d4+2)
1d20+4 : (19) + 4 = 23
1d4+2 : (3) + 2 = 5
The biggest of money!
Rolls
death save - (1d20)
(20) = 20
⟦The path with a trap. I can use it and circle around. Please, stars, keep them alive until I do...⟧
Talent (Light Step +10ft speed) 「bonus」Move (40ft to the east) 「movement」
And he will close hidden door behind him.
Leylin- upon entering the room with the cistern you spot the Redbrand that had previously fled the battle at the top of the stairs attempting, without luck, to get through the doorway at the top.
R1 turns around to see Leylin bolt through the room. He continues attempting to open the jammed door.
Rolls
R7>>Ryti #1- Shortsword/piercing disadvantage - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (5) + 4 = 9
1d20+4 : (18) + 4 = 22
1d6+2 : (6) + 2 = 8
R7>>Ryti #2- Shortsword/piercing disadvantage - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (1) + 4 = 5
1d20+4 : (7) + 4 = 11
1d6+2 : (3) + 2 = 5
R5>>Shenea #1- Shortsword/piercing disadvantage - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (3) + 4 = 7
1d20+4 : (11) + 4 = 15
1d6+2 : (6) + 2 = 8
R5>>Shenea #2- Shortsword/piercing disadvantage - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (9) + 4 = 13
1d20+4 : (6) + 4 = 10
1d6+2 : (4) + 2 = 6
Spark and Gu'lorg we need to see some Death Saves
Roster Status
Failures: 1/3
Rolls
Death Save - (1d20)
(9) = 9
I'll swing at bandit 5. umm.. and ill healing word spark again.
Rolls
Healing word of life - (1d4+6)
(2) + 6 = 8
I do disassemble #5 - (1d20+4, 1d6+2)
1d20+4 : (8) + 4 = 12
1d6+2 : (3) + 2 = 5
I stand up but change my initial target for the more threatening one: firmly holding my sword as I attempt to down the bugbear, I pronounce a short incantation and aim for the legs. With my other hand, I raise my shield like the ultimate protection between me and my end.
Rolls
Green-shocking blade > Bugbear - (1d20+6, 1d6+4)
1d20+6 : (6) + 6 = 12
1d6+4 : (4) + 4 = 8
Green-shocking blade secondary damage > bandit - (0d2+3)
() + 3 = 3
Spark misses with his arcane inhanced blade.
The bugbears continue their assault.
B1 stands up from prone and steps over the unconcious Gu'lorg to attack Shenea...
B2 lets Hal run off and decides to jump back across the bridge to the otherside instead of contending with the grease spot.
B3 takse a swing at Spark...
Rolls
B1>>Shenea Morninstar/piercing damage - (1d20+4, 2d8+2)
1d20+4 : (2) + 4 = 6
2d8+2 : (83) + 2 = 13
B3>>Spark Morninstar/piercing damage - (1d20+4, 2d8+2)
1d20+4 : (19) + 4 = 23
2d8+2 : (76) + 2 = 15
Ryti sees his friend fall again and launches and Eldritch blast at the Bugbear...
Rolls
Eldritch Blast>.B3 - (1d20+5, 1d10+3)
1d20+5 : (18) + 5 = 23
1d10+3 : (8) + 3 = 11
Roster Status
Rolls
longbow at B2 - (1d20+7)
(8) + 7 = 15
longbow with huntersmark and favored enemy - (1d8+5, 1d6)
1d8+5 : (6) + 5 = 11
1d6 : (6) = 6
Rolls
Perception - (1d20+3)
(4) + 3 = 7
Perception (adv) - (1d20+3)
(15) + 3 = 18
The drunken Redbrands continue to fight.
Rolls
R5>>Shenea Shortsword/piercing disadvantage - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (6) + 4 = 10
1d20+4 : (17) + 4 = 21
1d6+2 : (5) + 2 = 7
R7>.Ryti Shortsword/piercing disadvantage - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (3) + 4 = 7
1d20+4 : (4) + 4 = 8
1d6+2 : (5) + 2 = 7
Shenea is up
Roster Status
Failures: 0/3
Rolls
Death Saves - (1d20)
(17) = 17
Casting Word of Radiance
Casting Time: 1 action
Range: 5 feet
Components: V, M (a holy symbol)
Duration: Instantaneous
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
Rolls
Con save or take 1d6 - (1d6)
(4) = 4
Failure: 0/3
Rolls
Death saving throw - (1d20)
(16) = 16
R5 and B1
Rolls
Con Saves R5 and B1 - (1d20+1, 1d20+1)
1d20+1 : (17) + 1 = 18
1d20+1 : (15) + 1 = 16
Rolls
B2>>Shenea Morninstar/piercing damage - (1d20+4, 2d8+2)
1d20+4 : (10) + 4 = 14
2d8+2 : (63) + 2 = 11
B2>>Shenea Morninstar/piercing damage - (1d20+4, 2d8+2)
1d20+4 : (20) + 4 = 24
2d8+2 : (85) + 2 = 15
Ryti fires another Eldritch Blast at the Bugbear that just crossed the bridge.
Rolls
Eldritch Blast - (1d20+5, 1d10+3)
1d20+5 : (15) + 5 = 20
1d10+3 : (1) + 3 = 4
Rolls
B2 Fall Damage - (2d6)
(46) = 10
Move (Into an alcove at top-right corner of storage room) 「movement」Attack (Crossbow vs RB7) 「action」
Rolls
Attack - (1d20+6)
(9) + 6 = 15
Damage (piercing) - (1d8+4)
(3) + 4 = 7
Rolls
Shoot at B1 - (1d20+7)
(8) + 7 = 15
d8+3 longbow, +2 favored enemy - (1d8+5)
(3) + 5 = 8
Hal’s arrow unfortunately fails to find his mark. His eyes already beginning to water at the sight of his sister being felled.
One of the Redbrands shouts at the bugbear standing between several unconscious bodies. "Mosk, take care of that last one. We’ll handle the one over here. Keep em breathing. They’ll make good slaves." The bugbear, who you now notice wears a bejeweled eyepatch just sort of grunts in acknowledgement.
R5 then moves up to attack Ryti while R7 moves from Ryti to advance on the source of the previous arrow strike. Ryti takes an attack of opportunity against the moving Redbrand.
Rolls
Ryti>>R7 dagger - (1D20+4, 1d4+2)
1D20+4 : (10) + 4 = 14
1d4+2 : (3) + 2 = 5
R5>>Ryti disadvantage - (1D20+4, 1d20+4, 1d6+2)
1D20+4 : (13) + 4 = 17
1d20+4 : (2) + 4 = 6
1d6+2 : (1) + 2 = 3
Success: 2/3
Failure: 0/3
Rolls
Death saving throw - (1d20)
(19) = 19
Successes: 1/3
Failures: 1/3
Rolls
Death Save - (1d20)
(19) = 19
Shenea 1/0
Spark 2/0
Bugbears are up.
The Bugbear in the pit begins to hurredly climb up the crevasse wall making it about halfway up the 20’ incline.
Ryti takes his dagger and turns it on the last Redbrand.
Rolls
Dex save - (1D20+2)
(7) + 2 = 9
Ryti>>Redbrand - (1D20+4, 1d4+2)
1D20+4 : (8) + 4 = 12
1d4+2 : (1) + 2 = 3
Move (20ft to SW room corner) 「movement」Attack (Crossbow vs RB5) 「action」
Rolls
Attack - (1d20+6)
(4) + 6 = 10
Roster Status
Rolls
R8>> Ryti Shortsword/piercing - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (17) + 4 = 21
1d20+4 : (19) + 4 = 23
1d6+2 : (3) + 2 = 5
Success: 2/3
Failure: 1/3
Still hoping for a 20 (last chance!)...
...dammit! First failure!
Rolls
Death saving throw - (1d20)
(5) = 5
1/3 yay
1/3 nay
Rolls
death save - (1d20)
(9) = 9
B2 manages to climb the rest of the way back out of the hole and dashes over towards Ryti and Leylin.
Ryti, frightened by the sudden appearance of the Bugbear, stabs at it with his dagger.
Rolls
Mosk>>Hal Morninstar/piercing damage - (1d20+4, 2d8+2)
1d20+4 : (5) + 4 = 9
2d8+2 : (67) + 2 = 15
Ryti>>B2 - (1d20+4, 1d4+2)
1d20+4 : (16) + 4 = 20
1d4+2 : (1) + 2 = 3
Gu’lorg unconscious hours d4 - (1D4)
(3) = 3
Roster Status
Attack (Crossbow vs BugBear #2) 「action」Move (20ft to the alcove) 「movement」
Rolls
Attack - (1d20+6)
(12) + 6 = 18
Damage (piercing) - (1d8+4)
(8) + 4 = 12
Leylin - Your arrow pierces the snarling Bugbears eye socket and it falls back dead.
R5 attempts to take out Ryti.
Rolls
R5>>Ryti Shortsword/piercing disadvantage - (1D20+4, 1d20+4, 1d6+2)
1D20+4 : (15) + 4 = 19
1d20+4 : (14) + 4 = 18
1d6+2 : (4) + 2 = 6
R5>>Ryti Shortsword/piercing disadvantage - (1D20+4, 1d20+4, 1d6+2)
1D20+4 : (12) + 4 = 16
1d20+4 : (15) + 4 = 19
1d6+2 : (5) + 2 = 7
Spark and Shenea let’s see them saves
Edit:well, I'm stable but unconscious...
Rolls
Death saving throw - (1d20)
(12) = 12
yay 1/
nay 2/3
nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
Rolls
dont die save - (1d20)
(5) = 5
Rolls
Mosk>.Hal Morninstar/piercing damage - (1d20+4, 2d8+2)
1d20+4 : (2) + 4 = 6
2d8+2 : (53) + 2 = 10
Spark hours unconscious - (1D4)
(3) = 3
Rolls
Ryti Death Save - (1d20)
(4) = 4
Attack (Crossbow vs RB5) 「action」Move (If RB5 is down - to the square west of him. Otherwise to the bottom left corner of room) 「movement」
Rolls
Attack - (1d20+6)
(19) + 6 = 25
Damage (piercing) - (1d8+4)
(3) + 4 = 7
Rolls
Shortsword with ensnaring strike. - (1d20+5)
(3) + 5 = 8
1d6+3
(3) + 3 = 6
yay 2/3
nay 2/3
Rolls
please don't die - (1d20)
(18) = 18
Rolls
Mosk>.Hal Morninstar/piercing damage - (1d20+4, 2d8+2)
1d20+4 : (18) + 4 = 22
2d8+2 : (11) + 2 = 4
Rolls
Ryti Death Save - (1d20)
(8) = 8
As my shot goes wide, I move back into the storage room, hurriedly reloading...
Attack (Crossbow vs Mosk) 「action」Move (Back into top-right alcove of the storage room) 「movement」
Rolls
Attack - (1d20+6)
(4) + 6 = 10
Rolling another savw for Ryti.
Leylin you can take your turn
Rolls
Ryti Death Save - (1d20)
(13) = 13
Save 0/3
.........welp. It was good knowing yall!!
Rolls
Death save - (1d20)
(1) = 1
Attack (you know, missed one) 「action」Move (40ft, should make it to the doors of 'trapped' coridor) 「movement」
Rolls
Attack - (1d20+6)
(3) + 6 = 9
RIP HAL
Still waiting on Shenea's final save
(rolling to see which door he picks - d2 - 1 is door in front of him in hallway 2 is heading south to room Leylin is in)
Rolls
Pick a door any door - (1d2)
(1) = 1
Rolls
Ryti Death Save - (1d20)
(19) = 19
yay 2/3
nay 3/3
Its a fitting end the bro/sis combo comes in pulls agro and dies together :)
Rolls
Dont let me die save - (1d20)
(6) = 6
And I did specify that Leylin closes doors behind him as he moves, so this one should be closed.
Roster Status
If not - he will move at full speed towards the "secret tunel"
Rolling Ryti's final death save.
Leylin you can take your next ACTION
Rolls
Death Save - (1d20)
(2) = 2
Rolls
Attack - (1d20+6)
(4) + 6 = 10
Rolls
Secret Roll
' doing what I can while Spark in unconscious.
I'll add Perception check just in case
Rolls
Perception - (1d20+3)
(3) + 3 = 6
After spending few moments to calm my mind, I start slowly moving back to the room with a water cistern...
Rolls
Stealth - (1d20+6)
(15) + 6 = 21
Stealth (Nomadic Chameleon) - (1d20+6)
(6) + 6 = 12
Perception - (1d20+3)
(9) + 3 = 12
Tresendar Manor
Roster Status
Roster Status
Attack (Crossbow vs Bugbear #1) 「reaction」
Rolls
Attack - (1d20+6)
(17) + 6 = 23
Attack (adv) - (1d20+6)
(5) + 6 = 11
Damage (piercing) - (1d8+4)
(8) + 4 = 12
Rolls
Attack - (1d20+6)
(6) + 6 = 12
Attack (adv. from Inspiration) - (1d20+6)
(13) + 6 = 19
Damage (piercing) - (1d8+4)
(8) + 4 = 12
1. Find Hal's body
2. Gather fallen allies' bodies in one place.
3. Put Gu'lorg and Spark in somewhat comfortable arrangements (puts them on bedrolls, uses Healer's Kit to bandage wounds)
4. If they still not awake at that point - he will start gathering redbrands and bugbears in two 'piles' while 'looting' them
5. Check the 'stash' down in the crevice
I guess at that point Gu'lorg and Spark will come to?
You peak your head into the room to find the shaking form of a goblin attempting to hide under a bunk. The room stinks and is clearly where the Bugbears were sleeping. The goblin does not attempt to attack you but cowers instead. You instantly recognize him as the very same goblin you let escape in front of the goblin hideout just a few days ago. The both of you show signs of recognition at the same time.
— Well, what we have here? I smile at him. You appear to be the last survivor here as all bugbears are dead... So if you won't struggle while I'm tying you up - I can promise that you won't be killed. At least - not anytime soon.
Looking through the fallen bodies of the Redbrands Leylin finds the following: 28sp 12gp 15ep and two garnets
The bugbears carried nothing except for the one with the jewel encrusted eyepatch. Beyond the eyepatch itself which is black leather with semiprecious stones "bedazzled" on it, he also carried a belt pouch containing 33 sp and an iron key.
While recovering Hal's body you looked into the room he was headed towards and noticed a table with bottles and cards on it. Upon closer inspection you find quite a bit of coin was left on the table from an apparent card game you broke up. The amount on the table are 75cp, 55sp, 22ep, 15gp and a set of gold earrings with a tiny ruby.
Once you feel satisfied in all that you carefully make your way down into the crevasse to investigate what Seron told you before leaving. Underneath the Northern bridge you spot a cubby hole containing a battered wooden chest. Inside you find 160sp, 120gp, five malachite gems, two potions you recognize immediately as Healing potions and another potion that you do not recognize right away.
The chest also holds a longsword in a silver-chased scabbard. The sword, upon inspection, is found to be inscribed with the name "Talon" and its hilt is worked in the shape of a bird of prey with outspread wings.
127 gp
22 ep
243 SP
75 cp
2 Garnets
5 Malachite
Jeweled Eyepatch - If you take
Gold Earrings with Tiny Ruby
2 - Healing Potions
1 - Unidentified Potion
1 -Longsword
I've also added one more shortsword as you've said that redbrands used them. So Leylin would pick up the best one either from the slain enemies or the armory.
About that "Talon" - any chance for a history check? :D
And if Spark and Gu'lorg are still out - Leylin would inspect the room with water cistern and aligned barracks.
About crossbow bolts, any chance there were any in armory?
Tell me if you need any rolls.
PS. What about the iron key from bugbear? Leylin would check if it was for the room where he tied up goblin and if it is - lock it.
I'm somewhat eager to get trashed by our stealthy scout for my lousy performance ! :-D
You try the iron key out on the lock and find that it works perfectly. You head towards the armory to find the door locked. Deciding to try the key again you find that it works that door as well and you gain entrance to the room. Racks of weapons line the walls of this chamber, including spears, swords, crossbows, and bolts. A dozen dirty cloaks hang from the books by the door.
6 short swords
4 Long swords
6 light crossbows
8 quivers holding 20 bolts each.
Rolls
History - (1d20+4)
(10) + 4 = 14
Perception - (1d20+3)
(1) + 3 = 4
The only thing Leylin finds in the cellar and barracks are barrels containing salted pork and beef, flour, sugar, apples and ale.
Also, unknown potion and "Talon" sword are lying on the ground in the corner, not far from Spark and Gu'lorg.
I blink and look around to learn which way went the fight. My hobgoblin friend lies on the ground too, roughed up but alive. Leylin is drinking quietly near us, keeping watch on our defenseless bodies.
I slowly sit up, groaning in pain from the deadly blows I took from the bugbear. I think I owe you one here. So before anything, thank you. Then, spotting the apples nearby, I reach for them May I?
Also i noticed ski that i dont have my sheet completed, the link is in there but its missing a lvl feature atm. just a heads up.
He's not a heavy drinker, so he's maybe on his second mug when those two begin to wake up
After about a minute of that, he shakes his head in his hands, then weakly stands up, outstretching his arms and legs as he does so. There are some audible pops of his joints.
Rolls
Short Rest Hit Dice - (2d6)
(12) = 3
After about a minute of that, he shakes his head in his hands, then weakly stands up, outstretching his arms and legs as he does so. There are some audible pops of his joints.
EDIT: with my crappy internet connection in vacations, I didn't get the refresh and our GM's post.
— At least you survived. Apple? I have ale here and some salted pork... I look down. Well, pork was consumed, need to get it from the storage room if you want some.
Rolls
Short rest healing - (1d10+2, 1d8+2)
1d10+2 : (3) + 2 = 5
1d8+2 : (6) + 2 = 8
Rolls
Arcana check (w/ Saving Face if fails) - (1d20+5)
(4) + 5 = 9
Bio:
While holding the staff, you have a +1 bonus to your Armor Class.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, on your turn you may cast one of the following spells from the staff if the spell is on your class’s spell list: mage armor (1 charge) or shield (2 charges). No components are required.
The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff’s last charge, roll a d20. On a 1, the staff shatters and is destroyed.
Spark make an arcana check to see if it has any magical properties and/or a history check to see if you recall any information about it.
Rolls
Arcana check - (1d20+2)
(3) + 2 = 5
History check - (1d20)
(12) = 12
Then, when Gu'lorg asks about a larger organization, I put the weapon next to me and think about it. Huuuum, the letter you found in Glasstaff’s cabinet. Didn't it imply that they were just pawns taking orders from above?
Rolls
Investigation or Arcana - (1d20+5)
(2) + 5 = 7
Leylin first stop would be at the shrine or until he meets Sildar or sister Garaele.
Do you want to RP this or we can skip it to speed things up :)
Next he will defer to her expertise and judgement about who to ask for help with corpses of enemies and allies that were fallen.
the town to make sure your allies bodies are properly attended to for their sacrifice.
As to the letters...she does not know who or what the Black Spider is but will pass on the information about Albreck and the Black Spider to the Harpers to see if anything comes back. She knows Albreck was with the Lord's Alliance and suggests you let Sildar know about his friends fate.
The letter with the octopus on it is curious to her, it appears that Albreck may have been a member of the secret Kraken Society, as that is the only reference that she can recall. They are a clandestine organization of thieves, assasins and mages that maintain an information network throughout the North, supposedly centered around the worship of a legendary Kraken.
"Recently my superior’s have asked me to undertake a delicate mission. They wanted me to persuade a banshee named Agatha to answer a question about a certain spellbook. I sought out Agatha in her lair but the creature never appeared to me. I desire an intermediary to bring Agatha a suitable gift." She goes over to a cabinet and opens a drawer. Reaching in she pulls out a jeweled silver comb. "I believe that if you were flatter Agatha’s vanity you may be able trade the comb for the answer. We wish to learn the location of a spellbook belonging to a legendary mage named Bowgentle. If you can perform this task for me I could offer you 3 potions of healing as compensation."
After answering her you proceed to find Sildar who is easily found within the Townmaster’s Hall. As you enter you notice again the board out front still bearing the notice offering a Reward to those that could take care of a nearby Orc problem. You speak with Sildar who is visibly distraught over the news of his friends betrayal to the Lord’s Alliance. He too thanks you and your friends for what you have done and then goes on to urge you to continue your search for Gundren and to find Cragmaw Castle as soon as you can.
You leave the Townmaster’s Hall and head to the Sleeping Giant where more than a couple patrons are present. As you enter they all fall silent as they recognize you as one of the ones challenging the Redbrands. No one speaks as you walk up to a table and sit down near a Halfling sitting nearby enjoying a drink and a meal.
Spark- if you go to the Wizards quarters you don’t find anything new there that wasn’t already found. What would you like to do next?
If it doesn't look like I can't do anything of the kind, I'll cautiously go check what's in the rooms I didn't visit yet : the bugbears' quarters, the barracks. See if Leylin missed something -which I doubt- or if I can replace my old shortsword with something in better shape like another shortsword, a rapier or anything of the kind (mechanically, any 1d6+ finess weapon).
Then I'll go back to Gu'lorg and chat as we eat. Because we didn't talk that much so far, even if we did that friendship ritual.
Rolls
Perception - (1d20)
(7) = 7
Spark - you see in the workshop that Glasstaff was seemingly attempting to brew a potion of invisibility. You do not have the proficiency with which to attempt to complete the process. Looking around the remainder of the locations you come across Droop the now imprisoned goblin inside the bugbears old quarters. In the barracks you find more barrels of food supplies similar to those Leylin had already described to you.
- spark make a perception check.
Congrats to your stepson chief!
Rolls
Perception - (1d20+3)
(6) + 3 = 9
I finish the meal, down the tea in my mug and release a quiet sigh. Touch the comb in my pocket and think about what sister Garaele asked me to do. Talking to banshees. That would be a first. But potions are needed. So what happened today wouldn't repeat. I resolutely stand up and approach the inn-keeper. Half-way there I stop and not looking at anyone specificaly speak up:
— Redbrands are no more.
After saying that I continue towards inn-keeper and ask him to pack up warm meal for three people.
One of the patrons, upon hearing what you said, gets up quickly and runs from the inn and you can hear muffled shouting outside as the news begins to spread like wildfire through the small town.
A Young looking thalfling dressed in nice dark-ish clothes specticals adorn his face. A well kept bag by his side with pages and other documents stuffed in the bag.
The halfing stands tall at 3' but can be seen wearing some platform shoes raising him to be 3'2".
My pardons, by chance, you wouldn't know where Daran may be? I've been looking for him for quite a few days.
If he leaves I'll stick with him and, funny thing, will look for the same focus as he does for the same purpose - Chromatic Orb is such a good spell! And if we are not rich enough to get two (or it the vendor only has one, I'll propose to by one and share it as needed.
He heads to the manor to look for the goblin.
Also for the three core guys...two scolls were snagged from Glasstaff's loot...didn't see it on Spark's or Gu'lorgs item sheet...and with Gu'lorg being a Wizard I thought that may be some items of interest.
Rolls
50gp Diamonds at Miner's Exchange - (1d4-1)
(3) - 1 = 2
On the porch in a rocking chair you spot a fit looking silver haired half-elf who looks to be advanced in age, even for a Half-elf.
On the porch in a rocking chair you spot a fit looking silver haired half-elf who looks to be advanced in age, even for a Half-elf.
If there are already some people organized to handle "clean-up" - Leylin would take Droop back to town. Still bound.
In case "cleaning crew" is yet to arrive - he would feed Droop. And give one plate to Gu'lorg.
Leylin would use Prestidigitation to "heat up" the food if necessary
Maal'duun Druuc. O magaan khruukhec duun dhaar dhuul ghaan. A al Gu'lorg, rhuuc ac rhuun booyagh duun daan haar Bargrivyek, Huul or Drokhec, Akekhec, ac Drerekhekaan.
Daach ghaan ogaagukhec o muul akuur daaraan Kaarthac ac daar aruulekhec. Ac dec agaan huukekec daalkec ac der daal?
Tell me everything you know about these Redbrands and their associations. And why are goblinkind teaming up with them?
Then when we're done negociating, paying and packing , I'll quickly head back to the manor as Leylin went with Gu'lorg.
Healers kit 5g
Ink pen 2c
Thankful to speak in his native tongue, Droop responds eagerly to Gu’lorg. "Dac o Huun’chuunr ac Huun’chuunr dhec duun khruur mech Druuc. Druuc okec muul Molkac daan’raan megaal rhec Rhan Terthaar duun tagaan duulkhaakhaan. Rhorlaar daagaan rhuuc ac duun maach molkac der dan. Druuc druun’r muul duun Rhan Terthaar an. "
Dar tuul o?
What say you?
Rolls
Persuasion - (1d20)
(16) = 16
Persuasion (adv. for being a goblin, sparing his life, etc?) - (1d20)
(11) = 11
Rolls
Insight - (1d20+3)
(11) + 3 = 14
He places the blood on Droop's forehead, mutters a prayer, and unties the goblin.
Rolls
Perception - (1d20)
(13) = 13
A sly smile comes across the Old Half-elf’s face before responding, Well that’s a name I haven’t heard in quite a while. What’s that old man up to these days?"
12 Spears
5 short swords
4 Long swords
6 light crossbows
6 quivers holding 20 bolts each.
1 quiver with 8 bolts
Gu'lorg grabs a longsword from the pile.
Here's my new weapon.
He takes the sheath and straps it to his belt. He then walks with Droop and Leylin to where Leylin wishes to go.
— Here you are! Gu'lord, I got us the components just as the shop was closing. Didn't have time to negotiate, though. Here's yours I say handing him one of the precious stones. Then, nodding toward the armored goblin I guess he's the goblin you met earlier. So is he joining us?
Then I ask to Leylin, as he's the one who secured the place while we were out: I don't think we've been upstairs, did we?
I also hand him the pouch with 24GP, 9SP and 8CP in it. And thanks for that. We should count what each of us got or spent so that each one gets a fair share. Those components were quite expensive...
Gu'lorg looks down towards Droop: Droop, tuul khraash duun ghaan ac dec khruur duun dach duun daan molkac dhuul daan zel'darlaan. Daan tagaan orel'dec, ac A druuc'd dac a kuc ghuur rhaalaraan tuulkaan huukec agaan shuulkec duuc. A shac tar duun daan o daar duukuun ar o duuch kelaan.
Bebaral?
Bebaral smiles as he picks up his pack. Maybe when i return i'll treat you to a good meal for the info! With a nod and a wave he heads back towards the tavern to gather information and to bed down for the night.
— Well, if we are done here we should take one last look around to see if we didn't miss anything and then... I don't know, do you have plans? If not, maybe we could enjoy the rest of the night in town and see if anything arise from the crowded tavern? That's how I heard about Phandalin in the first place.
Spark (and I presume) Leylin once again enter the Stonehill Inn. The tavern area contains several patrons some of which you recognize from earlier, including the halfling you briefly met a short while ago in passing.
Back in the ancient times, beyond the great expanse, there were gods. Many gods, from both our societies. Maglubiyet decided that he wanted rule over the society, and his conquest began. For millennia, the gods either avoided him, allied with him, or died by his hand. He conquered all, and established the deific order that we come to know and respect. 2 hobgoblin deities survives: Nomog-Geaya, and Bargrivyek.
Bargrivyek is a god of duty, unity, and discipline, and he is pleased by displays of those principles.
Bargrivyek's priests wield his symbol, a flail with a head dipped in white paint. They work as a police force in hobgoblin society, making judgments about honor, mediating disputes, and otherwise enforcing discipline.
I was sent here by omens of danger and trouble in the night skies from Bargrivyek, since most of the other gods of our kind refuse to associate with other folk to get things done.
Gu’lorg will point out the constellation changes, and explain how they indicate changes to the natural order of things.
We are called to save the world for all kind, not just goblinkind.
Let me add some RP in retrospect:
I open my eyes and with a simple gesture and word in elven use the only magic that I know to clean up everything.
I sit down on the bed and close my eyes once more. I focus on Gundren. His image. Voice. Smell. Everything that I can remember...
Leylin - You are able to get a sense for Gundren in the southern region of the Neverwinter Woods
Sword Coast - Gundren's location
Spark/Berabal - You both are in the Stonehill Inn and recognize one another from your brief encounter earlier in the day.
As he shares the blood of his nose with the short goblin, the bridge of Droop’s nose burns, but it begins to be marked blue, as the magic of Bargrivyek turns it a lighter shade of blue.
Now you are Droop’lorg, emissary to Bargrivyek, and blek-makyek of the god of duty and honor.
As we talk to introduce ourselves, I'll remove my armor and strap in to my backpack, dust my clothes and probably change my sleeves. I'll also ask the bartender if he's got a bed left for me.
Spark you hear this and turn your head to recognize the face of Sildar Halwinter, the man in the Townmaster’s Hall that sent you after Gu’lorg and the others earlier today. Sildar reaches down and grabs "Talon" from under the bar, which is not where you had left it Spark.
Looks like taking care of the Redbrands wasn’t the only fortune you found today huh, Spark was it? I think you should keep a closer eye on this one. He hands the sword to Spark and then turns to Bebaral, and this one. He a friend of yours?
Rolls
Secret Roll
I've recently come down this way to meet up a source that tells me there's a magical presence over by Old Owl Well. And with the ever impending dangers of true thieves, i wouldn't stand a chance by myself. Thus i look for companions that could hold their own.
I stare at him for a good five seconds, analyzing his reactions and then: I guess I'll give you a benefit of a doubt. But you should definitely find some other way to make first contact!
So what can you tell me about that Old Owl Well place?
As I say that, I sit back neat him and thank Sildar for his sharp eye.
We can pick back up with everyone waking up the following morning. I will create a new thread and close this one.