(FYI, I updated the loot tracker based on my math geek chat with Zercious - and because it's New Year's Day! It now accounts for Guild and group cuts. In order to make my life simpler, I am counting the group as a single pot that your individual purchases come from. Zercious - you'll see that we have to manually change the formulas for these individual transactions - same for when you start spending Guild resources - but the math is simple and copy/paste works well! Anyways - moving you on to the next building! #9)
After completing the investigation of the spider lair, your group decides it has time for one more building before night falls and it gets really dangerous! You follow the path to the east and then southwards. The next small building is about 10' x 20' and in bad shape. Looking into the open doorway, you see it is a ruined shop, cluttered with sagging storage shelves and broken furniture. Shards of glass and pieces of pottery glint in the weeds and rubble next to rotted books and casks. It has the looks of an old alchemist and/or herbalist shop - perhaps the place Mirna Dendrar told you about!
Recalling her description of the place, you quickly find a small wooden case hidden in a compartment beneath the storage shelves. The case is worthless but contains a gold necklace with a fine emerald pendant (worth 200 gp). Salty Joe also sees one slim book in the rotting mass that appears to still be intact. (Second Christmas gift & Keneux's rolls =)
Gently retrieving the book, you open it to find that it is a collection of song lyrics and sheet music! Although the strange markings on the pages mean nothing to the rest of the party, to your trained bard's eyes these old songs are worth a small fortune. You recognize several well-known tunes common for a hundred years or more, see several more that are new to you, but are taken aback by the raw power inscribed in three songs. With a little practice, you think these tunes, combined with your innate magical powers, could become especially potent spells! (This item requires attunement. As long as you possess this book, you may cast the following spells once per day with a DC of 15:
[Tooltip Not Found] - You lash the mind of one creature you can see within range, filling it with despair.
Bestow Curse - You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell.
Charm Person - You attempt to charm up to three humanoids you can see within range.
Bankur congratulates Penumbra and Salty Joe on their new items. "I'm sure those items have found the most deserving and capable hands possible! Now, seeing that we are quickly losing light, I propose that we head back to Reidoth's place - hopefully his offer of a safe (ish?) place to rest our heads still stands."
Reidoth welcomes you to his encampment and asks, "What da tunder was tha' tunderclap used fer dis time? See ye found da spiders." The druid lifts several strands of spiderweb from Penumbra and Salty Joe, then looks at Penumbra's bite. "Ach, ye'll live, lass. Lucky lot. Still, what else did yer encounter out der? Guessin' no dragon based on ya havin' all yer limbs attached...hahahaha!!"
The party spends the evening talking with Reidoth, and eventually you bar the door and windows and fall asleep. (Feel free to role play anything your character might do/ask/etc. on this long rest! Doing good so far!!)
When the druid comments on Penumbra's wound she acts as though she had forgotten about it. "What? Oh this, I've had way worse." She says with a forced smile. She then tries, unsuccessfully, not to wince as she cleans and bandages the wound which is already partly healed thanks to Bankur's healing magic.
After tending to her wound Penumbra finds the darkest corner in the building and settles down with her back in the corner. She spends some time examining her new cloak and planning a few minor alterations, such as wing slits and hidden pockets, that she wants to make when she gets her hands on a sewing kit back in Phandalin. (I am assuming that the cloak needs to be attuned so that is what she is doing during this rest.)
This post has potentially manipulated dice roll results.
Bankur frowns as he sees Penumbra working on bandaging her own wounds. "My apologies friend Penumbra, I've apparently slacked in my healer duties. Here, let me."
With a prayer to Ilmater, Bankur calls on the healing power of his god and a wave of white light quickly transfers between he and Penumbra.
(Casting Cure Wounds as a 2nd level spell on Penumbra: 18)
The night passes quietly, although Salty Joe does observe a large shadow moving across the ground in the shape of a flying dragon... (anything else tonight?)
In the morning, Reidoth is already gone, although the door and windows are somehow still barred. He left a pile of goodberrys in a cracked wooden bowl on top of a small, crudely drawn map to show the location of Cragmaw Castle. The map has a short note written on the back side that says, simply, "Keep the balance."
Penumbra wakes early and prepares some tea, boiling enough water for everyone. She dons her new cloak and adjusts and her belt to fit right with the second sword before taking some time to sharpen her blades while she drinks her tea, enjoys a good berry and waits for the rest of the group to wake up.
(Assuming you want to continue exploring the village...)
The next day comes gray and cooler - perhaps rain is on the way? After a quick breakfast, the intrepid group decides to continue their exploration of Thundertree, retracing their path and heading to the next building on the circuit (#8). Just south and west of Mirna's family shop is a 20' x 20' intact stone building. A wide chimney, rotted piles of firewood, and various bits of metal tools and items jumbled outside the walls of this sagging building suggest that it was a smithy in its day. Penumbra's aerial investigation reveals that the ceiling is intact, the walls are all standing, and there is a door in the back of the building - also closed.
"A building in this good condition is suspicious to me. We need to be ready for anything. May as well go in the front door. Or maybe, seeing as the building is so small, we come in both doors?"Rand goes to the front door and if it is unlocked, he will push it open to see what is inside. If it is locked, he will send Penumbra a message requesting her assistance.
This post has potentially manipulated dice roll results.
The door is not locked - it only requires a little effort to unstick the slightly swollen wooden door from the frame. The walls creak a bit from the force, but the structure seems sound enough. A variety of old tools — tongs, bellows, hammers, and a pair of iron anvils — are scattered around the interior of this building. You also catch the unmistakable stench of death and decay. A moment after the smell hits you, you notice two human-sized bodies slumped on the floor in the back of the smithy. They are clad in the moldering apparel of a blacksmith - or perhaps two apprentices.
Salty Joe will keep an eye on Rand while positioning himself outside of the unsexy building of death, ready to throw shade at anything hostile. He puts on some lipstick and says, "This is our time. Act boldly, we got each others backs."
When Rand steps inside, the bodies begin to stir, slowly rising up in jerky motions! You notice that their clothes and skin are covered in ash as they shuffle towards you...
(I know I go last amongst the party members, but I've got time to post now so going ahead...)
Seeing the danger rise up in the room, Bankur finally snaps out of his daydream and springs into action. Grabbing a small vial of holy water from his belt, he sprinkles it liberally among his comrades.
(Casting Bless on Salty Joe, Rand and Valefor. Sorry Penumbra - can only get 3! Also, since I'm last in initiative the bonus won't be good until your round 2 actions.)
Seeing his friends bolstered for battle, Bankur puts the holy water vial back into his belt and utters a short, sharp prayer to his deity. At his command a floating, spectral mace appears next to the closest zombie and attacks with a vicious downward chop.
(Casting Spiritual Weapon as my bonus action and attacking the closest monster]
Attack: 18 Damage: Unable to parse dice roll.
Rollback Post to RevisionRollBack
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(FYI, I updated the loot tracker based on my math geek chat with Zercious - and because it's New Year's Day! It now accounts for Guild and group cuts. In order to make my life simpler, I am counting the group as a single pot that your individual purchases come from. Zercious - you'll see that we have to manually change the formulas for these individual transactions - same for when you start spending Guild resources - but the math is simple and copy/paste works well! Anyways - moving you on to the next building! #9)
After completing the investigation of the spider lair, your group decides it has time for one more building before night falls and it gets really dangerous! You follow the path to the east and then southwards. The next small building is about 10' x 20' and in bad shape. Looking into the open doorway, you see it is a ruined shop, cluttered with sagging storage shelves and broken furniture. Shards of glass and pieces of pottery glint in the weeds and rubble next to rotted books and casks. It has the looks of an old alchemist and/or herbalist shop - perhaps the place Mirna Dendrar told you about!
Recalling her description of the place, you quickly find a small wooden case hidden in a compartment beneath the storage shelves. The case is worthless but contains a gold necklace with a fine emerald pendant (worth 200 gp). Salty Joe also sees one slim book in the rotting mass that appears to still be intact. (Second Christmas gift & Keneux's rolls =)
Gently retrieving the book, you open it to find that it is a collection of song lyrics and sheet music! Although the strange markings on the pages mean nothing to the rest of the party, to your trained bard's eyes these old songs are worth a small fortune. You recognize several well-known tunes common for a hundred years or more, see several more that are new to you, but are taken aback by the raw power inscribed in three songs. With a little practice, you think these tunes, combined with your innate magical powers, could become especially potent spells! (This item requires attunement. As long as you possess this book, you may cast the following spells once per day with a DC of 15:
[Tooltip Not Found] - You lash the mind of one creature you can see within range, filling it with despair.
Bestow Curse - You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell.
Charm Person - You attempt to charm up to three humanoids you can see within range.
Love God. Love Others. Any Questions?
Bankur congratulates Penumbra and Salty Joe on their new items. "I'm sure those items have found the most deserving and capable hands possible! Now, seeing that we are quickly losing light, I propose that we head back to Reidoth's place - hopefully his offer of a safe (ish?) place to rest our heads still stands."
I agree, lets go
I got alot a doods
Reidoth welcomes you to his encampment and asks, "What da tunder was tha' tunderclap used fer dis time? See ye found da spiders." The druid lifts several strands of spiderweb from Penumbra and Salty Joe, then looks at Penumbra's bite. "Ach, ye'll live, lass. Lucky lot. Still, what else did yer encounter out der? Guessin' no dragon based on ya havin' all yer limbs attached...hahahaha!!"
The party spends the evening talking with Reidoth, and eventually you bar the door and windows and fall asleep. (Feel free to role play anything your character might do/ask/etc. on this long rest! Doing good so far!!)
Love God. Love Others. Any Questions?
When the druid comments on Penumbra's wound she acts as though she had forgotten about it. "What? Oh this, I've had way worse." She says with a forced smile. She then tries, unsuccessfully, not to wince as she cleans and bandages the wound which is already partly healed thanks to Bankur's healing magic.
After tending to her wound Penumbra finds the darkest corner in the building and settles down with her back in the corner. She spends some time examining her new cloak and planning a few minor alterations, such as wing slits and hidden pockets, that she wants to make when she gets her hands on a sewing kit back in Phandalin. (I am assuming that the cloak needs to be attuned so that is what she is doing during this rest.)
Salty Joe is curiously looking out of one of the slats in the windows trying to see what danger lurks outside. Perception 16
I got alot a doods
Bankur frowns as he sees Penumbra working on bandaging her own wounds. "My apologies friend Penumbra, I've apparently slacked in my healer duties. Here, let me."
With a prayer to Ilmater, Bankur calls on the healing power of his god and a wave of white light quickly transfers between he and Penumbra.
(Casting Cure Wounds as a 2nd level spell on Penumbra: 18)
The night passes quietly, although Salty Joe does observe a large shadow moving across the ground in the shape of a flying dragon... (anything else tonight?)
In the morning, Reidoth is already gone, although the door and windows are somehow still barred. He left a pile of goodberrys in a cracked wooden bowl on top of a small, crudely drawn map to show the location of Cragmaw Castle. The map has a short note written on the back side that says, simply, "Keep the balance."
Love God. Love Others. Any Questions?
Penumbra wakes early and prepares some tea, boiling enough water for everyone. She dons her new cloak and adjusts and her belt to fit right with the second sword before taking some time to sharpen her blades while she drinks her tea, enjoys a good berry and waits for the rest of the group to wake up.
(Assuming you want to continue exploring the village...)
The next day comes gray and cooler - perhaps rain is on the way? After a quick breakfast, the intrepid group decides to continue their exploration of Thundertree, retracing their path and heading to the next building on the circuit (#8). Just south and west of Mirna's family shop is a 20' x 20' intact stone building. A wide chimney, rotted piles of firewood, and various bits of metal tools and items jumbled outside the walls of this sagging building suggest that it was a smithy in its day. Penumbra's aerial investigation reveals that the ceiling is intact, the walls are all standing, and there is a door in the back of the building - also closed.
Love God. Love Others. Any Questions?
"Someone big and tough willing to open the closed door?"
I got alot a doods
"A building in this good condition is suspicious to me. We need to be ready for anything. May as well go in the front door. Or maybe, seeing as the building is so small, we come in both doors?" Rand goes to the front door and if it is unlocked, he will push it open to see what is inside. If it is locked, he will send Penumbra a message requesting her assistance.
The door is not locked - it only requires a little effort to unstick the slightly swollen wooden door from the frame. The walls creak a bit from the force, but the structure seems sound enough. A variety of old tools — tongs, bellows, hammers, and a pair of iron anvils — are scattered around the interior of this building. You also catch the unmistakable stench of death and decay. A moment after the smell hits you, you notice two human-sized bodies slumped on the floor in the back of the smithy. They are clad in the moldering apparel of a blacksmith - or perhaps two apprentices.
DM screen:
Bankur Init: 6
Penumbra Init: 17
Rand Init: 21
Salty Joe Init: 24
Valefor Init: 9
Creature Init: 11
Love God. Love Others. Any Questions?
ugh. This place smells like death. Literally. There are two unfortunate souls here. Rand steps in, cautiously with his sword drawn and at the ready.
Salty Joe will keep an eye on Rand while positioning himself outside of the unsexy building of death, ready to throw shade at anything hostile. He puts on some lipstick and says, "This is our time. Act boldly, we got each others backs."
I got alot a doods
Bankur, humming quietly to himself and seemingly oblivious to anything happening anywhere around him, brings up the rear of the group.
When Rand steps inside, the bodies begin to stir, slowly rising up in jerky motions! You notice that their clothes and skin are covered in ash as they shuffle towards you...
Fight? Run? Other?
Rand / Valefor / Salty Joe / Penumbra / Bankur / Zombies
Love God. Love Others. Any Questions?
"Get back out here, Rand! Easier to deal with em out here." Penumbra says nocking an arrow.
(I believe my readied action goes off before my next turn. I target the zombie closest to Rand with Vicious mockery 2 )
I got alot a doods
(I know I go last amongst the party members, but I've got time to post now so going ahead...)
Seeing the danger rise up in the room, Bankur finally snaps out of his daydream and springs into action. Grabbing a small vial of holy water from his belt, he sprinkles it liberally among his comrades.
(Casting Bless on Salty Joe, Rand and Valefor. Sorry Penumbra - can only get 3! Also, since I'm last in initiative the bonus won't be good until your round 2 actions.)
Seeing his friends bolstered for battle, Bankur puts the holy water vial back into his belt and utters a short, sharp prayer to his deity. At his command a floating, spectral mace appears next to the closest zombie and attacks with a vicious downward chop.
(Casting Spiritual Weapon as my bonus action and attacking the closest monster]
Attack: 18 Damage: Unable to parse dice roll.