"Of course, of course! I will begin drafting your letter immediately. May Gesme watch over you and see Kenna back safely." As you leave, the magistrate provides you with a simple map of the Mokk Fields with the northern and southern entrances to the Mokkden Caverns marked, as well as a few marked hazards.
You exit the magistrate's home and begin heading southeast along the edge of the swamp. There are fewer swaths of burnt land as you move further south from the Scorched Grove, though the air is warm and humid as the sun climbs in the sky. Around noon, you pass a tall, thin maran raptor with a long beak who is fishing alongside a bright gallus with green feathers on his head and webbed feet. The pair appears to tense up when they notice you, and they give your group a cautious wave as you pass before finally relaxing and returning to their fishing once you've moved a ways past them. The heat lessens somewhat as the sun begins to sink lower in the sky, and before long you arrive at a bend in the trail you've been following where it seems to head deeper into the Mokk Fields. With the sun setting, this seems to be the best place to set up camp for the night and make any final preparations before heading into more dangerous territory in the morning.
[[ If you'd like to establish a watch rotation or make any checks regarding the terrain around you, the map you were given, or anything else, now's a great time to do so! ]]
Vira can climb into a tree if one is around and take whichever watch. She also does a survival check for tracks or hazards around the camp area. Survival: 10
As they passed the maran and gallus fishing by the trail, b'Reh couldn't help but notice how tense the pair had become upon seeing their group. 'Either they're on the lookout for trouble, or they’re wary of us', she thought, both of which suggested the possibility of bandits in the area. Always dutiful, she slowed her pace and approached them. “How’s the fishing been today?” she asked casually, her eyes discreetly scanning their gear and the surrounding area to assess their situation (Insight: 6). After exchanging a few pleasantries, she continued, “We’re passing through these parts and wondered if there’s anything we should keep an eye out for. Any dangers we should know about?”
Later, as the group set up camp at the bend in the trail, b'Reh helped with the preparations, setting up her bedroll and checking their surroundings for anything that could become an issue during the night (Survival: 8). “I can take the second watch,” she offered, knowing the importance of staying vigilant and the infamous watch shifts that interrupt the sleeping cycle. She quietly prepared for the night, her mind still pondering the encounter with the fishermen and what it might mean for the journey ahead.
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Vira nods in agreement as b'Reh offers to take the second watch. "Thanks, b'Reh," she says, appreciating her sense of duty and the vigilance they’ll need tonight. Vira sets down her own gear, double-checking the map once more to ensure they’re prepared for tomorrow. (Perception 14)
"Those fishermen seemed tense," Vira adds, recalling the pair they passed earlier. "Could be something to watch out for. Bandits, or maybe just strangers making them nervous." She shrugs slightly as her eyes scan their surroundings as they make camp. (Perception again: 4) She is more tired than she thought however, having trouble keeping her eyes open, and barely manages to eat a ration before falling asleep.
"I can take the final watch, if we are setting three." Brynlee says arriving into the proposed camp clearing. "My eyesight is not the greatest, but I wish to do my part."
Seeing Vira studying the map, Brynlee will ask, "Anything for us to be aware of on our next stage of the journey?"
Once everyone heds to sleep, Brynlee settles down into the earth digging herself a small hole to curl up in for the night.
"Passable," the lanky raptor replies as B'Reh inquires about the fishing. She doesn't notice anything special about their gear or situation, just a couple simple fishing poles and a small bucket about one third full of a few different kinds of small swamp fish she has grown familiar with during her time in Meadowfen. "Just steer clear of the caverns, slimes get worse the deeper you get in the swamp. Also heard tales of a witch somewhere in the swamp, but never seen her myself." He turns his attention back to his pole as it bends slightly with a fish on the line, seemingly a bit more relaxed after seeing that you all don't appear to be looking for trouble with him and his fishing partner.
Vira finds just a few sets of tracks around the small clearing at the bend in the trail that appear to belong to birdfolk, though they aren't particularly deep, so she thinks they must be from at least a measure ago, perhaps from another set of Winnowing Reach researchers.
She also takes a moment to examine the map more closely, finding several blue dots drawn where there have been reported slime sightings. The dots are sparse near the marked trail and the edges of the swamp, but grow more dense towards the center, where there is simply a blue circle drawn around the Mokk Caverns themselves. There are also a few red circles drawn to either side of the path towards the southern caverns entrance, perhaps marking hazards of some kind, and a larger red circle with an X drawn through it near where she would guess the most direct route to Winnowing Reach from the caverns to be.
You all settle in for the night, with Aric taking the first watch, followed by B'Reh, Vira, and finally Brynlee.
[[ Assuming 4 watches of 2 hours each for an 8 hour long rest. Please roll perception checks for each of your watch shifts. ]]
At Brynlee's question, Vira points to the map, tracing the blue and red circles with her finger. "Looks like the blue dots mean slimes, mostly further into the swamp and around the caverns. The red circles mean danger, so we'll need to avoid them. Then there’s the big red X near the direct route from the caverns to Winnowing Reach... Maybe part of the tunnel collapsed."
As the camp settled into the quiet rhythm of the night, b'Reh took her position for the second watch. The night was warm and still, with only the faintest rustling of leaves and distant calls of nocturnal creatures breaking the silence. She stood at the edge of the camp, her spear resting nearby, her sharp eyes scanning the darkened landscape. The sky was clear, and the moon’s faint glow illuminated the surrounding marshland just enough to create ominous shadows. Her thoughts drifted back to the fishermen’s warning about the slimes and the supposed witch in the swamp. 'Old stories or genuine threats?' she mused, remembering the strange tension in the air as they spoke with the raptor earlier.
Every so often, she would rise from her seated position, walking a quiet perimeter around the camp, making sure nothing had changed. The stillness was deceptive, and though the journey had already proven dangerous, her senses remained focused (Perception: 20). Occasionally, her hand would stray to her amulet, the comforting coolness of it grounding her in the moment. 'Lives must take precedence now', she reminded herself, casting a glance toward her sleeping companions.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Brynlee sleeps for a while curled in her soil cocoon she's made for herself. Emerging from the soil blanket for the final watch feels less comforting, but she wakes and moves to take up a watchful position over the group. Thankful that the moon appears to be higher in the sky, Brynlee settles into her role.
Aric's watch goes by without event, and he wakes B'Reh for her turn. There are many sounds this close to the edge of the swamp, far more than there usually are during nights in Meadowfen. She spends her time sitting and listening, scanning the dark landscape with her keen strig night vision, and making occasional passes around the edge of camp. During her third such pass, she notices a different sound. A soft splash comes from the direction of the caverns, followed by a hollow sounding rattle-rattle-clank. More splashes, and more rattling. Her eyes scan the landscape, and finally spot, emerging from the water, several figures. The moon reflects off of wet, white birdfolk beaks, but above them there are no eyes or feathers. Arms meant for gliding, but with none of the muscles or feathers to do so, claw at the mud as five birdfolk skeletons drag themselves out of the water, hollow eye sockets trained on B'Reh and the three sleeping figures behind her.
Combat Round 1
[[ Aric, Brynlee, and Vira are surprised, which under 2024 rules just causes disadvantage on initiative, so the skeletons will act first. I'll say Brynlee has half cover from the way she's dug herself in for the night (so a +2 to AC and DEX saves). ]]
The skeletons storm across the camp as soon as they are free of the sticky mud at the water's edge, quickly surrounding B'Reh and her sleeping companions. Two strike out at Brynlee, one with a rusted shortsword (15 to hit) and the other with bony talons (23 to hit for 5 piercing damage). Another two swing at B'Reh, as the only fully upright and alert target (9 and 12 to hit), and the last one swings at Vira with a similarly rusted scimitar (16 to hit for 5 slashing damage).
Vira lets out a screech and instinctively rages as the pain jolts her out of a peaceful slumber. Seeing the horrors in camp makes her wonder if this is a nightmare or indeed reality, but what she must do is the same.
Bonus action: rage
Action: Greataxe on skeleton red, to hit 18, damage 15
Vira's axe swings in a wide arc, splitting one skeleton in half at the waist and sending it clattering to the ground in a pile of bones, and knocking a few ribs off of another.
Aric moves forward to engage with these new enemies.
He strikes out at the yellow skeleton with his staff (20 to hit with 11 damage)
BA: he uses his focus (Ki) to speed up his attacks (Flurry of Blows) and kicks out at the yellow skeleton (if still alive, otherwise blue) (10 to hit with 8 damage) 2nd BA from Flurry of blows (24 to hit with 9 damage)
B'Reh raises her shield, the symbol of her faith gleaming faintly in the moonlight. She steps forward, her voice steady as she incants a sacred prayer, her words echoing with a power that carries through the swamp air. The skeletal figures pause, their hollow eyes fixed on her as her divine energy surges. "Nightfather, in your name, may these souls know rest and these shells know fear. Be gone!" The air around her hums with divine might, forcing each undead creature to face the censure. She watches, unwavering, as the skeletons recoil, her shield held firm as the holy energy pulses from her symbol, demanding them to turn away.
Action: Channel Divinity - Turn Undead @all skeletons with a DC 13 Wis save. Each that fails is frightened (of b'Reh) and incapacitated for one minute.
Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Brynlee awakes in a shock of pain from the attack. Seeing the skeletons surrounding her she thinks back to her youth at the orphanage. The nuns had always spoke of prayer helping against undead creatures. Brynlee draws in this strength.
Brynlee casts Word of Radiance. CON 13 saving throw or 4 radiant damage.
Aric rushes forward, following Vira's wide axe swing with a blow from his staff that takes down the second skeleton. Moving unnaturally fast, almost as if spurred on by the wind itself, he performs two quick kicks at a third skeleton. The first is deflected off the birdfolk's rusty sword, but the second sends its skull flying from its shoulders, sending it to the ground as well.
[[ Yellow and Blue dead. ]]
A soft, silvery glow gathers around B'Reh before pulsing outward toward the remaining two skeletons. Both open their beaks in a rasping, nearly silent screech, visibly flinching away from the light.
[[ Purple and Green turned. ]]
At nearly the same time, a flash of golden light flares from Brynlee towards the only skeleton left next to her, but seems to pass harmlessly between its bones.
Combat Round 2
Their beaks opening and closing in an eerily silent imitation of fearful screams, the two remaining skeletons begin to flee from the campsite, crossing the bridge deeper into the swamp.
[[ Their movement would provoke attacks of opportunity from Brynlee and B'Reh if desired. If nobody acts, combat will end as they flee, or you may pursue/continue attacking if you'd like. ]]
B'Reh acts on the opportunity provided by the fleeing skeleton and jabs her spear at its skull (@green, hit 16, damage 6 piercing, which I believe ends its conditions).
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
"Yes, we'd best get going." Vira agrees with a nod, heading out of the magistrate's home.
"Of course, of course! I will begin drafting your letter immediately. May Gesme watch over you and see Kenna back safely." As you leave, the magistrate provides you with a simple map of the Mokk Fields with the northern and southern entrances to the Mokkden Caverns marked, as well as a few marked hazards.
You exit the magistrate's home and begin heading southeast along the edge of the swamp. There are fewer swaths of burnt land as you move further south from the Scorched Grove, though the air is warm and humid as the sun climbs in the sky. Around noon, you pass a tall, thin maran raptor with a long beak who is fishing alongside a bright gallus with green feathers on his head and webbed feet. The pair appears to tense up when they notice you, and they give your group a cautious wave as you pass before finally relaxing and returning to their fishing once you've moved a ways past them. The heat lessens somewhat as the sun begins to sink lower in the sky, and before long you arrive at a bend in the trail you've been following where it seems to head deeper into the Mokk Fields. With the sun setting, this seems to be the best place to set up camp for the night and make any final preparations before heading into more dangerous territory in the morning.
[[ If you'd like to establish a watch rotation or make any checks regarding the terrain around you, the map you were given, or anything else, now's a great time to do so! ]]
Aric can take either first watch or last watch.
D&D since 1984
Vira can climb into a tree if one is around and take whichever watch. She also does a survival check for tracks or hazards around the camp area. Survival: 10
As they passed the maran and gallus fishing by the trail, b'Reh couldn't help but notice how tense the pair had become upon seeing their group. 'Either they're on the lookout for trouble, or they’re wary of us', she thought, both of which suggested the possibility of bandits in the area. Always dutiful, she slowed her pace and approached them. “How’s the fishing been today?” she asked casually, her eyes discreetly scanning their gear and the surrounding area to assess their situation (Insight: 6). After exchanging a few pleasantries, she continued, “We’re passing through these parts and wondered if there’s anything we should keep an eye out for. Any dangers we should know about?”
Later, as the group set up camp at the bend in the trail, b'Reh helped with the preparations, setting up her bedroll and checking their surroundings for anything that could become an issue during the night (Survival: 8). “I can take the second watch,” she offered, knowing the importance of staying vigilant and the infamous watch shifts that interrupt the sleeping cycle. She quietly prepared for the night, her mind still pondering the encounter with the fishermen and what it might mean for the journey ahead.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
Vira nods in agreement as b'Reh offers to take the second watch. "Thanks, b'Reh," she says, appreciating her sense of duty and the vigilance they’ll need tonight. Vira sets down her own gear, double-checking the map once more to ensure they’re prepared for tomorrow. (Perception 14)
"Those fishermen seemed tense," Vira adds, recalling the pair they passed earlier. "Could be something to watch out for. Bandits, or maybe just strangers making them nervous." She shrugs slightly as her eyes scan their surroundings as they make camp. (Perception again: 4) She is more tired than she thought however, having trouble keeping her eyes open, and barely manages to eat a ration before falling asleep.
"I can take the final watch, if we are setting three." Brynlee says arriving into the proposed camp clearing. "My eyesight is not the greatest, but I wish to do my part."
Seeing Vira studying the map, Brynlee will ask, "Anything for us to be aware of on our next stage of the journey?"
Once everyone heds to sleep, Brynlee settles down into the earth digging herself a small hole to curl up in for the night.
"Passable," the lanky raptor replies as B'Reh inquires about the fishing. She doesn't notice anything special about their gear or situation, just a couple simple fishing poles and a small bucket about one third full of a few different kinds of small swamp fish she has grown familiar with during her time in Meadowfen. "Just steer clear of the caverns, slimes get worse the deeper you get in the swamp. Also heard tales of a witch somewhere in the swamp, but never seen her myself." He turns his attention back to his pole as it bends slightly with a fish on the line, seemingly a bit more relaxed after seeing that you all don't appear to be looking for trouble with him and his fishing partner.
Vira finds just a few sets of tracks around the small clearing at the bend in the trail that appear to belong to birdfolk, though they aren't particularly deep, so she thinks they must be from at least a measure ago, perhaps from another set of Winnowing Reach researchers.
She also takes a moment to examine the map more closely, finding several blue dots drawn where there have been reported slime sightings. The dots are sparse near the marked trail and the edges of the swamp, but grow more dense towards the center, where there is simply a blue circle drawn around the Mokk Caverns themselves. There are also a few red circles drawn to either side of the path towards the southern caverns entrance, perhaps marking hazards of some kind, and a larger red circle with an X drawn through it near where she would guess the most direct route to Winnowing Reach from the caverns to be.
You all settle in for the night, with Aric taking the first watch, followed by B'Reh, Vira, and finally Brynlee.
[[ Assuming 4 watches of 2 hours each for an 8 hour long rest. Please roll perception checks for each of your watch shifts. ]]
At Brynlee's question, Vira points to the map, tracing the blue and red circles with her finger. "Looks like the blue dots mean slimes, mostly further into the swamp and around the caverns. The red circles mean danger, so we'll need to avoid them. Then there’s the big red X near the direct route from the caverns to Winnowing Reach... Maybe part of the tunnel collapsed."
Perception for third watch: 19
As the camp settled into the quiet rhythm of the night, b'Reh took her position for the second watch. The night was warm and still, with only the faintest rustling of leaves and distant calls of nocturnal creatures breaking the silence. She stood at the edge of the camp, her spear resting nearby, her sharp eyes scanning the darkened landscape. The sky was clear, and the moon’s faint glow illuminated the surrounding marshland just enough to create ominous shadows. Her thoughts drifted back to the fishermen’s warning about the slimes and the supposed witch in the swamp. 'Old stories or genuine threats?' she mused, remembering the strange tension in the air as they spoke with the raptor earlier.
Every so often, she would rise from her seated position, walking a quiet perimeter around the camp, making sure nothing had changed. The stillness was deceptive, and though the journey had already proven dangerous, her senses remained focused (Perception: 20). Occasionally, her hand would stray to her amulet, the comforting coolness of it grounding her in the moment. 'Lives must take precedence now', she reminded herself, casting a glance toward her sleeping companions.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
Brynlee sleeps for a while curled in her soil cocoon she's made for herself. Emerging from the soil blanket for the final watch feels less comforting, but she wakes and moves to take up a watchful position over the group. Thankful that the moon appears to be higher in the sky, Brynlee settles into her role.
Perception: 15
Aric's watch goes by without event, and he wakes B'Reh for her turn. There are many sounds this close to the edge of the swamp, far more than there usually are during nights in Meadowfen. She spends her time sitting and listening, scanning the dark landscape with her keen strig night vision, and making occasional passes around the edge of camp. During her third such pass, she notices a different sound. A soft splash comes from the direction of the caverns, followed by a hollow sounding rattle-rattle-clank. More splashes, and more rattling. Her eyes scan the landscape, and finally spot, emerging from the water, several figures. The moon reflects off of wet, white birdfolk beaks, but above them there are no eyes or feathers. Arms meant for gliding, but with none of the muscles or feathers to do so, claw at the mud as five birdfolk skeletons drag themselves out of the water, hollow eye sockets trained on B'Reh and the three sleeping figures behind her.
Combat Round 1
[[ Aric, Brynlee, and Vira are surprised, which under 2024 rules just causes disadvantage on initiative, so the skeletons will act first. I'll say Brynlee has half cover from the way she's dug herself in for the night (so a +2 to AC and DEX saves). ]]
The skeletons storm across the camp as soon as they are free of the sticky mud at the water's edge, quickly surrounding B'Reh and her sleeping companions. Two strike out at Brynlee, one with a rusted shortsword (15 to hit) and the other with bony talons (23 to hit for 5 piercing damage). Another two swing at B'Reh, as the only fully upright and alert target (9 and 12 to hit), and the last one swings at Vira with a similarly rusted scimitar (16 to hit for 5 slashing damage).
[[ Players' turn. ]]
Vira lets out a screech and instinctively rages as the pain jolts her out of a peaceful slumber. Seeing the horrors in camp makes her wonder if this is a nightmare or indeed reality, but what she must do is the same.
Bonus action: rage
Action: Greataxe on skeleton red, to hit 18, damage 15
cleave on skeleton yellow, to hit 17, damage 4
Vira's axe swings in a wide arc, splitting one skeleton in half at the waist and sending it clattering to the ground in a pile of bones, and knocking a few ribs off of another.
[[ Red skeleton is dead. ]]
Aric moves forward to engage with these new enemies.
He strikes out at the yellow skeleton with his staff (20 to hit with 11 damage)
BA: he uses his focus (Ki) to speed up his attacks (Flurry of Blows) and kicks out at the yellow skeleton (if still alive, otherwise blue) (10 to hit with 8 damage) 2nd BA from Flurry of blows (24 to hit with 9 damage)
D&D since 1984
B'Reh raises her shield, the symbol of her faith gleaming faintly in the moonlight. She steps forward, her voice steady as she incants a sacred prayer, her words echoing with a power that carries through the swamp air. The skeletal figures pause, their hollow eyes fixed on her as her divine energy surges. "Nightfather, in your name, may these souls know rest and these shells know fear. Be gone!" The air around her hums with divine might, forcing each undead creature to face the censure. She watches, unwavering, as the skeletons recoil, her shield held firm as the holy energy pulses from her symbol, demanding them to turn away.
Action: Channel Divinity - Turn Undead @all skeletons with a DC 13 Wis save. Each that fails is frightened (of b'Reh) and incapacitated for one minute.
Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
Brynlee awakes in a shock of pain from the attack. Seeing the skeletons surrounding her she thinks back to her youth at the orphanage. The nuns had always spoke of prayer helping against undead creatures. Brynlee draws in this strength.
Brynlee casts Word of Radiance. CON 13 saving throw or 4 radiant damage.
Aric rushes forward, following Vira's wide axe swing with a blow from his staff that takes down the second skeleton. Moving unnaturally fast, almost as if spurred on by the wind itself, he performs two quick kicks at a third skeleton. The first is deflected off the birdfolk's rusty sword, but the second sends its skull flying from its shoulders, sending it to the ground as well.
[[ Yellow and Blue dead. ]]
A soft, silvery glow gathers around B'Reh before pulsing outward toward the remaining two skeletons. Both open their beaks in a rasping, nearly silent screech, visibly flinching away from the light.
[[ Purple and Green turned. ]]
At nearly the same time, a flash of golden light flares from Brynlee towards the only skeleton left next to her, but seems to pass harmlessly between its bones.
Combat Round 2
Their beaks opening and closing in an eerily silent imitation of fearful screams, the two remaining skeletons begin to flee from the campsite, crossing the bridge deeper into the swamp.
[[ Their movement would provoke attacks of opportunity from Brynlee and B'Reh if desired. If nobody acts, combat will end as they flee, or you may pursue/continue attacking if you'd like. ]]
Vira quickly grabs two hand axes from her belt and sends them flying at the skeletons as they try to run.
Action: handaxe throw on Green, to hit nat 20 + 5, damage 9
Bonus action: handaxe throw on Green (or Purple if Green is down), to hit 4
B'Reh acts on the opportunity provided by the fleeing skeleton and jabs her spear at its skull (@green, hit 16, damage 6 piercing, which I believe ends its conditions).
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||