Should we assume there's a long rest between the discussion and the start of this quest? (Wondering if she'll have the 2nd lv slot used on Find Steed available.)
Like in the movie "Fried Green Tomatoes", I assume this tribal celebration goes on for days. So yeah, this is the third day when she has her vision.
Optionally, and depending on how hard you party, everyone could start with 1 or 2 levels of exhaustion and intoxication. I'll even say that Ku starts with 1 level of exhaustion, so disadvantage on ability checks
"Curse of Evil Eye you say? I suspect Fomorians! We best face them since we'll need the tribe at full fighting capacity against the Magistrate's men! Count me in!" Esseer grabs his gear and readies to go off to face battle.
Initiative: 18 (17 + 1)
[I reckon Esseer would be pretty restrained with his partying, especially with alcohol so he probably wouldn't be fully exhausted, but would still have stayed up late into the night to celebrate, so maybe disadvantage on his Perception and any other checks that would be inhibited by lack of sleep.
Thanks so much Nathan for arranging a little mini-quest, like Vitus said, Nico and Zelock have probably been busy recently so it's good to have some things to do whilst we wait for them to come back. It's getting late in my time zone so I'll be looking to head to sleep soon, so I'll catch up with everything in 7-8 hours once I've woken up if that's alright?]
The tribespeople rush to the location described in the vision, only looking back for a moment to see two or three other tribespeople rushing to help, but a round or two late.
As they begin to scale the incline, cresting the bluff of stone peak are two giant Fomorians with Greatclubs
Esseer runs up to be within 15 feet of both Fomorians and casts Spirit Guardians, choosing Harbek, Ku and Tambor to be unaffected by the spell. Whilst within 15 feet of Esseer, the Fomorians have their speed halfed and have to make a Wisdom Saving Throw (DC 14) when they start their turn in the area or when they first enter the area, taking 22 radiant damage on a failed save or 11 on a successful save
This post has potentially manipulated dice roll results.
F1 attempts to save against spirit guardians, Wisdom Save DC 14 vs 8+2 F2 attempts to save against spirit guardians, Wisdom Save DC 14 vs 9+2
F1 (injured -17, pre SG) uses Multiattack, greatclub against Harbek and Evil Eye against Ku Greatclub Attack 1 vs Harbek, Attack: 29 Damage: 29 Greatclub Attack 2 vs Harbek, Attack: 27 Damage: 18 Evil Eye on Ku, deals half of 32 psychic damage on a Charisma Save DC 14
F1 (Uninjured, pre SG) uses Multiattack, greatclub against Esseer and Evil Eye against Tambor Greatclub Attack 1 vs Esseer, Attack: 23 Damage: 20 Greatclub Attack 2 vs Esseer, Attack: 10 Damage: 18 Evil Eye on Tambor, deals half of 41 psychic damage on a Charisma Save DC 14
F1 attempts to save against fireball, Dexterity Save DC 15 vs 3, taking 28 on failed save, or 14 on a save F2 attempts to save against fireball, Dexterity Save DC 15 vs 10, taking 28 on failed save, or 14 on a save
Ku, Tambor (Group 3), Round 2, Esseer, Harbek (Group 1) << Your turn F1 (injured, -17, -11, -28, Group 2) F2 (injured, -11, -28, Group 2) Ku Tambor (Group 3)
Esseer’s got an AC of 17 so if I’ve read everything correct he should be unharmed and maintaining concentration on Spirit Guardians, though I’m happy to break that if Harbek needs healing
Charisma Save: 10+6 = 16 Saves for half damage, 15
[[ I don't think Esseer would need to drop concentration to heal. Which spells does he have prepared? Since healing word or cure wounds are both non-concentration. ]]
Charisma Save: 10+6 = 16 Saves for half damage, 15
[[ I don't think Esseer would need to drop concentration to heal. Which spells does he have prepared? Since healing word or cure wounds are both non-concentration. ]]
Good point, I misremembered the rules sorry (it’s been a while since I’ve played a spellcasting class lol)
Like in the movie "Fried Green Tomatoes", I assume this tribal celebration goes on for days. So yeah, this is the third day when she has her vision.
Optionally, and depending on how hard you party, everyone could start with 1 or 2 levels of exhaustion and intoxication. I'll even say that Ku starts with 1 level of exhaustion, so disadvantage on ability checks
"Curse of Evil Eye you say? I suspect Fomorians! We best face them since we'll need the tribe at full fighting capacity against the Magistrate's men! Count me in!" Esseer grabs his gear and readies to go off to face battle.
Initiative: 18 (17 + 1)
[I reckon Esseer would be pretty restrained with his partying, especially with alcohol so he probably wouldn't be fully exhausted, but would still have stayed up late into the night to celebrate, so maybe disadvantage on his Perception and any other checks that would be inhibited by lack of sleep.
Thanks so much Nathan for arranging a little mini-quest, like Vitus said, Nico and Zelock have probably been busy recently so it's good to have some things to do whilst we wait for them to come back. It's getting late in my time zone so I'll be looking to head to sleep soon, so I'll catch up with everything in 7-8 hours once I've woken up if that's alright?]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Esseer 18
Ku init 16
Tambor init 5
Formorians: F1 17, F2 14
Harbek Initiative: 18
Chicken Licken
Started playing the game in 2020; already a forever DM somehow.
The tribespeople rush to the location described in the vision, only looking back for a moment to see two or three other tribespeople rushing to help, but a round or two late.
As they begin to scale the incline, cresting the bluff of stone peak are two giant Fomorians with Greatclubs
Round 1
Esseer, Harbek (Group 1)
F1, F2 (Group 2)
Ku Tambor (Group 3)
Harbek will run up and make 3 shortsword attacks against fomorian 1.
Action attack: 10
Extra attack: 28 (20+8); Damage: 17
Bonus action attack: 10
Chicken Licken
Started playing the game in 2020; already a forever DM somehow.
F1 takes 17 damage

Esseer runs up to be within 15 feet of both Fomorians and casts Spirit Guardians, choosing Harbek, Ku and Tambor to be unaffected by the spell. Whilst within 15 feet of Esseer, the Fomorians have their speed halfed and have to make a Wisdom Saving Throw (DC 14) when they start their turn in the area or when they first enter the area, taking 22 radiant damage on a failed save or 11 on a successful save
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
F1 attempts to save against spirit guardians, Wisdom Save DC 14 vs 8+2
F2 attempts to save against spirit guardians, Wisdom Save DC 14 vs 9+2
F1 (injured -17, pre SG) uses Multiattack, greatclub against Harbek and Evil Eye against Ku
Greatclub Attack 1 vs Harbek, Attack: 29 Damage: 29
Greatclub Attack 2 vs Harbek, Attack: 27 Damage: 18
Evil Eye on Ku, deals half of 32 psychic damage on a Charisma Save DC 14
F1 (Uninjured, pre SG) uses Multiattack, greatclub against Esseer and Evil Eye against Tambor
Greatclub Attack 1 vs Esseer, Attack: 23 Damage: 20
Greatclub Attack 2 vs Esseer, Attack: 10 Damage: 18
Evil Eye on Tambor, deals half of 41 psychic damage on a Charisma Save DC 14
Ku attempts to save against Evil Eye, Charisma Save DC 14 vs 20+7, taking 25 damage or half for 12 damage on save
Forgot to say that Ku pre-casts Mage Armor
Ku will cast fireball centered on a square above the ground, to catch these huge giants without hitting his tribespeople.
Fireball 28 fire damage, half on save Dexterity DC 15
F1 attempts to save against fireball, Dexterity Save DC 15 vs 3, taking 28 on failed save, or 14 on a save
F2 attempts to save against fireball, Dexterity Save DC 15 vs 10, taking 28 on failed save, or 14 on a save
Ku, Tambor (Group 3), Round 2, Esseer, Harbek (Group 1) << Your turn
F1 (injured, -17, -11, -28, Group 2)
F2 (injured, -11, -28, Group 2)
Ku Tambor (Group 3)
Ouch, Harbek are you alive?
I hope the cleric's AC is higher than 15, Harbek is either dying or close to dying.
Esseer’s got an AC of 17 so if I’ve read everything correct he should be unharmed and maintaining concentration on Spirit Guardians, though I’m happy to break that if Harbek needs healing
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
He only has 38 hit points though so he could easily be wiped out in a turn, especially with Evil Eye
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Tambor Arinahm
She lets out a ulating war cry and charges towards F1 in a rage and slashes out with her halberd. "Die die die!" she shouts.
Action: Attack (x2)
Bonus Action: Polearm Master Atttack
Attack 1
To-Hit: 12+7 = 19
Halberd Damage: 6+4 = 10 slashing
Smite (1st lv) Damage: 8+1 = 9 radiant
Total: 10+9 = 19
Attack 2
To-Hit: 3+7 = 10 //guessing a miss
Damage: 5+4 = 9 slashing
Polearm Attack
To-Hit: 3+7 = 10 //darn, another miss
Damage: 2+4 = 6 bludgeoning
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Whoops, forgot the CHA save on Evil eye
Charisma Save: 10+6 = 16
Saves for half damage, 15
[[
I don't think Esseer would need to drop concentration to heal. Which spells does he have prepared? Since healing word or cure wounds are both non-concentration.
]]
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Good point, I misremembered the rules sorry (it’s been a while since I’ve played a spellcasting class lol)
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
F1 takes 19 damage