This post has potentially manipulated dice roll results.
Sk2 Initiative: 17 AC 13 passive 9
Dak Initiative: 15 AC 16 passive 13
Sk1 Initiative: 7 AC 13 passive 9
Everyone sees everyone at 30ft.
Init order Rnd 1.
SK2 init 17: 13/13 HP AC 13
Dak init 15: 22/22 HP AC 16
Sk1 init 7: 13/13 HP AC 13 Dex is better than Daks so it goes first.
Atk type 1=Rng 2=Melee 1 unless forced to melee
SK2 Attack: 11 Damage: 6 (piercing)
Dak uses is Relentless trait, if needed to stay at 1 hp.
MOVE: Daks will move to melee or stay in melee with a Skeleton: (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.) BONUS: ACTION: Attack with the Maul SK2: 11 Damage: 13 (Bludgeoning)
Reaction: Any available
Atk type 1=Rng 2=Melee 1 unless forced to melee
SK1 Attack: 19 Damage: 8 (piercing)
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
This post has potentially manipulated dice roll results.
Sk2 misses their attack and Daks pound SK2 for missing him. 46 dmg.
Sk1 hits Dak shifting to melee instead of range since Dak closed to melee the skeletons. Sk1 damaged Dak for 6 hp.
Init order Rnd 2.
SK2 init 17: 0/13 HP AC 13 Dead
Dak init 15: 16/22 HP AC 16
Sk1 init 4: 13/13 HP AC 13
Melee now:
Dak uses is Relentless trait, if needed to stay at 1 hp.
MOVE: Dak stays in melee with both Skeletons: (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.) BONUS: Second wind 6 ACTION: Attack with the Maul SK2: 23 Damage: 11 (Bludgeoning)
Reaction: Any available
SK1 Attack: 12 Damage: 8 (piercing)
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Dak smashes SK1 before it can attack and Dak heals for 6 hp.
I need to remember if Dak dashes he gets Temp hp 2 when he does as a bonus action.
Dak returns to Evergreen Hollow proud and happy. He locates the job giver, an grumpy old wizard who lives in a tall tree house, who pays him 20 gp for 2x skeleton skulls.
Then he heads over to Evelyn's Magic Shop to sell the monster gear. 2x shortbows sell for 25 gp and 2x shortswords sell for 10 gp. Evelyn won't buy arrows or other ammunition, so Dak uses them for kindling when he spends the night under the stars.
He returns to his modest room at the inn, which is paid for through the week (2 more nights). Dak spends 25sp for 5 more nights so now (7 more nights) Meal, ale and tip for the bards. 5sp for tips and extra ales. Total 3gp
This post has potentially manipulated dice roll results.
This might be brutal..grin.
Dak does not see the scouts so they have surprise and advantage on round 1 at 30ft.
Init order Rnd 1.
Sc2 Initiative: 18 AC 13 passive 15 HP 16/16
Sc1 Initiative: 15 AC 13 passive 15 HP 16/16
Dak Initiative: 3 AC 16 passive 13 HP 22/22
Atk type 1=Rng 2=Melee 1 unless forced to melee
Sc2 Melee Attack: 21 Damage: 6 (piercing)
Sc2 Range attack: 21 Damage: 10 (piercing)
Atk type 1=Rng 2=Melee 1 unless forced to melee
Sc1 Melee Attack: 13 Damage: 4 (piercing)
Sc1 Range attack: 15 Damage: 6 (piercing)
Dak uses is Relentless trait, if needed to stay at 1 hp.
MOVE: Dak Surprised: (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.) BONUS: ACTION: Hoping not to get hit. Grin
Reaction: Any available
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Dak uses is Relentless trait, if needed to stay at 1 hp.
MOVE: Dak runs for the hills using cover: (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.) BONUS: ACTION: Hoping not to get hit. Grin
Reaction: Any available
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Dak barely gets out of there since he used Relentless to stay at 1hp after their attacks and heads to the inn to lick his wounds.
He gets back to the inn and gets the sweat and blood off him then has a meal and takes a long rest before going out to a less dangerous area to hunt/adventure in.
The invisible imps fly around Yuno while she does succeed in stabilizing Fuffui it might have been a trap. The Imps suddenly appear and sting Yuno. One gets her in the back while the other injects her in the neck. The poison overpowers Yuno. Her eyes roll up and she collapses.
Death Save: 13
(OOC: Bear with me, this is my first time using a 5R Warlock. Also, I'm attempting to rescue a level 2 character, so if this rescue is unwanted, please ignore these few posts)
Syrah happens upon the scene with the adventurers in the cave, lying dying or unconscious on the ground, imps fluttering about. "How annoying, flying tiny devil rat!"
Round 3 Syrah casts armor of agathys as a bonus action, to gain 15 temp hitpoints and then feeds Yuno one of her homemade potions of healing for 5 hit points.
Round 4 Syrah cries out, "Where did you nasty little f***ers disappear off to?" She casts blade ward anticipating an attack.
Imp1 attacks Syrah, invisibly with advantage, Attack: 21 Damage: 7 piercing, plus poison 7 Imp2 also attacks Syrah, invisibly with advantage, Attack: 19 Damage: 7 piercing, plus poison 4
If they hit her AC 15, blade ward will reduce the damage by 4 and if concentration DC 10 vs 6, a second hit will also be reduced by 1 Then each hit will take 15 cold, half due to cold resistance, 7 cold damage and Syrah won't bother with hellish rebuke, because she knows imps are immune to fire damage.
Round 4 Syrah cries out, "Where did you nasty little f***ers disappear off to?" She casts blade ward anticipating an attack.
Imp1 attacks Syrah, invisibly with advantage, Attack: 21 Damage: 8 piercing, plus poison 7 Imp2 also attacks Syrah, invisibly with advantage, Attack: 23 Damage: 4 piercing, plus poison 9
If they hit her AC 15, blade ward will reduce the damage by 4 and if concentration DC 10 vs 20, a second hit will also be reduced by 4 Then each hit will take 15 cold, half due to cold resistance, 7 cold damage and Syrah won't bother with hellish rebuke, because she knows imps are immune to fire damage.
Upon being healed, Yuno will slowly stand up. She groans and rubs her head, the lingering poison still gives her a headache. "Thanks for the save." She says to the tiefling that gave her a potion. Then eyeing the imps still flying around, weakened by the cold, she draws her sword, intending to kill both of them before they can go poof again.
Bastard Sword: NAT 20 Dmg: 12 + Sneak: 3 BA Second Wind: 2 (EDIT. Just learned that Heroic Inspiration can be used to reroll ANY dice. So re rolling second Wind. 4)
Now that Yuno can see the imps and she can focus on attacking, she swings, chopping one of the weakened imps cleanly in half. Now one more remains.
Imp1 attacks Syrah, invisibly with advantage, Attack: 21 Damage: 8 piercing, plus poison 7
That's a huge hit for 15-4 damage. Imp1 takes half of 15 cold (7). Imp1 (15/22) Syrah loses 11 damage from her temps
Imp2 also attacks Syrah, invisibly with advantage, Attack: 23 Damage: 4 piercing, plus poison 9
Massive damage of 13-4. Imp2 takes half of 15 cold (7). Imp2 (15/22). Syrah loses 4 damage from her temps and takes 5 real damage.
Round 5 Syrah says, "My turn!" she drops blade ward and casts summon fey as a fuming small fey appears, "Now fey, attack the imps!" Fey uses fuming as a bonus action to gain advantage and attacks Imp1 Fey targets Imp1, fey blade Attack: 16 Damage: 17 force damage.
Imp1 if still standing turns invisible Imp2 turns invisible
Syrah says farewell to her fuming fey ally and quickly collects the tiny devil imps into her sack.
She says, "I know one healing spell." and casts it on whoever needs it the most healing word form her 3rd level warlock slot, heals 23
(Yuno has 9 HP + 2 BA Second Wind so she doesn't need healing word. Give it to Fui Fui)
Yuno thanks the Tiefling for the rescue. Now, knowing that everything here is under control she decides to head back to town to heal up (6 SP) She will have to plan out her next adventure more carefully.
Syrah says farewell to her fuming fey ally and quickly collects the tiny devil imps into her sack.
She says, "I know one healing spell." and casts it on whoever needs it the most healing word form her 3rd level warlock slot, heals 23
Seeing that all this came from my post I wanted to point out that only one of the imps was still standing when Fuifui went down. That said, the rescue was certainly appreciated. Also thank you @ZulkRS!
In the morning, Cor comes awake from his trance before the sun has risen. He hears Fuifui returned safely from the dwarf innkeep when he arrives to the common room to stoke the fires and prepares an early breakfast. The dwarf also gives Cor direction on how to use the pulley system to visit Varnak.
Outside, in the chill morning air, Cor sends his owl ahead of him to be sure of the series of pulleys and lifts; over ten minutes he hauls himself up to the older elf’s home.
They thank the world for the dawn together, then drink tea. Varnak complains about the Hollow, about adventurers, about magic, about age, about the lack of spell scrolls in Evelyn’s shop. Cor barely says a word, but he is in no rush. He will visit again before long and ask about the local fey.
After a while, Cor takes his leave.
He spends the rest of his day in his comfortable room (giving another 2 gold pieces to the innkeeper). Careful calligraphy and arcane knowledge — and 25 gold pieces worth of fine inks and papyrus — take time, but eventually he looks down on a new scroll with satisfaction. He takes it to Evelyn’s shops.
“It’s a spell scroll of Witch Bolt, one that saved me in at least one encounter. I’d be happy to accept fifty gold pieces, or perhaps to bargain. If you have studded leather armor, I might trade this scroll with you. I think I have need of better armor — your local forest is a bit more dangerous than I am used to.”
Yuno decides to head over back to the Demon Cave after spending a day resting and eating cake. The fact that it is so big, intrigues her, even though it nearly got her killed the last time she was there. As she makes her way through the cave, the floor underneath her breaks and she falls. Her fall is broken by landing on water. With a gasp Yuno stands up. She finds herself in what looks like an ancient aqueduct of some kind. Moss and algae cover the halls. Murky water comes up to her waist. Light from the hole she fell through falls on her like a beam from above. Yuno looks up. It is a long climb back out but the walls are jagged and rough enough that she shouldn't have any trouble getting out if needed.
Looking around, she sees 4 tunnels going into the darkness in 4 directions; north, south, east and west. On the Southeast corner of the room is a small alcove with a ripped red cloth being hung up as a curtain. Peeking past it, she sees an old bedroll on the elevated alcove. There is also a metal mug as well as some tongs but these are rusted to hell and back. soggy, decayed playing cards float on the murky water. "Hmm... looks like someone's been here before me. But how long ago?" Yuno says. As Yuno wades around the water, she feels the ground beneath her feet being uneven. Taking a deep breath she bends down, plunging her head underwater. "Blublblublblub" Like an idiot, Yuno speaks while her head is still underwater and quickly stands straight and coughs the water out. It seems the hole that she fell through had been decaying away for a while now. The ground that broke and the pieces of it that decayed are in rocky chunks under the water surface. "Ah! I'm going to need a bath after this." Yuno says. Thankfully, the water doesn't really smell bad outside of slight scent of algae. Yuno is thankful for this. Her superhuman sense of smell would have gone haywire if this water smelled bad.
Now Yuno needs to decide which of the four tunnels to go through. "Good adventurers go left." She says before continuing, "But I'm a EVIL adventurer so I'll go right." She begins wading down the right tunnel.
Syrah says farewell to her fuming fey ally and quickly collects the tiny devil imps into her sack.
She says, "I know one healing spell." and casts it on whoever needs it the most healing word form her 3rd level warlock slot, heals 23
Seeing that all this came from my post I wanted to point out that only one of the imps was still standing when Fuifui went down. That said, the rescue was certainly appreciated. Also thank you @ZulkRS!
Yeah, we were PM-ing on the side about the one imp remaining instead of two. And you did 4 damage so it was a wounded imp. Still, as the Psudo-DM, I've got to have some fun too! This NPC was interesting but in the end effective. Let's call rewards for three imps!
3x Imps Rewards bounty 300 gp (split between Fuifui and Yuno, 150 gp each) 600 XP (split three ways, Syrah, Fuifui, and Yuno, 200 XP each)
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Dak gets a warm meal and a beverage on returning to the town along with a bath before turning in for a long rest.
The next day he goes out again feeling a bit surer of himself he sees what the encounter might have in store for him again.
Encounter table selection 1
Encounter check 100
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Dak waits to get two skeletons together.
21-90: 2x Skeleton(100 XP, bounty each skull, 20 gp)
Dak Survival: 9
Dak Stealth: 18
Dak Perception: 22
Monster Perception check: 17
Default Distance 30ft.
Dak Initiative: 6 AC 16 passive 13
Sk1 Initiative: 22 AC 13 passive 9
Sk2 Initiative: 13 AC 13 passive 9
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Sk2 Initiative: 17 AC 13 passive 9
Dak Initiative: 15 AC 16 passive 13
Sk1 Initiative: 7 AC 13 passive 9
Everyone sees everyone at 30ft.
Init order Rnd 1.
SK2 init 17: 13/13 HP AC 13
Dak init 15: 22/22 HP AC 16
Sk1 init 7: 13/13 HP AC 13 Dex is better than Daks so it goes first.
Atk type 1=Rng 2=Melee 1 unless forced to melee
SK2 Attack: 11 Damage: 6 (piercing)
Dak uses is Relentless trait, if needed to stay at 1 hp.
MOVE: Daks will move to melee or stay in melee with a Skeleton: (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
BONUS:
ACTION: Attack with the Maul SK2: 11 Damage: 13 (Bludgeoning)
Reaction: Any available
Atk type 1=Rng 2=Melee 1 unless forced to melee
SK1 Attack: 19 Damage: 8 (piercing)
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Sk2 misses their attack and Daks pound SK2 for missing him. 46 dmg.
Sk1 hits Dak shifting to melee instead of range since Dak closed to melee the skeletons. Sk1 damaged Dak for 6 hp.
Init order Rnd 2.
SK2 init 17: 0/13 HP AC 13 Dead
Dak init 15: 16/22 HP AC 16
Sk1 init 4: 13/13 HP AC 13
Melee now:
Dak uses is Relentless trait, if needed to stay at 1 hp.
MOVE: Dak stays in melee with both Skeletons: (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
BONUS: Second wind 6
ACTION: Attack with the Maul SK2: 23 Damage: 11 (Bludgeoning)
Reaction: Any available
SK1 Attack: 12 Damage: 8 (piercing)
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Dak smashes SK1 before it can attack and Dak heals for 6 hp.
I need to remember if Dak dashes he gets Temp hp 2 when he does as a bonus action.
Dak returns to Evergreen Hollow proud and happy. He locates the job giver, an grumpy old wizard who lives in a tall tree house, who pays him 20 gp for 2x skeleton skulls.
Then he heads over to Evelyn's Magic Shop to sell the monster gear. 2x shortbows sell for 25 gp and 2x shortswords sell for 10 gp. Evelyn won't buy arrows or other ammunition, so Dak uses them for kindling when he spends the night under the stars.
He returns to his modest room at the inn, which is paid for through the week (2 more nights). Dak spends 25sp for 5 more nights so now (7 more nights) Meal, ale and tip for the bards. 5sp for tips and extra ales. Total 3gp
Rewards
20 gp
25 gp
10 gp
100 XP
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Dak takes a trip to deadman's canyon feeling his oats kind of.
Encounter check 83
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
76-85: 2x Scout (400 XP, bounty 130 gp)
Dak Stealth: 7
Dak Perception: 16
SC1 Stealth check: 23
SC2 Stealth check: 9
SC1 Perception check: 9
SC2 Perception check: 25
Default Distance 30ft.
Dak Initiative: 17 AC 16 passive 13
Sc1 Initiative: 23 AC 13 passive 15
Sc2 Initiative: 19 AC 13 passive 15
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
This might be brutal..grin.
Dak does not see the scouts so they have surprise and advantage on round 1 at 30ft.
Init order Rnd 1.
Sc2 Initiative: 18 AC 13 passive 15 HP 16/16
Sc1 Initiative: 15 AC 13 passive 15 HP 16/16
Dak Initiative: 3 AC 16 passive 13 HP 22/22
Atk type 1=Rng 2=Melee 1 unless forced to melee
Sc2 Melee Attack: 21 Damage: 6 (piercing)
Sc2 Range attack: 21 Damage: 10 (piercing)
Atk type 1=Rng 2=Melee 1 unless forced to melee
Sc1 Melee Attack: 13 Damage: 4 (piercing)
Sc1 Range attack: 15 Damage: 6 (piercing)
Dak uses is Relentless trait, if needed to stay at 1 hp.
MOVE: Dak Surprised: (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
BONUS:
ACTION: Hoping not to get hit. Grin
Reaction: Any available
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Dak will run for it if he survives.
Sc2 Range attack: 16 Damage: 7 (piercing)
Sc1 Range attack: 13 Damage: 3 (piercing)
Dak uses is Relentless trait, if needed to stay at 1 hp.
MOVE: Dak runs for the hills using cover: (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
BONUS:
ACTION: Hoping not to get hit. Grin
Reaction: Any available
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Dak barely gets out of there since he used Relentless to stay at 1hp after their attacks and heads to the inn to lick his wounds.
He gets back to the inn and gets the sweat and blood off him then has a meal and takes a long rest before going out to a less dangerous area to hunt/adventure in.
6 nights left at the inn. Spends 3 sp.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
(OOC: Bear with me, this is my first time using a 5R Warlock. Also, I'm attempting to rescue a level 2 character, so if this rescue is unwanted, please ignore these few posts)

Syrah happens upon the scene with the adventurers in the cave, lying dying or unconscious on the ground, imps fluttering about. "How annoying, flying tiny devil rat!"
Round 3
Syrah casts armor of agathys as a bonus action, to gain 15 temp hitpoints and then feeds Yuno one of her homemade potions of healing for 5 hit points.
The two imps turn invisible
Round 4
Syrah cries out, "Where did you nasty little f***ers disappear off to?" She casts blade ward anticipating an attack.
Imp1 attacks Syrah, invisibly with advantage, Attack: 21 Damage: 7 piercing, plus poison 7
Imp2 also attacks Syrah, invisibly with advantage, Attack: 19 Damage: 7 piercing, plus poison 4
If they hit her AC 15, blade ward will reduce the damage by 4 and if concentration DC 10 vs 6, a second hit will also be reduced by 1
Then each hit will take 15 cold, half due to cold resistance, 7 cold damage and Syrah won't bother with hellish rebuke, because she knows imps are immune to fire damage.
Upon being healed, Yuno will slowly stand up. She groans and rubs her head, the lingering poison still gives her a headache. "Thanks for the save." She says to the tiefling that gave her a potion. Then eyeing the imps still flying around, weakened by the cold, she draws her sword, intending to kill both of them before they can go poof again.Bastard Sword: NAT 20 Dmg: 12 + Sneak: 3BA Second Wind: 2 (EDIT. Just learned that Heroic Inspiration can be used to reroll ANY dice. So re rolling second Wind. 4)Now that Yuno can see the imps and she can focus on attacking, she swings, chopping one of the weakened imps cleanly in half. Now one more remains.That's a huge hit for 15-4 damage. Imp1 takes half of 15 cold (7). Imp1 (15/22)
Syrah loses 11 damage from her temps
Massive damage of 13-4. Imp2 takes half of 15 cold (7). Imp2 (15/22).
Syrah loses 4 damage from her temps and takes 5 real damage.
Round 5
Syrah says, "My turn!" she drops blade ward and casts summon fey as a fuming small fey appears, "Now fey, attack the imps!"
Fey uses fuming as a bonus action to gain advantage and attacks Imp1
Fey targets Imp1, fey blade Attack: 16 Damage: 17 force damage.
Imp1 if still standing turns invisible
Imp2 turns invisible
Imp1 takes 17 damage and dies.
Round 6
Syrah will dodge
Imp2 also attacks Syrah, invisibly with advantage but dodging cancels the advantage, Attack: 8 Damage: 5 piercing, plus poison 7
Round 7
Syrah casts starry wisp, Attack: 8 Damage: 10 radiant damage
Fey uses fuming as a bonus action to gain advantage and attacks Imp1
Fey targets Imp1, fey blade Attack: 14 Damage: 14 force damage.
Syrah says farewell to her fuming fey ally and quickly collects the tiny devil imps into her sack.
She says, "I know one healing spell." and casts it on whoever needs it the most healing word form her 3rd level warlock slot, heals 20
(Yuno has 9 HP + 2 BA Second Wind so she doesn't need healing word. Give it to Fui Fui)
Yuno thanks the Tiefling for the rescue. Now, knowing that everything here is under control she decides to head back to town to heal up (6 SP) She will have to plan out her next adventure more carefully.
Seeing that all this came from my post I wanted to point out that only one of the imps was still standing when Fuifui went down. That said, the rescue was certainly appreciated. Also thank you @ZulkRS!
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Yawning Portal || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus || Lan Shi - Liquid Swords || Syed - Drakkenheim || Kaelthor - Dragonlance ||
In the morning, Cor comes awake from his trance before the sun has risen. He hears Fuifui returned safely from the dwarf innkeep when he arrives to the common room to stoke the fires and prepares an early breakfast. The dwarf also gives Cor direction on how to use the pulley system to visit Varnak.
Outside, in the chill morning air, Cor sends his owl ahead of him to be sure of the series of pulleys and lifts; over ten minutes he hauls himself up to the older elf’s home.
They thank the world for the dawn together, then drink tea. Varnak complains about the Hollow, about adventurers, about magic, about age, about the lack of spell scrolls in Evelyn’s shop. Cor barely says a word, but he is in no rush. He will visit again before long and ask about the local fey.
After a while, Cor takes his leave.
He spends the rest of his day in his comfortable room (giving another 2 gold pieces to the innkeeper). Careful calligraphy and arcane knowledge — and 25 gold pieces worth of fine inks and papyrus — take time, but eventually he looks down on a new scroll with satisfaction. He takes it to Evelyn’s shops.
“It’s a spell scroll of Witch Bolt, one that saved me in at least one encounter. I’d be happy to accept fifty gold pieces, or perhaps to bargain. If you have studded leather armor, I might trade this scroll with you. I think I have need of better armor — your local forest is a bit more dangerous than I am used to.”
Yuno decides to head over back to the Demon Cave after spending a day resting and eating cake. The fact that it is so big, intrigues her, even though it nearly got her killed the last time she was there. As she makes her way through the cave, the floor underneath her breaks and she falls. Her fall is broken by landing on water. With a gasp Yuno stands up. She finds herself in what looks like an ancient aqueduct of some kind. Moss and algae cover the halls. Murky water comes up to her waist. Light from the hole she fell through falls on her like a beam from above. Yuno looks up. It is a long climb back out but the walls are jagged and rough enough that she shouldn't have any trouble getting out if needed.
Looking around, she sees 4 tunnels going into the darkness in 4 directions; north, south, east and west. On the Southeast corner of the room is a small alcove with a ripped red cloth being hung up as a curtain. Peeking past it, she sees an old bedroll on the elevated alcove. There is also a metal mug as well as some tongs but these are rusted to hell and back. soggy, decayed playing cards float on the murky water. "Hmm... looks like someone's been here before me. But how long ago?" Yuno says. As Yuno wades around the water, she feels the ground beneath her feet being uneven. Taking a deep breath she bends down, plunging her head underwater. "Blublblublblub" Like an idiot, Yuno speaks while her head is still underwater and quickly stands straight and coughs the water out. It seems the hole that she fell through had been decaying away for a while now. The ground that broke and the pieces of it that decayed are in rocky chunks under the water surface. "Ah! I'm going to need a bath after this." Yuno says. Thankfully, the water doesn't really smell bad outside of slight scent of algae. Yuno is thankful for this. Her superhuman sense of smell would have gone haywire if this water smelled bad.
Now Yuno needs to decide which of the four tunnels to go through. "Good adventurers go left." She says before continuing, "But I'm a EVIL adventurer so I'll go right." She begins wading down the right tunnel.
Yeah, we were PM-ing on the side about the one imp remaining instead of two. And you did 4 damage so it was a wounded imp. Still, as the Psudo-DM, I've got to have some fun too! This NPC was interesting but in the end effective. Let's call rewards for three imps!
3x Imps Rewards
bounty 300 gp (split between Fuifui and Yuno, 150 gp each)
600 XP (split three ways, Syrah, Fuifui, and Yuno, 200 XP each)