This post has potentially manipulated dice roll results.
Luck is on their side as they finish off the troll before it can attack. 34dmg 81-100: 1x Troll (1800 XP, 720 gp) #1 The duo take a short rest and then back at it. Bargus does an arcane recovery on his short rest.
They take a short rest and the duo perform their rituals. Bargus still has 6hr of Mage armor active. Both eat and drink some water to prepare for the day. The camp is broken down and they head into the forest.
This post has potentially manipulated dice roll results.
Everyone sees everyone.
Distance 60ft.
Dak Initiative: 22 AC 18 passive 13 HP 49/49
TR1 Initiative: 19 AC 15 passive 12 HP 84/84
Bargus Initiative: 12 AC 15 passive 12 - HP 37/37
SK1 AC 13 passive 12 HP 13/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
Hawk initiative: 4 AC 13 passive 16 – HP 1/1
Dak moves 30ft then dos bonus adrenaline rush to Melee TR1
BONUS: Use Adrenaline Rush gaining 2 THP to dash 30ft to melee TR1
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 22 Damage: 15 (Slashing Damage) or half (7)
Savage attacker Damage: 11 (Slashing Damage) or half (5)
Action surge
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 9 Damage: 15 (Slashing Damage) or half (7)
Savage attacker Damage: 11 (Slashing Damage) or half (5)
Troll attacks Dak 3 times
Bite Attack: 17 Damage: 5 (piercing Damage)
Claw Attack: 11 Damage: 12 (Slashing Damage)
Claw Attack: 14 Damage: 10 (Slashing Damage)
MOVE: Bargus move to 30ft from TR1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
Dak moves 30ft then dos bonus adrenaline rush to Melee TR1
BONUS: Second wind 14 if needed as it applies
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 16 Damage: 13 (Slashing Damage) or half (6)
Savage attacker Damage: 12 (Slashing Damage) or half (6)
Troll attacks Dak 3 times
Bite Attack: 24 Damage: 5 (piercing Damage)
Claw Attack: 10 Damage: 15 (Slashing Damage)
Claw Attack: 19 Damage: 11 (Slashing Damage)
MOVE: Bargus move to 10ft from TR1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
ACTION: Cast Burning hands, Level 1 Attack TR1Burning hands level 1 Damage: 9 (Fire Damage DC 16 Dex) or half (4) Enemy save attempt 14
BONUS:
SK1 Range Attack: 12 Damage: 3 (piercing)
SK2 Range Attack: 14 Damage: 7 (piercing)
SK3 Range Attack: 18 Damage: 3 (piercing)
SK4 Range Attack: 22 Damage: 3 (piercing)
End of turn!
Hawkeye gives help to Dak.
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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 looks fun, thank you! I’m going to make an elf barbarian or monk so that Cor isn’t rolling solo, and then once they’re a bit tougher, take this on!)
(This looks fun, thank you! I’m going to make an elf barbarian or monk so that Cor isn’t rolling solo, and then once they’re a bit tougher, take this on!)
(You are welcome to ask Yuno to join you on the mini-quest. She's not going to do it herself because she generally doesn't like fighting undead. You can find her around town looking annoyed at something.)
This post has potentially manipulated dice roll results.
Kane returns to The Grove to pull a bounty for an owlbearEncounter Table 30166, selecting 81-100: 1x Owlbear (700 XP, 175 gp)
Casting mage armor from a scroll and then casting false life from a 2nd level slot (13), Kane takes a short rest and uses arcane recovery to regain the 2nd level slot back. Attempting to sneak up on the bear, he uses Stealth DC 15 vs Perception 7 to give disadvantage on init. Kane init 18, OW1 init 17 (disadv 5). Kane uses Lucky to impose disadvantage on the first attack each round until out.
Kane casts shield as a reaction, AC 15 becomes AC 20
Kane casts chromatic orb from a 2nd level slot, Attack: 25 Damage: 41 cold damage.
OW1 takes 41 damage from a crit. OW1 (18/59)
OW1 claw Attack: 25 Damage: 16
Kane loses his 13 false life temps and takes 3 real damage. Kane (17/20)
Kane casts magic missile from a 2nd level slot, 4, 2, 2, 4
OW1 takes 12 damage. OW1 (6/59)
Round 3 Kane casts magic missile from a 1st level slot, 3, 2, 4
As the majestic owlbear dies and Kane harvests the parts and bits, collecting blood in flasks for ink and bones for materials, the pelt will be turned in for the bounty and every part of the meat is harvested and donated to the campfire clan.
Owlbear rewards bounty (175 gp) 700 XP (Kane total 1650 XP)
I just realized that I didn't provide any item access for spellcasters to boost their magic. So I've just added Wand of the War Mage +1 for divine and arcane casters alike. There are others but the price point is so high that I'm just ruling that there is no class or focus requirement for this item. Good luck and enjoy
They take a long rest and the duo perform their rituals in the morning breaking camp. Bargus cast Mage armor casts his two level 3 spells for Animate dead at dawn arcane recovers a third level spell slot.
Location: The Silverwood Forest For this mini-campaign, you are encouraged to add one more monster than the number of characters in your party, with the recommended party amount of two characters but also do-able with parties of one. Each encounter is repeatable. It's recommended that you finish each encounter, in order, before the next.
Unearthly moans drifted from the woods, and twisted forms were spotted between the trees at night. Villagers who ventured too close to the forest's edge returned as empty shells—or not at all. Those brave enough to investigate have discovered scattered skeletons and shambling zombies, all bearing strange markings etched into their bones.
Ghouls Encounter 1 The air grows thick with the stench of rot as you step deeper into the glade. The soil feels soft beneath your feet, as if recently disturbed. Suddenly, you hear a rustling, and before you can react, twisted, hungry figures lurch forward from behind the trees, their claws extended, and eyes glowing with an unnatural hunger.
This post has potentially manipulated dice roll results.
Two hours into their trek in the forest there is an encounter with some undead creatures. Melee is on them quickly but aren't surprised thankfully.
Distance Melee
GH2 Initiative: 20 AC 12 passive 10 HP 22/22
GH1 Initiative: 17 AC 12 passive 10 HP 22/22
Dak Initiative: 17 AC 18 passive 13 HP 58/58
Bargus Initiative: 13 AC 15/20 passive 12 - HP 44/44
SK1 AC 13 passive 12 HP 13/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
SK5 AC 13 passive 12 HP 13/13
SK6 AC 13 passive 12 HP 13/13
SK7 AC 13 passive 12 HP 13/13
SK8 AC 13 passive 12 HP 13/13
Hawk initiative: 9 AC 13 passive 16 – HP 1/1
GH2 Claw Attack Dak: 9 Damage: 10 (piercing. . If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute.) If needed Dak Save roll 25
GH1 Claw Attack Bargus: 8 Damage: 6 (piercing. . If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute.) Bargus is an elf so no save needed.
Dak melees GH1
BONUS: Second wind 8 if needed as it applies
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 9 dmg): Attack: 21 Damage: 14 (Slashing Damage) or half (7)
Savage attacker Damage: 16 (Slashing Damage) or half (8)
Action surge
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 23 Damage: 12 (Slashing Damage) or half (6)
Savage attacker Damage: 14 (Slashing Damage) or half (7)
MOVE: Bargus in Melee with GH2; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
ACTION: Cast Burning Hands, Level 1 Attack GH1 and Gh21Burning hands level 1 Damage: 11 (Fire Damage DC 16 Dex) or half (5) Gh1 19, Gh2 3 BONUS: SK1-4 attack GH1 and SK5-8 attack GH2
SK1 Range Attack: 12 Damage: 6 (piercing)
SK2 Range/Melee Attack: 5 Damage: 3 (piercing)
SK3 Range/Melee Attack: 18 Damage: 4 (piercing)
SK4 Range/Melee Attack: 20 Damage: 8 (piercing)
SK5 Range/Melee Attack: 23 Damage: 4 (piercing)
SK6 Range/Melee Attack: 6 Damage: 8 (piercing)
SK7 Range/Melee Attack: 7 Damage: 3 (piercing)
SK8 Range/Melee Attack: 8 Damage: 8 (piercing)
End of turn!
Hawkeye will help Dak on the following round.
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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;
GH2 hits Dak with a solid hit and Dak feels a twinge through his system and shrugs it off. Dak takes 15 dmg then second winds 11 hp back so 4dmg. Gh1 tries to hit Bargus but misses. Dak hits GH2 (had the GHs on the wrong ones.) 38 dmg to GH2 killing it. Bargus cast Burning hands and does 13 dmg both fail but Gh2 was dead already Bargus would have redirected all skellies to attack GH2. The last ghoul falls to the swords of the skeletons.
XP split 100 each. Loot ?
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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.
Ghasts Encounter 2 The scent of death grows stronger as you approach an ancient, crumbling bridge spanning a sluggish river. Before you can cross, a sudden chill fills the air, and two foul creatures clamber up from beneath the bridge. Their rotting flesh hangs loosely from their bones, and their mouths open in a silent scream, releasing a wave of nauseating stench that makes your stomach churn.
If you fail the skill check then the ghasts get advantage on their initiative
This post has potentially manipulated dice roll results.
Dak is Stench immune for 24hrs.
BONUS: Adrenaline push +3 thp
ACTION: Attack with the Great sword+1 on GA2(Graze on Miss 9 dmg): Attack: 21 Damage: 15 (Slashing Damage) or half (7)
Savage attacker Damage: 15 (Slashing Damage) or half (7)
Action surge
ACTION: Attack with the Great sword+1 on GA2(Graze on Miss 9 dmg): Attack: 12 Damage: 15 (Slashing Damage) or half (7)
Savage attacker Damage: 13 (Slashing Damage) or half (6)
Hawkeye goes and helps Dak for next round if needed.
Ga2 Claw Attack Dak: 16 Damage: 9 (piercing. . If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. 22 DC10 if needed.
MOVE: Bargus in Melee with GH2; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
ACTION: Cast Burning Hands, Level 2 Attack GA1 and GA2 Damage: 19 (Fire Damage DC 16 Dex) or half (9) GA1 23, GA2 19 BONUS: Skeletons attack any still standing.
SK1 Range Attack: 19 Damage: 3 (piercing)
SK2 Range/Melee Attack: 9 Damage: 6 (piercing)
SK3 Range/Melee Attack: 13 Damage: 4 (piercing)
SK4 Range/Melee Attack: 10 Damage: 4 (piercing)
SK5 Range/Melee Attack: 10 Damage: 3 (piercing)
SK6 Range/Melee Attack: 18 Damage: 5 (piercing)
SK7 Range/Melee Attack: 15 Damage: 6 (piercing)
SK8 Range/Melee Attack: 23 Damage: 4 (piercing)
End of turn!
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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;
Ga1 Claw Attack Dak: 7 Damage: 14 (piercing. . If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. 25 DC10 if needed.
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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 moved to melee GA2 and hits for 31 dmg getting past the stench but wants to throw up. GA2 claws Dak for 8 dmg with 3thp so 5 dmg done and he saves from the paralysis. Bargus does a lvl 2 Burning hands on GA1 and 2. 2 save and take 7 dmg killing it. GA1 takes 14 dmg with GR2 down the skeletons focus on GR1 doing 18 dmg. Its still barely standing.
Rnd 2
Dak Initiative: 22 AC 18 passive 13 HP 58/58
Hawk initiative: 19 AC 13 passive 16 – HP 1/1
GA2 Initiative: 16 AC 13 passive 10 HP dead/36
Bargus Initiative: 15 AC 15 passive 12 - HP 44/44
SK1 AC 13 passive 12 HP 13/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
SK5 AC 13 passive 12 HP 13/13
SK6 AC 13 passive 12 HP 13/13
SK7 AC 13 passive 12 HP 13/13
SK8 AC 13 passive 12 HP 13/13
GA1 Initiative: 13 AC 13 passive 10 HP 4/36
Dak is Stench immune for 24hrs.
BONUS: Second wind 13 if needed as it applies
ACTION: Attack with the Great sword+1 on GA1(Graze on Miss 9 dmg): Attack: 27 Damage: 11 (Slashing Damage) or half (5)
Savage attacker Damage: 14 (Slashing Damage) or half (7)
Hawkeye goes and helps Dak for next round if needed.
MOVE: Bargus 30ft from GR1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
GA1 falls to Daks crit attack finishing off the Ghoul encounter. That stunk..grin. Tally
2xghoul 400xp total
2xGhast 900xp total
1300xp total so far. 650xp each Loot?
The group head back to town to rest and get ready for the next location 12hr trip and the spend the night in the inn getting food/ale/baths and tip as well. 19 nights left at the inn.
Each spend 5sp and 250gp each on the 5 antitoxin vials.
They both get 5 antitoxin vials adding 1 to their belt 4 potions/vail on their belts and the other 4 antitoxins in their bags of holding.
Luck is on their side as they finish off the troll before it can attack. 34dmg 81-100: 1x Troll (1800 XP, 720 gp) #1 The duo take a short rest and then back at it. Bargus does an arcane recovery on his short rest.
They take a short rest and the duo perform their rituals. Bargus still has 6hr of Mage armor active. Both eat and drink some water to prepare for the day. The camp is broken down and they head into the forest.
Encounter hunt time 2
Bargus Perception: 20
Dak Perception: 15
Hawk Perception: 22
TR1 Perception check: 8
Bargus Stealth: 16
Dak Stealth: 16
Bargus Initiative: 8 AC 15 passive 12 - HP 37/37
SK1 AC 13 passive 12 HP 13/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
Hawk initiative: 9 AC 13 passive 16 – HP 1/1
Dak Initiative: 13 AC 18 passive 13 HP 49/49
TR1 Initiative: 8 AC 15 passive 12 HP 84/84
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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;
Everyone sees everyone.
Distance 60ft.
Dak Initiative: 22 AC 18 passive 13 HP 49/49
TR1 Initiative: 19 AC 15 passive 12 HP 84/84
Bargus Initiative: 12 AC 15 passive 12 - HP 37/37
SK1 AC 13 passive 12 HP 13/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
Hawk initiative: 4 AC 13 passive 16 – HP 1/1
Dak moves 30ft then dos bonus adrenaline rush to Melee TR1
BONUS: Use Adrenaline Rush gaining 2 THP to dash 30ft to melee TR1
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 22 Damage: 15 (Slashing Damage) or half (7)
Savage attacker Damage: 11 (Slashing Damage) or half (5)
Action surge
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 9 Damage: 15 (Slashing Damage) or half (7)
Savage attacker Damage: 11 (Slashing Damage) or half (5)
Troll attacks Dak 3 times
Bite Attack: 17 Damage: 5 (piercing Damage)
Claw Attack: 11 Damage: 12 (Slashing Damage)
Claw Attack: 14 Damage: 10 (Slashing Damage)
MOVE: Bargus move to 30ft from TR1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
ACTION: Cast [Tooltip Not Found], Attack TR1: 20 Damage: 18 (Acid Damage)
BONUS:
SK1 Range Attack: 18 Damage: 7 (piercing)
SK2 Range Attack: 22 Damage: 5 (piercing)
SK3 Range Attack: 9 Damage: 8 (piercing)
SK4 Range Attack: 12 Damage: 6 (piercing)
End of turn!
Hawkeye gives help to Dak.
Everyone sees everyone.
Dak in melee with TR1 Bargus 30ft with skeletons
Dak Initiative: 22 AC 18 passive 13 HP 49/49
TR1 Initiative: 19 AC 15 passive 12 HP 84/84
Bargus Initiative: 12 AC 15 passive 12 - HP 37/37
SK1 AC 13 passive 12 HP 13/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
Hawk initiative: 4 AC 13 passive 16 – HP 1/1
Dak moves 30ft then dos bonus adrenaline rush to Melee TR1
BONUS: Second wind 14 if needed as it applies
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 16 Damage: 13 (Slashing Damage) or half (6)
Savage attacker Damage: 12 (Slashing Damage) or half (6)
Troll attacks Dak 3 times
Bite Attack: 24 Damage: 5 (piercing Damage)
Claw Attack: 10 Damage: 15 (Slashing Damage)
Claw Attack: 19 Damage: 11 (Slashing Damage)
MOVE: Bargus move to 10ft from TR1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
ACTION: Cast Burning hands, Level 1 Attack TR1Burning hands level 1 Damage: 9 (Fire Damage DC 16 Dex) or half (4) Enemy save attempt 14
BONUS:
SK1 Range Attack: 12 Damage: 3 (piercing)
SK2 Range Attack: 14 Damage: 7 (piercing)
SK3 Range Attack: 18 Damage: 3 (piercing)
SK4 Range Attack: 22 Damage: 3 (piercing)
End of turn!
Hawkeye gives help to Dak.
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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 team does 61 dmg on rnd 1. Troll 23 hp now. Troll does 31 to Dak with Dak 2 thp he's at 20 after rnd 1.
Round 2.
Dak second winds for 11 now 31 hp. Dak hits the Troll for 17 now 6hp left. Dak takes 38 from the Troll dropping him.
Bargus and Skeletons do 13 more damage dropping the Troll. Bargus moves over and bandages up Dak. Bargus gets Dak just outside the valley to recover.
A close call for the duo.
81-100: 1x Troll (1800 XP, 720 gp) 81-100: 1x Troll (1800 XP, 720 gp)
Each get 1800 xp and 720gp
The head back to town with a 2 day trip and feast off the land.
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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 and Bargus are ready to try this out. They will probably start it tomorrow night.
Thanks for putting it together Looks super cool and spooky...
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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 looks fun, thank you! I’m going to make an elf barbarian or monk so that Cor isn’t rolling solo, and then once they’re a bit tougher, take this on!)
(You are welcome to ask Yuno to join you on the mini-quest. She's not going to do it herself because she generally doesn't like fighting undead. You can find her around town looking annoyed at something.)
Kane returns to The Grove to pull a bounty for an owlbear Encounter Table 301 66, selecting 81-100: 1x Owlbear (700 XP, 175 gp)
Casting mage armor from a scroll and then casting false life from a 2nd level slot (13), Kane takes a short rest and uses arcane recovery to regain the 2nd level slot back. Attempting to sneak up on the bear, he uses Stealth DC 15 vs Perception 7 to give disadvantage on init. Kane init 18, OW1 init 17 (disadv 5). Kane uses Lucky to impose disadvantage on the first attack each round until out.
Round 1
OW1 charges Kane multiattack
OW1 beak disadv lucky, Attack: 17 Damage: 13
OW1 claw Attack: 10 Damage: 20
Kane uses heroic inspiration to gain advantage
Kane casts chromatic orb from a 2nd level slot, Attack: 17 Damage: 12 cold damage.
Round 2
OW1 beak disadv lucky, Attack: 16 Damage: 15
OW1 claw Attack: 12 Damage: 13
Kane casts magic missile from a 2nd level slot, 2, 2, 2, 5
Kane wins initiative
Kane casts shield as a reaction, AC 15 becomes AC 20
OW1 takes 41 damage from a crit. OW1 (18/59)
Kane loses his 13 false life temps and takes 3 real damage. Kane (17/20)
OW1 takes 12 damage. OW1 (6/59)
Round 3
Kane casts magic missile from a 1st level slot, 3, 2, 4
As the majestic owlbear dies and Kane harvests the parts and bits, collecting blood in flasks for ink and bones for materials, the pelt will be turned in for the bounty and every part of the meat is harvested and donated to the campfire clan.
Owlbear rewards
bounty (175 gp)
700 XP (Kane total 1650 XP)
I just realized that I didn't provide any item access for spellcasters to boost their magic. So I've just added Wand of the War Mage +1 for divine and arcane casters alike. There are others but the price point is so high that I'm just ruling that there is no class or focus requirement for this item. Good luck and enjoy
Dak and Bargus go on an expedition mini quest
They take a long rest and the duo perform their rituals in the morning breaking camp. Bargus cast Mage armor casts his two level 3 spells for Animate dead at dawn arcane recovers a third level spell slot.
Location: The Silverwood Forest
For this mini-campaign, you are encouraged to add one more monster than the number of characters in your party, with the recommended party amount of two characters but also do-able with parties of one. Each encounter is repeatable. It's recommended that you finish each encounter, in order, before the next.
Unearthly moans drifted from the woods, and twisted forms were spotted between the trees at night. Villagers who ventured too close to the forest's edge returned as empty shells—or not at all. Those brave enough to investigate have discovered scattered skeletons and shambling zombies, all bearing strange markings etched into their bones.
Ghouls Encounter 1
The air grows thick with the stench of rot as you step deeper into the glade. The soil feels soft beneath your feet, as if recently disturbed. Suddenly, you hear a rustling, and before you can react, twisted, hungry figures lurch forward from behind the trees, their claws extended, and eyes glowing with an unnatural hunger.
2+ ghouls
Dak Survival: 24
Bargus Investigation: 18
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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 spot the ghouls
Encounter hunt time 4
GH1 Initiative: 17 AC 13 passive 10 HP 22/22
GH2 Initiative: 14 AC 13 passive 10 HP 22/22
Bargus Initiative: 9 AC 15 passive 12 - HP 44/44
SK1 AC 13 passive 12 HP 13/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
SK5 AC 13 passive 12 HP 13/13
SK6 AC 13 passive 12 HP 13/13
SK7 AC 13 passive 12 HP 13/13
SK8 AC 13 passive 12 HP 13/13
Hawk initiative: 9 AC 13 passive 16 – HP 1/1
Dak Initiative: 20 AC 18 passive 13 HP 58/58
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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 their trek in the forest there is an encounter with some undead creatures. Melee is on them quickly but aren't surprised thankfully.
Distance Melee
GH2 Initiative: 20 AC 12 passive 10 HP 22/22
GH1 Initiative: 17 AC 12 passive 10 HP 22/22
Dak Initiative: 17 AC 18 passive 13 HP 58/58
Bargus Initiative: 13 AC 15/20 passive 12 - HP 44/44
SK1 AC 13 passive 12 HP 13/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
SK5 AC 13 passive 12 HP 13/13
SK6 AC 13 passive 12 HP 13/13
SK7 AC 13 passive 12 HP 13/13
SK8 AC 13 passive 12 HP 13/13
Hawk initiative: 9 AC 13 passive 16 – HP 1/1
GH2 Claw Attack Dak: 9 Damage: 10 (piercing. . If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute.) If needed Dak Save roll 25
GH1 Claw Attack Bargus: 8 Damage: 6 (piercing. . If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute.) Bargus is an elf so no save needed.
Dak melees GH1
BONUS: Second wind 8 if needed as it applies
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 9 dmg): Attack: 21 Damage: 14 (Slashing Damage) or half (7)
Savage attacker Damage: 16 (Slashing Damage) or half (8)
Action surge
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 23 Damage: 12 (Slashing Damage) or half (6)
Savage attacker Damage: 14 (Slashing Damage) or half (7)
MOVE: Bargus in Melee with GH2; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
ACTION: Cast Burning Hands, Level 1 Attack GH1 and Gh21Burning hands level 1 Damage: 11 (Fire Damage DC 16 Dex) or half (5) Gh1 19, Gh2 3
BONUS: SK1-4 attack GH1 and SK5-8 attack GH2
SK1 Range Attack: 12 Damage: 6 (piercing)
SK2 Range/Melee Attack: 5 Damage: 3 (piercing)
SK3 Range/Melee Attack: 18 Damage: 4 (piercing)
SK4 Range/Melee Attack: 20 Damage: 8 (piercing)
SK5 Range/Melee Attack: 23 Damage: 4 (piercing)
SK6 Range/Melee Attack: 6 Damage: 8 (piercing)
SK7 Range/Melee Attack: 7 Damage: 3 (piercing)
SK8 Range/Melee Attack: 8 Damage: 8 (piercing)
End of turn!
Hawkeye will help Dak on the following round.
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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;
GH2 hits Dak with a solid hit and Dak feels a twinge through his system and shrugs it off. Dak takes 15 dmg then second winds 11 hp back so 4dmg. Gh1 tries to hit Bargus but misses. Dak hits GH2 (had the GHs on the wrong ones.) 38 dmg to GH2 killing it. Bargus cast Burning hands and does 13 dmg both fail but Gh2 was dead already Bargus would have redirected all skellies to attack GH2. The last ghoul falls to the swords of the skeletons.
XP split 100 each. Loot ?
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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;
Ghasts Encounter 2
The scent of death grows stronger as you approach an ancient, crumbling bridge spanning a sluggish river. Before you can cross, a sudden chill fills the air, and two foul creatures clamber up from beneath the bridge. Their rotting flesh hangs loosely from their bones, and their mouths open in a silent scream, releasing a wave of nauseating stench that makes your stomach churn.
If you fail the skill check then the ghasts get advantage on their initiative
2+ ghasts
The duo takes a short rest and still have plenty of magic and stamina. Bargus casting Mage armor for 5 hrs
Bargus Stealth: 20 ; Dak athletics: 27
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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 spots the Ghast quickly enough. 30ft Range
Encounter hunt time 2
GA1 Initiative: 13 AC 13 passive 10 HP 36/36
GA2 Initiative: 16 AC 13 passive 10 HP 36/36
Bargus Initiative: 15 AC 15 passive 12 - HP 44/44
SK1 AC 13 passive 12 HP 13/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
SK5 AC 13 passive 12 HP 13/13
SK6 AC 13 passive 12 HP 13/13
SK7 AC 13 passive 12 HP 13/13
SK8 AC 13 passive 12 HP 13/13
Hawk initiative: 19 AC 13 passive 16 – HP 1/1
Dak Initiative: 22 AC 18 passive 13 HP 58/58
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Distance 30ft
Rnd 1
Dak Initiative: 22 AC 18 passive 13 HP 58/58
Hawk initiative: 19 AC 13 passive 16 – HP 1/1
GA2 Initiative: 16 AC 13 passive 10 HP 36/36
Bargus Initiative: 15 AC 15 passive 12 - HP 44/44
SK1 AC 13 passive 12 HP 13/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
SK5 AC 13 passive 12 HP 13/13
SK6 AC 13 passive 12 HP 13/13
SK7 AC 13 passive 12 HP 13/13
SK8 AC 13 passive 12 HP 13/13
Hawk initiative: 19 AC 13 passive 16 – HP 1/1
Dak Initiative: 22 AC 18 passive 13 HP 58/58
GA1 Initiative: 13 AC 13 passive 10 HP 36/36
Dak melees GA2 Save vs stench 21
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Dak is Stench immune for 24hrs.
BONUS: Adrenaline push +3 thp
ACTION: Attack with the Great sword+1 on GA2(Graze on Miss 9 dmg): Attack: 21 Damage: 15 (Slashing Damage) or half (7)
Savage attacker Damage: 15 (Slashing Damage) or half (7)
Action surge
ACTION: Attack with the Great sword+1 on GA2(Graze on Miss 9 dmg): Attack: 12 Damage: 15 (Slashing Damage) or half (7)
Savage attacker Damage: 13 (Slashing Damage) or half (6)
Hawkeye goes and helps Dak for next round if needed.
Ga2 Claw Attack Dak: 16 Damage: 9 (piercing. . If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. 22 DC10 if needed.
MOVE: Bargus in Melee with GH2; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
ACTION: Cast Burning Hands, Level 2 Attack GA1 and GA2 Damage: 19 (Fire Damage DC 16 Dex) or half (9) GA1 23, GA2 19
BONUS: Skeletons attack any still standing.
SK1 Range Attack: 19 Damage: 3 (piercing)
SK2 Range/Melee Attack: 9 Damage: 6 (piercing)
SK3 Range/Melee Attack: 13 Damage: 4 (piercing)
SK4 Range/Melee Attack: 10 Damage: 4 (piercing)
SK5 Range/Melee Attack: 10 Damage: 3 (piercing)
SK6 Range/Melee Attack: 18 Damage: 5 (piercing)
SK7 Range/Melee Attack: 15 Damage: 6 (piercing)
SK8 Range/Melee Attack: 23 Damage: 4 (piercing)
End of turn!
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
I forgot GA1's attack... ugh correcting here.
Ga1 Claw Attack Dak: 7 Damage: 14 (piercing. . If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. 25 DC10 if needed.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
miss so no change..
Dak moved to melee GA2 and hits for 31 dmg getting past the stench but wants to throw up. GA2 claws Dak for 8 dmg with 3thp so 5 dmg done and he saves from the paralysis. Bargus does a lvl 2 Burning hands on GA1 and 2. 2 save and take 7 dmg killing it. GA1 takes 14 dmg with GR2 down the skeletons focus on GR1 doing 18 dmg. Its still barely standing.
Rnd 2
Dak Initiative: 22 AC 18 passive 13 HP 58/58
Hawk initiative: 19 AC 13 passive 16 – HP 1/1
GA2 Initiative: 16 AC 13 passive 10 HP dead/36
Bargus Initiative: 15 AC 15 passive 12 - HP 44/44
SK1 AC 13 passive 12 HP 13/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
SK5 AC 13 passive 12 HP 13/13
SK6 AC 13 passive 12 HP 13/13
SK7 AC 13 passive 12 HP 13/13
SK8 AC 13 passive 12 HP 13/13
GA1 Initiative: 13 AC 13 passive 10 HP 4/36
Dak is Stench immune for 24hrs.
BONUS: Second wind 13 if needed as it applies
ACTION: Attack with the Great sword+1 on GA1(Graze on Miss 9 dmg): Attack: 27 Damage: 11 (Slashing Damage) or half (5)
Savage attacker Damage: 14 (Slashing Damage) or half (7)
Hawkeye goes and helps Dak for next round if needed.
MOVE: Bargus 30ft from GR1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
ACTION: Cast Fire Bolt, Attack: 9 Damage: 13 (fire damage 120ft range)
BONUS: Skeletons attack any still standing.
SK1 Range Attack: 11 Damage: 8 (piercing)
SK2 Range/Melee Attack: 23 Damage: 8 (piercing)
SK3 Range/Melee Attack: 15 Damage: 6 (piercing)
SK4 Range/Melee Attack: 8 Damage: 4 (piercing)
SK5 Range/Melee Attack: 7 Damage: 5 (piercing)
SK6 Range/Melee Attack: 21 Damage: 3 (piercing)
SK7 Range/Melee Attack: 13 Damage: 3 (piercing)
SK8 Range/Melee Attack: 18 Damage: 6 (piercing)
End of turn!
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
GA1 falls to Daks crit attack finishing off the Ghoul encounter. That stunk..grin. Tally
2xghoul 400xp total
2xGhast 900xp total
1300xp total so far. 650xp each Loot?
The group head back to town to rest and get ready for the next location 12hr trip and the spend the night in the inn getting food/ale/baths and tip as well. 19 nights left at the inn.
Each spend 5sp and 250gp each on the 5 antitoxin vials.
They both get 5 antitoxin vials adding 1 to their belt 4 potions/vail on their belts and the other 4 antitoxins in their bags of holding.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;