Ethel doesn’t see any reaction from the guards when she curses them in elvish. They either didn’t understand what she said or they’re the most disciplined mercenary soldiers on the Sea of Fallen Stars. If she had to bet her life on it, Ethel would decide they really don’t understand elvish and don’t particularly care if the trio speaks it in front of them.
After Hammerdasher and the human are escorted past them in the hall, Ethel, Marrin and Jan are ushered into the same preparation room they were in before.
Scattered about the tables are 4 daggers, a mace, a net, two short swords, a spear, three shields, and a whip.
Tossed into the mix you also see, the amulet you know belongs to Ula, Jan’s signet ring, and Marrin’s lute. For a moment, Ethel doesn’t see her walking stick, but then notices it leaning against the wall.
From down the short passage to the arena you can hear the sounds of a crowd.
“Grab weapons and go,” one of the hobgoblins says gesturing to the tunnel to the arena. As he does, you can hear the creaking of chains as the portcullis at the end of the tunnel is raised.
TEAM MUSCLE
Avaria’s not sure if the guards heard her, but eventually one says “You don’t need to prepare. It’s muscle work. You have muscles. You’re going to use them.”
The guards seem relaxed to Avaria. They know they’re armed and armoured and you’re not but at the same time they give the impression that they’re just doing the job that’s been given to them.
As Avaria and Ula are led up a long flight of stairs, Ula notices the rock here is hewn as opposed to the natural stone of the cavern. The workmanship is professional, but not ornate. The ceilings look to be about seven feet along the corridor.
These tunnels also have lit torches in sconces, providing enough light to see by.
You leave the narrower tunnel and step out in to a wider area. To your right (southish) you can see part of what looks like a combined mess hall, and training area. A hobgoblin sits in a chair with his feet up on a table. Across the hall from the stairs is a closed wooden doorway. Here the ceiling height rises to ten feet.
The seated hobgoblin calls something to your escort and then laughs. One of the guards shouts back at the seated one, causing them to laugh even more.
You’re guided to the left (north) and are ushered though a doorway.
As you are, you’re hit by bright light. Looking around, you realize this is the last light of the afternoon, filtering down from an opening in the rock above. You’re skirting the edge of the viewing area of the arena. About forty feet below, you can see the sandy arena floor. You don’t get time to see much of it, but you do see a guard turning a winch, and raising the portcullis to one of the entry ways to the arena.
You’re ushered along an even wider causeway now, maybe 30’ across. First you pass by an opening leading to another room. Boisterous laughter, singing and shouting can be heard from within. A sign over the opening reads “The Amorous Octopus Tavern.”
A mix of about 20 humanoids of varied races make their way to the edge of the arena spectator area. Only a low two-foot stone barricade prevents spectators from falling into the arena below.
You’re whisked forward before you can see if the others are coming out of the entry way or not. You move down a wide corridor that feels like it rises upwards. Other tunnels branch off with other rooms opening on to the corridor as well. You pass by what appears to be a general store of some sort. A simple sign reads “Dodds” above the doorway.
Finally you’re led out into a massive natural cave that has been turned into an underground harbour. Most of the cavern is water, but nearer to you the floor raises steeply from the depths to form a wide shelf of dry land. When you exit the corridor on to this land ledge you see what can only be called a harbor. There are sacks and barrels, coils of rope, stacks of planks and bundles of sail. Jetties extend into the water, and against these ships of various sizes are moored.
Torches line the walls. Looking across the dark water-filled cavern interior, you think you can see the faint light of the outside world. There must be a cave entrance there large enough for ships to pass through.
People move about shouting and cursing. Several jetties down you see the Rose Marie tied up. But your guards take you in the opposite direction and lead you to a small sloop loaded down with crates.
“You,” one of the guards says, pointing at the two of you. “Carry crates off boat. Pile over there on dock.”
"Well I guess we get to stab and use magic. Lovely to have options."
Marrin walks over to her lute and picks it up. She pushes some of the other equipment to the side so she can open the case and check on the instrument. She plucks a few strings and frowns and says in common,
"Well obviously you haven't been handling it will care, it's out of tune already. I don't suppose you are going to give me the time to fix that?"
She looks at the guards for the expected no, then sighs and throws it over a shoulder and grabs a short sword.
Just before they head in she says to both of her companions in Elven and with complete confidence,
"We've got this."
((D6 of Bardic inspiration to both Jan and Ethel!))
((Jan is down only two HP, if our time in the cave would have had enough down time to do a short rest, she could do that rather than the overtopping of Ula's spell?))
In the prep room, Jan will scoop up all four of the daggers, along with her ring, which she slips onto her finger with a sigh.
"Sooner we're up there, sooner we find out what they're throwing at us, I guess.", she says with a grimace, but makes sure that Ethel is able to make it up to the arena alright.
Rollback Post to RevisionRollBack
DM:Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Ula starts unloading as she’s been asked to do. It’s work she’s used to from living in a sea side town and loading and unloading for the tavern cellars.
She keeps her eyes, ears and nose open, for anything that might be unusual or interesting. She’ll try and discern what’s in the cargo. Also how many boats there are, and whether any of them might make a decent getaway boat aside from their own one of course.
Wjen they’re alone, ”Let’s make ourselves super useful here. I’d rather have more shifts here I think, than in the arena… More… ‘possibilities’…”, she says, eying the boats and the tunnel exit.
As they work, Avaria keeps up with Ula. Not exactly used to this type of work, but definitely not a slouch. While Ula is looking at the cargo and the boats, Avaria was looking at the different kinds of people, trying to note what races were more prevalent. On their way to the cargo area and in the vicinity. After learning what Marrin and Jan can do.. she wonders if disguising themselves will be necessary if they can get out of the caverns. She knows she herself sticks out like a sore thumb.
"This place is like a town! I wonder how much of it exists that we haven't seen."
Ethlehyn grasps her walking stick and gives it a cursory inspection. She looks over the remaining items on the table, taking nothing, and joins the others on the walk out to the arena.
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
As Ula and Avaria haul crates and barrels off the ship. Ula can’t figure out what ever box or barrel contains, but her nose, cracks in crates, and the odd shifting of weight gives the impression that there’s a collection of cloth and canvas, flours, salts, and spices, which she discovered after what might have been a puff of cinnamon went up her nose and started her sneezing. Different tools clang about; a crate full of shields; several crates of what are likely very expensive linens and silks. Overall, some things look to be what you’d need to keep a general store in a port town, but other items don’t make a lot of sense. Who would buy bolt after bolt of very expensive fabric here or rare spices.
Casting her eyes about the cavern, Ula sees maybe a dozen ships of varying sizes. There are a couple of ships the size of the Rose Marie, like the one she and Avaria are working on now, what looks to be an oared longboat, a few smaller sailing boats, barges, and the like. Away from the jetties themselves, anchored out in the water is a full sized galleon.
Down by the Rose Marie, you see familiar faces – Slick, Tammer, and Carnavon (the goblin, half-orc, and dragonborn crew members of the Rose Marie) make their way down the dock and into the main tunnel heading to the underground town.
Avaria spots a collection of humans, goblins, half-orcs, the odd Halfling, and a sea elf moving about on the jetties and ships and coming and going from the main tunnel. They all give off a bit of a shady, roguish vibe. But maybe that’s to be expected in a port hidden from view to the outside world.
Your hobgoblin escort sit on the dock playing cards across a barrel.
A human male, just entering into middle age, dressed to a style but without great expense, approaches the ship you’re unloading and nods a greeting at the hobgoblins. He bears a grin that is equal parts sly and jovial.
He smiles at the two of you.
“Ha. I’d heard you were strong ones. I wish I’d seen your debut earlier today,” the man says. “They’ll have to let me know when you’re performing again.”
His eyes linger over your muscular arms, nodding.
“Forgive me, I’m Harry Dodds, Purveyor of everything one might need even if they didn’t know they needed it. Some of this you’ll be brining to my store.” Dodds says.
He moves about through the crates, marking red ‘D’s on several of them.
Jan, Marrin and Ethel make their way out on to the sandy floor of the arena. As they step clear of the tunnel, the portcullis lowers quickly back into place. They’re welcomed by a collection of cheers, jeers and boos.
“Ah here we go then,” a woman’s voice calls down from above, from the same spot that had been occupied by William Hargrove in your introductory bout in the morning.
Looking up, you see a tall, lean and athletic human woman with long waves of red hair. She wears a curious combination of loose, full-length dress and leather armour. Two longswords dangle from her belt.
She holds her arms up to bring a quiet to the crowd.
“For the newcomers in the crowd, I’m Gillian Hargrove, and I’ll be your Editor for this afternoon’s festivities,” she says.
She then gestures down to the trio on the sandy ground.
“Fresh from high seas adventures and a stunning win this morning we have these three charmers. But who shall they face today?” she calls out.
The crowd shouts out suggestions for blindfolds, for something called King of the Hill, and No Surrender. Several though call for Beaks.
“Who said beaks?” Gillian Hargrove asks. “Have you been reading my mind?”
She then looks back down at the three of you. “What do you say? Shall it be woman versus beast today?”
She signals a guard across the arena who turns the winch to open the portcullis door across from you.
“Let’s start with one each.”
You hear screeching, bird like calls from the tunnel as the portcullis lifts up. Then suddenly, three tall flightless birds with what look like very strong legs and heavy wedged shaped beaks emerge into the arena. The crowd cheers, which causes the birds to swing their large heads around, one slamming into the others. But then they catch sight of the three facing them and start approaching.
This post has potentially manipulated dice roll results.
Ethlehyn Initiative: 19
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
"My fire spell needs to catch as many of them as possible in a cone in front of me..." Ethel replies to Marrin.
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
This post has potentially manipulated dice roll results.
Ethel grimaces at the speed of the wretched bird. She curls her hand into a claw and whispers the spell to case chill touch, once again conjuring a withered spectral hand to sap the life from the bird attacking Marrin. At the same time, she uses her movement to step out to the side and around, trying to anticipate where the next two birds will go so she can catch them all in a spell with her next action.
Chill Touch: Attack: 11 Damage: 6
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
TEAM ARENA
Ethel doesn’t see any reaction from the guards when she curses them in elvish. They either didn’t understand what she said or they’re the most disciplined mercenary soldiers on the Sea of Fallen Stars. If she had to bet her life on it, Ethel would decide they really don’t understand elvish and don’t particularly care if the trio speaks it in front of them.
After Hammerdasher and the human are escorted past them in the hall, Ethel, Marrin and Jan are ushered into the same preparation room they were in before.
Scattered about the tables are 4 daggers, a mace, a net, two short swords, a spear, three shields, and a whip.
Tossed into the mix you also see, the amulet you know belongs to Ula, Jan’s signet ring, and Marrin’s lute. For a moment, Ethel doesn’t see her walking stick, but then notices it leaning against the wall.
From down the short passage to the arena you can hear the sounds of a crowd.
“Grab weapons and go,” one of the hobgoblins says gesturing to the tunnel to the arena. As he does, you can hear the creaking of chains as the portcullis at the end of the tunnel is raised.
TEAM MUSCLE
Avaria’s not sure if the guards heard her, but eventually one says “You don’t need to prepare. It’s muscle work. You have muscles. You’re going to use them.”
The guards seem relaxed to Avaria. They know they’re armed and armoured and you’re not but at the same time they give the impression that they’re just doing the job that’s been given to them.
As Avaria and Ula are led up a long flight of stairs, Ula notices the rock here is hewn as opposed to the natural stone of the cavern. The workmanship is professional, but not ornate. The ceilings look to be about seven feet along the corridor.
These tunnels also have lit torches in sconces, providing enough light to see by.
You leave the narrower tunnel and step out in to a wider area. To your right (southish) you can see part of what looks like a combined mess hall, and training area. A hobgoblin sits in a chair with his feet up on a table. Across the hall from the stairs is a closed wooden doorway. Here the ceiling height rises to ten feet.
The seated hobgoblin calls something to your escort and then laughs. One of the guards shouts back at the seated one, causing them to laugh even more.
You’re guided to the left (north) and are ushered though a doorway.
As you are, you’re hit by bright light. Looking around, you realize this is the last light of the afternoon, filtering down from an opening in the rock above. You’re skirting the edge of the viewing area of the arena. About forty feet below, you can see the sandy arena floor. You don’t get time to see much of it, but you do see a guard turning a winch, and raising the portcullis to one of the entry ways to the arena.
You’re ushered along an even wider causeway now, maybe 30’ across. First you pass by an opening leading to another room. Boisterous laughter, singing and shouting can be heard from within. A sign over the opening reads “The Amorous Octopus Tavern.”
A mix of about 20 humanoids of varied races make their way to the edge of the arena spectator area. Only a low two-foot stone barricade prevents spectators from falling into the arena below.
You’re whisked forward before you can see if the others are coming out of the entry way or not. You move down a wide corridor that feels like it rises upwards. Other tunnels branch off with other rooms opening on to the corridor as well. You pass by what appears to be a general store of some sort. A simple sign reads “Dodds” above the doorway.
Finally you’re led out into a massive natural cave that has been turned into an underground harbour. Most of the cavern is water, but nearer to you the floor raises steeply from the depths to form a wide shelf of dry land. When you exit the corridor on to this land ledge you see what can only be called a harbor. There are sacks and barrels, coils of rope, stacks of planks and bundles of sail. Jetties extend into the water, and against these ships of various sizes are moored.
Torches line the walls. Looking across the dark water-filled cavern interior, you think you can see the faint light of the outside world. There must be a cave entrance there large enough for ships to pass through.
People move about shouting and cursing. Several jetties down you see the Rose Marie tied up. But your guards take you in the opposite direction and lead you to a small sloop loaded down with crates.
“You,” one of the guards says, pointing at the two of you. “Carry crates off boat. Pile over there on dock.”
In Elven still,
"Well I guess we get to stab and use magic. Lovely to have options."
Marrin walks over to her lute and picks it up. She pushes some of the other equipment to the side so she can open the case and check on the instrument. She plucks a few strings and frowns and says in common,
"Well obviously you haven't been handling it will care, it's out of tune already. I don't suppose you are going to give me the time to fix that?"
She looks at the guards for the expected no, then sighs and throws it over a shoulder and grabs a short sword.
Just before they head in she says to both of her companions in Elven and with complete confidence,
"We've got this."
((D6 of Bardic inspiration to both Jan and Ethel!))
((Jan is down only two HP, if our time in the cave would have had enough down time to do a short rest, she could do that rather than the overtopping of Ula's spell?))
In the prep room, Jan will scoop up all four of the daggers, along with her ring, which she slips onto her finger with a sigh.
"Sooner we're up there, sooner we find out what they're throwing at us, I guess.", she says with a grimace, but makes sure that Ethel is able to make it up to the arena alright.
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
(Yes short rest would be fine. You didn't do anything strenuous down in the cavern)
((Up to full then (minimum +3), provided we got HP at leveling?))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
(Yes to additional HP when leveled up)
Ula starts unloading as she’s been asked to do. It’s work she’s used to from living in a sea side town and loading and unloading for the tavern cellars.
She keeps her eyes, ears and nose open, for anything that might be unusual or interesting. She’ll try and discern what’s in the cargo. Also how many boats there are, and whether any of them might make a decent getaway boat aside from their own one of course.
Wjen they’re alone, ”Let’s make ourselves super useful here. I’d rather have more shifts here I think, than in the arena… More… ‘possibilities’…”, she says, eying the boats and the tunnel exit.
Does she see anyone they recognise?
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
As they work, Avaria keeps up with Ula. Not exactly used to this type of work, but definitely not a slouch. While Ula is looking at the cargo and the boats, Avaria was looking at the different kinds of people, trying to note what races were more prevalent. On their way to the cargo area and in the vicinity. After learning what Marrin and Jan can do.. she wonders if disguising themselves will be necessary if they can get out of the caverns. She knows she herself sticks out like a sore thumb.
"This place is like a town! I wonder how much of it exists that we haven't seen."
Ethlehyn grasps her walking stick and gives it a cursory inspection. She looks over the remaining items on the table, taking nothing, and joins the others on the walk out to the arena.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
TEAM MUSCLE:
As Ula and Avaria haul crates and barrels off the ship. Ula can’t figure out what ever box or barrel contains, but her nose, cracks in crates, and the odd shifting of weight gives the impression that there’s a collection of cloth and canvas, flours, salts, and spices, which she discovered after what might have been a puff of cinnamon went up her nose and started her sneezing. Different tools clang about; a crate full of shields; several crates of what are likely very expensive linens and silks. Overall, some things look to be what you’d need to keep a general store in a port town, but other items don’t make a lot of sense. Who would buy bolt after bolt of very expensive fabric here or rare spices.
Casting her eyes about the cavern, Ula sees maybe a dozen ships of varying sizes. There are a couple of ships the size of the Rose Marie, like the one she and Avaria are working on now, what looks to be an oared longboat, a few smaller sailing boats, barges, and the like. Away from the jetties themselves, anchored out in the water is a full sized galleon.
Down by the Rose Marie, you see familiar faces – Slick, Tammer, and Carnavon (the goblin, half-orc, and dragonborn crew members of the Rose Marie) make their way down the dock and into the main tunnel heading to the underground town.
Avaria spots a collection of humans, goblins, half-orcs, the odd Halfling, and a sea elf moving about on the jetties and ships and coming and going from the main tunnel. They all give off a bit of a shady, roguish vibe. But maybe that’s to be expected in a port hidden from view to the outside world.
Your hobgoblin escort sit on the dock playing cards across a barrel.
A human male, just entering into middle age, dressed to a style but without great expense, approaches the ship you’re unloading and nods a greeting at the hobgoblins. He bears a grin that is equal parts sly and jovial.
He smiles at the two of you.
“Ha. I’d heard you were strong ones. I wish I’d seen your debut earlier today,” the man says. “They’ll have to let me know when you’re performing again.”
His eyes linger over your muscular arms, nodding.
“Forgive me, I’m Harry Dodds, Purveyor of everything one might need even if they didn’t know they needed it. Some of this you’ll be brining to my store.” Dodds says.
He moves about through the crates, marking red ‘D’s on several of them.
"Bring these."
----------------------------------------------------------------------------------------------------------------
TEAM ARENA:
Jan, Marrin and Ethel make their way out on to the sandy floor of the arena. As they step clear of the tunnel, the portcullis lowers quickly back into place. They’re welcomed by a collection of cheers, jeers and boos.
“Ah here we go then,” a woman’s voice calls down from above, from the same spot that had been occupied by William Hargrove in your introductory bout in the morning.
Looking up, you see a tall, lean and athletic human woman with long waves of red hair. She wears a curious combination of loose, full-length dress and leather armour. Two longswords dangle from her belt.
She holds her arms up to bring a quiet to the crowd.
“For the newcomers in the crowd, I’m Gillian Hargrove, and I’ll be your Editor for this afternoon’s festivities,” she says.
She then gestures down to the trio on the sandy ground.
“Fresh from high seas adventures and a stunning win this morning we have these three charmers. But who shall they face today?” she calls out.
The crowd shouts out suggestions for blindfolds, for something called King of the Hill, and No Surrender. Several though call for Beaks.
“Who said beaks?” Gillian Hargrove asks. “Have you been reading my mind?”
She then looks back down at the three of you. “What do you say? Shall it be woman versus beast today?”
She signals a guard across the arena who turns the winch to open the portcullis door across from you.
“Let’s start with one each.”
You hear screeching, bird like calls from the tunnel as the portcullis lifts up. Then suddenly, three tall flightless birds with what look like very strong legs and heavy wedged shaped beaks emerge into the arena. The crowd cheers, which causes the birds to swing their large heads around, one slamming into the others. But then they catch sight of the three facing them and start approaching.
Initiatives please.
Ethlehyn Initiative: 19
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
AB 1 14
AB 2 2
AB 3 21
Jan: 23
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Initiative: 19
Marrin casts an appraising, angry eye up at Gillian before focusing on their opponents.
"Just birds? Okay... Focus on one at a time. I presume you'll need to stay behind us Ethel?"
"My fire spell needs to catch as many of them as possible in a cone in front of me..." Ethel replies to Marrin.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Initiative Order:
Big Bad Bird 2
Ethel, Marrin and Jan
Big Bad Birds 1 and 3
2
With surprising speed, the first, and most aggressive of the three large birds races forward, covering the 45' distance between you in a flash.
The crowd hums with anticipation.
It swings it's large head around at Marrin, the axe handle of a beak falling hard towards her shoulder.
Beak: Attack: 5 Damage: 4
Ethel grimaces at the speed of the wretched bird. She curls her hand into a claw and whispers the spell to case chill touch, once again conjuring a withered spectral hand to sap the life from the bird attacking Marrin. At the same time, she uses her movement to step out to the side and around, trying to anticipate where the next two birds will go so she can catch them all in a spell with her next action.
Chill Touch: Attack: 11 Damage: 6
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Jan shifts her grip on her dagger to extend a few fingers on her right hand as she mutters in elvish.
"میرے لیے مرو"
To her eyes she sees a tendril of dust swirl about its legs as she thrusts and twirls forward at the bird that attacked Marrin.
Attack: 19 Damage: 14 piercing and necrotic
Attack: 23 Damage: 6 piercing and necrotic
((Plus 2 bludgeoning on the first one to hit.))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock