Quinn awakens at the sound of his friends being bludgeoned. He attempts to roll away from his attacker but he's too late and he's bashed in the side by the massive club. If the crew had not been awakened by Fergus' alarm, they surely would've been awaked by Quinn's war cry. As the rest of the crew spring into action, Quinn growls a magical incantation in the goblin tongue and he pounces on the target that everyone is focusing their attacks on.
Quinn darts towards his target and roars as he rains down two massive two handed overhead strikes down on the giant.
This post has potentially manipulated dice roll results.
Bryony sinks a pair of sneaky blades into the prone humanoid (#2) which had just wallopped Jurgen. Bryony recognizes this ten-foot-tall creature - who frankly shares a very slight resemblance to Boona. So do Jurgen and Quinn: it's an ogre. The doubled-over laughing, confused ogre suddenly finds the situation a whole lot less funny, if still bewildering. DC15 WIS Saves to break laughter:9, 14
Jurgen stands up and swings his green flame-dripping blade at his attacker, as well. It is bloodied, and seriously questioning its actions. Ogre #2 DC15 WIS Saves to break laughter:13The flames jump to ogre #1 (who attacked Fergus), Ogre #1 DC15 WIS Save to break laughter:18
Quinn, a little ways from the others, rolls away from his incapacitated attacker, stands, and charges the injured, confused ogre attacking Jurgen. He fells it. One down.
This post has potentially manipulated dice roll results.
Only one does; its unnerving smile turns to a grimace.
Boona roars out in a guttural tongue as she multiplies in size. DC10 Charisma checks to not be a little cowed by her performance:4, 14, 2. Karst emerges from the earth beside her.
Ogre #1 (who attacked Fergus) is wounded, prone, incapacitated, laughing, and somewhat wide-eyed about Boona. #2 is dead. #3 (who attacked Quinn) is off to one side; prone and incapacitated by laughter. #4 (who attacked Fergus) is prone, clearly nervous about Boona, and sitting up, no longer laughing.
Melee attacks against any and all are at advantage due to their prone condition.
This post has potentially manipulated dice roll results.
Fergus:
”Minions—To me!” screeches Fergus, summoning three exact duplicates of himself out of the ether. They all charge ogre that just walloped him (#4) and keep trying to kick him in the shins!
”Whack him good, Boona!” he encourages.
Casting Mirror Image and giving Bardic Inspiration (1d8) to Boona.
Bardic Agile Strikes: Attack: 25 Damage: 9
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"Watch out Fergus...Um, Fergus's's" shouts Jorzu from his safe vantage point away from the hand-to-hand battle. Knowing he must keep as many ogres locked down as possible with his spell. He avoids getting any closer, instead deciding to send in an old friend. He grabs his walking stick and throws it in Fergus' general direction. It lands with a clack and immediately smokes and twists eventually morphing into Hugo. "Attack the ogre that all the Fergi are surrounding". He maintains a safe distance/position to avoid any ogre attacks. Hugo slithers to within 10ft of the ogre and snaps at it.
A - Magic Action to summon Hugo.
M - if needed to position himself in a safe place
Hugo's Attacks
Bite Attack: 22 Damage: Unable to parse dice roll.
Constrict Attack: DC14 STR save or suffer Unable to parse dice roll. bludgeoning damage and be Grappled
Fergus divides into quartet of kicking halflings as Jorzu's massive constrictor snake coalesces out of the shadows.
The three prone ogres are little match for the awakened party, one fearfully enlarged in size, another duplicated, and their summoned friends. They make quick work of the candle-adorned ambushers.
In a quick moment, all four ogres lay dead in the dry, abandoned field. Combat is over, everyone may act. (Apologies for truncating this battle!)
The ogres carry little of value; just their crude greatclubs and stubby candles. They appear to be opportunistic thugs who chose to rob the wrong group of travelers. They seem to have no motive other than plunder.
The party returns to an uneasy rest in the black night on the outskirts of Conyberry. A dull morning eventually comes, and with it, a measure of rest and healing. (You may receive the benefits of a Long Rest. Fergus finds his exhaustion has been lifted.)
You awaken to a cool, grim, overcast morning on the outskirts of a long abandoned town, faced with the decision of how to proceed. Hike south into the hills to investigate the reports of digging and necromancy around the Old Owl Well? Go even further south to Wyvern Tor, where there have been reports from the prospectors of dangerous raiders? Follow the newly-observed eerie trail northwest into the bleak forest? Or continue your quest north to Talhundreth and the legendary crypt beneath it, seeking the missing villagers (including Bryony's kidnapped aunt)?
”I understand there are issues elsewhere in the region, but I believe our first priority should be rescuing the kidnapped townsfolk,” counsels Fergus in the morning.
Finally feeling rested, he sings softly for the group, encouraging them for the day ahead while working out the lyrics for the tale of their battle last night (11 temp hp and 3 people get heroic inspiration).
”I think we should head for Talhundereth and rescue or friends and family members before spending time elsewhere,” he concludes.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Quinn breaks camp early and sits cross legged, meditating while he communes with nature. After a few moments, the low gurgling croaking of an unseen raven can be heard from above. Without opening his eyes, Quinn smirks and perfectly mimics the ravens croaking. He opens his clasped palm to reveal a single copper piece and out of thin air, a spirit raven reveals itself and swoops down next to Quinn. It hops and skips over to Quinn and pecks at the copper piece. Quinn speaks with the spirit raven in a way that only he can. The raven bobs its head and squawks back in agreement before the spirit raven dissipates into a glowing blue mist that envelopes Quinn.
Quinn stands and walks over greet the crew and make plans for the day. Anyone with keen eyes would note that Quinn's pendant necklace now glows the same ethereal blue color of the spirit raven.
"G'morning. So, what's the plan?" Quinn listens and hears out Fergus' thoughts. "I think you're right, Fergus. We need to rescue Aunt Queline and the other captives. Either way, I think we'll have to investigate these other places at some point. Shall we get movin'?"
OOC: I swapped out one of my spells and picked up Summon Beast
Unless anyone objects or has prior business in Conyberry, the party pushes north – leaving this abandoned town and the Triboar Trail behind them to follow the open meadows just east of Neverwinter Wood, heading toward the high plains west of the Starmetal Hills.
Somebody should make a Survival check to determine their progress. There are no clear trails toward their destination; they are crossing through open wilderness, following only vague visual landmarks, loose reckoning, and secondhand directions.
Somebody should also roll a straight d20 to see how their day otherwise progresses.
Are you moving with speed? Or with stealth? Are there any other preparations or actions you wish to make?
Moving along with Jeeves, Fergus is not up for rushing too much after being exhausted yesterday. However, he does make some quiet but lively traveling music on his flute as they go, the notes seeming to give subtle clues to the right path.
”I take it we are in your capable hands again, Quinn?” asks Fergus contentedly, “Lead on!”
(Bardic Inspiration d8 for Quinn)
Straight D20: 17
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Quinn bows his head ever so slightly. He tucks his glowing blue pendant into his cloak leads the crew on their way. Once the party leaves the Triboar trail and begins traveling off trail, he advises the crew to travel smartly.
"Everyone, single file as we move through the bush. This way it's difficult for any other random raiders or thugs to discern how many are in our group."
Survival check: 26 (18 + 8 bardic inspiration)
Rollback Post to RevisionRollBack
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
There are no trails in this desolate, largely untraveled part of the land, but there are efficient places to cross through, and Quinn manages to find the most advantageous of them. There has been no rain here for many days, maybe weeks, and the dry, rocky soil makes for dusty progress. It also tends to preserve tracks in many areas. At one point Quinn manages to spot humanoid boot tracks of unknown age paralleling your own, but that trail quickly goes cold on a rocky plateau. You are rising in altitude as you march into the hazy, blue-tinged hills.
You reach the river, or rather the narrow, winding, cold, mountain stream that you know eventually becomes the broad, brown river that the city of Neverwinter sits upon. Following it upstream through brush-choked gullies, by late afternoon you find what you are looking for. What your notes foretold. Masonry. A broad courtyard nearly swallowed by dust and dry grass, nestled between a hill and a jagged arm of rock. And beyond it, a cave opening. Or rather, what was once a stone block arch, leading to a natural tunnel which had long ago been smoothed and flattened by tools. Ruins. Dwarven ruins. The ruins of Talhundereth, the subterranean temple to Dumathoin, the dwarven god of buried secrets.
Transferring some items from the pony to his own pack, Fergus looks a bit more loaded down than usual. “I’m hoping to not take Jeeves down into a crypt—perhaps we can find a good place to stable him before we go too far,” he says hopefully.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Quinn approaches Jeeves slowly and speaks to him. He rubs the horse on his shoulders and asks Fergus about Jeeves.
"In my younger days, when we were ranging across the land, we left our horses free to roam, untethered, while we explored ruins. Just in case something tried to attack 'em while we were away. Or just in case we didn't..." Quinn catches the thought and pauses for a moment before continuing. "Is Jeeves prone to wander? Perhaps we can lead him to the headwater stream so he has plenty of water and fresh grass to eat."
Rollback Post to RevisionRollBack
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Although this leg of the journey was more cross-country it seemed less strenuous than the solid marching from the day before. Jorzu pulls up short at the entrance to the fabled ruins. He stares up in wonder of the magnificence that may have once stood at the entrance. He overhears Fergus' concern surrounding Jeeves. "Allow me" he says as he approaches the pony. He whispers inaudibly as he looks up at the craned neck of Jeeves.
After a brief moment he looks at his halfling friend. "There you go. I just told him we'd be back and not to stray too far. Also to check back here each day at dawn, midday and dusk. Hope that's ok. "
Jeeves wanders off tentatively, nosing about for snacks amongst the dry brush poking through ancient dwarven masonry in the broad courtyard laid before the yawning arched opening ahead. The stream had vanished into a muddy gully several hundred yards below the courtyard, but it is readily accessible. The whole area is quiet and somber. No birds sing, no insects buzz. There are no signs of life or activity here.
The path ahead – partly natural stone, partly worked - is perhaps fifteen feet across as it vanishes into the gloom under the dark, stony hill. Part of the arch clearly collapsed in some sort of earth-shaking cataclysm decades or centuries ago, but the way into the gloom ahead looks mostly free of obstructions. A pair of old sconces – which clearly haven’t held torches in ages – can be seen about ten feet into the opening. The cavern's ceiling is about fifteen feet high, at least at the entrance, to Boona's relief.
Talhundereth awaits. How do you want to proceed?
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Quinn awakens at the sound of his friends being bludgeoned. He attempts to roll away from his attacker but he's too late and he's bashed in the side by the massive club. If the crew had not been awakened by Fergus' alarm, they surely would've been awaked by Quinn's war cry. As the rest of the crew spring into action, Quinn growls a magical incantation in the goblin tongue and he pounces on the target that everyone is focusing their attacks on.
Quinn darts towards his target and roars as he rains down two massive two handed overhead strikes down on the giant.
Bonus Action: Cast Hunter's Mark
Move: use full 40 ft of movement to get into melee range. 1/2 movement to get up from prone plus his remaining 20 ft of movement.
Attack 1: 21 for 20 damage (12 + 7 colossus slayer + 1 from Hunter's Mark)
Attack 2: 24 for 13 damage (12 + 1 used savage attacker feat to reroll damage)
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Bryony sinks a pair of sneaky blades into the prone humanoid (#2) which had just wallopped Jurgen. Bryony recognizes this ten-foot-tall creature - who frankly shares a very slight resemblance to Boona. So do Jurgen and Quinn: it's an ogre. The doubled-over laughing, confused ogre suddenly finds the situation a whole lot less funny, if still bewildering. DC15 WIS Saves to break laughter: 9, 14
Jurgen stands up and swings his green flame-dripping blade at his attacker, as well. It is bloodied, and seriously questioning its actions. Ogre #2 DC15 WIS Saves to break laughter: 13 The flames jump to ogre #1 (who attacked Fergus), Ogre #1 DC15 WIS Save to break laughter: 18
Quinn, a little ways from the others, rolls away from his incapacitated attacker, stands, and charges the injured, confused ogre attacking Jurgen. He fells it. One down.
The three remaining ogres, still doubled over with laughter, try to compose themselves.
DC15 WIS Saves to break laughter:
#1: 10
#3: 13
#4: 3
Only one does; its unnerving smile turns to a grimace.
Boona roars out in a guttural tongue as she multiplies in size. DC10 Charisma checks to not be a little cowed by her performance: 4, 14, 2. Karst emerges from the earth beside her.
Fergus is up next, followed by Jorzu.
Ogre #1 (who attacked Fergus) is wounded, prone, incapacitated, laughing, and somewhat wide-eyed about Boona.
#2 is dead.
#3 (who attacked Quinn) is off to one side; prone and incapacitated by laughter.
#4 (who attacked Fergus) is prone, clearly nervous about Boona, and sitting up, no longer laughing.
Melee attacks against any and all are at advantage due to their prone condition.
Fergus:
”Minions—To me!” screeches Fergus, summoning three exact duplicates of himself out of the ether. They all charge ogre that just walloped him (#4) and keep trying to kick him in the shins!
”Whack him good, Boona!” he encourages.
Casting Mirror Image and giving Bardic Inspiration (1d8) to Boona.
Bardic Agile Strikes: Attack: 25 Damage: 9
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Jorzu
"Watch out Fergus...Um, Fergus's's" shouts Jorzu from his safe vantage point away from the hand-to-hand battle. Knowing he must keep as many ogres locked down as possible with his spell. He avoids getting any closer, instead deciding to send in an old friend. He grabs his walking stick and throws it in Fergus' general direction. It lands with a clack and immediately smokes and twists eventually morphing into Hugo. "Attack the ogre that all the Fergi are surrounding". He maintains a safe distance/position to avoid any ogre attacks. Hugo slithers to within 10ft of the ogre and snaps at it.
A - Magic Action to summon Hugo.
M - if needed to position himself in a safe place
Hugo's Attacks
Bite Attack: 22 Damage: Unable to parse dice roll.
Constrict Attack: DC14 STR save or suffer Unable to parse dice roll. bludgeoning damage and be Grappled
Fergus divides into quartet of kicking halflings as Jorzu's massive constrictor snake coalesces out of the shadows.
The three prone ogres are little match for the awakened party, one fearfully enlarged in size, another duplicated, and their summoned friends. They make quick work of the candle-adorned ambushers.
In a quick moment, all four ogres lay dead in the dry, abandoned field. Combat is over, everyone may act. (Apologies for truncating this battle!)
The ogres carry little of value; just their crude greatclubs and stubby candles. They appear to be opportunistic thugs who chose to rob the wrong group of travelers. They seem to have no motive other than plunder.
The party returns to an uneasy rest in the black night on the outskirts of Conyberry. A dull morning eventually comes, and with it, a measure of rest and healing. (You may receive the benefits of a Long Rest. Fergus finds his exhaustion has been lifted.)
You awaken to a cool, grim, overcast morning on the outskirts of a long abandoned town, faced with the decision of how to proceed. Hike south into the hills to investigate the reports of digging and necromancy around the Old Owl Well? Go even further south to Wyvern Tor, where there have been reports from the prospectors of dangerous raiders? Follow the newly-observed eerie trail northwest into the bleak forest? Or continue your quest north to Talhundreth and the legendary crypt beneath it, seeking the missing villagers (including Bryony's kidnapped aunt)?

Boona is eager to head towards Talhundereth but understands if others want to explore elsewhere first.
Fergus:
”I understand there are issues elsewhere in the region, but I believe our first priority should be rescuing the kidnapped townsfolk,” counsels Fergus in the morning.
Finally feeling rested, he sings softly for the group, encouraging them for the day ahead while working out the lyrics for the tale of their battle last night (11 temp hp and 3 people get heroic inspiration).
”I think we should head for Talhundereth and rescue or friends and family members before spending time elsewhere,” he concludes.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Quinn breaks camp early and sits cross legged, meditating while he communes with nature. After a few moments, the low gurgling croaking of an unseen raven can be heard from above. Without opening his eyes, Quinn smirks and perfectly mimics the ravens croaking. He opens his clasped palm to reveal a single copper piece and out of thin air, a spirit raven reveals itself and swoops down next to Quinn. It hops and skips over to Quinn and pecks at the copper piece. Quinn speaks with the spirit raven in a way that only he can. The raven bobs its head and squawks back in agreement before the spirit raven dissipates into a glowing blue mist that envelopes Quinn.
Quinn stands and walks over greet the crew and make plans for the day. Anyone with keen eyes would note that Quinn's pendant necklace now glows the same ethereal blue color of the spirit raven.
"G'morning. So, what's the plan?" Quinn listens and hears out Fergus' thoughts. "I think you're right, Fergus. We need to rescue Aunt Queline and the other captives. Either way, I think we'll have to investigate these other places at some point. Shall we get movin'?"
OOC: I swapped out one of my spells and picked up Summon Beast
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Unless anyone objects or has prior business in Conyberry, the party pushes north – leaving this abandoned town and the Triboar Trail behind them to follow the open meadows just east of Neverwinter Wood, heading toward the high plains west of the Starmetal Hills.
Somebody should make a Survival check to determine their progress. There are no clear trails toward their destination; they are crossing through open wilderness, following only vague visual landmarks, loose reckoning, and secondhand directions.
Somebody should also roll a straight d20 to see how their day otherwise progresses.
Are you moving with speed? Or with stealth? Are there any other preparations or actions you wish to make?
Fergus:
Moving along with Jeeves, Fergus is not up for rushing too much after being exhausted yesterday. However, he does make some quiet but lively traveling music on his flute as they go, the notes seeming to give subtle clues to the right path.
”I take it we are in your capable hands again, Quinn?” asks Fergus contentedly, “Lead on!”
(Bardic Inspiration d8 for Quinn)
Straight D20: 17
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Quinn bows his head ever so slightly. He tucks his glowing blue pendant into his cloak leads the crew on their way. Once the party leaves the Triboar trail and begins traveling off trail, he advises the crew to travel smartly.
"Everyone, single file as we move through the bush. This way it's difficult for any other random raiders or thugs to discern how many are in our group."
Survival check: 26 (18 + 8 bardic inspiration)
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
There are no trails in this desolate, largely untraveled part of the land, but there are efficient places to cross through, and Quinn manages to find the most advantageous of them. There has been no rain here for many days, maybe weeks, and the dry, rocky soil makes for dusty progress. It also tends to preserve tracks in many areas. At one point Quinn manages to spot humanoid boot tracks of unknown age paralleling your own, but that trail quickly goes cold on a rocky plateau. You are rising in altitude as you march into the hazy, blue-tinged hills.
You reach the river, or rather the narrow, winding, cold, mountain stream that you know eventually becomes the broad, brown river that the city of Neverwinter sits upon. Following it upstream through brush-choked gullies, by late afternoon you find what you are looking for. What your notes foretold. Masonry. A broad courtyard nearly swallowed by dust and dry grass, nestled between a hill and a jagged arm of rock. And beyond it, a cave opening. Or rather, what was once a stone block arch, leading to a natural tunnel which had long ago been smoothed and flattened by tools. Ruins. Dwarven ruins. The ruins of Talhundereth, the subterranean temple to Dumathoin, the dwarven god of buried secrets.
Boona grumbles once she works out that they are dwarven ruins, she's gonna bump her head a lot again......
Fergus:
Transferring some items from the pony to his own pack, Fergus looks a bit more loaded down than usual. “I’m hoping to not take Jeeves down into a crypt—perhaps we can find a good place to stable him before we go too far,” he says hopefully.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Quinn approaches Jeeves slowly and speaks to him. He rubs the horse on his shoulders and asks Fergus about Jeeves.
"In my younger days, when we were ranging across the land, we left our horses free to roam, untethered, while we explored ruins. Just in case something tried to attack 'em while we were away. Or just in case we didn't..." Quinn catches the thought and pauses for a moment before continuing. "Is Jeeves prone to wander? Perhaps we can lead him to the headwater stream so he has plenty of water and fresh grass to eat."
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Jorzu
Although this leg of the journey was more cross-country it seemed less strenuous than the solid marching from the day before. Jorzu pulls up short at the entrance to the fabled ruins. He stares up in wonder of the magnificence that may have once stood at the entrance. He overhears Fergus' concern surrounding Jeeves. "Allow me" he says as he approaches the pony. He whispers inaudibly as he looks up at the craned neck of Jeeves.
After a brief moment he looks at his halfling friend. "There you go. I just told him we'd be back and not to stray too far. Also to check back here each day at dawn, midday and dusk. Hope that's ok. "
Jeeves wanders off tentatively, nosing about for snacks amongst the dry brush poking through ancient dwarven masonry in the broad courtyard laid before the yawning arched opening ahead. The stream had vanished into a muddy gully several hundred yards below the courtyard, but it is readily accessible. The whole area is quiet and somber. No birds sing, no insects buzz. There are no signs of life or activity here.
The path ahead – partly natural stone, partly worked - is perhaps fifteen feet across as it vanishes into the gloom under the dark, stony hill. Part of the arch clearly collapsed in some sort of earth-shaking cataclysm decades or centuries ago, but the way into the gloom ahead looks mostly free of obstructions. A pair of old sconces – which clearly haven’t held torches in ages – can be seen about ten feet into the opening. The cavern's ceiling is about fifteen feet high, at least at the entrance, to Boona's relief.
Talhundereth awaits. How do you want to proceed?