Now free of witnesses, Gregor tries to get a clear angle on the monster. Once in position, he extends his hands, fingers outstretched and palms touching. His red ring flashes as he utters a word of power, and a thin sheet of flames cascades from his fingertips towards the beast.
Burning Hands: 11 (Halved if the monster makes a DC 14 dexterity save)
Now free of witnesses, Gregor tries to get a clear angle on the monster. Once in position, he extends his hands, fingers outstretched and palms touching. His red ring flashes as he utters a word of power, and a thin sheet of flames cascades from his fingertips towards the beast.
Burning Hands: 11 (Halved if the monster makes a DC 14 dexterity save)
The party's barrage of arrow, flame, and cruel insults reduce the carrion crawler (as it is called) to a quivering lump of charred flesh. The noxious air of the street is not exactly improved.
Once they have a chance to catch their breath and examine their kill, the party identify the carrion crawler as a monstrosity that scours putrid flesh from carcasses and gobbles the slimy bones that remain. They aggressively attack any creature that trespasses on their territory or disturbs their feasting. These foul creatures thus hunker down in territories where death is plentiful and other carrion eaters have limited mobility. Caves, sewers, dungeons, and forested marshes are their favored lairs, but carrion crawlers are also drawn to battlefields and cemeteries. Their tentacles are known to inflict a paralyzing poison.
The Dungsweepers, after being found and coaxed out of their hiding places, clear away the remains with hardly more complaint than is usual in the course of their unenviable duties. The remainder of the day continues without incident.
Ian will attempt to purloin a handkerchief having previously investigated some prime hunting grounds. He will use Prestidigitation as a means of distraction depending on the circumstances (either on target or someone in his target’s view). He will use sleight of hand to secure the nose-cloth. Once absconded, he will drop off the booger-blanket at the aforementioned drop off location.
Ian will inquire with Gregor about a locations to perform his music and song to earn some side cash. Once established, Ian will spend the rest of his time spent outside of pocket-square allocations performing for money as a busker or as a first act bard/musician in a tavern/bar. He will keep an ear to the ground for information relevant to his party in this endeavor.
This post has potentially manipulated dice roll results.
In between continuing Dungsweeper duties and staying out of the sun, Akai will try to learn more about the Undertaker gang in the Dungeon level. Specifically, he will try to glean what information he can about the trouble they cause, the strength of their members, and whether anyone is actively seeking to drive them from the Undermountain and the city.
Investigation during the three remaining days: 13, 15, 7
Gregor will assist Ian with locating a venue to the best of his ability, then spend the remainder of the next 3 days outside of dungsweeper duty researching Ian's other requests.
A day after the party’s encounter with the carrion crawler, Irma is on evening patrol in the Field Ward when he spots trouble brewing again - a pack of toughs crowding around a tinker’s stall, cracking knuckles and spitting threats. The stall is manned by a pair of burly dwarves, each with the now-familiar wheel-and-spokes design tattooed under one eye. What with the cutlery they ostensibly sell, there’s plenty of sharp objects to hand, and the proprietors are looking dangerously close to putting their merchandise to use on their abusers.
Ian, to successfully distract a noble in the street and relieve him of his handkerchief, please give me a Performance and a Sleight of Hand check. If the result of the Performance check is 10 or above, and if you describe exactly how you use the spell to create a distraction, then you may roll again for the Sleight of Hand check and take the higher result (in other words, take Advantage).
Otherwise (assuming you are not caught in the act) you may roll to make 5d4 gp for your musical endeavors, and add to that the result of a Performance check (ie a result of 12 would add 12 gp to the total).
Akai learns the following about the Undertaker gang:
There are estimated to be about twenty of them. Their leaders' names are Uktarl and Harria, who are said to be vampires. They attempt to waylay and extort adventurers, though they have been known to stay out of the way of anyone who looks too formidable. Their conflict with the Xanathar Guild has confined them to certain areas of the Dungeon Level, just north of the bottom of the Yawning Portal entry well.
A day after the party’s encounter with the carrion crawler, Irma is on evening patrol in the Field Ward when he spots trouble brewing again - a pack of toughs crowding around a tinker’s stall, cracking knuckles and spitting threats. The stall is manned by a pair of burly dwarves, each with the now-familiar wheel-and-spokes design tattooed under one eye. What with the cutlery they ostensibly sell, there’s plenty of sharp objects to hand, and the proprietors are looking dangerously close to putting their merchandise to use on their abusers.
Irma, what do you do?
Irma strides up to the group and calls out to the crowd, "Break it up now, if you don't plan on shopping at their stall move on." Irma holds his hammer loosely pointed at his side with his shield in his other hand giving the pack a stern glare.
This post has potentially manipulated dice roll results.
Ian, acquiring his target, uses Prestidigitation on the unsuspecting noble giving him the sensation of a wet finger wiggling and wriggling in his ear (instantaneous harmless sensory effect).
This post has potentially manipulated dice roll results.
Irma’s swift actions and stern words quickly douse the spark of violence threatening this particular powder keg, and the crowd of roughs break up and disperse with a minimum of resentful curses and unflattering observations about the paladin’s personal appearance and hygiene. The dwarven tinkers give an appreciative glance and clear their throats hoarsely, which is probably the closest to thanks they are willing to render.
In recognition of his services to civic order, Irma receives a reward through his contact of 25 gp and 2 potions of healing.
***
Ian, between his devilish trick and nimble fingers, successfully makes off with a lacy little hankey belonging to an elderly gnomish aristocrat. Taking it to the designated drop off point, he passes it on to a blue-skinned tiefling waif living in a shipping crate, who receives the item with no explanation or gesture of gratitude beyond a grin and a quick dip of the head. Whether he is to receive any further reward for his actions, or requests from his mysterious employer, is yet unknown.
***
Between various quest rewards and other deals and discounts, the remaining startup costs for re-opening Trollskull Manor as a working tavern are 400 gp. The party may borrow up to 1,000 gp from the temple of Waukeen, to be repaid at 11% interest within a year.
Having listened to the consensus of the group, Ian will proceed with borrowing 400 GP from the temple of Waukeen to settle the balance needed to start outfitting Trollskull Manor. He will also be confirming with Renaer Neverember the business agreement and then getting the craftsmen and laborers the go ahead to commence outfitting.
Now free of witnesses, Gregor tries to get a clear angle on the monster. Once in position, he extends his hands, fingers outstretched and palms touching. His red ring flashes as he utters a word of power, and a thin sheet of flames cascades from his fingertips towards the beast.
Burning Hands: 11 (Halved if the monster makes a DC 14 dexterity save)
Wisdom Save: 11
Dexterity Save: 11
The party's barrage of arrow, flame, and cruel insults reduce the carrion crawler (as it is called) to a quivering lump of charred flesh. The noxious air of the street is not exactly improved.
Once they have a chance to catch their breath and examine their kill, the party identify the carrion crawler as a monstrosity that scours putrid flesh from carcasses and gobbles the slimy bones that remain. They aggressively attack any creature that trespasses on their territory or disturbs their feasting. These foul creatures thus hunker down in territories where death is plentiful and other carrion eaters have limited mobility. Caves, sewers, dungeons, and forested marshes are their favored lairs, but carrion crawlers are also drawn to battlefields and cemeteries. Their tentacles are known to inflict a paralyzing poison.
The Dungsweepers, after being found and coaxed out of their hiding places, clear away the remains with hardly more complaint than is usual in the course of their unenviable duties. The remainder of the day continues without incident.
Are there any other actions party members wish to undertake before the conclusion of Dungsweepers Duty, on the Sixteenth of Eleint?
Irma will head back to Trollskull for a short rest, he will then head out on patrol later that day.
Persuasion Check: 18, 23, 6,
Perception Check: 18, 8, 16
Ian will attempt to purloin a handkerchief having previously investigated some prime hunting grounds. He will use Prestidigitation as a means of distraction depending on the circumstances (either on target or someone in his target’s view). He will use sleight of hand to secure the nose-cloth. Once absconded, he will drop off the booger-blanket at the aforementioned drop off location.
Ian will inquire with Gregor about a locations to perform his music and song to earn some side cash. Once established, Ian will spend the rest of his time spent outside of pocket-square allocations performing for money as a busker or as a first act bard/musician in a tavern/bar. He will keep an ear to the ground for information relevant to his party in this endeavor.
Nothing for Falshen beyond his afternoon/evening activities per PM.
In between continuing Dungsweeper duties and staying out of the sun, Akai will try to learn more about the Undertaker gang in the Dungeon level. Specifically, he will try to glean what information he can about the trouble they cause, the strength of their members, and whether anyone is actively seeking to drive them from the Undermountain and the city.
Investigation during the three remaining days: 13, 15, 7
Gregor will assist Ian with locating a venue to the best of his ability, then spend the remainder of the next 3 days outside of dungsweeper duty researching Ian's other requests.
A day after the party’s encounter with the carrion crawler, Irma is on evening patrol in the Field Ward when he spots trouble brewing again - a pack of toughs crowding around a tinker’s stall, cracking knuckles and spitting threats. The stall is manned by a pair of burly dwarves, each with the now-familiar wheel-and-spokes design tattooed under one eye. What with the cutlery they ostensibly sell, there’s plenty of sharp objects to hand, and the proprietors are looking dangerously close to putting their merchandise to use on their abusers.
Irma, what do you do?
Ian, to successfully distract a noble in the street and relieve him of his handkerchief, please give me a Performance and a Sleight of Hand check. If the result of the Performance check is 10 or above, and if you describe exactly how you use the spell to create a distraction, then you may roll again for the Sleight of Hand check and take the higher result (in other words, take Advantage).
Otherwise (assuming you are not caught in the act) you may roll to make 5d4 gp for your musical endeavors, and add to that the result of a Performance check (ie a result of 12 would add 12 gp to the total).
Akai learns the following about the Undertaker gang:
There are estimated to be about twenty of them. Their leaders' names are Uktarl and Harria, who are said to be vampires. They attempt to waylay and extort adventurers, though they have been known to stay out of the way of anyone who looks too formidable. Their conflict with the Xanathar Guild has confined them to certain areas of the Dungeon Level, just north of the bottom of the Yawning Portal entry well.
Irma strides up to the group and calls out to the crowd, "Break it up now, if you don't plan on shopping at their stall move on." Irma holds his hammer loosely pointed at his side with his shield in his other hand giving the pack a stern glare.
Ian, acquiring his target, uses Prestidigitation on the unsuspecting noble giving him the sensation of a wet finger wiggling and wriggling in his ear (instantaneous harmless sensory effect).
Performance Check: 20
Ian then moves in with the sleight of hand to relieve the noble of his hanky.
Sleight of Hand: 17
Ian drops off the nostril-rag at its assigned drop-off and embarks on his side-hustle of singing and revelry:
Monies tossed Ian's way: 18
Additional monies for the Performance: 25
Sum: 23 gp.
Irma’s swift actions and stern words quickly douse the spark of violence threatening this particular powder keg, and the crowd of roughs break up and disperse with a minimum of resentful curses and unflattering observations about the paladin’s personal appearance and hygiene. The dwarven tinkers give an appreciative glance and clear their throats hoarsely, which is probably the closest to thanks they are willing to render.
In recognition of his services to civic order, Irma receives a reward through his contact of 25 gp and 2 potions of healing.
***
Ian, between his devilish trick and nimble fingers, successfully makes off with a lacy little hankey belonging to an elderly gnomish aristocrat. Taking it to the designated drop off point, he passes it on to a blue-skinned tiefling waif living in a shipping crate, who receives the item with no explanation or gesture of gratitude beyond a grin and a quick dip of the head. Whether he is to receive any further reward for his actions, or requests from his mysterious employer, is yet unknown.
***
Between various quest rewards and other deals and discounts, the remaining startup costs for re-opening Trollskull Manor as a working tavern are 400 gp. The party may borrow up to 1,000 gp from the temple of Waukeen, to be repaid at 11% interest within a year.
Having listened to the consensus of the group, Ian will proceed with borrowing 400 GP from the temple of Waukeen to settle the balance needed to start outfitting Trollskull Manor. He will also be confirming with Renaer Neverember the business agreement and then getting the craftsmen and laborers the go ahead to commence outfitting.
And with that, all party members attain Level 3!
Please post below when you have leveled, including abilities / spells / features added.
Let strength be granted, so the world might be mended.