Theldrin doesn't notice any signs of more danger, although it is still very dark.
Mayor Ormond gets the kids settled and ready for sleep, and his smile fades at the mention of Merikka. "I didn't even notice that I had invoked her name. I suppose the town will need to get used to no priest for a little while," his eyes glance sadly at Toska. "Or perhaps we've put our faith in the gods for too long, look how they protect even their most devout worshippers." He thinks for a moment, then asks you, "Tell me. What should we do with the temple now that the cult has been found out? Do you think we should keep it as a temple? Perhaps find another priest, hopefully of Merikka, to take over? Or maybe we should repurpose the building. Maybe to honour something else."
(As for dragon's blood and body parts, I'll have to do some research. Are there any rules in the new Player's Handbook about crafting items from these things? I'll do a check and get back to you later.)
Avery is able to preserve the dragon's head. And as for magic items I may as well just tell you what they all are as you'll definitely be able to spare some time identifying them on the way back to Orlane. Here we go:
You all settle down and spend the rest of the night peacefully. Here's a chance to chat a little longer with each other and the NPCs about your experiences. Feel free to share any campfire tales that your characters would be reminded of after all this.
as for magic items I may as well just tell you what they all are as you'll definitely be able to spare some time identifying them on the way back to Orlane. Here we go:
As Xanrym said earlier, he was already interested in the boots, and once he learns of their powers, he's even more interested. As the party's most frequent scout, the Boots of Elvenkind would be his first choice of items from the treasure hoard. Of course, only Xanrym and Avery can use the Horn of Valhalla (Brass), so this only works if Avery is interested in the horn.
If there's disagreement on who gets which items, then Xanrym suggests that they draw lots to determine an order: 1, 2, 3, 4. Then they can go in order and each choose one item. Then go in reverse order - 4, 3, 2, 1 - and choose a second item.
Xanrym continues to view healing potions and spell scrolls more like shared inventory that benefit the whole group no matter who is carrying them.
"The gods have their own ways of doing things, hard for us mortals to understand..." Theldrin says to the mayor with a grin. "I wouldn't lose faith just yet." He nods towards Toska's body, "And there is hope for the young priestess yet... if we have anything to say about it."
Feeling exhausted from the recent day's events, he doesn't say much around the campfire unless someone wants to address him directly, and is off to bed soon... getting up early to study his spellbook.
You make your way through the stinking bog that is the Rushmoors. You wouldn't have thought that the sight of the shadowy Dim Forrest would offer you relief a few days ago, but after your experiences here the canopied trees seem like an oasis in the desert. You complete the day's march a few hours into the Dim Forrest and make camp in the strangely misty dark trees.
Here's another random encounter roll for the night's rest: 1
Ok that's an encounter for sure. Can someone remind me of how you set up your watches during the night? Once you tell me who is on each watch i'll make a roll to see which watch the encounter happens on.
"Tell me. What should we do with the temple now that the cult has been found out? Do you think we should keep it as a temple? Perhaps find another priest, hopefully of Merikka, to take over? Or maybe we should repurpose the building. Maybe to honour something else."
Xanrym has brief thought about taking over the temple themselves and repurposing it into some sort of stronghold. But then he realizes that it would be impractical. After the cult, it's not like the party could levy a tax on the Orlane farmers, and they have no means of securing a steady income stream. They wouldn't be able to afford and maintain such a large structure and pay for servants and guards.
"The gods have their own ways of doing things, hard for us mortals to understand..." Theldrin says to the mayor with a grin. "I wouldn't lose faith just yet." He nods towards Toska's body, "And there is hope for the young priestess yet... if we have anything to say about it."
Xanrym agrees with Theldrin. "Theldrin is right. Have faith! Indeed, the gods will not abandon us if we do not abandon them! But the gods are not omnipotent, and there are dark and chaotic powers at work in the world too! Like the naga and her cult. I'm no priest, but I believe that the gods bestow their blessing on the faithful and try to sway events in their favor. When Merikka saw that evil cultists had corrupted her temple, she did not strike them dead in one flash. That's not the way of the gods: their influence is more subtle. Perhaps it was Merikka's influence that brought me and my friends to Orlane and fortified our resolve to confront the cult and help the people of Orlane. Merikka and St. Cuthbert may not be able to protect us entirely, but they lend us their shield and cudgel and healing blessing so that we may stand against the evil forces in the world."
Xanrym encourages the mayor, "Not many could have navigated that situation so well, Zakarius. You sensed the growing darkness in Orlane, but you didn't start a panic or make any rash accusations. When strangers brought you evidence of a cult, you weighed the information fairly and helped us reveal the corruption of your own constable. And when the cult took you captive and brought you before the naga herself, you were brave and held your resolve. No, do not lose your faith! You're a good leader, Zakarius, and Orlane will need your steady hand and guidance to hold the town together after such dark times. Perhaps the gods cannot protect the good people of Orlane, but with a good mayor, your friends and neighbors can pull together to support and protect each other. Once you are rested and recovered, I'm sure that you'll find your faith again -- if not in the gods, then in the good people of Orlane."
After such a serious talk, Xanrym feels the need to lighten the mood before everyone goes to sleep. "And I didn't even mention the greatest proof of your wisdom, Mayor Ormond," he says, a wide smile spreading across his face. "The one that convinced me that you were a great leader....You chose us!" Xanrym laughs, "I can't think of a better recommendation than a man who recognizes my greatness, especially when his good esteem is accompanied by a sizable reward!"
Xanrym isn't surprised if the group is too tired to talk more after such a long day of fighting and terror and death. Xanrym volunteers to take the first watch and slips on the boots that they found in the cult's treasure hoard. He admires the fine elven craftsmanship, and it puts him in mind of elves in their ancient forests. As everyone settles into their bedrolls, Xanrym recites a long and peaceful poem in Elvish to help everyone relax before they fall asleep. Nothing with fighting or excitement: just an ode to the moon, to the rivers running through the forest, and to the winds that blow through their leaves in spring, bringing warmth and renewal.
Ok that's an encounter for sure. Can someone remind me of how you set up your watches during the night? Once you tell me who is on each watch i'll make a roll to see which watch the encounter happens on.
(OOC: Oops. I cross-posted, but that's fine. Nothing too important happened in between.
Theldrin takes over from Xanrym on watch. After about an hour he hears noises coming from the woods around him. Before he has a chance to warn anyone, a large bear with the head and wings of an owl charges out of the woods and attacks with a hooting howl. However, Theldrin is able to quickly rouse Avery and Xanrym before it attacks. Initiative:
Group 1: Avery, Theldrin, Xanrym
Group 2: Owlbear
Group 3: Liarin
Avery, Theldrin, and Xanrym are up. An Owlbear is rushes out of the bushes toward you.
Xanrym - Nature: 23 (in game log) (OOC: While Owlbears are iconic in the game, I wasn't sure whether Xanrym would have heard about them. But with that skill check, I'll assume that he has and knows a bit about their temperament.)
Round 1: Xanrym
Xanrym was deeply asleep, but hearing alarm in Theldrin's voice, Xanrym is fully awake and already bringing spells to mind before he's out of his bedroll. He was dimly aware of hooting in his dreams, but then he sees the big, dark shape...a bear?...a screeching bear with an owl's head? "An owlbear!", Xanrym exclaims. If they've stumbled into an owlbear's territory, Xanrym doesn't think that they'll manage to charm or scare off this foe.
Xanrym laces his words with unsettling power and calls out to the owlbear: "You have picked a prey beyond your reach: you're no match for us dragon slayers!" Then he readies a spell in an attempt to drive the owlbear away and give the group a moment to get into position before it can attack.
Bonus Action: Use Unsettling Words against the owlbear. It must subtract 6 from the next saving throw (presumably for Xanrym's spell). Action: Ready the spell spell (LVL 1 slot) Dissonant Whispers Trigger: as soon as Avery attempts to attack the owlbear. WIS 14 save or take damage 14 (psychic), and it uses its reaction to safely move as far as its speed allows away from Xanrym. On a successful save: 7 psychic damage and no forced movement. Movement: Moving 30-ft away from the owlbear. He doesn't want to be in range of this monster's vicious beak. Free Action: Talking. Picking up his crossbow and bolts.
Bonus Action: Use Unsettling Words against the owlbear. It must subtract 6 from the next saving throw (presumably for Xanrym's spell). Action: Ready the spell spell (LVL 1 slot) Dissonant Whispers Trigger: as soon as Avery attempts to attack the owlbear. WIS 14 save or take damage 14 (psychic), and it uses its reaction to safely move as far as its speed allows away from Xanrym.
(OOC: Nice! I wish that Xanrym had been this effective in the fight with Garath.
After Avery makes his attack, the owlbear will have to pass a DC 20 WIS saving throw (14 + 6 from unsettling words), or it will take 14 psychic damageand move away. In that case, Avery will also get an opportunity attack against the owlbear as it leaves his reach. Of course, the owlbear can come right back on its turn, but it should only have enough movement to get back into melee with Avery. Everyone else would be too far away from it, keeping Mayor Ormond, the children, and Heckle safe for at least 1 round.)
(OOC: Yikes! That's a massive amount of damage, and now Avery is grappled! Good thing it went after Avery: that much damage would have dropped anyone else in the party. 😬
@drumdigby - The owlbear hooted in triumph, but how is it looking after taking those hits in the first round? Just trying to get a sense of how quickly the current fight is going to spiral out of control.)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Theldrin doesn't notice any signs of more danger, although it is still very dark.
Mayor Ormond gets the kids settled and ready for sleep, and his smile fades at the mention of Merikka. "I didn't even notice that I had invoked her name. I suppose the town will need to get used to no priest for a little while," his eyes glance sadly at Toska. "Or perhaps we've put our faith in the gods for too long, look how they protect even their most devout worshippers." He thinks for a moment, then asks you, "Tell me. What should we do with the temple now that the cult has been found out? Do you think we should keep it as a temple? Perhaps find another priest, hopefully of Merikka, to take over? Or maybe we should repurpose the building. Maybe to honour something else."
(As for dragon's blood and body parts, I'll have to do some research. Are there any rules in the new Player's Handbook about crafting items from these things? I'll do a check and get back to you later.)
Avery is able to preserve the dragon's head. And as for magic items I may as well just tell you what they all are as you'll definitely be able to spare some time identifying them on the way back to Orlane. Here we go:
Ring of Water Walking
Ring of Free Action
Potion of Gaseous Form
Potion of Invisibility
Potion of Clairvoyance
Philter of Love
Boots of Elvenkind
Horn of Valhalla
You all settle down and spend the rest of the night peacefully. Here's a chance to chat a little longer with each other and the NPCs about your experiences. Feel free to share any campfire tales that your characters would be reminded of after all this.
Oh and heres a d100 to determine the type of Horn of Valhalla: 60
As Xanrym said earlier, he was already interested in the boots, and once he learns of their powers, he's even more interested. As the party's most frequent scout, the Boots of Elvenkind would be his first choice of items from the treasure hoard. Of course, only Xanrym and Avery can use the Horn of Valhalla (Brass), so this only works if Avery is interested in the horn.
If there's disagreement on who gets which items, then Xanrym suggests that they draw lots to determine an order: 1, 2, 3, 4. Then they can go in order and each choose one item. Then go in reverse order - 4, 3, 2, 1 - and choose a second item.
Xanrym continues to view healing potions and spell scrolls more like shared inventory that benefit the whole group no matter who is carrying them.
"The gods have their own ways of doing things, hard for us mortals to understand..." Theldrin says to the mayor with a grin. "I wouldn't lose faith just yet." He nods towards Toska's body, "And there is hope for the young priestess yet... if we have anything to say about it."
Feeling exhausted from the recent day's events, he doesn't say much around the campfire unless someone wants to address him directly, and is off to bed soon... getting up early to study his spellbook.
You all complete a Long Rest, then take off north towards the Dim Forrest.
The Rushmoors are still as dangerous as ever however, so here's your random encounter roll for the day's travel. Encounter on a 1: 5
You make your way through the stinking bog that is the Rushmoors. You wouldn't have thought that the sight of the shadowy Dim Forrest would offer you relief a few days ago, but after your experiences here the canopied trees seem like an oasis in the desert. You complete the day's march a few hours into the Dim Forrest and make camp in the strangely misty dark trees.
Here's another random encounter roll for the night's rest: 1
Ok that's an encounter for sure. Can someone remind me of how you set up your watches during the night? Once you tell me who is on each watch i'll make a roll to see which watch the encounter happens on.
Xanrym has brief thought about taking over the temple themselves and repurposing it into some sort of stronghold. But then he realizes that it would be impractical. After the cult, it's not like the party could levy a tax on the Orlane farmers, and they have no means of securing a steady income stream. They wouldn't be able to afford and maintain such a large structure and pay for servants and guards.
Xanrym agrees with Theldrin. "Theldrin is right. Have faith! Indeed, the gods will not abandon us if we do not abandon them! But the gods are not omnipotent, and there are dark and chaotic powers at work in the world too! Like the naga and her cult. I'm no priest, but I believe that the gods bestow their blessing on the faithful and try to sway events in their favor. When Merikka saw that evil cultists had corrupted her temple, she did not strike them dead in one flash. That's not the way of the gods: their influence is more subtle. Perhaps it was Merikka's influence that brought me and my friends to Orlane and fortified our resolve to confront the cult and help the people of Orlane. Merikka and St. Cuthbert may not be able to protect us entirely, but they lend us their shield and cudgel and healing blessing so that we may stand against the evil forces in the world."
Xanrym encourages the mayor, "Not many could have navigated that situation so well, Zakarius. You sensed the growing darkness in Orlane, but you didn't start a panic or make any rash accusations. When strangers brought you evidence of a cult, you weighed the information fairly and helped us reveal the corruption of your own constable. And when the cult took you captive and brought you before the naga herself, you were brave and held your resolve. No, do not lose your faith! You're a good leader, Zakarius, and Orlane will need your steady hand and guidance to hold the town together after such dark times. Perhaps the gods cannot protect the good people of Orlane, but with a good mayor, your friends and neighbors can pull together to support and protect each other. Once you are rested and recovered, I'm sure that you'll find your faith again -- if not in the gods, then in the good people of Orlane."
After such a serious talk, Xanrym feels the need to lighten the mood before everyone goes to sleep. "And I didn't even mention the greatest proof of your wisdom, Mayor Ormond," he says, a wide smile spreading across his face. "The one that convinced me that you were a great leader....You chose us!" Xanrym laughs, "I can't think of a better recommendation than a man who recognizes my greatness, especially when his good esteem is accompanied by a sizable reward!"
Xanrym isn't surprised if the group is too tired to talk more after such a long day of fighting and terror and death. Xanrym volunteers to take the first watch and slips on the boots that they found in the cult's treasure hoard. He admires the fine elven craftsmanship, and it puts him in mind of elves in their ancient forests. As everyone settles into their bedrolls, Xanrym recites a long and peaceful poem in Elvish to help everyone relax before they fall asleep. Nothing with fighting or excitement: just an ode to the moon, to the rivers running through the forest, and to the winds that blow through their leaves in spring, bringing warmth and renewal.
Theldrin obviously enjoys the poem in Elvish, and thanks Xanrym warmly. "Well done, my friend... well done."
(OOC: Oops. I cross-posted, but that's fine. Nothing too important happened in between.
I don't think that we had a consistent watch order, but just going from our trip through the Dim Forest last time, let's say:
)
If needed for Xanrym's watch - Perception: 18
Theldrin Perception: 19
Alright so i'll roll a d4 and the result will determine the person who's watch is interrupted: 2
Theldrin takes over from Xanrym on watch. After about an hour he hears noises coming from the woods around him. Before he has a chance to warn anyone, a large bear with the head and wings of an owl charges out of the woods and attacks with a hooting howl. However, Theldrin is able to quickly rouse Avery and Xanrym before it attacks. Initiative:
Group 1: Avery, Theldrin, Xanrym
Group 2: Owlbear
Group 3: Liarin
Avery, Theldrin, and Xanrym are up. An Owlbear is rushes out of the bushes toward you.
Theldrin sends an arc of flame in the face of the incoming owlbear, before moving back 30 feet.
Aganazzar's Scorcher
Fire Damage: 10
Dex 14 Save for half
Xanrym - Nature: 23 (in game log)
(OOC: While Owlbears are iconic in the game, I wasn't sure whether Xanrym would have heard about them. But with that skill check, I'll assume that he has and knows a bit about their temperament.)
Round 1: Xanrym
Xanrym was deeply asleep, but hearing alarm in Theldrin's voice, Xanrym is fully awake and already bringing spells to mind before he's out of his bedroll. He was dimly aware of hooting in his dreams, but then he sees the big, dark shape...a bear?...a screeching bear with an owl's head? "An owlbear!", Xanrym exclaims. If they've stumbled into an owlbear's territory, Xanrym doesn't think that they'll manage to charm or scare off this foe.
Xanrym laces his words with unsettling power and calls out to the owlbear: "You have picked a prey beyond your reach: you're no match for us dragon slayers!" Then he readies a spell in an attempt to drive the owlbear away and give the group a moment to get into position before it can attack.
Bonus Action: Use Unsettling Words against the owlbear. It must subtract 6 from the next saving throw (presumably for Xanrym's spell).
Action: Ready the spell spell (LVL 1 slot) Dissonant Whispers
Trigger: as soon as Avery attempts to attack the owlbear.
WIS 14 save or take damage 14 (psychic), and it uses its reaction to safely move as far as its speed allows away from Xanrym.
On a successful save: 7 psychic damage and no forced movement.
Movement: Moving 30-ft away from the owlbear. He doesn't want to be in range of this monster's vicious beak.
Free Action: Talking. Picking up his crossbow and bolts.
(OOC: Nice! I wish that Xanrym had been this effective in the fight with Garath.
After Avery makes his attack, the owlbear will have to pass a DC 20 WIS saving throw (14 + 6 from unsettling words), or it will take 14 psychic damage and move away. In that case, Avery will also get an opportunity attack against the owlbear as it leaves his reach. Of course, the owlbear can come right back on its turn, but it should only have enough movement to get back into melee with Avery. Everyone else would be too far away from it, keeping Mayor Ormond, the children, and Heckle safe for at least 1 round.)
Owlbear DEX Save 13
Avery makes an attack with Whisper Attack: 10 Damage: 14
Then Xanrym's spell goes off, forcing the Owlbear to make a DC 20 WIS Save: 11
After missing with the first swing, Avery makes another attack with Whisper as the Owlbear is forced to move away:
Attack: 19 Damage: 6 Slashing.
Then the Owlbear snaps out of its phychic haze and runs back at Avery, slashing with beak and claw.
Beak against Avery Attack: 26 Damage: 15 Piercing
Claw against Avery Attack: 12 Damage: 13 Slashing
As both attacks hit, Avery is grappled by the Owlbear, as it hoots in triumph. The knight is firmly in the beast's grasp.
You all are up. Mayor Ormond has once again retreated with the children.
(OOC: Yikes! That's a massive amount of damage, and now Avery is grappled! Good thing it went after Avery: that much damage would have dropped anyone else in the party. 😬
@drumdigby - The owlbear hooted in triumph, but how is it looking after taking those hits in the first round? Just trying to get a sense of how quickly the current fight is going to spiral out of control.)