Wondering what other monstrosities he can find here and pleased that he could swing faster, Rahne continues on and soon finds a troop of 4 skeletons (21, table 103).
Initiative Rahne 7, skeletons 13
The four skeletons are about 60' away. two shoot their short bows (7, 11) but miss and two close half the distance to Rahne.
Rahne closes the gap to Sk 3&4 to swing his great axe twice at them (7, 8) but misses both times.
Sk1&2 shoot their short bows (9, 9) that miss Rahne and the SK 3&4 (4, 10). Sk3 &4 attack with their short swords (19, 9) with sk3 hitting him (damage 6)
Rahne swings his great axe again (15, 15) damaging (12, 10) sk3 sufficiently to send its bones all over the clearing. He then uses his bonus action to gain a second wind (6hps recovered).
Sk 1&2 shoot their short bows (22, 14) hitting him once (6 damage) and sk4 once (attack 17, 6 damage) while sk4 swings its short sword (4) to no effect
Rahne swings with his hand axe (14) and destroys sk4 (9 damage) then throws two javelins at sk1 but misses (8, 10). He then refocuses his second wind (9hps)
Sk 1&2 chose to close to melee range to attack with their short swords (18, 17) with one hit (6 damage)
Rahne continues with hand axe (23, 26 - nat 20) to destory sk3 (10, 13) and with javelin against sk4 (19, damage 5)
Sk4, seeing his companions chopped down by the goliath, chooses to run. He gets 30' away.
Rahne throws two javelins at the retreating skeleton (15, 18) damage (5, 6) to kill it by impaling it against a tree.
Rahne collects four skulls, 4 short swords and short bows, and finds 10ep where the skeletons had been camping out.
He decides two of the four thrown javelins remain worthy and that this has been enough excitement for one day so retraces his steps back to Evergreen. He is about 4 hours shy of arriving when night falls, so he builds a fire (survival 12) and eats a ration before sleeping fitfully through the night. The next morning, he finishes the trek to collect his reward from Varnak (90gp) and sell his plunder at Evelyn's store (87gp).
Rottenheart finds a quest board in the tavern. She picks up a piece of paper requesting direwolf pelt for 5 GP and stuffs it in her backpack. She wanders deep into the forest, taking several hours. As she's about to give up, she senses a strange presence...
Wolf's Stealth vs Rottenheart's Perception: 20 v 11
The direwolf slashes her from behind (9 to hit), but she hears it and quickly spins around.
With her hands outstretched towards the animal, she casts Poison Spray (16, 12). It cries out in pain, the glowing green mist making its fur stand on end.
The wolf launches itself at Rottenheart and chomps down on her arm (22, 6). (DC13 str check to not be knocked prone, 16).
She waves her mushroom-covered yew wand to cast Fog Cloud, and thick fog begins to roll in. The wolf has disadvantage on attack rolls, and she has advantage.
The confused wolf continues forward, trying to attack (9).
On the wolf's left side, she uses her dagger to slash its underbelly. (22, 8).
The wolf turns to face the source of its pain and bites. (4).
Rottenheart whispers and blows into the thick air, casting Infestation. (DC13 Con saving throw: 16). The bugs appear, but quickly disperse in the fog. She swears under her breath.
The wolf tries to attack once more (11).
Aiming for its face, she casts Poison Spray (21, 11).
Agitated, it launches itself onto her. (10).
Rottenheart takes in a deep breath of the fog, ready to let her vampiric instincts come through. She crouches down and bites the wolf's neck (12).
It bucks her off of itself before her fangs can sink in, and tries to return the favor (5).
She tries Infestation once more (DC13 con save- 11). (Damage: 5).
The wolf swats away the insects in vain, swiping at Rottenheart. (6).
With a quickness matching that of the wolf, she chomps down on its neck, (15, 3) killing it.
Before Rottenheart skins the wolf, she kisses its snout and whispers a Druidic prayer. She cuts off one claw and takes it for herself.
It was late at night now, and Rottenheart tried to make her way back to the town. On her way, she notices two skeletons marching on, and decides to engage them in combat.
(Initiative: 14 Skeletons, 10 Rottenheart)
SK1 readies its bow (8).
SK2 charges forward with its sword (22, 4).
Rottenheart throws her spear at SK1's skull (19, 5).
SK1 tries to shoot an arrow (9)
SK2 slashes at her stomach (15, Nat 1)
She retrieves her spear and thrusts it into SK1 (16, 8), which kills it.
SK2 attacks with its sword (12).
She throws her spear at SK2. (15, 6).
SK2 takes out its bow and fires (13).
She takes back the spear, and charges at SK2 with it (17, 6) which kills it too.
(300 XP- I am now level 2)
Rottenheart takes the skeleton's shortsword and shortbow with her, and eventually finds her way back to town without incident.
The next day, Rottenheart comes back to the tavern. She asks around for the person who posted the quest and eventually finds her- a high elf tailor named Evi Zinker, clad in all pink from her hair to her shoes.
Evi nearly drops her sewing when she sees Rottenheart's ghastly appearance. "Oh gods! What is that thing? Someone, help!"
Several patrons turn around. Rottenheart snarls and unfurls the direwolf pelt. "Do you really want this, or not?"
Evi puts her hand to her mouth, embarrassed at her own rudeness. "Oh my! Are you the direwolf hunter? Please forgive me, I am so sorry." Her face turns to a look of snooty sarcasm. "But in my defense, you look quite...how should I say this... absolutely, positively dreadful. You're completely covered in old leather, mold and fungus. I'm not entirely sure I want to even take the pelt now-"
"You had me spend an entire day wandering the woods in search of this thing. Better make good use of it." Rottenheart growls.
"Yes, yes, I will, I will." says Evi, handing over the 5 GP. "Direwolf fur is wonderfully luxurious. It's an incredible insulator for the winter months."
Rottenheart glares from inside her jackal skull helmet. "Is this seriously what this direwolf died for? For your idiotic luxury fashion? It'd probably rather have died for nothing at all."
"Does the killing of animals offend you?" Evi asks nervously.
"No, not at all." Rottenheart sighs. "It's a natural part of life. For food, fashion or whatever. I'm not angry, but the animal's spirit might as well be. Be careful with handling it, because you may experience strange hauntings."
"Strange hauntings...angry animal spirits. Fascinating." Evi takes out a piece of paper and begins sketching something. After about 5 minutes, she shows Rottenheart the drawing. It's a sketch of a long fur coat with intricate designs sewn into the back- with an angry wolf's head embroidered at the center.
Rottenheart is awed by the drawing. "It's beautiful. You really captured the rage of a direwolf." She slightly lifts up her skull helmet, revealing a smile. "I think the wolf's spirit would be proud to be part of such great craftsmanship."
She digs around in her backpack and hands Evi the direwolf claw. "I took this after I killed the wolf. I usually keep mementos of the animals that have been slaughtered, but I think you may have better use for this."
The two converse for a while, and for the first time, Rottenheart feels like she may just have a purpose after all.
"Day in and day out, I sew and mend clothing. My parents were the tailors of Evergreen Hollow, and now I’ve taken up their trade. Don’t get me wrong—I love this town, and the people here make me feel truly appreciated. But lately, I’ve been wondering about my purpose. Why am I here? What difference does it make, mending clothes? I can’t shake the feeling that I’m meant for something more—to craft garments for the fiercest adventurers, weaving magic into every thread. You have helped me realize my purpose."
Eclipse is grumpy. The remote glade she has been living in quiet seclusion to pray to her favored deity (Sheela Peryroyl) has recently seen an influx of skeletons, zombies, and dire wolves fleeing the Silverwood Forest. While the Forest had always been spooky and there have always been a few monsters moving through, there are too many for her to manage right now. Accompanied by her dog, she has gone to Evergreen Haven, the largest nearby settlement, to learn why they are suddenly on the move and, more importantly, to get action so her home can once again be peaceful.
DALE AI image prompt: Grumpy middle-aged female halfling with wild dark hair wearing green clothes
"Hey you, big guy," Eclipse yells at Rahne when she walks into the tavern. Rahne, who is just sitting there, minding his own business, looks up, startled. "What is the meaning of this?!" Eclipse continues. "First, a bunch of skeletons wander through my garden. Then a dire wolf pees on my doorstep. And just yesterday, a horde of zombies walked into the river and were washed away. It had been months since I had seen any of those Silverwood Forest beasties and now they are everywhere. What did you do?"
Rahne just stairs at the halfling. She is about 2' tall, so about up to his knee cap, although her hair is sticking up in a most peculiar manner. She is holding one end of a rope, the other end was wrapped around the body of a rather large mastiff dog. The dog, which had plopped down onto the floor, had a bag on both of its sides. In her other hand is a quarterstaff, although he thinks it might only be a one-eighth staff compared to what he would use. That thought made him smile, which caused Eclipse to put her hands on her hips and stare even more grumpily at him. "Umh, umh, I didn't do anything. Just having a drink here." He gestures rapidly to Liam, the barkeep, to bring him a drink. "Can I get you a drink?" he concludes politely, not knowing what else to do.
"Well, a drink is the least you can do for me after driving me out of my house and home. For shame on you. What do you have to say for yourself, causing so much mischief?" Eclipse climbs on to a chair and makes herself comfortable. She gestures to Liam to bring her a drink as well, and the barkeep soon returns with a gallon of his dwarven ale and a mug of elvish ale. Rahne slowly counts out 3sp and 4cp for the drinks.
Still uncertain why she started badgering him, Rahne asks her name and occupation, and soon determines that she was not from some other town he and his troop had gone through and left in a hurry. Feeling safer, he explains his recent activities and suggests she accompany him on the next mission. He's not certain what good she might provide but given his near-death experiences, he feels any help could be useful. Surprisingly, she agrees, although it is with a fair number of expletives and threats to the well-being of him and his extended past, present, and future family.
Name: Eclipse Schnouokerdoodle Origin: Halfling Cleric with Hermit background Backstory: Eclipse is grumpy. The remote glade she has been living in quiet seclusion to pray to her favored deity (Sheela Peryroyl) has recently seen an influx of skeletons, zombies, and dire wolves fleeing the Silverwood Forest. While the Forest had always been spooky and there have always been a few monsters moving through, there are too many for her to manage right now. Accompanied by her dog, she has gone to Evergreen Haven, the largest nearby settlement, to learn why they are suddenly on the move and, more importantly, to get action so her home can once again be peaceful.
Giant Skeleton Encounter 7 You step into a clearing, and the ground trembles beneath your feet. With a deafening crack, the earth splits, and a massive skeletal hand claws its way free. Rising from the dirt, a giant skeleton towers over you, wielding a massive, rusted sword in one hand. It stares down with empty, hollow eyes, ready to crush anything in its path.
If you succeed on a Stealth Check DC 13, then the giant skeleton had disadvantage on their initiative
Two hours into the hunt the come up on a burial ground fairly large too. 60x60. As soon as they step on the unholy ground something claws it's way up through the soil.
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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;
GS1 Initiative: 11 AC 17 passive 8 HP 115/115 Bargus Initiative: 18 AC 15 passive 12 - HP 51/51 Hawk initiative: 11 AC 13 passive 16 – HP 1/1 Dak Initiative: 14 AC 19 passive 13 HP 67/67
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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;
Bargus Initiative: 18 AC 15 passive 12 - HP 51/51 Dak Initiative: 14 AC 19 passive 13 HP 67/67 Hawk initiative: 11 AC 13 passive 16 – HP 1/1 GS1 Initiative: 11 AC 17 passive 8 HP 115/115
Greater skeleton Rnd 1
MOVE: Bargus moves 30ft forward. Bargus brings the skeletons up 30ft forward putting them 90ft.ACTION:Cast Chromatic Orb, Attack GS1: 21 Damage: 7 (Fire Damage)BONUS: SK1-8 attack most wounded GZ then next once one dies.SK1 Range/melee Attack: 6 Damage: 7 (piercing)SK2 Range/Melee Attack: 5 Damage: 8 (piercing)SK3 Range/Melee Attack: 7 Damage: 5 (piercing)SK4 Range/Melee Attack: 11 Damage: 3 (piercing)SK5 Range/Melee Attack: 5 Damage: 5 (piercing)SK6 Range/Melee Attack: 11 Damage: 5 (piercing)SK7 Range/Melee Attack: 13 Damage: 7 (piercing)SK8 Range/Melee Attack: 12 Damage: 3 (piercing)BONUS: Dak uses Adrenaline push for 3 thpACTION: Attack with the Maul+1 on GS1(Graze on Miss 9 dmg): Attack: 13 Damage: 17 (Bludgeoning Damage) or half (8)Savage attacker Damage: 14 (Bludgeoning Damage) or half (7)Action surgeACTION: Attack with the Maul+1 on GS1(Graze on Miss 9 dmg): Attack: 26 Damage: 12 (Bludgeoning Damage) or half (6)Savage attacker Damage: 15 (Bludgeoning Damage) or half (7) Hawkeye helps someone. GS1 Scimitar Attack #1 at Dak: 25 Damage: 18 (Slashing Damage) or half (9)GS1 Scimitar Attack #2 at Dak: 14 Damage: 18 (Slashing Damage) or half (9)GS1 Scimitar Attack #3 at Dak: 10 Damage: 14 (Slashing Damage) or half (7)
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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;
Bargus moves up and hits with his Chromatic orb for 7 fire dmg, The skeletons at disadvantage for range miss all shots. Dak swings the big maul and misses then connects for 15 dmg that is doubles. 37dmg to the Giant skeletons and Dak take 18 slashing damage so 15 after Tmp
Bargus Initiative: 18 AC 15 passive 12 - HP 51/51 Dak Initiative: 14 AC 19 passive 13 HP 52/67 Hawk initiative: 11 AC 13 passive 16 – HP 1/1 GS1 Initiative: 11 AC 17 passive 8 HP 78/115
Greater skeleton Rnd 2
MOVE: Bargus move to 15ft from GS1 offset from Dak. Bargus brings the skeletons up 30ft forward putting them 60ft. Damage: 5 (Force Damage) + 2 (Force Damage) + 3 (Force Damage) + 3 (Force Damage) + 5 (Force Damage) + 4 (Force Damage) = 22BONUS: SK1-8 attack most wounded GS1 then next once one dies.SK1 Range/melee Attack: 14 Damage: 6 (piercing)SK2 Range/Melee Attack: 7 Damage: 7 (piercing)SK3 Range/Melee Attack: 20 Damage: 7 (piercing)SK4 Range/Melee Attack: 13 Damage: 4 (piercing)SK5 Range/Melee Attack: 21 Damage: 3 (piercing)SK6 Range/Melee Attack: 18 Damage: 8 (piercing)SK7 Range/Melee Attack: 9 Damage: 7 (piercing)SK8 Range/Melee Attack: 24 Damage: 4 (piercing)BONUS: Second wind 10Move: Dak stays in melee: ACTION: Attack with the Maul+1 on GS1(Graze on Miss 9 dmg): Attack: 29 Damage: 24 (Bludgeoning Damage) or half (12)Savage attacker Damage: 17 (Bludgeoning Damage) or half (8) Hawkeye helps someone.
GS1 Scimitar Attack #1 at Dak: 17 Damage: 21 (Slashing Damage) or half (10)GS1 Scimitar Attack #2 at Dak: 18 Damage: 17 (Slashing Damage) or half (8)GS1 Scimitar Attack #3 at Dak: 18 Damage: 13 (Slashing Damage) or half (6)
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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.
Bargus' magic missiles do 22 dmg to the skeleton, The skeletons do 22 dmg also from several hits. Dak heals 10 dmg and then Crits on the giant skeleton with advantage from Hawkeye the familiar. 24 crit damage doubled for 48 dmg since the skeleton is vulnerable to bludgeoning damage. It crumples to the ground in pieces.
Bargus Initiative: 18 AC 15 passive 12 - HP 51/51 Dak Initiative: 14 AC 19 passive 13 HP 52/67 Hawk initiative: 11 AC 13 passive 16 – HP 1/1 GS1 Initiative: 11 AC 17 passive 8 HP Dead/115
Look around for a stash and find one with a clue for the next encounter. 38 coins
The duo has fresh game to eat on the way home and the recuperate a bit and refresh spells as needed.
Skeletal Knight Encounter 8 pending
Dak Religion: 17 DC 17 you know the type of creature it is, DC22 1 hint, DC27 2 hints
Bargus Religion: 9 DC 17 you know the type of creature it is, DC22 1 hint, DC27 2 hints
XP 2900 /2 = 1450 each They spend 3gp each back in town min.
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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;
Bargus' magic missiles do 22 dmg to the skeleton, The skeletons do 22 dmg also from several hits. Dak heals 10 dmg and then Crits on the giant skeleton with advantage from Hawkeye the familiar. 24 crit damage doubled for 48 dmg since the skeleton is vulnerable to bludgeoning damage. It crumples to the ground in pieces.
Bargus Initiative: 18 AC 15 passive 12 - HP 51/51 Dak Initiative: 14 AC 19 passive 13 HP 52/67 Hawk initiative: 11 AC 13 passive 16 – HP 1/1 GS1 Initiative: 11 AC 17 passive 8 HP Dead/115
Look around for a stash and find one with a clue for the next encounter. 73on the table is 140gp
The duo has fresh game to eat on the way home and the recuperate a bit and refresh spells as needed.
Skeletal Knight Encounter 8 pending
Dak Religion: 16 DC 17 you know the type of creature it is, DC22 1 hint, DC27 2 hints
Bargus Religion: 7 DC 17 you know the type of creature it is, DC22 1 hint, DC27 2 hints
XP 2900 /2 = 1450 each They spend 3gp each back in town min.
The do not learn anything on what they are facing next. Going in blind at some point. 70gp each -3gp each for tavern. = 67gp each.
After a long rest, the two return to The Grove, "We make a good team, you and I." Says Kane over breakfast (modest inn, modest meal, each 6 sp) "Aye, you had my back and I owe ya fer that." Kane suggests that they go back to the Valley to fight something bigger, Encounter Table 501 (Level 5 recommended) 77, selecting 21-40: 1x Earth Elemental (1800 XP, 720 gp)
Kane casts mage armor and false life and then takes a short rest with arcane recovery to regain the spell slots back. Default Approach Zim 30 ft and Kane 50 ft. Zim init 1, Kane 18, Earth Elemental EE1 6
Kane casts mage armor and false life and then takes a short rest with arcane recovery to regain the spell slots back.
11
Default Approach Zim 30 ft and Kane 50 ft. Zim init 1, Kane 18, Earth Elemental EE1 6 Kane uses heroic inspiration to gain advantage, casts chromatic orb from a 2nd level slot, Attack: 26 Damage: 34 thunder damage. EE1 attacks Zim, Slam1 Attack: 21 Damage: 15
EE1 takes a massive crit for 34 thunder damage that becomes 68 due to vulnerability. EE1 (58/126) Zim takes 15 damage and uses a reaction to riposte, reducing damage by 6
Seeing the odd couple bicker but come to agreement to work together, Liam decides to interject. "You would do me and many a favor if you helped to clear out Deadman's Canyon. It is a shortcut to and from the Capital, but a few miscreants harass the hard working travelers of the road. You can use my own wagon and two horses for the two-day journey to the Canyon. You just need to return with the cart and horses and the bodies for a reward."
Rahne nods in agreement, as does Eclipse. "We depart at dawn," says Eclipse. "Do you have a room to house me and Tiny?" she demands of Rahne. Rahne looks Liam who gestures at the nearby inn. "Uh, sure" and off the two go to the inn to get a modest room (5sp). They depart the next morning and do two overnights without adventure before arriving at the mouth of the Canyon. The walking order is always the same - Rahne in front, followed by the horses and cart, ending with Eclipse and Tiny. The horse and cart dictates their speed of about 25', which is slower than the other members of the caravan so no one is particularly tired.
They enter the canyon and soon enough encounter a scout (AC 13, HP16) when it shoots at them.
Eclipse shoots a Guiding Bolt at the scout but misses (6, nat 1) then scampers behind the cart to obstruct the scout's view of her.
Bellowing in pain, Rahne regrets that he forgot to buy some healing potions before leaving town. He throws a javelin at the scout (attack 22, damage 9) then pauses a second to collect his second wind (+3HP).
S1 shoots again (18, 8) and hits Rahne again for 5 damage.
Eclipse shoots a Sacred Flame (14) that grazes it for 1 damage.
Rahne again attacks with the javelin (attack 12) but misses. Feeling rather annoyed and injured, he surges for another attack (22 for damage 10) which kills the scout. Breathing heavy, he sits with his back against the cart fore a short rest before doing anything else. Feeling better, he goes to collect his javelins (1 is broken, 2 are still usable) and remembers that he was also supposed to buy more javelins before leaving town. With a mild curse at his forgetfulness, he loads the body, leather armor, longbow, and short sword into the cart. (100xp, 30gp)
"Little Lady, good shooting with that fire," Rahne says to Eclipse. Little Lady is easier for him to say and remember than her actual name. She just snorts at him. "You better learn to duck faster or you will soon be a pin cushion. Just remember, I need you alive and functioning to help get my glade back to normal."
They both suspect that where there is one scout, there are more, and they soon are proved correct. This time, they see the three resting being very un-scout-like.
Initiative Rahne 17, Eclipse 14, S1-3 nat 1
Rahne charges in swinging his great axe (13, 14) damaging (6,7=13) but not killing S1 then hits S2 (attack 14, damage 4).
Eclipse follows up with her Sacred Flame but the injured S1 dodges it (17).
The Scouts sewing their short swords at Rahne (15, 15, ...) but all miss the barbarian
Rahne hits the injured scout (15 for 6 damage) killing it then hits s2 (17 for 10 damage) and s3 (attack 23, damage 4)
Eclipse sends another Sacred Flame at S2 who sees it coming and easily rolls away from it (nat 20).
S2 (two 5, both nat 1) and S3 (9, 23) swing at Rahne and this time connect one time (5 damage).
Rahne finishes the job (attack 11, 20) damage 16 on S2 before further wounding s3 (attack 20 damage 7)
Eclipse hopes third time is the charm and sends another Sacred Flame against the last standing foe who gets singed (dex save 9, damage 1)
S3 continues its attack on Rahne (14, 18) connecting for 5 damage, knocking the barbarian unconscious.
Eclipse now thoroughly annoyed by the lack of success with her Sacred Flame sends a Guiding Bolt to blast S3 to smithereens (attack 19, damage 14). She scampers to Rahne and quickly stablizes him (20 on medicine check). She fusses over his wounds and makes him comfortable with Tiny the Mastiff standing guard over him. She moves the horse and cart off the path and into a relatively secluded place. She builds a fire and after a bit rouses Rahne to move the 3 bodies and gear (3 leather armor, 3 longbow and 3 short sword) into the cart. 300xp, 100gp
They camp the night, each eating a ration and Rahne snoring loudly whenever Eclipse wasn't bothering him and his bandages. It was a quiet night (survival 18) and they awake the next day ready to see if they can avoid dying another day. Rahne wakes up feeling more informed about warfare and a realization that he would really want to learn how to be a smith. (Leveled up to 3)
Dak and Bargus decide to head out to the valley to hunt paired Trolls. They travel the two days out hoping to find fresh game to eat there and back. Bargus Survival: 17; Dak Survival: 24; The duo travel to the Valley taking 2 days to get to the edge. The camp for the night at the edge. The next morning, they perform their rituals. Bargus cast Mage armor. Both finish some of the cooked game or rations and drink some water to prepare for the day. The camp is broken down and they head into the valley. ] Encounter hunt time 2; Bargus Stealth: 12; Dak Stealth: 17 TR1 Perception check: 21; TR1 Initiative: 11 AC 15 passive 12 HP 84/84; TR2 Perception check: 18; TR2 Initiative: 20 AC 15 passive 12 HP 84/84 Bargus' skeletons are 60ft behind them.
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Wondering what other monstrosities he can find here and pleased that he could swing faster, Rahne continues on and soon finds a troop of 4 skeletons (21, table 103).
Initiative Rahne 7, skeletons 13
The four skeletons are about 60' away. two shoot their short bows (7, 11) but miss and two close half the distance to Rahne.
Rahne closes the gap to Sk 3&4 to swing his great axe twice at them (7, 8) but misses both times.
Sk1&2 shoot their short bows (9, 9) that miss Rahne and the SK 3&4 (4, 10). Sk3 &4 attack with their short swords (19, 9) with sk3 hitting him (damage 6)
Rahne swings his great axe again (15, 15) damaging (12, 10) sk3 sufficiently to send its bones all over the clearing. He then uses his bonus action to gain a second wind (6hps recovered).
Sk 1&2 shoot their short bows (22, 14) hitting him once (6 damage) and sk4 once (attack 17, 6 damage) while sk4 swings its short sword (4) to no effect
Rahne swings with his hand axe (14) and destroys sk4 (9 damage) then throws two javelins at sk1 but misses (8, 10). He then refocuses his second wind (9hps)
Sk 1&2 chose to close to melee range to attack with their short swords (18, 17) with one hit (6 damage)
Rahne continues with hand axe (23, 26 - nat 20) to destory sk3 (10, 13) and with javelin against sk4 (19, damage 5)
Sk4, seeing his companions chopped down by the goliath, chooses to run. He gets 30' away.
Rahne throws two javelins at the retreating skeleton (15, 18) damage (5, 6) to kill it by impaling it against a tree.
Rahne collects four skulls, 4 short swords and short bows, and finds 10ep where the skeletons had been camping out.
He decides two of the four thrown javelins remain worthy and that this has been enough excitement for one day so retraces his steps back to Evergreen. He is about 4 hours shy of arriving when night falls, so he builds a fire (survival 12) and eats a ration before sleeping fitfully through the night. The next morning, he finishes the trek to collect his reward from Varnak (90gp) and sell his plunder at Evelyn's store (87gp).
Rottenheart finds a quest board in the tavern. She picks up a piece of paper requesting direwolf pelt for 5 GP and stuffs it in her backpack. She wanders deep into the forest, taking several hours. As she's about to give up, she senses a strange presence...
Wolf's Stealth vs Rottenheart's Perception: 20 v 11
The direwolf slashes her from behind (9 to hit), but she hears it and quickly spins around.
With her hands outstretched towards the animal, she casts Poison Spray (16, 12). It cries out in pain, the glowing green mist making its fur stand on end.
The wolf launches itself at Rottenheart and chomps down on her arm (22, 6). (DC13 str check to not be knocked prone, 16).
She waves her mushroom-covered yew wand to cast Fog Cloud, and thick fog begins to roll in. The wolf has disadvantage on attack rolls, and she has advantage.
The confused wolf continues forward, trying to attack (9).
On the wolf's left side, she uses her dagger to slash its underbelly. (22, 8).
The wolf turns to face the source of its pain and bites. (4).
Rottenheart whispers and blows into the thick air, casting Infestation. (DC13 Con saving throw: 16). The bugs appear, but quickly disperse in the fog. She swears under her breath.
The wolf tries to attack once more (11).
Aiming for its face, she casts Poison Spray (21, 11).
Agitated, it launches itself onto her. (10).
Rottenheart takes in a deep breath of the fog, ready to let her vampiric instincts come through. She crouches down and bites the wolf's neck (12).
It bucks her off of itself before her fangs can sink in, and tries to return the favor (5).
She tries Infestation once more (DC13 con save- 11). (Damage: 5).
The wolf swats away the insects in vain, swiping at Rottenheart. (6).
With a quickness matching that of the wolf, she chomps down on its neck, (15, 3) killing it.
Before Rottenheart skins the wolf, she kisses its snout and whispers a Druidic prayer. She cuts off one claw and takes it for herself.
It was late at night now, and Rottenheart tried to make her way back to the town. On her way, she notices two skeletons marching on, and decides to engage them in combat.
(Initiative: 14 Skeletons, 10 Rottenheart)
SK1 readies its bow (8).
SK2 charges forward with its sword (22, 4).
Rottenheart throws her spear at SK1's skull (19, 5).
SK1 tries to shoot an arrow (9)
SK2 slashes at her stomach (15, Nat 1)
She retrieves her spear and thrusts it into SK1 (16, 8), which kills it.
SK2 attacks with its sword (12).
She throws her spear at SK2. (15, 6).
SK2 takes out its bow and fires (13).
She takes back the spear, and charges at SK2 with it (17, 6) which kills it too.
(300 XP- I am now level 2)
Rottenheart takes the skeleton's shortsword and shortbow with her, and eventually finds her way back to town without incident.
The next day, Rottenheart comes back to the tavern. She asks around for the person who posted the quest and eventually finds her- a high elf tailor named Evi Zinker, clad in all pink from her hair to her shoes.
Evi nearly drops her sewing when she sees Rottenheart's ghastly appearance. "Oh gods! What is that thing? Someone, help!"
Several patrons turn around. Rottenheart snarls and unfurls the direwolf pelt. "Do you really want this, or not?"
Evi puts her hand to her mouth, embarrassed at her own rudeness. "Oh my! Are you the direwolf hunter? Please forgive me, I am so sorry." Her face turns to a look of snooty sarcasm. "But in my defense, you look quite...how should I say this... absolutely, positively dreadful. You're completely covered in old leather, mold and fungus. I'm not entirely sure I want to even take the pelt now-"
"You had me spend an entire day wandering the woods in search of this thing. Better make good use of it." Rottenheart growls.
"Yes, yes, I will, I will." says Evi, handing over the 5 GP. "Direwolf fur is wonderfully luxurious. It's an incredible insulator for the winter months."
Rottenheart glares from inside her jackal skull helmet. "Is this seriously what this direwolf died for? For your idiotic luxury fashion? It'd probably rather have died for nothing at all."
"Does the killing of animals offend you?" Evi asks nervously.
"No, not at all." Rottenheart sighs. "It's a natural part of life. For food, fashion or whatever. I'm not angry, but the animal's spirit might as well be. Be careful with handling it, because you may experience strange hauntings."
"Strange hauntings...angry animal spirits. Fascinating." Evi takes out a piece of paper and begins sketching something. After about 5 minutes, she shows Rottenheart the drawing. It's a sketch of a long fur coat with intricate designs sewn into the back- with an angry wolf's head embroidered at the center.
Rottenheart is awed by the drawing. "It's beautiful. You really captured the rage of a direwolf." She slightly lifts up her skull helmet, revealing a smile. "I think the wolf's spirit would be proud to be part of such great craftsmanship."
She digs around in her backpack and hands Evi the direwolf claw. "I took this after I killed the wolf. I usually keep mementos of the animals that have been slaughtered, but I think you may have better use for this."
The two converse for a while, and for the first time, Rottenheart feels like she may just have a purpose after all.
"Day in and day out, I sew and mend clothing. My parents were the tailors of Evergreen Hollow, and now I’ve taken up their trade. Don’t get me wrong—I love this town, and the people here make me feel truly appreciated. But lately, I’ve been wondering about my purpose. Why am I here? What difference does it make, mending clothes? I can’t shake the feeling that I’m meant for something more—to craft garments for the fiercest adventurers, weaving magic into every thread. You have helped me realize my purpose."
Eclipse Schnouokerdoodle
Halfling Cleric with Hermit background
Eclipse is grumpy. The remote glade she has been living in quiet seclusion to pray to her favored deity (Sheela Peryroyl) has recently seen an influx of skeletons, zombies, and dire wolves fleeing the Silverwood Forest. While the Forest had always been spooky and there have always been a few monsters moving through, there are too many for her to manage right now. Accompanied by her dog, she has gone to Evergreen Haven, the largest nearby settlement, to learn why they are suddenly on the move and, more importantly, to get action so her home can once again be peaceful.
DALE AI image prompt: Grumpy middle-aged female halfling with wild dark hair wearing green clothes
Magic items: 17, 75
https://www.dndbeyond.com/characters/134101849/R1AWjB
"Hey you, big guy," Eclipse yells at Rahne when she walks into the tavern. Rahne, who is just sitting there, minding his own business, looks up, startled. "What is the meaning of this?!" Eclipse continues. "First, a bunch of skeletons wander through my garden. Then a dire wolf pees on my doorstep. And just yesterday, a horde of zombies walked into the river and were washed away. It had been months since I had seen any of those Silverwood Forest beasties and now they are everywhere. What did you do?"
Rahne just stairs at the halfling. She is about 2' tall, so about up to his knee cap, although her hair is sticking up in a most peculiar manner. She is holding one end of a rope, the other end was wrapped around the body of a rather large mastiff dog. The dog, which had plopped down onto the floor, had a bag on both of its sides. In her other hand is a quarterstaff, although he thinks it might only be a one-eighth staff compared to what he would use. That thought made him smile, which caused Eclipse to put her hands on her hips and stare even more grumpily at him. "Umh, umh, I didn't do anything. Just having a drink here." He gestures rapidly to Liam, the barkeep, to bring him a drink. "Can I get you a drink?" he concludes politely, not knowing what else to do.
"Well, a drink is the least you can do for me after driving me out of my house and home. For shame on you. What do you have to say for yourself, causing so much mischief?" Eclipse climbs on to a chair and makes herself comfortable. She gestures to Liam to bring her a drink as well, and the barkeep soon returns with a gallon of his dwarven ale and a mug of elvish ale. Rahne slowly counts out 3sp and 4cp for the drinks.
Still uncertain why she started badgering him, Rahne asks her name and occupation, and soon determines that she was not from some other town he and his troop had gone through and left in a hurry. Feeling safer, he explains his recent activities and suggests she accompany him on the next mission. He's not certain what good she might provide but given his near-death experiences, he feels any help could be useful. Surprisingly, she agrees, although it is with a fair number of expletives and threats to the well-being of him and his extended past, present, and future family.
Fun pix! 😂
Bargus Survival: 15 Dak Survival: Unable to parse dice roll. Bargus Stealth: 22; Dak Stealth: 12
Giant Skeleton Encounter 7
You step into a clearing, and the ground trembles beneath your feet. With a deafening crack, the earth splits, and a massive skeletal hand claws its way free. Rising from the dirt, a giant skeleton towers over you, wielding a massive, rusted sword in one hand. It stares down with empty, hollow eyes, ready to crush anything in its path.
If you succeed on a Stealth Check DC 13, then the giant skeleton had disadvantage on their initiative
Boss fight solo
1x giant skeleton
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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;
The Duo Head into the valley in search of the giant skeleton. Encounter hunt time 2
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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;
Two hours into the hunt the come up on a burial ground fairly large too. 60x60. As soon as they step on the unholy ground something claws it's way up through the soil.
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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;
GS1 Initiative: 11 AC 17 passive 8 HP 115/115 Bargus Initiative: 18 AC 15 passive 12 - HP 51/51 Hawk initiative: 11 AC 13 passive 16 – HP 1/1 Dak Initiative: 14 AC 19 passive 13 HP 67/67
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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;
Bargus Initiative: 18 AC 15 passive 12 - HP 51/51 Dak Initiative: 14 AC 19 passive 13 HP 67/67 Hawk initiative: 11 AC 13 passive 16 – HP 1/1 GS1 Initiative: 11 AC 17 passive 8 HP 115/115
Greater skeleton Rnd 1
MOVE: Bargus moves 30ft forward. Bargus brings the skeletons up 30ft forward putting them 90ft.ACTION:Cast Chromatic Orb, Attack GS1: 21 Damage: 7 (Fire Damage)BONUS: SK1-8 attack most wounded GZ then next once one dies.SK1 Range/melee Attack: 6 Damage: 7 (piercing)SK2 Range/Melee Attack: 5 Damage: 8 (piercing)SK3 Range/Melee Attack: 7 Damage: 5 (piercing)SK4 Range/Melee Attack: 11 Damage: 3 (piercing)SK5 Range/Melee Attack: 5 Damage: 5 (piercing)SK6 Range/Melee Attack: 11 Damage: 5 (piercing)SK7 Range/Melee Attack: 13 Damage: 7 (piercing)SK8 Range/Melee Attack: 12 Damage: 3 (piercing)BONUS: Dak uses Adrenaline push for 3 thpACTION: Attack with the Maul+1 on GS1(Graze on Miss 9 dmg): Attack: 13 Damage: 17 (Bludgeoning Damage) or half (8)Savage attacker Damage: 14 (Bludgeoning Damage) or half (7)Action surgeACTION: Attack with the Maul+1 on GS1(Graze on Miss 9 dmg): Attack: 26 Damage: 12 (Bludgeoning Damage) or half (6)Savage attacker Damage: 15 (Bludgeoning Damage) or half (7) Hawkeye helps someone. GS1 Scimitar Attack #1 at Dak: 25 Damage: 18 (Slashing Damage) or half (9)GS1 Scimitar Attack #2 at Dak: 14 Damage: 18 (Slashing Damage) or half (9)GS1 Scimitar Attack #3 at Dak: 10 Damage: 14 (Slashing Damage) or half (7)
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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;
Bargus moves up and hits with his Chromatic orb for 7 fire dmg, The skeletons at disadvantage for range miss all shots. Dak swings the big maul and misses then connects for 15 dmg that is doubles. 37dmg to the Giant skeletons and Dak take 18 slashing damage so 15 after Tmp
Bargus Initiative: 18 AC 15 passive 12 - HP 51/51 Dak Initiative: 14 AC 19 passive 13 HP 52/67 Hawk initiative: 11 AC 13 passive 16 – HP 1/1 GS1 Initiative: 11 AC 17 passive 8 HP 78/115
Greater skeleton Rnd 2
MOVE: Bargus move to 15ft from GS1 offset from Dak. Bargus brings the skeletons up 30ft forward putting them 60ft. Damage: 5 (Force Damage) + 2 (Force Damage) + 3 (Force Damage) + 3 (Force Damage) + 5 (Force Damage) + 4 (Force Damage) = 22 BONUS: SK1-8 attack most wounded GS1 then next once one dies.SK1 Range/melee Attack: 14 Damage: 6 (piercing)SK2 Range/Melee Attack: 7 Damage: 7 (piercing)SK3 Range/Melee Attack: 20 Damage: 7 (piercing)SK4 Range/Melee Attack: 13 Damage: 4 (piercing)SK5 Range/Melee Attack: 21 Damage: 3 (piercing)SK6 Range/Melee Attack: 18 Damage: 8 (piercing)SK7 Range/Melee Attack: 9 Damage: 7 (piercing)SK8 Range/Melee Attack: 24 Damage: 4 (piercing)BONUS: Second wind 10 Move: Dak stays in melee: ACTION: Attack with the Maul+1 on GS1(Graze on Miss 9 dmg): Attack: 29 Damage: 24 (Bludgeoning Damage) or half (12)Savage attacker Damage: 17 (Bludgeoning Damage) or half (8) Hawkeye helps someone.
GS1 Scimitar Attack #1 at Dak: 17 Damage: 21 (Slashing Damage) or half (10)GS1 Scimitar Attack #2 at Dak: 18 Damage: 17 (Slashing Damage) or half (8)GS1 Scimitar Attack #3 at Dak: 18 Damage: 13 (Slashing Damage) or half (6)
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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;
Bargus' magic missiles do 22 dmg to the skeleton, The skeletons do 22 dmg also from several hits. Dak heals 10 dmg and then Crits on the giant skeleton with advantage from Hawkeye the familiar. 24 crit damage doubled for 48 dmg since the skeleton is vulnerable to bludgeoning damage. It crumples to the ground in pieces.
Bargus Initiative: 18 AC 15 passive 12 - HP 51/51 Dak Initiative: 14 AC 19 passive 13 HP 52/67 Hawk initiative: 11 AC 13 passive 16 – HP 1/1 GS1 Initiative: 11 AC 17 passive 8 HP Dead/115
Look around for a stash and find one with a clue for the next encounter. 38 coins
The duo has fresh game to eat on the way home and the recuperate a bit and refresh spells as needed.
Skeletal Knight Encounter 8 pending
Dak Religion: 17 DC 17 you know the type of creature it is, DC22 1 hint, DC27 2 hints
Bargus Religion: 9 DC 17 you know the type of creature it is, DC22 1 hint, DC27 2 hints
XP 2900 /2 = 1450 each They spend 3gp each back in town min.
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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;
The do not learn anything on what they are facing next. Going in blind at some point. 70gp each -3gp each for tavern. = 67gp each.
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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;
After a long rest, the two return to The Grove, "We make a good team, you and I." Says Kane over breakfast (modest inn, modest meal, each 6 sp) "Aye, you had my back and I owe ya fer that." Kane suggests that they go back to the Valley to fight something bigger, Encounter Table 501 (Level 5 recommended) 77, selecting 21-40: 1x Earth Elemental (1800 XP, 720 gp)
Kane casts mage armor and false life and then takes a short rest with arcane recovery to regain the spell slots back.
Default Approach Zim 30 ft and Kane 50 ft. Zim init 1, Kane 18, Earth Elemental EE1 6
Round 1
Kane uses heroic inspiration to gain advantage, casts chromatic orb from a 2nd level slot, Attack: 26 Damage: 34 thunder damage.
Zim magic morningstar +1 Attack: 26 Damage: 8 magic bludgeoning damage.
Zim action surge, morningstar Attack: 27 Damage: 21 magic bludgeoning damage.
EE1 attacks Zim, Slam1 Attack: 21 Damage: 15
EE1 attacks Zim, Slam2 Attack: 11 Damage: 16
Round 2
Kane uses lucky to gain advantage, casts chromatic orb from a 2nd level slot, Attack: 25 Damage: 17 thunder damage.
Zim magic morningstar +1 Attack: 22 Damage: 13 magic bludgeoning damage.
EE1 attacks Zim, Slam1 Attack: 25 Damage: 14
EE1 attacks Zim, Slam2 Attack: 11 Damage: 18
Round 2
Kane uses lucky to gain advantage, casts chromatic orb from a 2nd level slot, Attack: 26 Damage: 34 thunder damage.
Zim magic morningstar +1 Attack: 11 Damage: 10 magic bludgeoning damage.
EE1 attacks Zim, Slam1 Attack: 22 Damage: 14
EE1 attacks Zim, Slam2 Attack: 25 Damage: 17
Round 3
Kane uses lucky again, to gain advantage, casts chromatic orb from a 2nd level slot, Attack: 24 Damage: 23 thunder damage.
Zim magic morningstar +1 Attack: 8 Damage: 8 magic bludgeoning damage.
EE1 attacks Zim, Slam1 Attack: 24 Damage: 18
EE1 attacks Zim, Slam2 Attack: 18 Damage: 13
11
EE1 takes a massive crit for 34 thunder damage that becomes 68 due to vulnerability. EE1 (58/126)
Zim takes 15 damage and uses a reaction to riposte, reducing damage by 6
EE1 takes 8 magic damage and 21 from a crit, total 29 damage. EE1 (29/126)
EE1 takes 17 thunder damage that becomes 34 due to vulnerability and it dies. EE1 (-5/126)
Earth Elemental Rewards
720 gp bounty (360 gp each)
1800 XP (900 XP each)
Zim total 5615 XP
Kane total 6065 XP
Seeing the odd couple bicker but come to agreement to work together, Liam decides to interject. "You would do me and many a favor if you helped to clear out Deadman's Canyon. It is a shortcut to and from the Capital, but a few miscreants harass the hard working travelers of the road. You can use my own wagon and two horses for the two-day journey to the Canyon. You just need to return with the cart and horses and the bodies for a reward."
Rahne nods in agreement, as does Eclipse. "We depart at dawn," says Eclipse. "Do you have a room to house me and Tiny?" she demands of Rahne. Rahne looks Liam who gestures at the nearby inn. "Uh, sure" and off the two go to the inn to get a modest room (5sp). They depart the next morning and do two overnights without adventure before arriving at the mouth of the Canyon. The walking order is always the same - Rahne in front, followed by the horses and cart, ending with Eclipse and Tiny. The horse and cart dictates their speed of about 25', which is slower than the other members of the caravan so no one is particularly tired.
They enter the canyon and soon enough encounter a scout (AC 13, HP16) when it shoots at them.
S1 attack (19, 25 - nat 20) damage (5,10) against Rahne
Initiative Rahne 6, Eclipse 10
Eclipse shoots a Guiding Bolt at the scout but misses (6, nat 1) then scampers behind the cart to obstruct the scout's view of her.
Bellowing in pain, Rahne regrets that he forgot to buy some healing potions before leaving town. He throws a javelin at the scout (attack 22, damage 9) then pauses a second to collect his second wind (+3HP).
S1 shoots again (18, 8) and hits Rahne again for 5 damage.
Eclipse shoots a Sacred Flame (14) that grazes it for 1 damage.
Rahne again attacks with the javelin (attack 12) but misses. Feeling rather annoyed and injured, he surges for another attack (22 for damage 10) which kills the scout. Breathing heavy, he sits with his back against the cart fore a short rest before doing anything else. Feeling better, he goes to collect his javelins (1 is broken, 2 are still usable) and remembers that he was also supposed to buy more javelins before leaving town. With a mild curse at his forgetfulness, he loads the body, leather armor, longbow, and short sword into the cart. (100xp, 30gp)
"Little Lady, good shooting with that fire," Rahne says to Eclipse. Little Lady is easier for him to say and remember than her actual name. She just snorts at him. "You better learn to duck faster or you will soon be a pin cushion. Just remember, I need you alive and functioning to help get my glade back to normal."
They both suspect that where there is one scout, there are more, and they soon are proved correct. This time, they see the three resting being very un-scout-like.
Initiative Rahne 17, Eclipse 14, S1-3 nat 1
Rahne charges in swinging his great axe (13, 14) damaging (6,7=13) but not killing S1 then hits S2 (attack 14, damage 4).
Eclipse follows up with her Sacred Flame but the injured S1 dodges it (17).
The Scouts sewing their short swords at Rahne (15, 15, ...) but all miss the barbarian
Rahne hits the injured scout (15 for 6 damage) killing it then hits s2 (17 for 10 damage) and s3 (attack 23, damage 4)
Eclipse sends another Sacred Flame at S2 who sees it coming and easily rolls away from it (nat 20).
S2 (two 5, both nat 1) and S3 (9, 23) swing at Rahne and this time connect one time (5 damage).
Rahne finishes the job (attack 11, 20) damage 16 on S2 before further wounding s3 (attack 20 damage 7)
Eclipse hopes third time is the charm and sends another Sacred Flame against the last standing foe who gets singed (dex save 9, damage 1)
S3 continues its attack on Rahne (14, 18) connecting for 5 damage, knocking the barbarian unconscious.
Eclipse now thoroughly annoyed by the lack of success with her Sacred Flame sends a Guiding Bolt to blast S3 to smithereens (attack 19, damage 14). She scampers to Rahne and quickly stablizes him (20 on medicine check). She fusses over his wounds and makes him comfortable with Tiny the Mastiff standing guard over him. She moves the horse and cart off the path and into a relatively secluded place. She builds a fire and after a bit rouses Rahne to move the 3 bodies and gear (3 leather armor, 3 longbow and 3 short sword) into the cart. 300xp, 100gp
They camp the night, each eating a ration and Rahne snoring loudly whenever Eclipse wasn't bothering him and his bandages. It was a quiet night (survival 18) and they awake the next day ready to see if they can avoid dying another day. Rahne wakes up feeling more informed about warfare and a realization that he would really want to learn how to be a smith. (Leveled up to 3)
Dak and Bargus decide to head out to the valley to hunt paired Trolls. They travel the two days out hoping to find fresh game to eat there and back. Bargus Survival: 17; Dak Survival: 24; The duo travel to the Valley taking 2 days to get to the edge. The camp for the night at the edge. The next morning, they perform their rituals. Bargus cast Mage armor. Both finish some of the cooked game or rations and drink some water to prepare for the day. The camp is broken down and they head into the valley. ] Encounter hunt time 2; Bargus Stealth: 12; Dak Stealth: 17 TR1 Perception check: 21; TR1 Initiative: 11 AC 15 passive 12 HP 84/84; TR2 Perception check: 18; TR2 Initiative: 20 AC 15 passive 12 HP 84/84 Bargus' skeletons are 60ft behind them.
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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;