Yuno walks down the hall. To her east was an old weak wooden door. To her west was a tall platform 20ft high. Yuno cracks her knuckles and says, "Time to get to climbing!"
Athletics: 11 (Adv: 17)
Yuno climbs up the to the top of the platform with some difficulty. There she finds what looks like a small campfire. On the corner is some strange slime. Yuno sees a few bones and a skull... another dead adventurer perhaps? There is a small pouch next to the bones. She picks it up and looks inside. It has 19 CP and 5 SP and 6 GP. She of course, takes these coins. Yuno decides that this is a good place to rest and recover.
BA: Second Wind Heal: 12 Short Rest Heal: 1d8: 3 HP
After resting and regaining some health, Yuno stands up and then decides to check the reinforced door. It is stuck of course but that's why she had bought a bunch of tools that she did. She uses her crowbar and her Smith's tools to try and force the door open.
Unstick: 9 (Adv: 24)
"Hmph!" It takes a lot of effort but Yuno is able to pry the door open. The sudden opening of the door forces Yuno back and makes her fall down. Now sitting in front of the open door, she looks at the crowbar in her hand and says, "I should try using this in some of the other dungeons I explored." She then stands up and sees where the door led.
Yuno finds herself in a stone room. This room looks quite high quality with smooth walls and small blue decorative paints. She finds a sturdy wooden door to the east. "Wait... wouldn't this just drop me into the original entrance room?" Yuno wandered as she opened the door. She noticed that, indeed the door leads back to the first room but 20ft up. Yuno notices that there is another passage on the other end of the room on the same height. However there is no bridge connecting it. "I wonder if I can jump this?" She thinks. However she decides to head back down and check the other door first.
Climbing back down and opening the simple wooden door to the east, Yuno finds herself in an odd room. It is a large room furnished with a stuffed bear on the south wall a tripod with a crossbow mounted next to an arrow slit on the east wall and a treasure chest on the north wall. Two paths, one going northeast and the other south west extend from this room.
"Weird..." Yuno comments before walking to the arrow slit and taking a peek. She can't see much other than a stone room. She then goes to the treasure chest. Thankfully it isn't trapped or locked. "Alright! Loot!" Yuno says. Opening the chest, she finds 175 GP. Taking the gold she turns her attention to the other paths. She wonders, "I wonder if the south path leads back to that weird hole I saw."
Perception: 25
As Yuno approaches a looked good wooden door, she is about to turn the handle when she pauses. She sniffs the air. She smells something off... something dangerous but metallic. She looks down at the floor she is standing on, nearly indistinguishable from the other flooring. She lightly taps it with her metal heel... Hollow. This is a trap door. It must be triggered by the door. Slowly, Yuno backs away from the door. "Okay... I don't feel like performing the classic 'adventurer falls into spike pit and ******* dies' trick so I think I'll move away from that door... slowly..." Instead, she turns around and heads to the north-east passage.
Now the door she found at the end of the short northeast passage was a simpler matter. It was a simple wood door that she could probably break down if she wanted. It was locked. Yuno decides that she's going to try and pick the lock before taking the violent route.
Lockpick: 11 Smith's tools: 18
First trying to pick the lock ends in failure. So Yuno instead just gets her sword out and hacks the door to pieces. "Not today door!". She finds herself in a side-ways L shaped room. The room stretches west and ends with two doors on the west wall and one on the south wall. The south door is a simple wooden one. When Yuno tries to open it, it doesn't budge. Out of the two doors in the west, one is a reinforced door made of wood and the other is a simple wood door.
Perception: 19 + Second Wind Bonus: 5
Unbeknownst to Yuno, both these doors were trapped and would open up to a lethal 100ft spike pit. Just as Yuno was about to turn the door handle, that familiar danger sense kicked in. She paused and stepped away from the door. Yuno says, "Why does every ******* door have to be trapped with these stupid 100ft spike drops!?" After closer inspection she could see the line where the floor would fall. Pressing her back to the wall, Yuno inches closer to the simple unlocked door. She pushes it open. Unsurprisingly, the floor drops down into an abyss of death. However Yuno was not within the the trap's danger zone due to hugging the wall. She slips through the now opened door.
The room that was beyond all the traps just led to a small room with a puddle of strange liquid and some human teeth in it. There were some words scrawled on the walls.
Luck Roll: 13
Yuno recognizes those words as Common. The words read: "Deathtrap". "Huh.... I wonder what that means."
Yuno now heads back to the previous room and gets to work breaking the south door open.
Crowbar + Smith's tools: 20 (Adv: 7)
Opening the door, Yuno finds herself at the top of a spiral stone staircase going down, deeper and deeper. She thought this places was some kind of crypt but now, she's not sure anymore. Still, not one to be scared of danger, she confidently walks down the stairs.
Yuno comes to a small platform 20ft down from the door she entered from. The stairs continue eastward for another 30ft. There is a locked Iron door to the north side while there is a strange rope hanging from the ceiling.
Yuno steps on to the platform and tries the door. The moment she tries it though, one of the traps finally gets her. The floor under her disappears and she's dropped 60ft into a pit of spikes. The sharp spikes impale Yuno's limbs but miss vital organs. Still, it wounds her heavily. She lets out a scream of pain before slowly "un-impaling" herself from the spikes. She looks up. She's going to have to climb out of this pit.
Athletics: 16 (Adv: 21)
Yuno, full of holes all over her body and dragging blood, climbs out of the hole. Breathing heavily, she says, "**** THAT TRAP." She decides to head back out to the campfire where she can rest and lick her wounds. As she settles down to rest, she gets an idea... "You know... what if I just sleep here?" She decides to spend the night inside the dungeon. It's scary but this place seemed relatively safe, all things considered. Who knows, maybe some adventurer would find Yuno down here. Though since she is the "Friendly neighborhood serial killer" it is not clear if an adventurer finding Yuno here would be good or bad.
Tesco walks around town, saying hi to people everywhere. "Hello Zim. Varnak told me that he saved you from a Dire Wolf attack the other day. How are your wounds?" Zim cheerfully exclaims, "I couldn't feel better. The healing in this town is pure natural and magic. I love the vibrations from the plants and trees and people."
"Hello Kane, I haven't seen you for a while." Tesco bumps into the distracted wizard. "Oh hello Tesco. I've been doing great. Really just focused on research and scribing scrolls. Maybe we can team up soon?" Kane replies without even looking up from his book.
Tesco greets everyone he passes, "Hello Jackoby. I'd love to hear about the World Tree sometime. Let me know when you have time to chat."
"Oh hey Dak and Bargus. I heard you two took on a Peryton. That's a fascinating creature. I'd love to hear about it sometime." Tesco says in passing.
"Displacer Beast! I'm in awe. I doubt I could fair a match against such a monster as that. You have my admiration, Fuifui!" Says Tesco.
"Hello Gilgwyn. I heard about your cold armor and your techniques. I'd love to trade notes sometime." Tesco says to the fellow caster/fighter.
"Oh and Cor, I'm wondering if you'll get some divine scrolls in your shop soon. I'm able to cast some wizard spells, since I was initiated, but I haven't keep up my studies." Tesco claims, somewhat embarrassed.
While eating a modest meal (1 sp) at The Grove, Liam tells Tesco about Helga's Journal and Yuno's selfless quest. "Ahh, once Yuno gets back, I'd love to hear all about the bandit's hideout. Sounds terribly interesting." Liam lends Tesco the journal, "I've read this every night and I'm still confused. Please read this over and let me know what you find." Tesco takes the journal with sincere attention. "Liam, I couldn't." he starts, and Liam interrupts, "Someone must. I need help to find the answers to the fate of the Ash Wolves." Tesco pockets the journal and says, "I'll guard this with my life. Anything I can discern from the text, I'll let you know."
This post has potentially manipulated dice roll results.
Tesco reads over the quest board. "Woah, where have I been. The board looks completely different now. That's where the bounty for the Peryton must have come from. Intense."
Taking a step outside of town. Tesco enters the Darkwoods and hunts for the Carrion Crawler for 4 hours. Once he finds one, he attempts a stealth approach, setting the DC 12 vs Perception 15
Failing to sneak up on the Monstrosity, he settles for the default approach 30 feet and rolls initiative
This post has potentially manipulated dice roll results.
Cor spends the night camping beyond the reach of the the graveyard. He records his findings with the burial ground in the book, he traces out the results of his explorations and the decrepit buildings in the deeper graveyard - possible collapsed mausoleums. In the morning he begins the walk back towards Evergreen Hollow.
They approach from behind, pursuing him along the long trails that lead back to the Elven village.
"There are zombies, pursuing you from the ruins," he is told by the Sphinx, as it circles above.
There isn't time to think about how unusual that is, beyond the surprise of it happening at all, before he steps off the pathway to be behind the largest of the great trees of the thinning Silverwood.
Initatives:
Zombie 1: 15
Zombie 2: 14
Sphinx: 11
Zombie 3: 10
Cor: 8
Zombie 4: 1
At 120 feet, the Zombies rush forward, an unending dash that even on rotting legs covers ground quickly. At 80 feet, with the Sphinx flying over head, swooping and distracting the undead, Cor fires an Eldritch Blast that hits the nearest Zombie, punching through its shoulder. It feels good to return the favour, for once.
As they close to 40 feet, Cor holds his Arcane Orb in front of him and summons the tendrils of shadow which he found on the water elemental's binding skin. The Black Ribbons slither from the ground as the Zombies enter it.
Again, only one Zombie is able to push through the magical restraints without becoming restrained. "Attack," says Cor, and the Sphinx's face is entirely leonine as it leaps down on the near edge of the spell-field.
The Sphinx strikes out, shining claws ripping through the linens of it clothes and the dessicated leather of its long-dead skin (HP 5/15). The wound means its arm is less securely attached than it realises and its return blow misses. The sphinx attacks again and the one free Zombie falls to pieces.
After that, it is a simple matter of dispatching the other Zombies. Cor does not repeat his mistake from the previous battle, firing blast after blast into the Zombies but not letting his concentration on the binding spell slip for a moment.
Each Zombie takes a battering. Able to survive far longer than their wounds would suggest, but across the course of a minute the result is forgone. Eventually the last undead is restored to dead.
Cor returns to the inn and climbs the tree by use of the usual platforms. He rises to the level of the inn’s entry platform and looks out over the dark wood at sunset.
He returns to his room, grateful Liam has held his items in trust and pays the four gold he owes, before returning to the common room for a meal.
“A divine scroll,” he nods to Tesco, over his poultry, potato and grain hasiot, the Elven food reminding him of home. “I’ll make sure there’s some divine magic in the scroll cases over the next week. Let me know if you have look with that journal. I’m curious as to the devil summoning Yuno uncovered. There’s too much infernal and undead activity for it to be unrelated, is my suspicion.”
The duo spends another night after crafting the spell they roam about town then they get some rest. Last night's rest factored in. 27 nights left.
After getting up and getting a small breakfast they head out of town to see what adventures await them. They decide to go to the Location: Darkwood Forest and Hunt a Grick.
The forest is close by so they prepare just after leaving the inn. Mage Armor and arcane recovery done.
No roll as we are hunting for a Grick to pull out individual Gricks
This post has potentially manipulated dice roll results.
The group see each other and the Grick advances on the party. Dak takes a swing and crits with his attack. The beast is resistant though and takes 10 dmg while Bargus decides to just use his Magic missile spell at Level 2 power. Dmg 13 no resistance total dmg 23.
Now in Melee Rnd 2
Hawk initiative: 13 AC 13 passive 16 – HP 1/1
GR1 initiative 13 AC 14 passive 12 HP 4/27
Dak Initiative: 7 AC 16 passive 13 HP 31/31
Bargus Initiative: 5 AC 15 passive 12 - HP 23/23
Hawkeye assists Dak again.
The Beast flails in agony and attacks with vengeance.
Attack tentacles: 8 Damage: 12 (slashing damage) If this hits then next roll is checked.
Attack: 13 Damage: 3 (piercing damage)
Dak attacks with his Greatsword (Graze if misses 5 Dmg)
ACTION: Attack with the Great sword on GR1(Graze on Miss 5 dmg): Attack: 22 Damage: 10 (Slashing Damage) or half (5)
Slasher Damage: Unable to parse dice roll. (Slashing Damage) or half (0) Double on Crit
Bargus cast fire bolt
ACTION:Cast Fire Bolt, Attack GR1: 25 Damage: 3 (Fire)
Rollback Post to RevisionRollBack
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Yuno walks down the hall. To her east was an old weak wooden door. To her west was a tall platform 20ft high. Yuno cracks her knuckles and says, "Time to get to climbing!"
Athletics: 11 (Adv: 17)
Yuno climbs up the to the top of the platform with some difficulty. There she finds what looks like a small campfire. On the corner is some strange slime. Yuno sees a few bones and a skull... another dead adventurer perhaps? There is a small pouch next to the bones. She picks it up and looks inside. It has 19 CP and 5 SP and 6 GP. She of course, takes these coins. Yuno decides that this is a good place to rest and recover.
BA: Second Wind Heal: 12
Short Rest Heal:
1d8: 3 HP
After resting and regaining some health, Yuno stands up and then decides to check the reinforced door. It is stuck of course but that's why she had bought a bunch of tools that she did. She uses her crowbar and her Smith's tools to try and force the door open.
Unstick: 9 (Adv: 24)
"Hmph!" It takes a lot of effort but Yuno is able to pry the door open. The sudden opening of the door forces Yuno back and makes her fall down. Now sitting in front of the open door, she looks at the crowbar in her hand and says, "I should try using this in some of the other dungeons I explored." She then stands up and sees where the door led.
Yuno finds herself in a stone room. This room looks quite high quality with smooth walls and small blue decorative paints. She finds a sturdy wooden door to the east. "Wait... wouldn't this just drop me into the original entrance room?" Yuno wandered as she opened the door. She noticed that, indeed the door leads back to the first room but 20ft up. Yuno notices that there is another passage on the other end of the room on the same height. However there is no bridge connecting it. "I wonder if I can jump this?" She thinks. However she decides to head back down and check the other door first.
Climbing back down and opening the simple wooden door to the east, Yuno finds herself in an odd room. It is a large room furnished with a stuffed bear on the south wall a tripod with a crossbow mounted next to an arrow slit on the east wall and a treasure chest on the north wall. Two paths, one going northeast and the other south west extend from this room.
"Weird..." Yuno comments before walking to the arrow slit and taking a peek. She can't see much other than a stone room. She then goes to the treasure chest. Thankfully it isn't trapped or locked. "Alright! Loot!" Yuno says. Opening the chest, she finds 175 GP. Taking the gold she turns her attention to the other paths. She wonders, "I wonder if the south path leads back to that weird hole I saw."
Perception: 25
As Yuno approaches a looked good wooden door, she is about to turn the handle when she pauses. She sniffs the air. She smells something off... something dangerous but metallic. She looks down at the floor she is standing on, nearly indistinguishable from the other flooring. She lightly taps it with her metal heel... Hollow. This is a trap door. It must be triggered by the door. Slowly, Yuno backs away from the door. "Okay... I don't feel like performing the classic 'adventurer falls into spike pit and ******* dies' trick so I think I'll move away from that door... slowly..." Instead, she turns around and heads to the north-east passage.
Now the door she found at the end of the short northeast passage was a simpler matter. It was a simple wood door that she could probably break down if she wanted. It was locked. Yuno decides that she's going to try and pick the lock before taking the violent route.
Lockpick: 11
Smith's tools: 18
First trying to pick the lock ends in failure. So Yuno instead just gets her sword out and hacks the door to pieces. "Not today door!". She finds herself in a side-ways L shaped room. The room stretches west and ends with two doors on the west wall and one on the south wall. The south door is a simple wooden one. When Yuno tries to open it, it doesn't budge. Out of the two doors in the west, one is a reinforced door made of wood and the other is a simple wood door.
Perception: 19 + Second Wind Bonus: 5
Unbeknownst to Yuno, both these doors were trapped and would open up to a lethal 100ft spike pit. Just as Yuno was about to turn the door handle, that familiar danger sense kicked in. She paused and stepped away from the door. Yuno says, "Why does every ******* door have to be trapped with these stupid 100ft spike drops!?" After closer inspection she could see the line where the floor would fall. Pressing her back to the wall, Yuno inches closer to the simple unlocked door. She pushes it open. Unsurprisingly, the floor drops down into an abyss of death. However Yuno was not within the the trap's danger zone due to hugging the wall. She slips through the now opened door.
The room that was beyond all the traps just led to a small room with a puddle of strange liquid and some human teeth in it. There were some words scrawled on the walls.
Luck Roll: 13
Yuno recognizes those words as Common. The words read: "Deathtrap". "Huh.... I wonder what that means."
Yuno now heads back to the previous room and gets to work breaking the south door open.
Crowbar + Smith's tools: 20 (Adv: 7)
Opening the door, Yuno finds herself at the top of a spiral stone staircase going down, deeper and deeper. She thought this places was some kind of crypt but now, she's not sure anymore. Still, not one to be scared of danger, she confidently walks down the stairs.
Yuno comes to a small platform 20ft down from the door she entered from. The stairs continue eastward for another 30ft. There is a locked Iron door to the north side while there is a strange rope hanging from the ceiling.
Luck check: 6 Inspiration: 7
Perception: 13
DEX save: 17 Damage: 25 Piercing.
Yuno steps on to the platform and tries the door. The moment she tries it though, one of the traps finally gets her. The floor under her disappears and she's dropped 60ft into a pit of spikes. The sharp spikes impale Yuno's limbs but miss vital organs. Still, it wounds her heavily. She lets out a scream of pain before slowly "un-impaling" herself from the spikes. She looks up. She's going to have to climb out of this pit.
Athletics: 16 (Adv: 21)
Yuno, full of holes all over her body and dragging blood, climbs out of the hole. Breathing heavily, she says, "**** THAT TRAP." She decides to head back out to the campfire where she can rest and lick her wounds. As she settles down to rest, she gets an idea... "You know... what if I just sleep here?" She decides to spend the night inside the dungeon. It's scary but this place seemed relatively safe, all things considered. Who knows, maybe some adventurer would find Yuno down here. Though since she is the "Friendly neighborhood serial killer" it is not clear if an adventurer finding Yuno here would be good or bad.
Long Rest Encounter check: 2 (No encounters)
Tesco walks around town, saying hi to people everywhere. "Hello Zim. Varnak told me that he saved you from a Dire Wolf attack the other day. How are your wounds?" Zim cheerfully exclaims, "I couldn't feel better. The healing in this town is pure natural and magic. I love the vibrations from the plants and trees and people."
"Hello Kane, I haven't seen you for a while." Tesco bumps into the distracted wizard. "Oh hello Tesco. I've been doing great. Really just focused on research and scribing scrolls. Maybe we can team up soon?" Kane replies without even looking up from his book.
Tesco greets everyone he passes, "Hello Jackoby. I'd love to hear about the World Tree sometime. Let me know when you have time to chat."
"Oh hey Dak and Bargus. I heard you two took on a Peryton. That's a fascinating creature. I'd love to hear about it sometime." Tesco says in passing.
"Displacer Beast! I'm in awe. I doubt I could fair a match against such a monster as that. You have my admiration, Fuifui!" Says Tesco.
"Hello Gilgwyn. I heard about your cold armor and your techniques. I'd love to trade notes sometime." Tesco says to the fellow caster/fighter.
"Oh and Cor, I'm wondering if you'll get some divine scrolls in your shop soon. I'm able to cast some wizard spells, since I was initiated, but I haven't keep up my studies." Tesco claims, somewhat embarrassed.
While eating a modest meal (1 sp) at The Grove, Liam tells Tesco about Helga's Journal and Yuno's selfless quest. "Ahh, once Yuno gets back, I'd love to hear all about the bandit's hideout. Sounds terribly interesting." Liam lends Tesco the journal, "I've read this every night and I'm still confused. Please read this over and let me know what you find." Tesco takes the journal with sincere attention. "Liam, I couldn't." he starts, and Liam interrupts, "Someone must. I need help to find the answers to the fate of the Ash Wolves." Tesco pockets the journal and says, "I'll guard this with my life. Anything I can discern from the text, I'll let you know."
Tesco reads over the quest board. "Woah, where have I been. The board looks completely different now. That's where the bounty for the Peryton must have come from. Intense."
Tesco rolls on Encounter Table 302 26
Taking a step outside of town. Tesco enters the Darkwoods and hunts for the Carrion Crawler for 4 hours.
Once he finds one, he attempts a stealth approach, setting the DC 12 vs Perception 15
Failing to sneak up on the Monstrosity, he settles for the default approach 30 feet and rolls initiative
Tesco init 22
Carrion Crawler CC1 14
Crit init! Tesco takes the offensive and casts shillelagh on his club and engages the Carrion Crawler,
Round 1
Tesco targets Carrion Crawler, shillelagh Attack: 7 Damage: 13
carrion crawler CC1 tentacles Attack: 14 Damage: 4, Con Save DC 13 or poisoned
carrion crawler CC1 bite Attack: 9 Damage: 7
Round 2
Tesco casts hunter's mark as a bonus action,
Tesco targets Carrion Crawler, hunter's mark, shillelagh Attack: 18 Damage: 8
carrion crawler CC1 tentacles Attack: 15 Damage: 6, Con Save DC 13 or poisoned
carrion crawler CC1 bite Attack: 8 Damage: 7
Carrion Crawler takes 9 damage and hunter's mark damage +1d6 (6,
Tesco uses a reaction to cast shield from a daily origin slot, AC 18 becomes AC 23 so CC1 misses
Round 3
Tesco uses heroic inspiration to gain advantage on this attack
Tesco targets Carrion Crawler, hunter's mark, colossus slayer, shillelagh Attack: 25 Damage: 26
carrion crawler CC1 tentacles Attack: 20 Damage: 3, Con Save DC 13 or poisoned
carrion crawler CC1 bite Attack: 23 Damage: 8
CC1 took 9+1 in the first round and 20 in the second round. CC1 (21/51)
Round 4
Tesco drops hunter's mark and casts zephyr strike as a bonus action, granting advantage and +1d8 force damage,
Tesco targets Carrion Crawler, zephyr strike, colossus slayer, shillelagh Attack: 21 Damage: 21
carrion crawler CC1 tentacles Attack: 12 Damage: 6, Con Save DC 13 or poisoned
carrion crawler CC1 bite Attack: 20 Damage: 9
Tesco carves up the monstrosity, salvaging the hard insect shell, useful as a trophy or light weight armor.
Carrion Crawler Rewards
insect shell bounty (110 gp)
450 XP (Tesco's XP total 2200 XP)
The Peyton falls to Daks attack although listed as BB1 it's PE1..grin.
81-100: 1x Peryton (450 XP, 110 gp)
41-60: 1x Ettercap (450 XP, 110 gp)
The Duo gets their bounties and loots and head back to town for some rest. They split the xp and funds.
The subtract 2 nights from their inn room tally. 3 nights left for both. The both spend 15gp for 30 days at the inn
Bargus spends time crafting spells. 1x level 2 burning hands 3 days cost 100gp removed gp from each.
Room at 27 nights left.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Cor spends the night camping beyond the reach of the the graveyard. He records his findings with the burial ground in the book, he traces out the results of his explorations and the decrepit buildings in the deeper graveyard - possible collapsed mausoleums. In the morning he begins the walk back towards Evergreen Hollow.
Encounter 103: 49
They approach from behind, pursuing him along the long trails that lead back to the Elven village.
"There are zombies, pursuing you from the ruins," he is told by the Sphinx, as it circles above.
There isn't time to think about how unusual that is, beyond the surprise of it happening at all, before he steps off the pathway to be behind the largest of the great trees of the thinning Silverwood.
Initatives:
Zombie 1: 15
Zombie 2: 14
Sphinx: 11
Zombie 3: 10
Cor: 8
Zombie 4: 1
At 120 feet, the Zombies rush forward, an unending dash that even on rotting legs covers ground quickly. At 80 feet, with the Sphinx flying over head, swooping and distracting the undead, Cor fires an Eldritch Blast that hits the nearest Zombie, punching through its shoulder. It feels good to return the favour, for once.
As they close to 40 feet, Cor holds his Arcane Orb in front of him and summons the tendrils of shadow which he found on the water elemental's binding skin. The Black Ribbons slither from the ground as the Zombies enter it.
Zombie 1 - 7; Zombie 2 - 1; Zombie 3 - 4; Zombie 4 - 14
Again, only one Zombie is able to push through the magical restraints without becoming restrained. "Attack," says Cor, and the Sphinx's face is entirely leonine as it leaps down on the near edge of the spell-field.
The Sphinx strikes out, shining claws ripping through the linens of it clothes and the dessicated leather of its long-dead skin (HP 5/15). The wound means its arm is less securely attached than it realises and its return blow misses. The sphinx attacks again and the one free Zombie falls to pieces.
After that, it is a simple matter of dispatching the other Zombies. Cor does not repeat his mistake from the previous battle, firing blast after blast into the Zombies but not letting his concentration on the binding spell slip for a moment.
Each Zombie takes a battering. Able to survive far longer than their wounds would suggest, but across the course of a minute the result is forgone. Eventually the last undead is restored to dead.
Rewards 200xp; bounty 40gp
Cor returns to the inn and climbs the tree by use of the usual platforms. He rises to the level of the inn’s entry platform and looks out over the dark wood at sunset.
He returns to his room, grateful Liam has held his items in trust and pays the four gold he owes, before returning to the common room for a meal.
“A divine scroll,” he nods to Tesco, over his poultry, potato and grain hasiot, the Elven food reminding him of home. “I’ll make sure there’s some divine magic in the scroll cases over the next week. Let me know if you have look with that journal. I’m curious as to the devil summoning Yuno uncovered. There’s too much infernal and undead activity for it to be unrelated, is my suspicion.”
The duo spends another night after crafting the spell they roam about town then they get some rest. Last night's rest factored in. 27 nights left.
After getting up and getting a small breakfast they head out of town to see what adventures await them. They decide to go to the Location: Darkwood Forest and Hunt a Grick.
The forest is close by so they prepare just after leaving the inn. Mage Armor and arcane recovery done.
No roll as we are hunting for a Grick to pull out individual Gricks
Encounter hunt time 1
Bargus Perception: 7
Dak Perception: 17
Hawk Perception: 17
Bargus Stealth: 11
Dak Stealth: 12
GR1 Stealth: 16
GR1 Perception: 12
Bargus Initiative: 5 AC 15 passive 12 - HP 23/23
Hawk initiative: 13 AC 13 passive 16 – HP 1/1
Dak Initiative: 7 AC 16 passive 13 HP 31/31
GR1 initiative 13 AC 14 passive 12 HP 27/27
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
The group spot a Grick trying to set up an ambush spot and it spots them 1 hour into there hunt.
Distance 60ft
Hawk initiative: 13 AC 13 passive 16 – HP 1/1
GR1 initiative 13 AC 14 passive 12 HP 27/27
Dak Initiative: 7 AC 16 passive 13 HP 31/31
Bargus Initiative: 5 AC 15 passive 12 - HP 23/23
Hawkeye gives help to Dak
GR1 move 30ft then dashes 30ft to melee with Dak
Dak attacks with his Greatsword (Graze if misses 5 Dmg)
ACTION: Attack with the Great sword on GR1(Graze on Miss 5 dmg): Attack: 24 Damage: 21 (slashing damage)
Damage: 11 (slashing damage)
Bargus cast Magic missile
ACTION: Cast Magic missile, at GR1
Damage: 3 (force damage) + 3 (force damage) + 3 (force damage) + 4 (force damage)
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
The group see each other and the Grick advances on the party. Dak takes a swing and crits with his attack. The beast is resistant though and takes 10 dmg while Bargus decides to just use his Magic missile spell at Level 2 power. Dmg 13 no resistance total dmg 23.
Now in Melee Rnd 2
Hawk initiative: 13 AC 13 passive 16 – HP 1/1
GR1 initiative 13 AC 14 passive 12 HP 4/27
Dak Initiative: 7 AC 16 passive 13 HP 31/31
Bargus Initiative: 5 AC 15 passive 12 - HP 23/23
Hawkeye assists Dak again.
The Beast flails in agony and attacks with vengeance.
Attack tentacles: 8 Damage: 12 (slashing damage) If this hits then next roll is checked.
Attack: 13 Damage: 3 (piercing damage)
Dak attacks with his Greatsword (Graze if misses 5 Dmg)
ACTION: Attack with the Great sword on GR1(Graze on Miss 5 dmg): Attack: 22 Damage: 10 (Slashing Damage) or half (5)
Slasher Damage: Unable to parse dice roll. (Slashing Damage) or half (0) Double on Crit
Bargus cast fire bolt
ACTION: Cast Fire Bolt, Attack GR1: 25 Damage: 3 (Fire)
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
The Grick falls to Dak's blade damage even resisted. I'll have to check my dice code on his slasher damage as it failed but wasn't needed.
The Grick missed the tentacle attack so the Beak attack didn't happen.
61-80: 1x Grick (450 XP, 110 gp). The Duo with Hawkeye lay in wait for anther Grick. Their first hunt only took an hour.
Encounter hunt time 1
Bargus Perception: 9
Dak Perception: 6
Hawk Perception: 21
Bargus Stealth: 22
Dak Stealth: 17
GR1 Stealth: 16
GR1 Perception: 17
Bargus Initiative: 7 AC 15 passive 12 - HP 23/23
Hawk initiative: 7 AC 13 passive 16 – HP 1/1
Dak Initiative: 11 AC 16 passive 13 HP 31/31
GR1 initiative 14 AC 14 passive 12 HP 27/27
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;