Earlier Old Kellar agrees with Augustin, and says that there used to be such a book.
"The village log, it were called," says Old Kellar, puffing on his pipe at a table at the Keep. "Fell out of favour about 40 years ago, Dwight Stockmer - Jonn's father - weren't much interested in books and learning, saw it as impractical. Jonn never grew up with it so never continued the tradition. Think it's probably in the library or maybe the store. Ain't seen it for decades."
With the help of the domestic staff the old book is found. Books, actually, nearly a dozen of them. Augustin goes through them, reading of disease, famine, bandits, trouble with fey from the forest, the coming of the Gravelstokes - they were shunned at first - how problems were solved. Augustin reads between the lines and sees the world was much different 100 years ago - summer lasted three months instead of one month and there was rain usually only in spring and autumn. Farming was easier and more predictable. There was the occasional blight that devastated a crop, but flooding from too much rain was unheard of. The lengths that farmers go to today to manage their crops in water-soaked earth were not necessary back then.
"Aye, different back then," agreed Old Kellar. "Humans forget, but the longer lived races remember. These primal spirits you're talkin' about need to be awoken to restore the natural laws of the world."
Old Kellar grabs a scroll to take some notes. "Together let's come up with what we shall write in the Harken Village logbook. Let's not miss any more events that future heroes might need to learn from."
Augustin and Old Kellar spend the next couple of days bringing the village logbook up to date.
RL will brew more potions of healing to replace those used (2 I think) and fund this by selling 2 others
Augustin votes for increasing the safety of the Nentir Vale. If the people can focus on rebuilding and training a militia they may be able to look after themselves and open up new training opportunities.
Augustin is open to funding training efforts through the Baron’s keep via the groups spoils of war. He could speak to his uncle about investing their funds into the Nentir vale provided they can access the funds and draw interest or favour based on their contributions. Augustin isn’t really sure what his share of the party spoils is but is happy to give it to his Uncle. I’m particularly (and at a minimum) he would like to hire a lore writer to document the struggles of the last few months, an honest recollection of the events.
Augustin is open to clearing out local quests to strengthen the resources of the people, rather than kicking a hornets nest and bringing more trouble. In saying that, he does want to keep the pressure on the Iron circle and keep disrupting them. As such he votes bandits and shepherds farm. With information gathering ready for their return on the Seven Pillared hall.
Lastly he absentmindedly reflects on the experience that was the Timey-wimey tower. Given Old Kellars description of them being ruffians. He is happy to put them to rest properly. Whilst the graves may be nondescript, anyone who wants to find them, can if they look.
So Sheppards farm or bandits then, from memory Sheppard didnt really want anything done in their discussions with Esa, is that correct?
Shepherd is not too bothered. She has gotten used to the occasional cries, psychic babblings, bangings and other noises from below. Twig blights are a problem though, randomly popping up and killing whatever they can before Shepherd can destroy them. She is considering getting with the group of would-be delvers to actually go and clear out her undercroft.
Shepherd is not too bothered. She has gotten used to the occasional cries, psychic babblings, bangings and other noises from below. Twig blights are a problem though, randomly popping up and killing whatever they can before Shepherd can destroy them. She is considering getting with the group of would-be delvers to actually go and clear out her undercroft.
But if the party want to lend a hand...
well, lets go and lend a hand then, maybe Esa can get her lessons for free then
Esa puts the proposal to Shepherd who accepts, if she can come with you.
"After all, it's my land. I'd like to see what the nine hells the Iron Circle disturbed under there. I'll stay out of your way."
Assuming the party accept, they gather at Shepherd's farm, north of Albridge and west of the Druid's Grove. Shepherd looks you over, if she's impressed she masks it. The tiefling pats her dog. "You stay topside, Rollo," she says to him. You can see a genuine fondness she has for the dog. Often farmers and graziers just see dogs as farm tools, so it is nice to see that bond.
As if on queue there is a cry felt rather than heard - anyone with arcana proficiency notices it, as well as the animals. Rollo moves closer to Shepherd and whines, the sheep run away from the house.
"Uh oh," mutters Shepherd. "Get ready, this seems like a bad one."
Before she finishes speaking, twisted wooden creatures made of twigs, branches, leaves, or just chunks of dead wood, appear and start moving towards the party. Some are small, some are human sized.
This post has potentially manipulated dice roll results.
All the blights, except the needleblight, run at the party.
The needleblight shudders and whips its arms towards Rustling Leaves (maybe we should just call him Russell for short). Thorns whip out of its body towards the shifter.
Attack: 9 Damage: 8.
The vine blight at the top of the map moves next to Grimbald and Vakiel. It attacks Grimbald by extending its arms like multiple vines which try to both batter him and wrap themselves around him.
Vine blight attack on Grimbald: 7 Damage: 5. On a hit Grimbald is grappled and restrained with a DC12 check required to escape (dex or str).
The vine blight at the bottom of the map moves to Vakiel and attempts the same attack on him.
Vine blight attack on Vakiel: 10 Damage: 9. On a hit Vakiel is grappled and restrained with a DC12 check required to escape (dex or str).
I'll wait for the result before the twig blights attack.
RL will cast faerie fire 20ft cube encompassing the two twig blights and 2 vine blights. DC 15 dex save to avoid being lit up like a christmas tree. Then he will move 5 ft north to stand next to Grimbald and the mastiff.
Bonus action: shift. Wildhunt. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re incapacitated.
Following the effects of the farie fire, he will position himself to to give himself advantage by moving around the party, flanking with Grimbald and Vakiel.
He waits patiently before launching his attacks to see which creatures have been attacked and appear weakened. He will make his three attacks with a view to reduce the numbers. He doesn’t know much about blights, but wonders if they ambushed the party or stupidly fell into the parts trap.
This post has potentially manipulated dice roll results.
Grimbald lets out a call to nearby squirrels. Hunters Mark on the Vine Blight south of Vakiel. if faerie fired (that will cancel out the disadvantage of missile attack in melee range) Attack: 28 Damage: 21 and Attack: 12 Damage: 17 with dread ambusher on the first turn
RL will brew more potions of healing to replace those used (2 I think) and fund this by selling 2 others
So Sheppards farm or bandits then, from memory Sheppard didnt really want anything done in their discussions with Esa, is that correct?
Shepherd is not too bothered. She has gotten used to the occasional cries, psychic babblings, bangings and other noises from below. Twig blights are a problem though, randomly popping up and killing whatever they can before Shepherd can destroy them. She is considering getting with the group of would-be delvers to actually go and clear out her undercroft.
But if the party want to lend a hand...
well, lets go and lend a hand then, maybe Esa can get her lessons for free then
Esa puts the proposal to Shepherd who accepts, if she can come with you.
"After all, it's my land. I'd like to see what the nine hells the Iron Circle disturbed under there. I'll stay out of your way."
Assuming the party accept, they gather at Shepherd's farm, north of Albridge and west of the Druid's Grove. Shepherd looks you over, if she's impressed she masks it. The tiefling pats her dog. "You stay topside, Rollo," she says to him. You can see a genuine fondness she has for the dog. Often farmers and graziers just see dogs as farm tools, so it is nice to see that bond.
As if on queue there is a cry felt rather than heard - anyone with arcana proficiency notices it, as well as the animals. Rollo moves closer to Shepherd and whines, the sheep run away from the house.
"Uh oh," mutters Shepherd. "Get ready, this seems like a bad one."
Before she finishes speaking, twisted wooden creatures made of twigs, branches, leaves, or just chunks of dead wood, appear and start moving towards the party. Some are small, some are human sized.
Grimbald - Roll initiative for the party!
(battlemap coming)
Just in case you can't see it on D&D Beyond Maps
Initiative 12
Blights' initiative 12
All the blights, except the needleblight, run at the party.
The needleblight shudders and whips its arms towards Rustling Leaves (maybe we should just call him Russell for short). Thorns whip out of its body towards the shifter.
Attack: 9 Damage: 8.
The vine blight at the top of the map moves next to Grimbald and Vakiel. It attacks Grimbald by extending its arms like multiple vines which try to both batter him and wrap themselves around him.
Vine blight attack on Grimbald: 7 Damage: 5. On a hit Grimbald is grappled and restrained with a DC12 check required to escape (dex or str).
The vine blight at the bottom of the map moves to Vakiel and attempts the same attack on him.
Vine blight attack on Vakiel: 10 Damage: 9. On a hit Vakiel is grappled and restrained with a DC12 check required to escape (dex or str).
I'll wait for the result before the twig blights attack.
Vakiel is wrapped up with the arm vines of the vine blight that starts to squeeze him.
The twig blights move in and both attack Vakiel with advantage:
Twig blight 1 - Attack: 21 Damage: 4.
Twig blight 2 - Attack: 18 Damage: 4.
Map before the party's turn:
Vakiel check (STR) - 18 (rolled on character sheet)
Vakiel takes handsfull (handfulls?) of the vines and just rips them away from his body. That's his action. He can move if he wants.
RL will cast faerie fire 20ft cube encompassing the two twig blights and 2 vine blights. DC 15 dex save to avoid being lit up like a christmas tree. Then he will move 5 ft north to stand next to Grimbald and the mastiff.
Bonus action: shift. Wildhunt. While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you unless you’re incapacitated.
Following the effects of the farie fire, he will position himself to to give himself advantage by moving around the party, flanking with Grimbald and Vakiel.
He waits patiently before launching his attacks to see which creatures have been attacked and appear weakened. He will make his three attacks with a view to reduce the numbers. He doesn’t know much about blights, but wonders if they ambushed the party or stupidly fell into the parts trap.
Grimbald lets out a call to nearby squirrels. Hunters Mark on the Vine Blight south of Vakiel. if faerie fired (that will cancel out the disadvantage of missile attack in melee range) Attack: 28 Damage: 21 and Attack: 12 Damage: 17 with dread ambusher on the first turn
Dex saves:
Twig blight 1 (top) - 12.
Twig blight 2 (bottom) - 13.
Vine blight 1 (top) - 21.
Vine blight 2 (bottom) - 2.
Taking damage from mobile sticks will case Vakiel to rage (bonus action) but he will stay in place readying for the next attack
So only Vine Blight 2 (the lower of the two on the map flanking Vakiel) was lit up with faerie fire.
It takes two bolts from Grimbald and collapses to the ground and disassembles in front of you, becoming just a bunch of twigs, sticks, and vegetation.
DM's Note: Grimbald has crossbow expert feat, so doesn't suffer the disadvantage roll from being in melee range of a hostile creature.
Esa casts fire bolt at a twig blight
Attack: 20 Damage: 14.