Xanrym tells Oliver: "We're kinder than the cult and do not kill where we do not have to. Despite the evil you've done, we believe that you may still be redeemed. We are releasing you to go back to your home in Hookhill. Do not follow us! Continuing south into the Rushmoors will certainly kill you! Go back north, the way we came. You should hit the main road by nightfall. Then turn east to Hookhill. With any luck, you'll be home in a few days. May the gods protect you and keep you from harm!" He is not mean, but he is firm in trying to convince the man that it's his only option. (Persuasion16)
Xanrym helps to put 3 days of rations in a sack for Oliver and gives him a full waterskin. Xanrym steps back and loads his crossbow in case Oliver tries to attack. The party can untie Oliver, give him the supplies, and watch him head north up the trail until he's out of sight.
If Oliver won't listen to reason, Xanrym will help Avery intimidate him, saying, "You cannot come with us any farther, not while you're under the naga's spell! If you try, there is only a swift death on Avery's sword for you. If you live and continue to serve her, head north to Hookhill and don't look back!"
(OOC: Just an FYI in case you didn't know about this feature. If you touch and hold on the skill or attack that you want to roll in the D&DB app, it'll pop up a menu that lets you apply advantage or disadvantage before you tap Roll. It'll make both rolls and report it correctly in the game log.)
Oliver listens to you with head bowed. When you hand him the rations, he doesn’t even take them. Toska steps forward and puts the rations in his bag. She goes to say something, but holds her tongue. Oliver leaves without saying a word, travelling in the direction you’ve described to him. The campsite is quiet as you pack up and move out.
Make sure you’ve all marked off your Long Rest and your days Rations
Having spent another day in the Dim Forrest the lack of sunlight has become oppressive, but then early on in the day you finally come to the south end of the desolate woods. As you come out of the canopy you see the open landscape of a broad and fetid marsh. Thick rushes, interspersed with patches of scummy water, stretch as far as the eye can see. These are the Rushmoors.
Whiskers easily glides onto the muddy crag, but when you step into it your feet sink to a foot or two of water and slimy mud. Whiskers keeps back with you as you slowly travel through the muck.
Someone will need to roll a random encounter d6 for the days travel through the Rushmoors.
Oliver listens to you with head bowed. When you hand him the rations, he doesn’t even take them.
As the party starts the match south, Xanrym says, "We'll hopefully defeat the naga before too long, and that will finally free Oliver's mind. If he just survives until then, Oliver could finally seek out food and assistance." In any case, he takes his place at the back of the marching order and keeps looking back to make sure that Oliver hasn't circled back to follow them.
your feet sink to a foot or two of water and slimy mud.
Xanrym gets the 10-foot pole off of Heckle and gives it to Avery or Liarin, whoever is in the lead. They can use it to test the ground ahead and, with the help of Whiskers, that hopefully helps them find the firmest ground available.
Someone will need to roll a random encounter d6 for the days travel through the Rushmoors.
As you trudge through the muck of the Rushmoors, the sound of buzzing and gulping surrounds you. Different creatures evolved to survive in this rough place. Big blood sucking bird mosquitoe things are everywhere. While they seem dangerous, they stay far away from your group, instinctively sensing the danger you pose.
After a few hours of this you hear a noise from about 50ft away. A gurgling slopping sound as something emerges from the mire. What looks like a giant turtle’s head pokes up and looks at you all. Wicked and brutal with a long blue tounge, it licks its gums and submerged again, swimming at a great speed right towards you. Luckily you’re on solid ground so you can prepare for the beasts arrival. However, at the same time the turtle advances, 5 bird mosquitoes rush at you from the sky attempting to attack the humanoids on the group. Here’s initiative:
Group 1: Xanrym, Liarin
Group 2: Bird Mosquitoes, Giant Turtle
Group 3: Avery, Theldrin, Toska
Xanrym and Liarin are up. 5 Bird Mosquitoes fly towards you from the air while a Giant Turtle hurtles towards you through the water.
Xanrym and Liarin are up. 5 Bird Mosquitoes fly towards you from the air while a Giant Turtle hurtles towards you through the water.
Xanrym thinks that the bird-mosquito things don't look too threatening, but there are five of them! As Liarin transforms into a bear, he says, "Liarin, just try hold off that giant turtle until we can drive away these nasty blood-suckers."
Xanrym doesn't really know any spells for handling a flock (swarm?) of creatures like this. He casts a spell at the one that seems to be headed most toward Theldrin, saying, "With a nose like that, you should have kept your face hidden today, silly bird!" Then he draws a shortsword for fighting them once they have closed range with the group.
Movement: Move to position himself (as much as possible) between the bird-mosquitos and Toska
Action: Cast spell Vicious Mockery at the one targeting Theldrin, WIS 13 save or target takes 4 (psychic) damage and has disadvantage on the next attack roll it makes before the end of its next turn.
Free Action: Talking. Object interaction: draw a shortsword.
This post has potentially manipulated dice roll results.
One of the mosquitos falls out of the sky dead, while the giant turtle continues towards the bonfire toward you all. While the turtle will arrive next turn, the bird mosquitos attack now with their blood sucking bite.
Blood Drain 1 against Avery Attack: 16 Damage: 5 Piercing and the beast attaches itself to you.
Blood Drain 2 against Avery Attack: 16 Damage: 4 Piercing and the beast attaches itself to you.
Blood Drain 3 against Liarin Attack: 15 Damage: 7 Piercing and the beast attaches itself to you.
Blood Drain 4 against Xanrym Attack: 18 Damage: 4 Piercing and the beast attaches itself to you.
You all are up. The bird mosquitos are trying to suck your blood while the turtle hurtles towards you.
The bear Liarin wades into the big and attempts to scrape at the turtle. However it’s thick shell deflects both her blows.
Avery, Xanrym, and Theldrin are still up. I assume all of you have the bird mosquitos stuck to you although I’m not certain if all your armour classes. Additionally, Liarin is attempting to claw through the thick shell of the giant turtle.
The bear Liarin wades into the big and attempts to scrape at the turtle. However it’s thick shell deflects both her blows.
Avery, Xanrym, and Theldrin are still up. I assume all of you have the bird mosquitos stuck to you although I’m not certain if all your armour classes. Additionally, Liarin is attempting to claw through the thick shell of the giant turtle.
Theldrin quickly decides that the turtle is likely the more serious threat. Moving up into position through the boggy ground, he casts Aganazzar’s Scorcher arcing the flame around Liarin towards the turtle's head (Sculpt Spells).
Horrified at the blood-sucker attached to him, Xanrym draws his other shortsword in his left hand and tries to stab at it. If he manages to kill the one attached to him, he'll move to Avery to stab one of the ones attached to him, saying, "We don't want these bloodsuckers to become a 'drain' on us while we fight off the turtle!"
Movement: If he kills the bloodsucker attached to him, move to within 5' of Avery and attack one of the ones attached to him. (He keeps Avery between him and the approaching turtle.) Action: Attack, Shortsword at bloodsucker #4: 18, Damage: 6 (piercing) Bonus Action: Attack (off-hand), Dagger bloodsucker #4 or one attached to Avery: 25, Damage: 7 (piercing) Free Action: Talking. Item interaction: draw a shortsword with his left-hand.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Xanrym tells Oliver: "We're kinder than the cult and do not kill where we do not have to. Despite the evil you've done, we believe that you may still be redeemed. We are releasing you to go back to your home in Hookhill. Do not follow us! Continuing south into the Rushmoors will certainly kill you! Go back north, the way we came. You should hit the main road by nightfall. Then turn east to Hookhill. With any luck, you'll be home in a few days. May the gods protect you and keep you from harm!" He is not mean, but he is firm in trying to convince the man that it's his only option. (Persuasion 16)
Xanrym helps to put 3 days of rations in a sack for Oliver and gives him a full waterskin. Xanrym steps back and loads his crossbow in case Oliver tries to attack. The party can untie Oliver, give him the supplies, and watch him head north up the trail until he's out of sight.
If Oliver won't listen to reason, Xanrym will help Avery intimidate him, saying, "You cannot come with us any farther, not while you're under the naga's spell! If you try, there is only a swift death on Avery's sword for you. If you live and continue to serve her, head north to Hookhill and don't look back!"
Avery reinforces the threat with intimidation: 10
(OOC: It looked like a straight roll in the game log. Don't forget advantage from Xanrym's help.)
Reroll Intimidation: 15
(OOC: Just an FYI in case you didn't know about this feature. If you touch and hold on the skill or attack that you want to roll in the D&DB app, it'll pop up a menu that lets you apply advantage or disadvantage before you tap Roll. It'll make both rolls and report it correctly in the game log.)
Oliver listens to you with head bowed. When you hand him the rations, he doesn’t even take them. Toska steps forward and puts the rations in his bag. She goes to say something, but holds her tongue. Oliver leaves without saying a word, travelling in the direction you’ve described to him. The campsite is quiet as you pack up and move out.
Make sure you’ve all marked off your Long Rest and your days Rations
Having spent another day in the Dim Forrest the lack of sunlight has become oppressive, but then early on in the day you finally come to the south end of the desolate woods. As you come out of the canopy you see the open landscape of a broad and fetid marsh. Thick rushes, interspersed with patches of scummy water, stretch as far as the eye can see. These are the Rushmoors.
Whiskers easily glides onto the muddy crag, but when you step into it your feet sink to a foot or two of water and slimy mud. Whiskers keeps back with you as you slowly travel through the muck.
Someone will need to roll a random encounter d6 for the days travel through the Rushmoors.
As the party starts the match south, Xanrym says, "We'll hopefully defeat the naga before too long, and that will finally free Oliver's mind. If he just survives until then, Oliver could finally seek out food and assistance." In any case, he takes his place at the back of the marching order and keeps looking back to make sure that Oliver hasn't circled back to follow them.
Xanrym gets the 10-foot pole off of Heckle and gives it to Avery or Liarin, whoever is in the lead. They can use it to test the ground ahead and, with the help of Whiskers, that hopefully helps them find the firmest ground available.
Random encounters: 4
If someone wants to use the 10ft pole, you can make a Survival check with advantage to try and stay on firm ground.
What was your marching order again? I didn’t right it down the first time.
Because the Rushmoors are a big open space, I might roll a d6 to see how far away this random encounter is. 1 being close, 6 being far: 4
Survival: 22
Liarin is probably taking point, (with Whiskers) in this environment.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Depends on the situation, but as @Charwoman_Gene said, in this environment, it's probably
As you trudge through the muck of the Rushmoors, the sound of buzzing and gulping surrounds you. Different creatures evolved to survive in this rough place. Big blood sucking bird mosquitoe things are everywhere. While they seem dangerous, they stay far away from your group, instinctively sensing the danger you pose.
After a few hours of this you hear a noise from about 50ft away. A gurgling slopping sound as something emerges from the mire. What looks like a giant turtle’s head pokes up and looks at you all. Wicked and brutal with a long blue tounge, it licks its gums and submerged again, swimming at a great speed right towards you. Luckily you’re on solid ground so you can prepare for the beasts arrival. However, at the same time the turtle advances, 5 bird mosquitoes rush at you from the sky attempting to attack the humanoids on the group. Here’s initiative:
Group 1: Xanrym, Liarin
Group 2: Bird Mosquitoes, Giant Turtle
Group 3: Avery, Theldrin, Toska
Xanrym and Liarin are up. 5 Bird Mosquitoes fly towards you from the air while a Giant Turtle hurtles towards you through the water.
Liarin summons a bonfire (Dex 15 1 fire damage) in the turtles path, then shifts into brown bear form to take on the beast.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Xanrym thinks that the bird-mosquito things don't look too threatening, but there are five of them! As Liarin transforms into a bear, he says, "Liarin, just try hold off that giant turtle until we can drive away these nasty blood-suckers."
Xanrym doesn't really know any spells for handling a flock (swarm?) of creatures like this. He casts a spell at the one that seems to be headed most toward Theldrin, saying, "With a nose like that, you should have kept your face hidden today, silly bird!" Then he draws a shortsword for fighting them once they have closed range with the group.
Movement: Move to position himself (as much as possible) between the bird-mosquitos and Toska
Action: Cast spell Vicious Mockery at the one targeting Theldrin, WIS 13 save or target takes 4 (psychic) damage and has disadvantage on the next attack roll it makes before the end of its next turn.
Free Action: Talking. Object interaction: draw a shortsword.
Giant Turtle Dex Save: 7
Bird Mosquitos’s Wis Save: 18
One of the mosquitos falls out of the sky dead, while the giant turtle continues towards the bonfire toward you all. While the turtle will arrive next turn, the bird mosquitos attack now with their blood sucking bite.
Blood Drain 1 against Avery Attack: 16 Damage: 5 Piercing and the beast attaches itself to you.
Blood Drain 2 against Avery Attack: 16 Damage: 4 Piercing and the beast attaches itself to you.
Blood Drain 3 against Liarin Attack: 15 Damage: 7 Piercing and the beast attaches itself to you.
Blood Drain 4 against Xanrym Attack: 18 Damage: 4 Piercing and the beast attaches itself to you.
You all are up. The bird mosquitos are trying to suck your blood while the turtle hurtles towards you.
Liarin charges forward, ignoring the bloodsucker for now. She tries to pierce the thick protection of the reptile with primal savagery.
Bite: AC 10
Claws AC:15, 16 slashing.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
The bear Liarin wades into the big and attempts to scrape at the turtle. However it’s thick shell deflects both her blows.
Avery, Xanrym, and Theldrin are still up. I assume all of you have the bird mosquitos stuck to you although I’m not certain if all your armour classes. Additionally, Liarin is attempting to claw through the thick shell of the giant turtle.
The bear Liarin wades into the big and attempts to scrape at the turtle. However it’s thick shell deflects both her blows.
Avery, Xanrym, and Theldrin are still up. I assume all of you have the bird mosquitos stuck to you although I’m not certain if all your armour classes. Additionally, Liarin is attempting to claw through the thick shell of the giant turtle.
Theldrin quickly decides that the turtle is likely the more serious threat. Moving up into position through the boggy ground, he casts Aganazzar’s Scorcher arcing the flame around Liarin towards the turtle's head (Sculpt Spells).
Fire Damage: 11
Dex: 14 Save for half damage
Round 1: Xanrym
Horrified at the blood-sucker attached to him, Xanrym draws his other shortsword in his left hand and tries to stab at it. If he manages to kill the one attached to him, he'll move to Avery to stab one of the ones attached to him, saying, "We don't want these bloodsuckers to become a 'drain' on us while we fight off the turtle!"
Movement: If he kills the bloodsucker attached to him, move to within 5' of Avery and attack one of the ones attached to him. (He keeps Avery between him and the approaching turtle.)
Action: Attack, Shortsword at bloodsucker #4: 18, Damage: 6 (piercing)
Bonus Action: Attack (off-hand), Dagger bloodsucker #4 or one attached to Avery: 25, Damage: 7 (piercing)
Free Action: Talking. Item interaction: draw a shortsword with his left-hand.