They wake up the next morning all healed so head back into the cave. They know they are in trouble without a strong fighter to protect them, but they hope not to run into a formidable beast. Unfortunately for them, the poisoned bear is what they encounter.
Initiative Dealu 5, Zoink 14, Bear 7
R1
Zoink reacts immediately with a Ray of Frost (attack 14, damage 1, slowed by 10')
The bear charges 30'
Dealu attacks with his short bow (22, damage 4) and casts Hunters Mark (5 damage) (hp 24)
R2
Zoink misses with his crossbow (5) then cast Shield of Faith on himself (+2AC) and moves 20' to the side of the cave the bear came from
The bear attacks Dealu (25, 13) chomping down hard but missing with its swipe (damage 8)
Dealu counters with his short sword (7) then eats the acorn (+7hp)
R3
Zoink casts Toll the Dead (WIS save 12, failed) for 8 damage (16hp)
The bear resumes its attack on Dealu (22, 11) with once again the bite succeeding (damage 8) but the claw missing
Dealu attacks with his two short swords successfully (attack 20, damage 4) (attack 23, damage 4) (hp 8)
R4
Zoink casts Toll the Dead again (Wis save 14, 14, success) but the bear resists it
The bear attacks Dealu again (attack nat 20+6=26, 12) (crit damage 12) with the bite knocking the gnome unconscious and the swipe still missing
Dealu fails his first death save
R5
Zoink tries Toll the Dead (Wis save 14, 13, failed save) (damage 8) to kill the bear
Zoink then casts Spare the Dying on Dealu and collects the 50gp that was lying around. They they return back to safety for another long rest. When they wake up, Dealu has found that not only has he healed but he has grown stronger (advanced to lv2)
The two continue the quest, hopeful that Dealu will not die again today. The enter the cavern with the ooze and are soon under attack from the first wave of stirges.
Initiative Dealu 16, Zoink 11, Stirges 19
R1
The stirges fly 40 of the 60'
Dealu attacks with his short swords (10, 21) damage 8, killing one
Zoink fails with Toll the Dead (WIS save 14, rolled 14)
R2
The remaining stirge attacks Deau but misses (10)
Dealu uses his swords again (9, 15) damage 8, killing the second one.
Another wave appears.
Initiative Dealu 7, Zoink 21, stirges 18
R1
Zoink casts Sleep and makes the two stirges snore (14 WIS save, rolled 9). "Have fun shooting them" he says to Dealu
Dealu attacks with his short bow with Adv (attack 15, damage 4), killing one
R2
With the remain stirge still asleep, Zoink attacks with his crossbow (attack 18, damage 9) killing it
Only now do Zoink and Dealu realize that gray ooze has moved from its spot and is now only 20' from them.
Each attacks with their ranged weapons (attack 11, 21) (damage 5, 3)
The gray ooze moves 10 closer
Zoink and Dealu repeat their attacks (attack 16, 19) (damage 3, 10) and severely wound it but dont kill it (hp1 remaining)
The ooze senses more metal on Dealu so targets him (attack 19, damage 4 + 7 acid)
Dealu says a few choice curse words at being hit yet again but manages to kill the ooze with a short sword (attack 21, damage 5). He was so annoyed that he kept on attacking the ooze with the same short sword until it fell apart.
But the last wave of stirges came out of hiding
Initiative Dealu 5, Zoinks 13, stirges nat 20
The stirges quickly close to 20'
Zoinks kills one with his crossbow (attack 16, damage 7)
Dealu misses with his shortbow (attack 11)
The stirge attacks Zoinks (attack nat 20, crit damage 10) knocking him unconscious
Zoink succeeds at his first death save (15)
Dealu quickly kills it with his remaining shortsword (attack 22, damage 3) then casts Spare the Dying on Zoinks. "Glad it was you this time!" jokes Dealu. The two quickly hack up the source of the problem and collect the coins (62gp, 5sp) scattered about before returning to the surface. Each gains 225xp plus and 25gp. The accept the thanks and the Staff of Flowers from Borogrove and go to the tavern to drink to living through, somehow, the experience.
They stay at a modest inn (5sp each) eat a comfortable meal (5sp each) and drink two pitchers of wine (4sp each). When they wake up the next morning, the sell the Staff (125gp) and split the earnings. Dealu buys a new short sword (10gp) and 20 arrows (1gp) to replace the ones he lost. He also decides two potions of healing would be a good investment (100gp). Zoinks also buys two potions of healing (100gp), more crossbow bolts (5cp) and a bag of spell components (25gp).
The bustling market square of Diamond Lake was alive with the clatter of hooves, the scent of fresh bread, and the occasional bark of a merchant hawking his wares. Among the crowd moved Coxmys and Gozoup, twins by birth but as different in temperament as night and day. Coxmys, ever watchful, flicked his gaze across the bustling crowd, noting details others would overlook. Gozoup, more serene, walked beside her brother with a calm that belied her monk training, her hands resting lightly in the folds of her robe.
As they made their way toward the smithy, they noticed a young elven woman weaving through the crowd with an urgency that seemed out of place. Her auburn hair caught the sunlight, but it was the look in her eyes—one of desperation—that caught Coxmys' attention.
She approached them, her voice low but urgent. “Please, I beg you,” she said. “My name is Lyrelle. Something terrible has happened to the forest upstream. The water is poisoned, and the corruption is spreading to nearby villages.”
Coxmys raised a brow, his hand instinctively resting on the hilt of Nick, his well-worn dagger. “Why come to us?”
Lyrelle’s gaze didn’t waver. “You look like you can handle yourselves, and I don’t have time to search for others. If you’re willing, I can offer a reward—and my patron Borogrove will provide more guidance.”
Gozoup, ever the calm voice of reason, nodded. “The forest must be protected. If this corruption spreads further, it could harm many innocents.”
Coxmys sighed. “Fine. But we’ll need more help. You’re not the only one short on time.”
The twins knew where to find their companions. The dwarf Zetoh, a noble-born warlock with a sharp wit and sharper magic, was a familiar sight at the local tavern, poring over ancient texts and scrolls while keeping one eye on his dice game.
Zetoh greeted them with a grin. “You two look like you’ve seen trouble—and I like trouble. What’s the job?”
“Forest upstream is poisoned,” Coxmys explained. “Elf says her patron wants us to clean it up. You in?”
Zetoh downed the rest of his ale, wiped his beard, and stood. “If there’s coin and glory, I’m in.”
Their final stop was the temple, where Wupo, the aasimar fighter and former acolyte, often trained. They found him sparring with a fellow warrior, his silvered hair gleaming under the midday sun. Wupo finished his match and turned to the twins.
“You don’t usually come looking for me unless something serious is happening,” Wupo said, wiping sweat from his brow.
“Something serious is happening,” Gozoup said simply. “A poisoned stream, a forest in danger. We could use your strength.”
Wupo nodded solemnly. “For the sake of the innocent, I will help. Let’s not waste time.”
“Borogrove waits ahead,” Lyrelle said quietly, her steps slowing.
The group stepped into a clearing where sunlight struggled to pierce the thick canopy. Before them stood Borogrove, an ancient Treant whose towering form seemed to blend seamlessly with the surrounding trees. His bark-covered face shifted slowly as he regarded the newcomers with ancient eyes.
“Welcome, travelers,” Borogrove rumbled, his voice like distant thunder. “I am Borogrove, guardian of these woods. The forest is in grave peril, and I need your help to restore balance.”
He extended a branch-like arm, and Lyrelle caught a small, glistening acorn that fell from his hand. She turned and offered it to Wupo, who accepted it with a reverent nod.
“This acorn holds healing and restoration magic,” Borogrove continued. “You may need it in the trials ahead. The source of this corruption lies further upstream, deep within the forest. I fear what you may find, but I have faith in you all.”
Coxmys glanced at Gozup, then at their companions. “Looks like we’ve got our work cut out for us.”
“Indeed,” Gozoup said calmly. “Let’s bring balance back to this forest.”
With Borogrove’s hope and the weight of the task ahead, the party set off upstream, ready to face whatever dark force awaited them.
This post has potentially manipulated dice roll results.
Twig Blights (Encounter 1) As you approach the mouth of a cave, the trees and undergrowth grow thicker and more twisted, their bark marred with patches of fungus and unnatural growth. The once-vibrant forest floor is littered with dead leaves and broken branches, giving the area an eerie stillness. Suddenly, you notice the branches themselves seem to move, shifting subtly as if alive. You blink, but now their twisted forms stand upright, forming rough, humanoid shapes with gnarled limbs and hollow eyes that gleam faintly with an unnatural light. Without warning, they begin to advance, their movements slow but filled with a dreadful purpose.
During a short rest, Wupo (11/11) gains back a use of second wind, Zetoh (9/9) gains back his pact slot, Gozoup (5/9) spends a healing surge to gain 6 hit points, Coxmys (6/9) spends a healing surge to gain 8 hit points
Bullywug Warriors (Encounter 2a) Up ahead is a cave opening. The air grows damp and thick as you step into the cave, your footsteps echoing softly off the rough stone walls. The faint sound of water trickling fills the stillness, mingling with an unsettling smell of rot and mildew. The stream you’ve been following is fed by a trickle coming from the cavern, its once-clear water now murky and covered with patches of sickly green and black slime. Around you, strange fungi cling to the walls, casting an eerie glow in shades of blue and green. The air is filled with tiny spores, swirling like dust motes in your torchlight. The whole cave feels wrong, as though the very earth itself has been twisted by some dark, unnatural force. All of a sudden a large mushroom begins to emit an ear piercing shriek.
Zetoh takes 3 damage. Zetoh (6/9) As a reaction, Zetoh casts hellish rebuke for 6 fire damage, Dexterity Save DC 13 vs 10 to take half Unable to parse dice roll.
Khessa had been nothing more than the first born of the happy Cabbagefield family, cabbage farmers for generations, settled in the tiny hamlet called Twardens, near the border between the Shield Lands and the domain of Iuz - and she would have asked for nothing better than to continue living the hard but simple and rewarding life she loved, together with her parents and siblings. But one night a raid by drow slavers razed the village to the ground and the survivors were led into the depths of the Underdark, destined for life-long slavery. It is kind of a miracle, what Khessa manages to do by escaping - and it is precisely during the ordeal to return to the surface that she meets Diabolical. Diabolical, on the other hand, doesn't even remember her family... Abandoned at a young age on the streets of the Free City of Greyhawk, she quickly learned to resort to any means, legal or not, to feed herself and survive. Having become the unscrupulous leader of a gang of criminals, luck turns its back on her once again, when a larger and more aggressive gang decides that there is no room for both of them. The tiefling, one of the few survivors, is forced to flee as far as she can to escape the assassins - and that's how she comes to the extreme decision to hide in the Underdark and comes across Khessa, who, probably hunted by the Drow she escaped, in pain for the family she couldn't save and had to leave behind, in their hands, is desperately looking for the way to the surface. Diabolical initially plans to gain her trust and then kill her by treachery and rob her - but the two soon become close and the story of the other's adventures breaks through the tiefling's heart, who then actually accompanies her to see the light of day near the Rift Canyon and from that moment the two become a couple. Trying to leave the Rift Canyon to reach civilization again, the two come across a meditating Aasimar hermit who is concerned about their conditions and welcomes them. The hermit is Rapha'ellya, who has withdrawn to seek divine inspiration after the fiends in the service of Iuz have progressively exterminated her peers who had tried to oppose their invasions and oppression. Having long sought a sign from the gods, Rapha'ellya believes she has found it once she meets the two 'guests' - so, after a heartfelt prayer of thanks, she declares her hermitage over and joins them. The three descendants of the Upper Planes, Lower Planes and Prime Material Plane join together in an unlikely party, which they call 'Triple trouble' - intent on bringing 'trouble', all together, to the forces of evil that have so mistreated them when they were alone.
...Welcome. Let me know if you want to RP with any of the NPCs in town, or if you need a special quest...
...Great build with Farmer+Fighter for extra hit points and Wizard Initiate for 1/long shield spell...
Oh, thanks but for now Fouled Stream will be fine.
Yes, do you like that build too? Honestly, it is not entirely the result of cold calculation, but also linked to the backstory of the character. Unlike the other two (which I will finish creating as soon as possible), Khessa is a 'historical' character of mine, a character that I have role-played on many occasions and therefore has a well-established identity. The Farmer background was essential for me, because she comes from a family of cabbage farmers - so I would have chosen it no matter what - even if the Tough feat that it guarantees is really useful, I agree. And the Magic Initiate was also chosen to prepare the ground for the future, because Khessa evolves as a Fighter/Wizard so it seemed to me that she would begin her adventuring career with this 'basic preparation', which comes from self-taught studies of the spellbook of a defeated enemy (briefly summarizing a backstory that, in its most complete form, is objectively very long)... However, I have already experienced that it is a Feat that works very well mechanically - even more so at the first level, when sometimes a little bit of bad luck can be enough to find yourself in trouble and then having the possibility of boosting the AC in that moment of emergency is something really precious.
Durgran Ironhearth, Fighter, Farmer, Dwarf, Traits: Practical and grounded, Durgran values hard work and loyalty above all. He often acts as a protector, both physically and emotionally, for his brothers. Though stoic, his sharp survival instincts and connection to the land make him the glue holding the family together.
Thalrik Ironhearth, Wizard, Acolyte, Dwarf, Traits: Thoughtful and inquisitive, Thalrik is a voice of reason and intellect among the brothers. His faith in logic sometimes clashes with Durgran’s pragmatism and the youngest brother’s impulsivity. Thalrik dreams of mastering abjuration magic to protect his family and uncover secrets lost to time.
Korrim Ironhearth, Rogue, Entertainer, Dwarf, Traits: Korrim is playful, cunning, and fiercely independent. Though he often acts in his own interest, he is deeply loyal to his family and quick to defend them if danger arises. He hopes to one day turn his knack for trouble into a life of thrilling adventure and riches.
The Ironhearth Brothers
Backstory:
The Ironhearth family was well-respected in their quiet dwarven village nestled deep within the valleys of the Stonegrasp Mountains. Known for their sturdy fields and hearty livestock, the Ironhearths made their living as farmers. Their three sons, however, grew to forge vastly different paths—each unique yet bound by familial love and unyielding resilience.
Durgran, the eldest son, was the backbone of the family from a young age. With their father’s health failing and their farm’s survival at stake, Durgran had no choice but to shoulder the heavy burdens of farm life. While his younger brothers pursued other interests, Durgran tilled the soil, tended the livestock, and protected their land from predators. Though simple in intellect, Durgran’s strength and perseverance made him a natural leader among his siblings. He earned a reputation in the village for felling a raging owlbear that had threatened the farm's cattle—a feat that would later inspire his dream of becoming a renowned warrior.
Thalrik, the middle brother, was always fascinated by the mysteries of existence. While Durgran worked the fields, Thalrik found solace in the village temple, studying religious texts and contemplating the divine. However, his natural curiosity led him to question dogma, and soon, he sought knowledge in ancient tomes and arcane scrolls rather than scripture. Leaving the clergy behind, Thalrik turned to magic, drawn to its ability to create order amidst chaos. His studies often kept him indoors, poring over complex spells while his brothers teased him for being the “soft-handed scholar.”
Korrim, the youngest, was a handful from the start. Nimble and quick-witted, he spent his youth dodging chores, sneaking into the village market, and charming merchants out of their wares. A natural performer, Korrim entertained the villagers with daring acrobatics and bawdy tales, but his mischief often got him into trouble. As he grew older, his antics became more sophisticated—picking locks, lifting purses, and slipping through the shadows unseen. While his brothers admonished his reckless behavior, Korrim's charm always managed to win their forgiveness.
The Bond Between Brothers
Despite their differences, the Ironhearth brothers share a deep bond forged through hardship and shared history. Their paths diverged as they grew, yet fate has a way of drawing them together. A growing threat to their village—a mysterious series of disappearances and whispered tales of ancient evils—calls the brothers to set aside their individual pursuits and join forces. Together, they seek to protect their home, uncover the truth, and prove that even the most disparate paths can converge into something mighty.
The Fouled Stream
Introduction
Life in the quiet dwarven village of Stonegrasp has always been steady, if unremarkable. Nestled in the shadow of the Stonegrasp Mountains, the Ironhearth brothers—Durgran, Thalrik, and Korrim—have grown up tending to their family farm, chasing their own ambitions, and watching over their kin. Yet even in this peaceful corner of the world, trouble brews.
One evening, as the brothers sit by the hearth, a young elf woman bursts through their door, her face pale and her breath ragged. “Please,” she gasps, clutching the doorframe for support. “You must help us. The stream that flows through your village is poisoned, and the sickness is spreading. My name is Lyrelle. My patron, Borogrove, watches over these woods and sent me to find aid. He will tell you more.”
Though the brothers have little in common beyond blood, the urgency of her plea and the potential threat to their home leaves no room for hesitation. Together, they gather their gear and follow Lyrelle into the forest, the light of the hearth fading behind them.
Meeting the Treant
The familiar forests surrounding Stonegrasp grow darker and denser as Lyrelle leads the brothers upstream. The sour tang of corruption fills the air, mingling with the earthy scent of moss and pine. The sound of the fouled stream bubbles uneasily, its once-clear waters now murky and sluggish.
Ahead, a colossal figure looms, blending seamlessly with the trees. As the brothers draw closer, they realize it is no ordinary tree—it is Borogrove, an ancient Treant and guardian of these woods. His bark creaks and groans as he animates, amber eyes glowing with a solemn wisdom.
"Welcome, Ironhearth brothers," Borogrove’s voice resonates, deep and powerful as a mountain wind. "I have long watched over this forest, but now it is sick. Something foul has taken root, poisoning the stream that sustains both the woods and your village. If this corruption is not stopped, both will wither and die."
The Treant slowly raises a massive, branch-like hand and lowers it to Lyrelle. In her palm rests a small, glistening acorn. Turning to the brothers, she holds it out. "This acorn carries the magic of healing and restoration,” she explains. “You may need it to complete your task.”
Borogrove leans forward, his massive form casting shadows across the brothers. "You are strong in body, sharp in mind, and clever in spirit. Together, you have the strength to find the source of this corruption and restore balance. But tread carefully, for the darkness in these woods will not yield easily."
With their mission clear, the Ironhearth brothers exchange determined glances. Though their paths have been different, they are united by their love for home and family. With Lyrelle as their guide and the ancient forest behind them, they step forward into the unknown, ready to face whatever challenges lie ahead.
The forest grew more ominous as the Ironhearth brothers trudged toward the cave mouth. Durgran, the eldest, led the way, his shield raised and his axe resting over his shoulder. His keen eyes scanned the warped trees ahead, the bark glistening with fungal patches. "Stay close," he said firmly, his deep voice cutting through the stillness. "If trouble comes, I’ll take the brunt of it.”
Thalrik, walking in the middle of the group, clutched his staff tightly. "Close? That’s a fine way to get us all hit at once," he argued. His voice was calm but edged with exasperation. "I need space to cast—let me stay at least fifty feet back."
From the rear, Korrim chuckled as he flipped his dagger between deft fingers. "Fifty feet? Might as well send a letter," he teased. "I say we stick to the shadows and strike before they even see us." His mischievous grin faded as Durgran turned to glare at him.
The three brothers paused at the edge of a small clearing, the oppressive silence weighing heavily on them. The ground was strewn with dead leaves and shattered branches. Ahead, the cave mouth gaped like an open wound in the hillside, its edges framed by tangled roots and vines.
Durgran planted his feet. "We compromise. Thirty feet—close enough for me to protect, far enough for you to cast, and with room for Korrim to sneak around. Agreed?"
Thalrik sighed but nodded. "Fine, thirty feet it is."
Korrim shrugged, twirling his dagger once more. "Works for me, so long as I’m not getting hit first."
As the brothers crept closer, they noticed the unnatural stillness in the air. The trees around the cave seemed twisted and wrong, their branches contorted into unnatural angles. A faint scent of decay hung in the breeze.
“Look!” Korrim whispered, pointing toward the ground. Dead leaves rustled faintly despite the lack of wind. As they watched, the branches themselves began to twitch.
Durgran tightened his grip on his axe. “They’re moving,” he growled.
Suddenly, the forms straightened, the branches pulling together into crude humanoid shapes. Six twig blights stood spread across the clearing, their hollow, glowing eyes fixed on the intruders. They were clustered unevenly—two stood fifteen feet from the cave entrance, while another pair emerged from the undergrowth twenty feet to the right. The final two skittered forward from the left, about twenty-five feet away.
“Formation!” Durgran barked, stepping forward with his shield raised. “We hold here, thirty feet out!”
Thalrik stepped back slightly, weaving the words of a spell under his breath. “We’ll thin them out quickly if you keep them off me,” he muttered.
Korrim melted into the shadows of a nearby tree, his voice a low whisper. “I’ll take the left—they won’t know what hit them.”
The twig blights began to advance, their jagged limbs creaking as they moved, slow but steady. The brothers prepared for the battle, their plan set but the danger all too real.
Initiative: TB1, TB2, TB3, TB4, T, D, K, TB5, TB6
Round 1:
The twig blights creaked and snapped as they advanced, their limbs twisting unnaturally through the thick underbrush. The terrain slowed them, but their dreadful purpose remained clear. Two of the creatures—one from each flank—managed to break free of the dense woods and lunge toward the Ironhearth brothers.
Twig Blight 1 reached Durgran, its jagged claws raised for an attack. On the left, Twig Blight 4 emerged from the shadows and rushed at Korrim. Close behind, Twig Blight 3 scrambled forward, just a few feet away from joining the fray. Meanwhile, Twig Blight 2 struggled through the undergrowth and would arrive imminently.
Seeing the danger closing in, Thalrik retreated 25 feet, his boots crunching against fallen leaves. He paused, raised his crossbow, and let loose a bolt glowing with radiant energy. The missile struck true, piercing through Twig Blight 4’s chest with a flash of light, reducing it to splinters.
Durgran stood firm, his axe gleaming as he swung it with practiced precision. The blade bit deep into Twig Blight 1, splintering its twisted form. It collapsed, lifeless, under the force of the strike.
Korrim darted to meet Twig Blight 3, his twin scimitars flashing in the dim light. The first blade narrowly missed, slicing only air, and the second failed to find purchase in the creature's shifting form. He cursed under his breath, retreating a half-step to reposition.
Before the brothers could regroup, two more twig blights—5 and 6—shambled forward from the undergrowth, closing the distance to join the battle. The forest now seemed alive with danger as the brothers prepared for the next onslaught.
TB1-4 dash T retreats 25 ft, then casts True Strike with their light crossbow, hits TB4 with 14 for 11 radiant damage. D attacks TB2 with their Greataxe, hits with 22 for 6 damage K attacks TB3 with both scimitars but misses twice with 12 and 8 TB5-6 dash
They wake up the next morning all healed so head back into the cave. They know they are in trouble without a strong fighter to protect them, but they hope not to run into a formidable beast. Unfortunately for them, the poisoned bear is what they encounter.
Initiative Dealu 5, Zoink 14, Bear 7
R1
Zoink reacts immediately with a Ray of Frost (attack 14, damage 1, slowed by 10')
The bear charges 30'
Dealu attacks with his short bow (22, damage 4) and casts Hunters Mark (5 damage) (hp 24)
R2
Zoink misses with his crossbow (5) then cast Shield of Faith on himself (+2AC) and moves 20' to the side of the cave the bear came from
The bear attacks Dealu (25, 13) chomping down hard but missing with its swipe (damage 8)
Dealu counters with his short sword (7) then eats the acorn (+7hp)
R3
Zoink casts Toll the Dead (WIS save 12, failed) for 8 damage (16hp)
The bear resumes its attack on Dealu (22, 11) with once again the bite succeeding (damage 8) but the claw missing
Dealu attacks with his two short swords successfully (attack 20, damage 4) (attack 23, damage 4) (hp 8)
R4
Zoink casts Toll the Dead again (Wis save 14, 14, success) but the bear resists it
The bear attacks Dealu again (attack nat 20+6=26, 12) (crit damage 12) with the bite knocking the gnome unconscious and the swipe still missing
Dealu fails his first death save
R5
Zoink tries Toll the Dead (Wis save 14, 13, failed save) (damage 8) to kill the bear
Zoink then casts Spare the Dying on Dealu and collects the 50gp that was lying around. They they return back to safety for another long rest. When they wake up, Dealu has found that not only has he healed but he has grown stronger (advanced to lv2)
The two continue the quest, hopeful that Dealu will not die again today. The enter the cavern with the ooze and are soon under attack from the first wave of stirges.
Initiative Dealu 16, Zoink 11, Stirges 19
R1
The stirges fly 40 of the 60'
Dealu attacks with his short swords (10, 21) damage 8, killing one
Zoink fails with Toll the Dead (WIS save 14, rolled 14)
R2
The remaining stirge attacks Deau but misses (10)
Dealu uses his swords again (9, 15) damage 8, killing the second one.
Another wave appears.
Initiative Dealu 7, Zoink 21, stirges 18
R1
Zoink casts Sleep and makes the two stirges snore (14 WIS save, rolled 9). "Have fun shooting them" he says to Dealu
Dealu attacks with his short bow with Adv (attack 15, damage 4), killing one
R2
With the remain stirge still asleep, Zoink attacks with his crossbow (attack 18, damage 9) killing it
Only now do Zoink and Dealu realize that gray ooze has moved from its spot and is now only 20' from them.
Each attacks with their ranged weapons (attack 11, 21) (damage 5, 3)
The gray ooze moves 10 closer
Zoink and Dealu repeat their attacks (attack 16, 19) (damage 3, 10) and severely wound it but dont kill it (hp1 remaining)
The ooze senses more metal on Dealu so targets him (attack 19, damage 4 + 7 acid)
Dealu says a few choice curse words at being hit yet again but manages to kill the ooze with a short sword (attack 21, damage 5). He was so annoyed that he kept on attacking the ooze with the same short sword until it fell apart.
But the last wave of stirges came out of hiding
Initiative Dealu 5, Zoinks 13, stirges nat 20
The stirges quickly close to 20'
Zoinks kills one with his crossbow (attack 16, damage 7)
Dealu misses with his shortbow (attack 11)
The stirge attacks Zoinks (attack nat 20, crit damage 10) knocking him unconscious
Zoink succeeds at his first death save (15)
Dealu quickly kills it with his remaining shortsword (attack 22, damage 3) then casts Spare the Dying on Zoinks. "Glad it was you this time!" jokes Dealu. The two quickly hack up the source of the problem and collect the coins (62gp, 5sp) scattered about before returning to the surface. Each gains 225xp plus and 25gp. The accept the thanks and the Staff of Flowers from Borogrove and go to the tavern to drink to living through, somehow, the experience.
They stay at a modest inn (5sp each) eat a comfortable meal (5sp each) and drink two pitchers of wine (4sp each). When they wake up the next morning, the sell the Staff (125gp) and split the earnings. Dealu buys a new short sword (10gp) and 20 arrows (1gp) to replace the ones he lost. He also decides two potions of healing would be a good investment (100gp). Zoinks also buys two potions of healing (100gp), more crossbow bolts (5cp) and a bag of spell components (25gp).
d6: a-1,e-2,i-3,o-4,u-5,y-6
d20: b-1,c-2,d-3,f-4,g-5,h-6,j-7,k-8,l-9,m-10,n-11,p-12,r-13,s-14,t-15,v-16,w-17,x-18,y-19,z-20
d12: Barbarian-1,Bard-2,Cleric-3,Druid-4,Fighter-5,Monk-6,Paladin-7,Ranger-8,Rogue-9,Sorcerer-10,Warlock-11,Wizard-12
d16: Acolyte-1,Artisan-2,Charlatan-3,Criminal-4,Entertainer-5,Farmer-6,Guard-7,Guide-8,Hermit-9,Merchant-10,Noble-11,Sage-12,Sailor-13,Scribe-14,Soldier-15,Wayfarer-16
d9: Aasimar-1,Dragonborn-2,Dwarf-3,Elf-4,Gnome-5,Goliath-6,Halfling-7,Human-8,Orc-9
Class: 9
Origin Background: 2
Origin Species: 4
Class: 6
Origin Background: 1
Origin Species: 4
Class: 11
Origin Background: 11
Origin Species: 3
Class: 5
Origin Background: 1
Origin Species: 1
Elf: 1
Ability Scores: Rogue,12,15+1,13,14+2,10,8
Skill Proficiencies: Investigation and Persuasion
Crafter Feat: Fast Crafting, Carpenter, Smith, Weaver's Tools
Artisan Tool: Alchemist’s Supplies
Expertise: Acrobatics, Stealth
Weapon Mastery: Dagger Nick, Shortsword Vex
Elf: 1
Ability Scores: Monk,12,15,13,10+1,14+2,8
Skill Proficiencies: Insight and Religion
Magic Initiate (Cleric) Feat: Healing Word, Guidance, Resistance
Tool Proficiency: Calligrapher’s Supplies
Ability Scores: Warlock,8+2,14,13,12,10,15+1
Skill Proficiencies: History and Persuasion
Skilled Feat: Arcana, Perception, Herbalism Kit,
Tool Proficiency: Gaming Dice Set
Ability Scores: Fighter,15,14,13,8,10+2,12+1
Skill Proficiencies: Insight and Religion
Magic Initiate (Cleric) Feat: Healing Word, Guidance, Resistance
Tool Proficiency: Calligrapher’s Supplies
The bustling market square of Diamond Lake was alive with the clatter of hooves, the scent of fresh bread, and the occasional bark of a merchant hawking his wares. Among the crowd moved Coxmys and Gozoup, twins by birth but as different in temperament as night and day. Coxmys, ever watchful, flicked his gaze across the bustling crowd, noting details others would overlook. Gozoup, more serene, walked beside her brother with a calm that belied her monk training, her hands resting lightly in the folds of her robe.
As they made their way toward the smithy, they noticed a young elven woman weaving through the crowd with an urgency that seemed out of place. Her auburn hair caught the sunlight, but it was the look in her eyes—one of desperation—that caught Coxmys' attention.
She approached them, her voice low but urgent. “Please, I beg you,” she said. “My name is Lyrelle. Something terrible has happened to the forest upstream. The water is poisoned, and the corruption is spreading to nearby villages.”
Coxmys raised a brow, his hand instinctively resting on the hilt of Nick, his well-worn dagger. “Why come to us?”
Lyrelle’s gaze didn’t waver. “You look like you can handle yourselves, and I don’t have time to search for others. If you’re willing, I can offer a reward—and my patron Borogrove will provide more guidance.”
Gozoup, ever the calm voice of reason, nodded. “The forest must be protected. If this corruption spreads further, it could harm many innocents.”
Coxmys sighed. “Fine. But we’ll need more help. You’re not the only one short on time.”
The twins knew where to find their companions. The dwarf Zetoh, a noble-born warlock with a sharp wit and sharper magic, was a familiar sight at the local tavern, poring over ancient texts and scrolls while keeping one eye on his dice game.
Zetoh greeted them with a grin. “You two look like you’ve seen trouble—and I like trouble. What’s the job?”
“Forest upstream is poisoned,” Coxmys explained. “Elf says her patron wants us to clean it up. You in?”
Zetoh downed the rest of his ale, wiped his beard, and stood. “If there’s coin and glory, I’m in.”
Their final stop was the temple, where Wupo, the aasimar fighter and former acolyte, often trained. They found him sparring with a fellow warrior, his silvered hair gleaming under the midday sun. Wupo finished his match and turned to the twins.
“You don’t usually come looking for me unless something serious is happening,” Wupo said, wiping sweat from his brow.
“Something serious is happening,” Gozoup said simply. “A poisoned stream, a forest in danger. We could use your strength.”
Wupo nodded solemnly. “For the sake of the innocent, I will help. Let’s not waste time.”
“Borogrove waits ahead,” Lyrelle said quietly, her steps slowing.
The group stepped into a clearing where sunlight struggled to pierce the thick canopy. Before them stood Borogrove, an ancient Treant whose towering form seemed to blend seamlessly with the surrounding trees. His bark-covered face shifted slowly as he regarded the newcomers with ancient eyes.
“Welcome, travelers,” Borogrove rumbled, his voice like distant thunder. “I am Borogrove, guardian of these woods. The forest is in grave peril, and I need your help to restore balance.”
He extended a branch-like arm, and Lyrelle caught a small, glistening acorn that fell from his hand. She turned and offered it to Wupo, who accepted it with a reverent nod.
“This acorn holds healing and restoration magic,” Borogrove continued. “You may need it in the trials ahead. The source of this corruption lies further upstream, deep within the forest. I fear what you may find, but I have faith in you all.”
Coxmys glanced at Gozup, then at their companions. “Looks like we’ve got our work cut out for us.”
“Indeed,” Gozoup said calmly. “Let’s bring balance back to this forest.”
With Borogrove’s hope and the weight of the task ahead, the party set off upstream, ready to face whatever dark force awaited them.
Twig Blights (Encounter 1)
As you approach the mouth of a cave, the trees and undergrowth grow thicker and more twisted, their bark marred with patches of fungus and unnatural growth. The once-vibrant forest floor is littered with dead leaves and broken branches, giving the area an eerie stillness. Suddenly, you notice the branches themselves seem to move, shifting subtly as if alive. You blink, but now their twisted forms stand upright, forming rough, humanoid shapes with gnarled limbs and hollow eyes that gleam faintly with an unnatural light. Without warning, they begin to advance, their movements slow but filled with a dreadful purpose.
Coxmys init 18, Gozoup init 4, Zetoh init 5, Wupo init 11, twig blight TB1 init 8, TB2 init 21, TB3 init 15, TB4 init 5, TB5 init 3, TB6 init 3
Initiative List
TB4 init 17, TB3 init 15, Wupo init 15, Gozoup init 14, TB6 init 11, Zetoh init 9, TB5 init 9, Coxmys init 7, twig blight TB1 init 7, TB2 init 3
Round 1
TB4 targets Coxmys, claws Attack: 10 Damage: 4
TB3 targets Gozoup, claws Attack: 23 Damage: 5
Wupo targets TB4, greatsword Attack: 19 Damage: 6
Gozoup, unarmed1 Attack: 13 Damage: 4
Gozoup, bonus unarmed2 Attack: 11 Damage: 5
TB6 targets Zetoh, claws Attack: 10 Damage: 2
Zetoh casts true strike, Attack: 10 Damage: 10
TB5 targets Wupo, claws Attack: 9 Damage: 4
Coxmys dagger1 Attack: 24 Damage: 8, sneak (5)
Coxmys nick dagger2 Attack: 15 Damage: 4
TB1 claws Attack: 22 Damage: 3
TB2 claws Attack: 8 Damage: 4
Coxmys takes 3 damage. Coxmys (6/9)
Coxmys takes 4 damage. Coxmys (5/9)
TB4 takes 12 damage and dies. TB4 (-8/4)
TB3 takes 5 damage and dies. TB3 (-1/4)
TB1 takes 8 damage and dies. TB1 (-4/8)
miss
TB2 takes 9 damage and dies. TB2 (-5/4)
Wupo takes 2 damage. Wupo (9/11)
TB5 takes 7 damage and dies. TB5 (-3/4)
TB1 and TB2 dies before acting.
Initiative List
TB4 (dead), TB3 (dead), Wupo (9/11), Gozoup (5/9), TB6 (4/4), Zetoh (9/9), TB5 (dead), Coxmys (6/9), TB1 (dead), TB2 (dead)
Round 2
Wupo bonus, second wind (2)
Wupo targets TB6, greatsword Attack: 6 Damage: 13
Gozoup, unarmed1 Attack: 22 Damage: 5
Gozoup, bonus unarmed2 Attack: 8 Damage: 3
TB6 targets Zetoh, claws Attack: 20 Damage: 2
Zetoh casts true strike, Attack: 22 Damage: 8
Coxmys dagger1 Attack: 6 Damage: 6, sneak (3)
Coxmys nick dagger2 Attack: 19 Damage: 5
Wupo heals to full. Wupo (11/11)
Gozoup kills the last twig blight with a massive slap of 11 damage.
Twig Blights Rewards
150 XP (each 37 XP)
coin stash 37 gp 5 sp (each 9 gp, 3 sp, 7 cp)
two coppers fall into cracks, lost forever
During a short rest, Wupo (11/11) gains back a use of second wind, Zetoh (9/9) gains back his pact slot, Gozoup (5/9) spends a healing surge to gain 6 hit points, Coxmys (6/9) spends a healing surge to gain 8 hit points
Bullywug Warriors (Encounter 2a)
Up ahead is a cave opening. The air grows damp and thick as you step into the cave, your footsteps echoing softly off the rough stone walls. The faint sound of water trickling fills the stillness, mingling with an unsettling smell of rot and mildew. The stream you’ve been following is fed by a trickle coming from the cavern, its once-clear water now murky and covered with patches of sickly green and black slime. Around you, strange fungi cling to the walls, casting an eerie glow in shades of blue and green. The air is filled with tiny spores, swirling like dust motes in your torchlight. The whole cave feels wrong, as though the very earth itself has been twisted by some dark, unnatural force. All of a sudden a large mushroom begins to emit an ear piercing shriek.
DM Note: Removing shrinkers
Coxmys init 11, Gozoup init 10, Zetoh init 9, Wupo init 6, Bullywug BW1 init 12, BW2 init 12
Initiative Order
bullywug BW1 init 12, BW2 init 12, Coxmys init 11, Gozoup init 10, Zetoh init 9, Wupo init 6
Round 1
BW1 targets Wupo, bite1 Attack: 5 Damage: 5
BW1 targets Wupo, spear2 Attack: 4 Damage: 7
BW2 targets Zetoh, bite1 Attack: 15 Damage: 3
BW2 targets Zetoh, spear2 Attack: 22 Damage: 5
Coxmys dagger1 Attack: 6 Damage: 9, sneak (3)
Coxmys nick dagger2 Attack: 24 Damage: 3
Gozoup, unarmed1 Attack: 18 Damage: 3
Gozoup, bonus unarmed2 Attack: 13 Damage: 8
Zetoh casts true strike, Attack: 8 Damage: 7
Wupo targets TB6, greatsword Attack: 19 Damage: 13, graze 2
Amazing, whiff-a-palooza.
Zetoh takes 3 damage. Zetoh (6/9)
As a reaction, Zetoh casts hellish rebuke for 6 fire damage, Dexterity Save DC 13 vs 10 to take half Unable to parse dice roll.
BW1 takes 8, 1, 5, total 14 damage. BW1 (-5/11)
BW2 takes 5 damage. BW2 (6/11)
BW2 takes 6 damage and dies. BW2 (-4/11)
Bullywug Encounter 2a Rewards
100 XP (each 50 XP, total 87 XP)
coin stash 25 gp (each 6 gp, 2 sp, 5 cp)
Interesting experiment... I'll probably be a bit slow (because of free time shortage), but I'll give this a shot.
Ability Scores: 16 10 16 14 10 8 AC: 17 (Chainmail + Defence) / 22 by casting Shield. HP: 15.
Resourceful. Skillful (Arcana). Versatile (Magic Initiate(int) - Fire Bolt, Light, Shield). Farmer Feat: Tough. Farmer Skill Proficiencies: Animal Handling, Nature.
Fighting Style: Defence. Second Wind (2). Weapon Mastery: Greatsword(Graze), Maul(Topple), Pike(Push). Fighter Skill Proficiencies: Athletics, Perception.
Ability Scores: 10 10 15 8 16 15 AC: 16 (Scale Mail + Shield). HP: 10.
Celestial Resistance. Darkvision. Healing Hands(2). Light Bearer. Hermit Feat: Healer. Hermit Skill Proficiencies: Medicine, Religion. Tool Proficiency: Herbalism Kit.
Divine Order (Thaumaturge). Cantrips: 4 (Guidance, Resistance, Toll the Dead, Word of Radiance). Prepared Spells: 4 (Cure Wounds, Guiding Bolt, Protection from Evil and Good, Bless). 1st Spell Slots: 2. Cleric Skill Proficiencies: Insight, Persuasion.
Ability Scores: 10 16 14 14 9 13 AC: 14 (Leather Armor + Dex). HP: 10.
Darkvision. Fiendish Legacy(Chthonic): Resistance to Necrotic damage, Chill Touch Cantrip(int). Otherworldly Presence(int). Criminal feat: Alert. Criminal Skill Proficiencies: Sleight of Hand, Stealth. Tool Proficiency: Thieves’ Tools.
Rogue Skill Proficiencies: Acrobatics, Deception, Intimidation, Investigation. Expertise(Sleight of Hand, Stealth). Sneak Attack(1d6). Thieves’ Cant. Weapon Mastery: Hand Crossbow(Vex), Scimitar(Nick).
Khessa had been nothing more than the first born of the happy Cabbagefield family, cabbage farmers for generations, settled in the tiny hamlet called Twardens, near the border between the Shield Lands and the domain of Iuz - and she would have asked for nothing better than to continue living the hard but simple and rewarding life she loved, together with her parents and siblings. But one night a raid by drow slavers razed the village to the ground and the survivors were led into the depths of the Underdark, destined for life-long slavery. It is kind of a miracle, what Khessa manages to do by escaping - and it is precisely during the ordeal to return to the surface that she meets Diabolical.
Diabolical, on the other hand, doesn't even remember her family... Abandoned at a young age on the streets of the Free City of Greyhawk, she quickly learned to resort to any means, legal or not, to feed herself and survive. Having become the unscrupulous leader of a gang of criminals, luck turns its back on her once again, when a larger and more aggressive gang decides that there is no room for both of them. The tiefling, one of the few survivors, is forced to flee as far as she can to escape the assassins - and that's how she comes to the extreme decision to hide in the Underdark and comes across Khessa, who, probably hunted by the Drow she escaped, in pain for the family she couldn't save and had to leave behind, in their hands, is desperately looking for the way to the surface. Diabolical initially plans to gain her trust and then kill her by treachery and rob her - but the two soon become close and the story of the other's adventures breaks through the tiefling's heart, who then actually accompanies her to see the light of day near the Rift Canyon and from that moment the two become a couple.
Trying to leave the Rift Canyon to reach civilization again, the two come across a meditating Aasimar hermit who is concerned about their conditions and welcomes them.
The hermit is Rapha'ellya, who has withdrawn to seek divine inspiration after the fiends in the service of Iuz have progressively exterminated her peers who had tried to oppose their invasions and oppression. Having long sought a sign from the gods, Rapha'ellya believes she has found it once she meets the two 'guests' - so, after a heartfelt prayer of thanks, she declares her hermitage over and joins them.
The three descendants of the Upper Planes, Lower Planes and Prime Material Plane join together in an unlikely party, which they call 'Triple trouble' - intent on bringing 'trouble', all together, to the forces of evil that have so mistreated them when they were alone.
Welcome. Let me know if you want to RP with any of the NPCs in town, or if you need a special quest.
Great build with Farmer+Fighter for extra hit points and Wizard Initiate for 1/long shield spell
Oh, thanks but for now Fouled Stream will be fine.
Yes, do you like that build too?
Honestly, it is not entirely the result of cold calculation, but also linked to the backstory of the character.
Unlike the other two (which I will finish creating as soon as possible), Khessa is a 'historical' character of mine, a character that I have role-played on many occasions and therefore has a well-established identity.
The Farmer background was essential for me, because she comes from a family of cabbage farmers - so I would have chosen it no matter what - even if the Tough feat that it guarantees is really useful, I agree.
And the Magic Initiate was also chosen to prepare the ground for the future, because Khessa evolves as a Fighter/Wizard so it seemed to me that she would begin her adventuring career with this 'basic preparation', which comes from self-taught studies of the spellbook of a defeated enemy (briefly summarizing a backstory that, in its most complete form, is objectively very long)... However, I have already experienced that it is a Feat that works very well mechanically - even more so at the first level, when sometimes a little bit of bad luck can be enough to find yourself in trouble and then having the possibility of boosting the AC in that moment of emergency is something really precious.
The Ironhearth Brothers
Durgran Ironhearth, Fighter, Farmer, Dwarf, Traits: Practical and grounded, Durgran values hard work and loyalty above all. He often acts as a protector, both physically and emotionally, for his brothers. Though stoic, his sharp survival instincts and connection to the land make him the glue holding the family together.
Thalrik Ironhearth, Wizard, Acolyte, Dwarf, Traits: Thoughtful and inquisitive, Thalrik is a voice of reason and intellect among the brothers. His faith in logic sometimes clashes with Durgran’s pragmatism and the youngest brother’s impulsivity. Thalrik dreams of mastering abjuration magic to protect his family and uncover secrets lost to time.
Korrim Ironhearth, Rogue, Entertainer, Dwarf, Traits: Korrim is playful, cunning, and fiercely independent. Though he often acts in his own interest, he is deeply loyal to his family and quick to defend them if danger arises. He hopes to one day turn his knack for trouble into a life of thrilling adventure and riches.
The Ironhearth Brothers
The Ironhearth family was well-respected in their quiet dwarven village nestled deep within the valleys of the Stonegrasp Mountains. Known for their sturdy fields and hearty livestock, the Ironhearths made their living as farmers. Their three sons, however, grew to forge vastly different paths—each unique yet bound by familial love and unyielding resilience.
Durgran, the eldest son, was the backbone of the family from a young age. With their father’s health failing and their farm’s survival at stake, Durgran had no choice but to shoulder the heavy burdens of farm life. While his younger brothers pursued other interests, Durgran tilled the soil, tended the livestock, and protected their land from predators. Though simple in intellect, Durgran’s strength and perseverance made him a natural leader among his siblings. He earned a reputation in the village for felling a raging owlbear that had threatened the farm's cattle—a feat that would later inspire his dream of becoming a renowned warrior.
Thalrik, the middle brother, was always fascinated by the mysteries of existence. While Durgran worked the fields, Thalrik found solace in the village temple, studying religious texts and contemplating the divine. However, his natural curiosity led him to question dogma, and soon, he sought knowledge in ancient tomes and arcane scrolls rather than scripture. Leaving the clergy behind, Thalrik turned to magic, drawn to its ability to create order amidst chaos. His studies often kept him indoors, poring over complex spells while his brothers teased him for being the “soft-handed scholar.”
Korrim, the youngest, was a handful from the start. Nimble and quick-witted, he spent his youth dodging chores, sneaking into the village market, and charming merchants out of their wares. A natural performer, Korrim entertained the villagers with daring acrobatics and bawdy tales, but his mischief often got him into trouble. As he grew older, his antics became more sophisticated—picking locks, lifting purses, and slipping through the shadows unseen. While his brothers admonished his reckless behavior, Korrim's charm always managed to win their forgiveness.
The Bond Between Brothers
Despite their differences, the Ironhearth brothers share a deep bond forged through hardship and shared history. Their paths diverged as they grew, yet fate has a way of drawing them together. A growing threat to their village—a mysterious series of disappearances and whispered tales of ancient evils—calls the brothers to set aside their individual pursuits and join forces. Together, they seek to protect their home, uncover the truth, and prove that even the most disparate paths can converge into something mighty.
The Fouled Stream
Introduction
Life in the quiet dwarven village of Stonegrasp has always been steady, if unremarkable. Nestled in the shadow of the Stonegrasp Mountains, the Ironhearth brothers—Durgran, Thalrik, and Korrim—have grown up tending to their family farm, chasing their own ambitions, and watching over their kin. Yet even in this peaceful corner of the world, trouble brews.
One evening, as the brothers sit by the hearth, a young elf woman bursts through their door, her face pale and her breath ragged. “Please,” she gasps, clutching the doorframe for support. “You must help us. The stream that flows through your village is poisoned, and the sickness is spreading. My name is Lyrelle. My patron, Borogrove, watches over these woods and sent me to find aid. He will tell you more.”
Though the brothers have little in common beyond blood, the urgency of her plea and the potential threat to their home leaves no room for hesitation. Together, they gather their gear and follow Lyrelle into the forest, the light of the hearth fading behind them.
Meeting the Treant
The familiar forests surrounding Stonegrasp grow darker and denser as Lyrelle leads the brothers upstream. The sour tang of corruption fills the air, mingling with the earthy scent of moss and pine. The sound of the fouled stream bubbles uneasily, its once-clear waters now murky and sluggish.
Ahead, a colossal figure looms, blending seamlessly with the trees. As the brothers draw closer, they realize it is no ordinary tree—it is Borogrove, an ancient Treant and guardian of these woods. His bark creaks and groans as he animates, amber eyes glowing with a solemn wisdom.
"Welcome, Ironhearth brothers," Borogrove’s voice resonates, deep and powerful as a mountain wind. "I have long watched over this forest, but now it is sick. Something foul has taken root, poisoning the stream that sustains both the woods and your village. If this corruption is not stopped, both will wither and die."
The Treant slowly raises a massive, branch-like hand and lowers it to Lyrelle. In her palm rests a small, glistening acorn. Turning to the brothers, she holds it out. "This acorn carries the magic of healing and restoration,” she explains. “You may need it to complete your task.”
Borogrove leans forward, his massive form casting shadows across the brothers. "You are strong in body, sharp in mind, and clever in spirit. Together, you have the strength to find the source of this corruption and restore balance. But tread carefully, for the darkness in these woods will not yield easily."
With their mission clear, the Ironhearth brothers exchange determined glances. Though their paths have been different, they are united by their love for home and family. With Lyrelle as their guide and the ancient forest behind them, they step forward into the unknown, ready to face whatever challenges lie ahead.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Encounter 1
The forest grew more ominous as the Ironhearth brothers trudged toward the cave mouth. Durgran, the eldest, led the way, his shield raised and his axe resting over his shoulder. His keen eyes scanned the warped trees ahead, the bark glistening with fungal patches. "Stay close," he said firmly, his deep voice cutting through the stillness. "If trouble comes, I’ll take the brunt of it.”
Thalrik, walking in the middle of the group, clutched his staff tightly. "Close? That’s a fine way to get us all hit at once," he argued. His voice was calm but edged with exasperation. "I need space to cast—let me stay at least fifty feet back."
From the rear, Korrim chuckled as he flipped his dagger between deft fingers. "Fifty feet? Might as well send a letter," he teased. "I say we stick to the shadows and strike before they even see us." His mischievous grin faded as Durgran turned to glare at him.
The three brothers paused at the edge of a small clearing, the oppressive silence weighing heavily on them. The ground was strewn with dead leaves and shattered branches. Ahead, the cave mouth gaped like an open wound in the hillside, its edges framed by tangled roots and vines.
Durgran planted his feet. "We compromise. Thirty feet—close enough for me to protect, far enough for you to cast, and with room for Korrim to sneak around. Agreed?"
Thalrik sighed but nodded. "Fine, thirty feet it is."
Korrim shrugged, twirling his dagger once more. "Works for me, so long as I’m not getting hit first."
As the brothers crept closer, they noticed the unnatural stillness in the air. The trees around the cave seemed twisted and wrong, their branches contorted into unnatural angles. A faint scent of decay hung in the breeze.
“Look!” Korrim whispered, pointing toward the ground. Dead leaves rustled faintly despite the lack of wind. As they watched, the branches themselves began to twitch.
Durgran tightened his grip on his axe. “They’re moving,” he growled.
Suddenly, the forms straightened, the branches pulling together into crude humanoid shapes. Six twig blights stood spread across the clearing, their hollow, glowing eyes fixed on the intruders. They were clustered unevenly—two stood fifteen feet from the cave entrance, while another pair emerged from the undergrowth twenty feet to the right. The final two skittered forward from the left, about twenty-five feet away.
“Formation!” Durgran barked, stepping forward with his shield raised. “We hold here, thirty feet out!”
Thalrik stepped back slightly, weaving the words of a spell under his breath. “We’ll thin them out quickly if you keep them off me,” he muttered.
Korrim melted into the shadows of a nearby tree, his voice a low whisper. “I’ll take the left—they won’t know what hit them.”
The twig blights began to advance, their jagged limbs creaking as they moved, slow but steady. The brothers prepared for the battle, their plan set but the danger all too real.
Initiative: TB1, TB2, TB3, TB4, T, D, K, TB5, TB6
Round 1:
The twig blights creaked and snapped as they advanced, their limbs twisting unnaturally through the thick underbrush. The terrain slowed them, but their dreadful purpose remained clear. Two of the creatures—one from each flank—managed to break free of the dense woods and lunge toward the Ironhearth brothers.
Twig Blight 1 reached Durgran, its jagged claws raised for an attack. On the left, Twig Blight 4 emerged from the shadows and rushed at Korrim. Close behind, Twig Blight 3 scrambled forward, just a few feet away from joining the fray. Meanwhile, Twig Blight 2 struggled through the undergrowth and would arrive imminently.
Seeing the danger closing in, Thalrik retreated 25 feet, his boots crunching against fallen leaves. He paused, raised his crossbow, and let loose a bolt glowing with radiant energy. The missile struck true, piercing through Twig Blight 4’s chest with a flash of light, reducing it to splinters.
Durgran stood firm, his axe gleaming as he swung it with practiced precision. The blade bit deep into Twig Blight 1, splintering its twisted form. It collapsed, lifeless, under the force of the strike.
Korrim darted to meet Twig Blight 3, his twin scimitars flashing in the dim light. The first blade narrowly missed, slicing only air, and the second failed to find purchase in the creature's shifting form. He cursed under his breath, retreating a half-step to reposition.
Before the brothers could regroup, two more twig blights—5 and 6—shambled forward from the undergrowth, closing the distance to join the battle. The forest now seemed alive with danger as the brothers prepared for the next onslaught.
TB1-4 dash
T retreats 25 ft, then casts True Strike with their light crossbow, hits TB4 with 14 for 11 radiant damage.
D attacks TB2 with their Greataxe, hits with 22 for 6 damage
K attacks TB3 with both scimitars but misses twice with 12 and 8
TB5-6 dash
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||