You spend the night in the safety of the apartment with the goal to rest before assaulting the Daask hideout with Ash and Zaerun. You can all mark off a Long Rest, as well as level up to Level 4!
Probably a good chance here to share any campfire tales reflecting evening. How to the character's feel about the events tonight. Perhaps a story from your past or even just your take on The Rouge's experiences.
"Thank you guys, I think that was a good night. We saved a lot of important people, and yes we didn't get the helm, but we know, what Vilroy and Brittle don't, and that is that we have the items that needs to be translated. So, for now, no harm done. Speaking about Vilroy and Brittle; What do you guys think? I believe tonight showed they are actually trustworthy, and not what we were afraid off; part of Daask."
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
"I agree. It does seem they're generally on the side of law and order, and their only qualms before seemeed to be about having to hire unoffiical types like us." Elero pauses, then chuckles. "As for me, it's strange that I seem to be adapting to this life, and in fact, I prefer it over days spent toiling in the shop. Constructing things on the go, as it were, is a bit more exciting."
"I still don't trust Vilroy, I know that she is on the take and somebody else is paying her wages. As for tonight, thank you again for not letting me take the lives of innocent people. I have a darker side I try to use for good now."
You wake in the morning. So is the plan still to head to Kyber's Gate to the rendezvous location Kliz told you about? Also is Erix taking Clumulk this time?
"I still don't trust Vilroy, I know that she is on the take and somebody else is paying her wages. As for tonight, thank you again for not letting me take the lives of innocent people. I have a darker side I try to use for good now."
"Hey, we're a team, and we have to look out for one another. This is a new environment for me, and I see now that sometimes there's no choice, but I'm hoping to choose life as often as possible. Plus, it can help the Rouge keep a lower profile."
Yes, Erix will take Chumulk with him, he just left him home due to the party and stuff.
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Mark will have coffee ready on the table and a local pastries on a plate for his friends. "I hope you slept well, are you ready to move forward and take down these brutes and really make a name for us?"
When you awake in the morning, you find Kit gone. He has left a note on a ripped piece of paper, "I'm sorry, had things to do, places to be. Good luck with Daask and all that, hoefully see you soon!"
You all head to Khyber's Gate, drawing a few looks and glares from the monstrous inhabitants doesn't faze you any more. You head straight for the spot Kliz told you about. At first what seems to be a dead end laneway becomes an entry as you notice a grate on the floor that leads down further below the heart of Sharn. Ash's hideout must be below the lowest layer of the city, in complete darkness. Do you head down the tunnel below? What are you doing for light?
Erix will cast Darkvision (I did think when choosing it it was for more than one creature; but apparently not so just Erix unfortunately)
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Elero can see in the dark, so he's ok (though per the rules Perception is tougher, even with darkvision), but he rummages around in his pockets, producing a small glass cylinder, some wire, and the hinged cap from a whisky flask. He sits down in the alley, cross-legged, and scoops water from a puddle into the vial. Balancing it in a seam between cobblestones, he fashions the wire into a small cage and attaches the flask lid to it. He opens the lid, slides the vial into it, and mutters some words. A pale light is Infused into the liquid, extending about five feet in all directions.
Elero stands up, screws the cap on over the vial and wire cage, and smiles. "A small light, if we need it." He puts it in his pocket, effectively dousing the light. "I can have this at the ready, or one of you can carry it if you need it."
(Ok so i'll assume you all have some way of seeing in the dark. Just a reminder that the darkvision trait gives you the ability to see as though darkness was dim light, which still causes a disadvantage on Perception checks.)
You remove the grate and head down into the bowls of Sharn. It is dark and wet down here, the walls are moist and it smells of old clay. Eventually other tunnels start to come off the one you are moving down, but most of them end in cave ins or dead ends. Eventually the tunnels start to get bigger and they begin to resemble streets, as though an ancient city lies sunken underneath the old city below Sharn. Your path eventually leads you to a clearing. Three major passages converge here. A broad but short avenue off the intersection leads to the tumbled-down edifice of a once impressive shrine now caved in by rock, while narrow side passages stretch off into the unknown darkness. You notice that there seems to be a strange smell emanating from the shrine, different to the moist clay smell of the rest of these tunnels.
"Let's have a look there smells weird, and better to know whats there, than to later find something we don't want at our backs."
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Elero will risk pulling out his light, and looking for any signposts or markings where they are. Do the other passages lead away from the shrine, or does either lead near it, like it could possibly be the way to a back door?
(I think Mark is looking in the light that Elero makes with whatever light source he's holding.)
It seems as though the entire back section of the shrine is caved in, this is the only way in out out. When Elero's light comes on, Mark can see perfectly that at one time, this façade would have been imposing. It combines classical architectural elements, such as columns and arches, with flutings and curves suggestive of arcane books and magical runes. Much of this beautiful stonework is now tumbled down. Cut stones as tall as a man lie scattered across the broken flagstones of the former plaza, where pools of dripwater stagnate. A flight of broad, moss-covered stone steps leads up to the entrance, a set of bronze doors green with age.
Just as you begin to take in this impressive architecture, you see two squat deformed things running at you from the plaza. The creatures seem to be two goblins crushed into one creature, their misshapen body boasting four arms and a pair of twisted mouths that gibber and slather at the front of their headless torso. You know these creatures as Dolgrim, goblins warped by the Daelkyr. Initiative:
Group 1: Elero and Erix
Group 2: Dolgrim
Group 3: Mark
Elero and Erix are up, two Dolgrim run at you gibbering to themselves and swinging their weapons.
Erix casts Thornwhip on the closest Dolgrim, but misses completly, still getting used to the darkvision he cast.
To hit: Nat1 for 8 for 5 dmg.
He also tells Chumulk to keep attacking them. Which Cumulk does, rushing to the closest one and trying to bite it.
Chumulk Ferocity: 2 Bite attack: to hit 11 for 7 dmg
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
For his action, Elero casts his newly-learned Bless spell on himself, Erix and Mark, so each of us gets to add a d4 to attack rolls and saving throws for the next ten combat rounds.
As a bonus action, he'll pull open his robe to reveal the mechanical shield-with-legs of the Protector Eldritch cannon, setting it on the ground beside them. It pulses, giving everyone 10 temporary HP.
Rollback Post to RevisionRollBack
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You spend the night in the safety of the apartment with the goal to rest before assaulting the Daask hideout with Ash and Zaerun. You can all mark off a Long Rest, as well as level up to Level 4!
Probably a good chance here to share any campfire tales reflecting evening. How to the character's feel about the events tonight. Perhaps a story from your past or even just your take on The Rouge's experiences.
"Thank you guys, I think that was a good night. We saved a lot of important people, and yes we didn't get the helm, but we know, what Vilroy and Brittle don't, and that is that we have the items that needs to be translated. So, for now, no harm done. Speaking about Vilroy and Brittle; What do you guys think? I believe tonight showed they are actually trustworthy, and not what we were afraid off; part of Daask."
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
"I agree. It does seem they're generally on the side of law and order, and their only qualms before seemeed to be about having to hire unoffiical types like us." Elero pauses, then chuckles. "As for me, it's strange that I seem to be adapting to this life, and in fact, I prefer it over days spent toiling in the shop. Constructing things on the go, as it were, is a bit more exciting."
"I still don't trust Vilroy, I know that she is on the take and somebody else is paying her wages. As for tonight, thank you again for not letting me take the lives of innocent people. I have a darker side I try to use for good now."
You wake in the morning. So is the plan still to head to Kyber's Gate to the rendezvous location Kliz told you about? Also is Erix taking Clumulk this time?
"Hey, we're a team, and we have to look out for one another. This is a new environment for me, and I see now that sometimes there's no choice, but I'm hoping to choose life as often as possible. Plus, it can help the Rouge keep a lower profile."
Yes, Erix will take Chumulk with him, he just left him home due to the party and stuff.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Mark will have coffee ready on the table and a local pastries on a plate for his friends. "I hope you slept well, are you ready to move forward and take down these brutes and really make a name for us?"
When you awake in the morning, you find Kit gone. He has left a note on a ripped piece of paper, "I'm sorry, had things to do, places to be. Good luck with Daask and all that, hoefully see you soon!"
You all head to Khyber's Gate, drawing a few looks and glares from the monstrous inhabitants doesn't faze you any more. You head straight for the spot Kliz told you about. At first what seems to be a dead end laneway becomes an entry as you notice a grate on the floor that leads down further below the heart of Sharn. Ash's hideout must be below the lowest layer of the city, in complete darkness. Do you head down the tunnel below? What are you doing for light?
Erix will cast Darkvision (I did think when choosing it it was for more than one creature; but apparently not so just Erix unfortunately)
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Elero can see in the dark, so he's ok (though per the rules Perception is tougher, even with darkvision), but he rummages around in his pockets, producing a small glass cylinder, some wire, and the hinged cap from a whisky flask. He sits down in the alley, cross-legged, and scoops water from a puddle into the vial. Balancing it in a seam between cobblestones, he fashions the wire into a small cage and attaches the flask lid to it. He opens the lid, slides the vial into it, and mutters some words. A pale light is Infused into the liquid, extending about five feet in all directions.
Elero stands up, screws the cap on over the vial and wire cage, and smiles. "A small light, if we need it." He puts it in his pocket, effectively dousing the light. "I can have this at the ready, or one of you can carry it if you need it."
Mark pulls his crossbow out and there is a flash of lime green across his eyes to show a new power that is bustling under the surface.
(Ok so i'll assume you all have some way of seeing in the dark. Just a reminder that the darkvision trait gives you the ability to see as though darkness was dim light, which still causes a disadvantage on Perception checks.)
You remove the grate and head down into the bowls of Sharn. It is dark and wet down here, the walls are moist and it smells of old clay. Eventually other tunnels start to come off the one you are moving down, but most of them end in cave ins or dead ends. Eventually the tunnels start to get bigger and they begin to resemble streets, as though an ancient city lies sunken underneath the old city below Sharn. Your path eventually leads you to a clearing. Three major passages converge here. A broad but short avenue off the intersection leads to the tumbled-down edifice of a once impressive shrine now caved in by rock, while narrow side passages stretch off into the unknown darkness. You notice that there seems to be a strange smell emanating from the shrine, different to the moist clay smell of the rest of these tunnels.
Are you going in this old shrine?
"Let's have a look there smells weird, and better to know whats there, than to later find something we don't want at our backs."
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Elero will risk pulling out his light, and looking for any signposts or markings where they are. Do the other passages lead away from the shrine, or does either lead near it, like it could possibly be the way to a back door?
Mark will want to do a perception check now that the light is out and his darkvision should be able to see the dim light section
Perception: 15 (with Guidance)
Elero will cast Guidance, but remember Perception checks in total darkness, even with darkvision, are at disadvantage unless you have Devil's Sight.
(I think Mark is looking in the light that Elero makes with whatever light source he's holding.)
It seems as though the entire back section of the shrine is caved in, this is the only way in out out. When Elero's light comes on, Mark can see perfectly that at one time, this façade would have been imposing. It combines classical architectural elements, such as columns and arches, with flutings and curves suggestive of arcane books and magical runes. Much of this beautiful stonework is now tumbled down. Cut stones as tall as a man lie scattered across the broken flagstones of the former plaza, where pools of dripwater stagnate. A flight of broad, moss-covered stone steps leads up to the entrance, a set of bronze doors green with age.
Just as you begin to take in this impressive architecture, you see two squat deformed things running at you from the plaza. The creatures seem to be two goblins crushed into one creature, their misshapen body boasting four arms and a pair of twisted mouths that gibber and slather at the front of their headless torso. You know these creatures as Dolgrim, goblins warped by the Daelkyr. Initiative:
Group 1: Elero and Erix
Group 2: Dolgrim
Group 3: Mark
Elero and Erix are up, two Dolgrim run at you gibbering to themselves and swinging their weapons.
Erix casts Thornwhip on the closest Dolgrim, but misses completly, still getting used to the darkvision he cast.
To hit: Nat1 for 8 for 5 dmg.
He also tells Chumulk to keep attacking them. Which Cumulk does, rushing to the closest one and trying to bite it.
Chumulk Ferocity: 2
Bite attack: to hit 11 for 7 dmg
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
For his action, Elero casts his newly-learned Bless spell on himself, Erix and Mark, so each of us gets to add a d4 to attack rolls and saving throws for the next ten combat rounds.
As a bonus action, he'll pull open his robe to reveal the mechanical shield-with-legs of the Protector Eldritch cannon, setting it on the ground beside them. It pulses, giving everyone 10 temporary HP.