I whisper, "Hit the nearest one," then start casting a 5th-level banishment on the other two. Then I back up out of harm's way--I wouldn't willingly leave the paladin's aura in the wilderness unless doing so gave a tactical advantage, but in this case, it does, as barlguras are melee specialists.
OOC: Incidentally, Arcana to know about their innate spellcasting: 11.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
I whisper, "Hit the nearest one," then start casting a 5th-level banishment on the other two. Then I back up out of harm's way--I wouldn't willingly leave the paladin's aura in the wilderness unless doing so gave a tactical advantage, but in this case, it does, as barlguras are melee specialists.
OOC: Incidentally, Arcana to know about their innate spellcasting: 11.
CHA Saves: B1: 19 B2: 4
Belwar watches as one of the Barlgura pops out of existence.
You can recall they have innate spellcasting, but aren't clear on the spells. Or perhaps you're concerned these Barlgura are different, given the high levels of faerzress in the area.
Brox runs forward, Dawnbringer high in her hand, towards those menacing looking demons. She targets the one outlined with fairy fire.
to hit 27 damage 9
Then she swings a second time:
to hit 30 damage 22 She feels the hit connect and immediately channels extra divine energy into the smite (3rd level divine smite: +4d8; extra damage against fiends +1d8):
Roll damage: 33 Reroll 4 dice because great weapon fighting and replace: 15 => 42 EXTRA damage
=>>> total damage for second attack: 64
She cuts deep into the aberration and feels the divine strength from her god flow through her. This feels right, this is her path. To rid the world from these evil creatures. They simply have no place on this plane.
Brox wastes no time, thrusting Dawnbringer at the highlighted Barlgura. It roars awake and thrashes about, but its voice is cut short as the divine energy from Brox flows through the glowing sword. The light permeates the Barlgura and radiates out, killing it instantly.
Oorr and Aera begin attacking the remaining demon with gusto, but it is now awake, and glowering at the party.
Grimnir then retreat 20 ft away and throw a ball of spore at the creature (reaction, CON save DC14 or 6 necrotic damage)
- On the first hit, Grimnir will try to stun the creature (1 ki point > CON save DC14 or Stunned)
(OOC: I have rolled without advantage as I think they are not surprised anymore)
Spore Con Save: 15 Stun Con Save: 24
The fiend shrugs off the spore, but is stunned from the flurry of blows. The poison doesn't seem to have any effect on it either.
Brox then comes lunging in from the kill of the other Barlgura, and rips through this second one. Just like that, the battle is over, practically before it began.
Belwar finishes concentrating on the banishement, ensuring the last Barlgura isn't coming back any time soon.
An inspection of the area and the dead fiends reveals they appear to have been eating fire beetles. Similar to the other area, this place starts to fill with faerzress, and you decide to move on quickly.
Before you can get away, the faerzress infuses your minds, and madness settles in.
Oorr, for the next ten minutes, Aera attacks you. You do your best to command your bird to behave, but she is relentless. When the time is over, you suffer multiple wounds, and Aera is exhausted.
Brox, you start to shake and tremble. It comes and goes in fits, making it hard to hold anything. This goes on for three and a half days.
Grimnir, for the next three days, you believe you are under the effects of a Potion of Comprehension. You consistently offer to translate anything you come across in a different language, but it is readily apparent you have no idea what you're reading.
Belwar, for just four minutes, you suffer terrible hallucinations. Multiple oozing demons assault you from all sides. You are not scared, but rather, there are too many to take adequate notes on. You see new amalgamations you've never seen, and cataloging them is impossible. The fiends fill your vision, in a wave of ooze that crashes over you.
When Belwar and Oor come to, you all take a breather away from the Barlgura cavern. Though Brox and Grimnir's effects linger, you push on Westward, hastening your steps to Gravenhollow.
Fortunately, utilizing Dawnbringer, and your abilities, you're able to recover quickly from the longer forms of madness. Another five days passes with relative ease, though the grumbling among your followers increases. As you make camp on the evening of the 25th day of your travel from Mantol-Derith, a fight breaks out between Tamryn Tharke (Veteran of the Iron Gauntlet) and Anzar the Brazen (of the Lord's Alliance.)
The fight is short, with both parties suffering injuries. When questioned, Anzar claims that Tamryn was stealing rations from his camping area, which Tamryn denies. Tamryn offers that Anzar and the rest of the Lord's Alliance always get the better camping spots, and they deserve to be knocked down a peg or two. They retreat to their respective camps for the evening.
In the morning Anzar appears to suffer from amnesia. He knows his name, and recalls that he is some sort of spy or soldier, but remembers nothing of the fight, and nothing of the mission. Having no alternative, he elects to remain with the party, but his memory stays obscured for the next few days.
Three days later, Anzar cannot be found. His bag is found by his bed roll in the morning, but no trace of his departure can be seen. A thorough search of the area reveals nothing. It's as if he just vanished.
Reluctantly, you leave the campsite down yet another follower.
On the morning of your 35th day out of Mantol-Derith, you enter into a large cavern, with a dusty trail leading down the middle of it. You spy a few figures heading towards you. As they come out of the darkness into the edge of your light, you see four Orcs. One of them has finer armor and accessories than the rest. They are all carrying bags, mining picks, and digging equipment. They stop and look furtively around as they come into your view. The leader speaks, "Aye, we want no trouble with you lot. Just mind yer own business," and then tries to continue on the path around your entourage. Your followers look to you for instructions.
Grimnir's first reaction was to grab the hilt of his shortsword, a primal hatred for Orcs buried deep inside the Dwarven genes. But one of those "evil" creature triggered a memory. One looked a bit like Ront, the Orc that helped them to escape Velkynvelve. "Not all of them are evil" remembers Grimnir.
"We are not here to quarrel." then turning to his followers adds: " Let's them pass, we have our own agenda" As the Orcs walk around the group, Grimnir asks: "Any danger in that direction we should be aware of?" pointing where the group is heading. "We have cleared your path of demons. It should be safer"
This post has potentially manipulated dice roll results.
The lead orc ignores your question, hefts the large sack on his shoulder and keeps walking. His companions follow close behind, hands near weapons, but none willing to confront you. You clearly outmatch them, and they seem in a hurry. They continue on, eastward, until they are out of your sight.
Your next two weeks of travel are difficult. The path becomes more volatile, moving up and down through narrow tunnels of stone. It bends slightly, sending you a hair towards the North and not just West. Despite your efforts to keep the food purified after the last bout of sickness, several of your companions contract food poisoning. Your pace slows and you lose some valuable time recuperating. Rations begin to run short, or go missing. Bickering continues as the faction agents accuse each other of various misdemeanors.
You enter into a wide cavern with a high ceiling. It reaches beyond your vision into darkness. As you pass through, a strange droning sound fills the air around you. The darkness lightens as the dim light of faerzress becomes apparent. You pause and look to the air around you, searching for the source of the constant loud buzzing. Three creatures emerge from the darkness, large fly like beasts with long pointed noses. They dive directly at you.
I whisper, "Hit the nearest one," then start casting a 5th-level banishment on the other two. Then I back up out of harm's way--I wouldn't willingly leave the paladin's aura in the wilderness unless doing so gave a tactical advantage, but in this case, it does, as barlguras are melee specialists.
OOC: Incidentally, Arcana to know about their innate spellcasting: 11.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
CHA Saves:
B1: 19
B2: 4
Belwar watches as one of the Barlgura pops out of existence.
You can recall they have innate spellcasting, but aren't clear on the spells. Or perhaps you're concerned these Barlgura are different, given the high levels of faerzress in the area.
As one creature disappears, Grimnir cast faerie Fire on the two remaining.
Dex DC14 (disadvantage because surprised)?
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Brox runs forward, Dawnbringer high in her hand, towards those menacing looking demons. She targets the one outlined with fairy fire.
to hit 27 damage 9
Then she swings a second time:
to hit 30 damage 22 She feels the hit connect and immediately channels extra divine energy into the smite (3rd level divine smite: +4d8; extra damage against fiends +1d8):
Roll damage: 33 Reroll 4 dice because great weapon fighting and replace: 15 => 42 EXTRA damage
=>>> total damage for second attack: 64
She cuts deep into the aberration and feels the divine strength from her god flow through her. This feels right, this is her path. To rid the world from these evil creatures. They simply have no place on this plane.
Oorr speaks for the first time the command word to activate Windborn: "Yacxuto.", the Auran word for Windheart.
With gusts of winds swirling all around, Oorr attacks the Barlgura with Aera.
Oorr Attack: 25 Damage: 18
Aera Attack: 19 Damage: 8
Dex Saves
B1: 12
B3: 7
The third Balrgura is outlined in faerie fire, but the first one shrugs it off.
Brox wastes no time, thrusting Dawnbringer at the highlighted Barlgura. It roars awake and thrashes about, but its voice is cut short as the divine energy from Brox flows through the glowing sword. The light permeates the Barlgura and radiates out, killing it instantly.
Oorr and Aera begin attacking the remaining demon with gusto, but it is now awake, and glowering at the party.
Round 2:
19 Oorr
19 Grimnir
13 Belwar
11 Brox
07 Barlgura (26 : Injured)
Grimnir rush towards the last fiend standing and release a deluge of hits, using a Ki unleash Flurry of Blows
Amanita: 11 , damage 7 piercing + 6 poison
Left hand: 18 , damage 8 bludgeoning + 1 poison
Left hand: 20 , damage 5 bludgeoning + 3 poison
Grimnir then retreat 20 ft away and throw a ball of spore at the creature (reaction, CON save DC14 or 4 necrotic damage)
- On the first hit, Grimnir will try to stun the creature (1 ki point > CON save DC14 or Stunned)
(OOC: I have rolled without advantage as I think they are not surprised anymore)
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Brox sees the evil crumble at her feet and charges at the second creature, Dawnbringer held high and swings twice:
to hit 15 damage (with 1st level divine smite): 24
to hit 30 damage 20
Just in case the creature is stunned, here two more attack rolls: 24, 12
Spore Con Save: 15
Stun Con Save: 24
The fiend shrugs off the spore, but is stunned from the flurry of blows. The poison doesn't seem to have any effect on it either.
Brox then comes lunging in from the kill of the other Barlgura, and rips through this second one. Just like that, the battle is over, practically before it began.
Belwar finishes concentrating on the banishement, ensuring the last Barlgura isn't coming back any time soon.
An inspection of the area and the dead fiends reveals they appear to have been eating fire beetles. Similar to the other area, this place starts to fill with faerzress, and you decide to move on quickly.
(OOC WIS Saves all around))
WIS: 19
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
WIS: 12
Oorr WIS save: 27
Aera WIS save: 15
Before you can get away, the faerzress infuses your minds, and madness settles in.
Oorr, for the next ten minutes, Aera attacks you. You do your best to command your bird to behave, but she is relentless. When the time is over, you suffer multiple wounds, and Aera is exhausted.
Brox, you start to shake and tremble. It comes and goes in fits, making it hard to hold anything. This goes on for three and a half days.
Grimnir, for the next three days, you believe you are under the effects of a Potion of Comprehension. You consistently offer to translate anything you come across in a different language, but it is readily apparent you have no idea what you're reading.
Belwar, for just four minutes, you suffer terrible hallucinations. Multiple oozing demons assault you from all sides. You are not scared, but rather, there are too many to take adequate notes on. You see new amalgamations you've never seen, and cataloging them is impossible. The fiends fill your vision, in a wave of ooze that crashes over you.
When Belwar and Oor come to, you all take a breather away from the Barlgura cavern. Though Brox and Grimnir's effects linger, you push on Westward, hastening your steps to Gravenhollow.
Fortunately, utilizing Dawnbringer, and your abilities, you're able to recover quickly from the longer forms of madness. Another five days passes with relative ease, though the grumbling among your followers increases. As you make camp on the evening of the 25th day of your travel from Mantol-Derith, a fight breaks out between Tamryn Tharke (Veteran of the Iron Gauntlet) and Anzar the Brazen (of the Lord's Alliance.)
The fight is short, with both parties suffering injuries. When questioned, Anzar claims that Tamryn was stealing rations from his camping area, which Tamryn denies. Tamryn offers that Anzar and the rest of the Lord's Alliance always get the better camping spots, and they deserve to be knocked down a peg or two. They retreat to their respective camps for the evening.
In the morning Anzar appears to suffer from amnesia. He knows his name, and recalls that he is some sort of spy or soldier, but remembers nothing of the fight, and nothing of the mission. Having no alternative, he elects to remain with the party, but his memory stays obscured for the next few days.
Three days later, Anzar cannot be found. His bag is found by his bed roll in the morning, but no trace of his departure can be seen. A thorough search of the area reveals nothing. It's as if he just vanished.
Reluctantly, you leave the campsite down yet another follower.
On the morning of your 35th day out of Mantol-Derith, you enter into a large cavern, with a dusty trail leading down the middle of it. You spy a few figures heading towards you. As they come out of the darkness into the edge of your light, you see four Orcs. One of them has finer armor and accessories than the rest. They are all carrying bags, mining picks, and digging equipment. They stop and look furtively around as they come into your view. The leader speaks, "Aye, we want no trouble with you lot. Just mind yer own business," and then tries to continue on the path around your entourage. Your followers look to you for instructions.
Grimnir's first reaction was to grab the hilt of his shortsword, a primal hatred for Orcs buried deep inside the Dwarven genes. But one of those "evil" creature triggered a memory. One looked a bit like Ront, the Orc that helped them to escape Velkynvelve. "Not all of them are evil" remembers Grimnir.
"We are not here to quarrel." then turning to his followers adds: " Let's them pass, we have our own agenda"
As the Orcs walk around the group, Grimnir asks: "Any danger in that direction we should be aware of?" pointing where the group is heading. "We have cleared your path of demons. It should be safer"
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
The lead orc ignores your question, hefts the large sack on his shoulder and keeps walking. His companions follow close behind, hands near weapons, but none willing to confront you. You clearly outmatch them, and they seem in a hurry. They continue on, eastward, until they are out of your sight.
Your next two weeks of travel are difficult. The path becomes more volatile, moving up and down through narrow tunnels of stone. It bends slightly, sending you a hair towards the North and not just West. Despite your efforts to keep the food purified after the last bout of sickness, several of your companions contract food poisoning. Your pace slows and you lose some valuable time recuperating. Rations begin to run short, or go missing. Bickering continues as the faction agents accuse each other of various misdemeanors.
You enter into a wide cavern with a high ceiling. It reaches beyond your vision into darkness. As you pass through, a strange droning sound fills the air around you. The darkness lightens as the dim light of faerzress becomes apparent. You pause and look to the air around you, searching for the source of the constant loud buzzing. Three creatures emerge from the darkness, large fly like beasts with long pointed noses. They dive directly at you.
Roll Initiative!

Chasme Initiative: 13
Initiative Grimnir: 19
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Here we go again.
Initiative: 21
Arcana: 13
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)