Chapter 1: A Friend in Need
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If we're all together, Prince would go check on Alastriona and Stitches.
Rolls
Stealth if needed - (1d20+5)
(12) + 5 = 17
You have tracked Floon to this Xanathar's Guild secret underground lair. The Xanthar's Guild mistook Floon for Raenar Neverember, who they believed holds the secret to finding 500,000 gold Dragons embezzled and hidden by Raener's father and former Open Lord of the city.
Currently, Alastriona is heading back to the goblin's sleeping quarters (Q4) where she overheard voices on the other side of an unexplored door talking about barricading something.
Prince followed Xelia down the stairs (between q3 and q4) to Butler, who has found himself surrounded by 3 goblins, currently unarmed and (currently) pacified - Eins through kindness and Drei and Vier through intimidation.
Vatra and Stitches are bringing up the rear, still up in the Q3 area.
Sound about right? What's everyone's next move?
Alastriona swings the squeeky-hinged door inward. Candlelight floods in from the chamber beyond, a barracks by the looks of the double-stacked bunks along the walls.
In the northeast corner of the room, two familiar faces turn around to regard the squeeking hinges. One is heavily-tattooed Krentz from the Battle of the Bands yesterday. The other is the Duergar Zemk who demanded Xoblob close his shop last night. Both are trying to barricade a door in that corner of the room. Both recognize Alastriona and draw weapons as her presence darkens their door.
There is a third door in this room in the southeast corner, which is closed shut.
Initiative
1. Prince, Stitches, Xelia
2. Krentz, AC: 12, HP: 11
3. Zemk, AC: 16, HP: 26
4. Alastriona, Butler, Vatra
Battlefield Features:
1. Double-stacked bunks
2. Barricaded door to unknown location (ne)
3. Inward swinging door to q4 (w)
4. Door to unknown location (se)
5. Candles
Prince, Stitches, and Xelia are up!
Prince spins on his heel, and sidesteps towards the bunks to give his friends a clear line of sight.
Rolls
Krentz - (1d20)
(5) = 5
Zemk - (1d20-1)
(8) - 1 = 7
Rolls
Krentz Vicious Mockery (WIS DC 13) - (1d4)
(3) = 3
Rolls
Wis save DC 13 (bane) - (1d20, 1d4)
1d20 : (20) = 20
1d4 : (3) = 3
Krentz sneers at Xelia and Prince, then utters: "You think you're playing a game? Oh, this is going to be fun." He then runs through the south door, unlocks it with a key. He manages to round the corner and yells out "Grum'shar! We're under attack!"
"It's okay, Zemk will play with you." says the Duergar, smiling. He suddenly winks out of existence, turning invisible.
Up next are Alastriona, Butler, and Vatra. Stitches, take your turn any time.
Rolls
Zemk's hide check (advantage)
Rolls
Perception or Investigation (whichever applies) - (1d20+4)
(18) + 4 = 22
Hit Points 12/12 (1d10+2)
Speed 30 ft.
STR 16 (+3); DEX 8 (-1); CON 15 (+2); INT 8 (-1); WIS 10 (+0); CHA 16 (+3)
Saving Throws Wis +2, Cha +5
Skills Athletics +5, Insight +2, Intimidation +5, Perception +2
Damage Resistances necrotic, radiant
Senses Darkvision 60 ft., Passive Perception 12
Languages Abyssal, Celestial, Common
Armor Proficiencies All armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Lyre
Actions
-- Healing Hands 1/1 long rest; restore up to 1 HP to a touched creature.
-- Divine Sense 4/4 long rest; detect celestial, fiend, or undead within 60 ft. that are not behind total cover; detect consecrated or desecrated places or object.
-- Lay on Hands 4/5 HP long rest; restore HP to a touched creature; spend 5 HP to cure one disease or poison.
-- Falx (Sword) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage, or 1d10+3 slashing damage if used with two hands to make a melee attack.
-- Sickle Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 slashing damage.
Conditions None
Rolls
Falx, Slashing Damage - (1d20+5, 1d8+3)
1d20+5 : (14) + 5 = 19
1d8+3 : (6) + 3 = 9
Alastriona enters the hallway and slashes Krentz across the back with such force he nearly topples over. Looking south down the passage, he sees it opens up into a large room.
Threadbare curtains hang on the east wall of this long hall, in the middle of which a muscular half-orc in dingy robes stands with his foot on the chest of a male human with wavy red-blond hair. Fire burns around the orc’s clenched fist, and his victim cries and squirms helplessly beneath him.
Seated on a raised platform to the south is a nightmarish figure wearing black robes. It has large white eyes and rubbery purple skin, with four tentacles encircling its inhuman mouth. It cradles and gently caresses what looks like a disembodied brain with feet.

Rolls
Crossbow attack - (1d20+7, 1d8+3)
1d20+7 : (10) + 7 = 17
1d8+3 : (2) + 3 = 5
Vatra is up.
Vatra
Rolls
Firebolt - w/disadvantage if needed - (1d20+4, 1d20+4, 1d10)
1d20+4 : (6) + 4 = 10
1d20+4 : (6) + 4 = 10
1d10 : (4) = 4