"You find a small set of stairs leads to a bar with many glasses, chairs and tables. Nobody is in at the moment but there's a larger opening towards the back and you wander through. It leads to a room with many different kinds of Ales, Stouts, and other types of beer in solid Oak barrels on stands. A dwarf tends to them, rotating certain ones by a measured degree. He sees you and you notice that he's actually really nice."
You, him, and the Forgemaster all head back to the bar and toss back a few pints of ale as the barrel dwarf tells you about the legendary, and not so legendary, warriors who have drank the ale served here. He tells you of a man who helped slay a dragon. He traveled three days and nights with the tail tied to a cart on his horse, only to find it had spoiled by the time he got here. In honor of the effort, however, they named a popular drink the "Dragged Drag Tail Tale" and it became a best seller.
After sampling a few, he offers to show you the brew room and the Forgemaster bids you farewell. He heads back to the forge, but notably makes a remark about considering you for a position in the Dwarven Mining Guild. You suspect this is mostly drunken flattery, as they only accept Dwarves, but the sentiment behind it is genuine. The forgemaster really does like you, and he's sure you know it before he leaves.
"In the back room, there are many brewer's tools hanging from the posts and sitting on the tables at the back of many storage kegs. To the far left, the final opening is there with an enormous, thousand gallon tank standing within. It is tended to by many many dwarves, with their brew master standing on the railing in the doorway overseeing it all. The keg tender heads back to counting, and says you are free to wander about.
Alchemy Lab:
The ghoul takes 6 Cold Damage and recoils as the cone of frosty air blows into its paper thin skin.
"I came here by accident, but I may come back when the companions of mine return from wherever they came. I am not a cook myself, to be fair." He decides to leave the kitchen, complacent with the assortment of food if there is no meat available while opting to continue exploring previously unseen areas as of yet from Torke's perspective.
11
In a couple of paces, Torke eventually comes across the garden.
You intend to walk into the greater garden passed the dungeon and brew cellar, and through the gate. You notice all different kinds of flora and well manicured, curated shrubbery as you go in. Then you notice that the "Garden" is actually a collection of greenhouses, all of which look like a druid painted them with a wood color brush upon a lush background of trees and flowers. For such a foggy place, clearly this weather must be abnormal or these could not grow here.
You see signs attached to all of them and they all have doors with windows, and there's just enough light to see inside. Herb, mushroom, cross, potion, culinary, crop, and, a druidic sigil
The herb room contains various spicing and supporting materials in alchemy and notably poison making.
The mushroom contains all types of mushrooms from every craft.
the cross room has numbing, cooling, and, antiseptic herbs.
the potion room contains various rows of the exact same herbs, labeled careful.
The fire is a herb room but specifically for cooking.
The crop room is a multi-tiered room, where you step down into it, but Its essentially a storage.
The last, the druidic sigil room, when you look through the window, is actually just an empty room with two windows and this door. There's an opening in the floor leading down. You decide to wander in, perhaps down here is where the craft that produced such interesting wood work is.
Down the stairs there's a door, behind the door there's an abnormally long hall. You start to get the sense that you are moving underground, deeply, but still away from the mansion.
Inside, you find the Hall of the Ancients. Here, druids practice restoring damage to wood targets that archers train their aim on. A game, being played by a clearly superior archer and druid standing closer to you with their disciples. On the other side, a selection of tanned and cured hides is being looked over by a human with his hand on his palm. He is standing in front of the doorway that has a needle and thread sign outside it. At the back, a banner with a gold circle surrounding an emerald on a black background stands behind a human sitting in a chair behind a desk.
Everything feels as if nature has accepted this being here. The hole all of this in, was here before, as was the tunnel leading to the druidic sigil room.
The light here is druidcraft, but still in lanterns. There is a team of dedicated druids in orange and brown robes in the center focused on the four corners of the huge room keeping them lit.
Prosinet trembles in fear, at the sight of the creature coming through the mist, and slowly starts to back away. "Wha, wha, wha is that thing? This was a big mistake, uhhh."
Prosinet will pull a bit if fleece our of one of his pockets and hastily shape it into a humanoid shape, and cast minor illusion and create a copy of himself just to the right of the monster in its line of sight, in a hope to distract it.
Rollback Post to RevisionRollBack
Trumann Bloth | Loxodon Grave Cleric | War of the Green
Prosinet Fizzlepurtet | Gnome Wizard | The Wilcox Experiment
As the ghoul is reeling back from the freezing breath it looks to strike out. In haste, it uses its attack to swing at the clone near it. The claw passes through and the ghoul shrieks loudly at the deception turning back to Frostbite.
FrostBite is grateful that the creature did not attack him but the action confirmed they were in danger. If this got out of the room then they were all in trouble. With a firm target in site the Dragonborn pulled out his Greataxe and in one swift movement closed the distance ready to strike.
This post has potentially manipulated dice roll results.
Torke
Torke appreciates the natural serenity these druid-crafted greenhouses provide, their posture losing its tensity.
Inside the hall of ancients, Torke's attention shifts to gazing upon the cured hides from afar before taking in the entirety of the hall before them. It is at this point that Torke could perhaps stay and bask in nature for awhile, but his thoughts call him to continue exploring unseen doorways. He leaves the hall and the garden, walking back into the manor after gazing at the garden on one more time. Looking back into the manor, he reluctantly continues on although his wanderlust overpowers that reluctant urge to stay.
1
Torke winds up into the entrance of the Brew Cellar, his posture shifting back into its usual cautious form, his reptilian-scaled feet back into staying upright.
Frostbite's Axe slams into the ghoul with a charge, the hulking form nearly severing the ghoul in half. It wails horribly, grabbing at the axe trying desperately to remove it. It is obviously badly damaged. Near death would be a great descriptor except it looked as if it was always near death.
(Prosinet's Turn)
Brew Cellar
Toke sees a similar sight to Sam, with the exception that the keg dwarf is now counting barrels that are too far too access in the backroom behind the empty bar. Towards the back, you see Sam and the Brewmaster talking idly about how the Forgemaster and several other extremely talented craftsmen came together to build the plumbing, heating, and actual machinery for the brewery.
He explains that its exactly like a cook in the kitchen. A master of USING the oven, not so much on fixing on building it. Quiet convenient that the people who do are only a short jog away. He offers to show you how to make beer on a smaller scale while explaining why dwarves live in mountains. Its an extremely long winded and arguably frustrating effort but it was thorough in its moments of explanation of actual brewing. If you listen, at the very least you understand that:
-Ale is the standard beer produced by dwarves. Water, Grain, and Yeast, are all that are need to make it. Hops and Seasonings create most of the varieties.
-A 5 to 40 Gallon batch takes at least 1 day to prep and at least 3 weeks to be ready.
-As a bonus, specifically because it is winter, that lagers are Ales that use yeast that is able, and prefers, to be stored at a colder temperature during the 3 weeks.
"You want to do 5 to 40 batches because that's the size of the smallest keg and a filled standard Barrel."
Sam & Torke:
Both: if you listen to the whole brewing process intently, you gain an appreciation for beer that makes some interactions more favorable. +1 to Persuasion in Places Where Dwarves serve Beer.
Sam: you feel this extends beyond beer into Mountain Dwarf culture as a whole, and you gain +1 Persuasion and +1 Insight when dealing with Mountain Dwarves or their establishments.
Torke shows an expression of unfamiliarity, listening from interest, yet unknowing of what ale is and tastes like. He does not say a word of such, but his mannerism can foretell that he may give a try.
After a short while, Torke's attention shifts to the human, Sam as he asks, "I do not expect you to answer in good understanding, but where are is the rest of our group? I wonder if they have lost themselves in these areas." The longsword sheathed on a leather scabbard currently attached to a silky-leather belt hangs from him, and his feet bolster his height to roughly 5'8" by its angled upright stance.
Sam rubs a hop cone between his fingers as they talk. He brings it up to his nose and inhales deeply. "Ah, I love that smell."
His brow furrows when Torke asks about the rest of the group. "Honestly, I've no idea. You're the only one I've seen since we all split up to explore the grounds. Nobody else in the crafting hall. Nobody else down here, except for you. Where did they say they were going? Alchemy Hall?"
"If what you say is correct, I will make my way to this alchemy hall. I entered a few different areas on my lone wandering, and I believe the Forest Gnome Prosinet might be interested in one of them."Torke stands up, slightly nodding their head to the dwarf before heading out into the mansion's halls, leaving with knowledge of dwarven beer processes while searching at a pace of a speed walk specifically for the alchemy hall (Alchemical Laboratory).
This post has potentially manipulated dice roll results.
Torke Aldrehas
Hearing the prominent sounds of wailing, Torke motions to Sam for a quiet approach while Torke has his left hand on the longsword, moving toward the door with broken locks while trying to catch the shadows and swiftly halt himself from making any attracting sounds.
Action: before getting into the fight itself, Torke will attempt at quietly moving toward the door with broken locks. stealth: roll value- 12
Prosinet shakes with fear as he contemplates what to do next. This is his first taste of combat ever, and it does not sit well with the young gnome. Again he reaches into his pocket and pulls out a bit more fleece. This time shaping it into a rough haunch of meat, casting minor illusion again, floating the meet just off the to one side of the creature in an attempt to distract it.
Rollback Post to RevisionRollBack
Trumann Bloth | Loxodon Grave Cleric | War of the Green
Prosinet Fizzlepurtet | Gnome Wizard | The Wilcox Experiment
This post has potentially manipulated dice roll results.
Sam follows Torke's lead and starts to move as quietly as possible. He sees Torke's hand go to his longsword and, smiling approvingly, he pulls out his own.
the Ghoul ignores the haunch of meat as it wails from pulling the ax out of its chest. A moment later, it steadies itself shoving frostbite back a step long enough to look at its shoulder where the blade had dug in from upper pectoral to center sternum.
A sick bubbling gurgle and thick sludge oozed from its throat into the gorge. It overflowed inside it and spill out, slowly pulling the hole back together spilling more and more of the vile spew onto the floor.
Torke and Sam open the door wide enough to enter, but are so silent nobody notices them. Or at least, nobody notices them as they all watch this ghoul seal a mortal wound with bile...
With no concern for the healing properties of the bile the creature was expelling, FrostBite readied the axe to bite once more into his enemies festering flesh.
Seeing a probable attacker, Torke draws the black longsword once again from the animal-skin scabbard, the design unmatched of blade designs, yet seems lacking. Black tendrils take place of the crossguard, giving enough hand-room for Torke to control the blade with ease. The pommel is designed as almost a flat anvil but circular and curved. Finally, a leather dyed of black constitutes its handle, and a smooth-surfaced white crystal embedded into the lower-half of the blade's flat portion can be seen.
Action: Torke's hand hovers over the white crystal, taking in its arcane energy as a focus. He vocally mutters an incantation, before an Eldritch blast of yellow-hue streaks out of his hovered right-hand, aimed toward the Ghoul's torso.
To hit(w/ advantage)- roll value: 22 damage roll: 8
If no advantage on hit- roll value: 7 damage roll: 7
Movement: Torke moves up 20 feet toward the Ghoul to take his bonus action before retreating back 10 feet, trying to take as much cover if possible to protect themself should any friendly fire arise.
Bonus action: Torke curses the ghoul as his longsword is pointed towards it, the blade seeping out tendrils of black that revolve around the ghoul for a moment before disappearing into the ghoul itself.
Crits are now possible on 19/20, bonus +2 to damage rolls(should apply on this turn)only and regain 4 HP if the target is killed. 1 minute duration.
Brew Cellar:
"You find a small set of stairs leads to a bar with many glasses, chairs and tables. Nobody is in at the moment but there's a larger opening towards the back and you wander through. It leads to a room with many different kinds of Ales, Stouts, and other types of beer in solid Oak barrels on stands. A dwarf tends to them, rotating certain ones by a measured degree. He sees you and you notice that he's actually really nice."
You, him, and the Forgemaster all head back to the bar and toss back a few pints of ale as the barrel dwarf tells you about the legendary, and not so legendary, warriors who have drank the ale served here. He tells you of a man who helped slay a dragon. He traveled three days and nights with the tail tied to a cart on his horse, only to find it had spoiled by the time he got here. In honor of the effort, however, they named a popular drink the "Dragged Drag Tail Tale" and it became a best seller.
After sampling a few, he offers to show you the brew room and the Forgemaster bids you farewell. He heads back to the forge, but notably makes a remark about considering you for a position in the Dwarven Mining Guild. You suspect this is mostly drunken flattery, as they only accept Dwarves, but the sentiment behind it is genuine. The forgemaster really does like you, and he's sure you know it before he leaves.
"In the back room, there are many brewer's tools hanging from the posts and sitting on the tables at the back of many storage kegs. To the far left, the final opening is there with an enormous, thousand gallon tank standing within. It is tended to by many many dwarves, with their brew master standing on the railing in the doorway overseeing it all. The keg tender heads back to counting, and says you are free to wander about.
Alchemy Lab:
The ghoul takes 6 Cold Damage and recoils as the cone of frosty air blows into its paper thin skin.
(Prosinet, your turn.)
Torke
"I came here by accident, but I may come back when the companions of mine return from wherever they came. I am not a cook myself, to be fair." He decides to leave the kitchen, complacent with the assortment of food if there is no meat available while opting to continue exploring previously unseen areas as of yet from Torke's perspective.
11
In a couple of paces, Torke eventually comes across the garden.
Garden
You intend to walk into the greater garden passed the dungeon and brew cellar, and through the gate. You notice all different kinds of flora and well manicured, curated shrubbery as you go in. Then you notice that the "Garden" is actually a collection of greenhouses, all of which look like a druid painted them with a wood color brush upon a lush background of trees and flowers. For such a foggy place, clearly this weather must be abnormal or these could not grow here.
You see signs attached to all of them and they all have doors with windows, and there's just enough light to see inside. Herb, mushroom, cross, potion, culinary, crop, and, a druidic sigil
The last, the druidic sigil room, when you look through the window, is actually just an empty room with two windows and this door. There's an opening in the floor leading down. You decide to wander in, perhaps down here is where the craft that produced such interesting wood work is.
Down the stairs there's a door, behind the door there's an abnormally long hall. You start to get the sense that you are moving underground, deeply, but still away from the mansion.
Inside, you find the Hall of the Ancients. Here, druids practice restoring damage to wood targets that archers train their aim on. A game, being played by a clearly superior archer and druid standing closer to you with their disciples. On the other side, a selection of tanned and cured hides is being looked over by a human with his hand on his palm. He is standing in front of the doorway that has a needle and thread sign outside it. At the back, a banner with a gold circle surrounding an emerald on a black background stands behind a human sitting in a chair behind a desk.
Everything feels as if nature has accepted this being here. The hole all of this in, was here before, as was the tunnel leading to the druidic sigil room.
The light here is druidcraft, but still in lanterns. There is a team of dedicated druids in orange and brown robes in the center focused on the four corners of the huge room keeping them lit.
Prosinet trembles in fear, at the sight of the creature coming through the mist, and slowly starts to back away. "Wha, wha, wha is that thing? This was a big mistake, uhhh."
Prosinet will pull a bit if fleece our of one of his pockets and hastily shape it into a humanoid shape, and cast minor illusion and create a copy of himself just to the right of the monster in its line of sight, in a hope to distract it.
Trumann Bloth | Loxodon Grave Cleric | War of the Green
Prosinet Fizzlepurtet | Gnome Wizard | The Wilcox Experiment
(Prosinet's turn)
The clone appears near the ghoul with a pop!
(Ghoul's turn)
As the ghoul is reeling back from the freezing breath it looks to strike out. In haste, it uses its attack to swing at the clone near it. The claw passes through and the ghoul shrieks loudly at the deception turning back to Frostbite.
(Frostbite, your turn)
FrostBite | Dragonborn Barbarian | Rage 0/2 | Cold Breath (Con 12) 0/1
___________________________________________________________________________________________
FrostBite is grateful that the creature did not attack him but the action confirmed they were in danger. If this got out of the room then they were all in trouble. With a firm target in site the Dragonborn pulled out his Greataxe and in one swift movement closed the distance ready to strike.
Attack: 22 Damage: 13
Torke
Torke appreciates the natural serenity these druid-crafted greenhouses provide, their posture losing its tensity.
Inside the hall of ancients, Torke's attention shifts to gazing upon the cured hides from afar before taking in the entirety of the hall before them. It is at this point that Torke could perhaps stay and bask in nature for awhile, but his thoughts call him to continue exploring unseen doorways. He leaves the hall and the garden, walking back into the manor after gazing at the garden on one more time. Looking back into the manor, he reluctantly continues on although his wanderlust overpowers that reluctant urge to stay.
1
Torke winds up into the entrance of the Brew Cellar, his posture shifting back into its usual cautious form, his reptilian-scaled feet back into staying upright.
Alchemy Lab
Frostbite's Axe slams into the ghoul with a charge, the hulking form nearly severing the ghoul in half. It wails horribly, grabbing at the axe trying desperately to remove it. It is obviously badly damaged. Near death would be a great descriptor except it looked as if it was always near death.
(Prosinet's Turn)
Brew Cellar
Toke sees a similar sight to Sam, with the exception that the keg dwarf is now counting barrels that are too far too access in the backroom behind the empty bar. Towards the back, you see Sam and the Brewmaster talking idly about how the Forgemaster and several other extremely talented craftsmen came together to build the plumbing, heating, and actual machinery for the brewery.
He explains that its exactly like a cook in the kitchen. A master of USING the oven, not so much on fixing on building it. Quiet convenient that the people who do are only a short jog away. He offers to show you how to make beer on a smaller scale while explaining why dwarves live in mountains. Its an extremely long winded and arguably frustrating effort but it was thorough in its moments of explanation of actual brewing. If you listen, at the very least you understand that:
-Ale is the standard beer produced by dwarves. Water, Grain, and Yeast, are all that are need to make it. Hops and Seasonings create most of the varieties.
-A 5 to 40 Gallon batch takes at least 1 day to prep and at least 3 weeks to be ready.
-As a bonus, specifically because it is winter, that lagers are Ales that use yeast that is able, and prefers, to be stored at a colder temperature during the 3 weeks.
"You want to do 5 to 40 batches because that's the size of the smallest keg and a filled standard Barrel."
Sam & Torke:
Both: if you listen to the whole brewing process intently, you gain an appreciation for beer that makes some interactions more favorable. +1 to Persuasion in Places Where Dwarves serve Beer.
Sam: you feel this extends beyond beer into Mountain Dwarf culture as a whole, and you gain +1 Persuasion and +1 Insight when dealing with Mountain Dwarves or their establishments.
Torke Aldrehas
Torke shows an expression of unfamiliarity, listening from interest, yet unknowing of what ale is and tastes like. He does not say a word of such, but his mannerism can foretell that he may give a try.
After a short while, Torke's attention shifts to the human, Sam as he asks, "I do not expect you to answer in good understanding, but where are is the rest of our group? I wonder if they have lost themselves in these areas." The longsword sheathed on a leather scabbard currently attached to a silky-leather belt hangs from him, and his feet bolster his height to roughly 5'8" by its angled upright stance.
Sam rubs a hop cone between his fingers as they talk. He brings it up to his nose and inhales deeply. "Ah, I love that smell."
His brow furrows when Torke asks about the rest of the group. "Honestly, I've no idea. You're the only one I've seen since we all split up to explore the grounds. Nobody else in the crafting hall. Nobody else down here, except for you. Where did they say they were going? Alchemy Hall?"
DM - Above & Below
Torke Aldrehas
"If what you say is correct, I will make my way to this alchemy hall. I entered a few different areas on my lone wandering, and I believe the Forest Gnome Prosinet might be interested in one of them." Torke stands up, slightly nodding their head to the dwarf before heading out into the mansion's halls, leaving with knowledge of dwarven beer processes while searching at a pace of a speed walk specifically for the alchemy hall (Alchemical Laboratory).
"Well, hell, I'll come with ye!" Sam nods in thanks to the brewmaster and heads out with Torke in search of the others.
DM - Above & Below
Brew Cellar
Torke and Sam walk back up into the entrance of the garden, and back in into the mansion.
You easily follow simple directions through lighted hallways in the first floor, up to the second via the stairs.
Then you come to the third stairs, and like Frostbite and Prosinet before you, stumble about in the dark.
Losing your direction a bit, you make your way to the door in the room with the stairs and go through.
You come to a long hall way. One has a door with broken chains hanging from the side, the other looks normal.
There wailing coming from the door with the broken locks...
(If you Enter the room, Roll for Initiative. You start 50 ft away in the open doorway on your turn)
Current Roll: Prosinet
Initiative Order: Ghoul (>11) Frostbite (11) Prosinet (5)
Torke Aldrehas
Hearing the prominent sounds of wailing, Torke motions to Sam for a quiet approach while Torke has his left hand on the longsword, moving toward the door with broken locks while trying to catch the shadows and swiftly halt himself from making any attracting sounds.
Action: before getting into the fight itself, Torke will attempt at quietly moving toward the door with broken locks. stealth: roll value- 12
Initiative: roll value- 20
Prosinet shakes with fear as he contemplates what to do next. This is his first taste of combat ever, and it does not sit well with the young gnome. Again he reaches into his pocket and pulls out a bit more fleece. This time shaping it into a rough haunch of meat, casting minor illusion again, floating the meet just off the to one side of the creature in an attempt to distract it.
Trumann Bloth | Loxodon Grave Cleric | War of the Green
Prosinet Fizzlepurtet | Gnome Wizard | The Wilcox Experiment
Sam follows Torke's lead and starts to move as quietly as possible. He sees Torke's hand go to his longsword and, smiling approvingly, he pulls out his own.
Stealth: 22
Initiative: 20
DM - Above & Below
Alchemy Lab
the Ghoul ignores the haunch of meat as it wails from pulling the ax out of its chest. A moment later, it steadies itself shoving frostbite back a step long enough to look at its shoulder where the blade had dug in from upper pectoral to center sternum.
A sick bubbling gurgle and thick sludge oozed from its throat into the gorge. It overflowed inside it and spill out, slowly pulling the hole back together spilling more and more of the vile spew onto the floor.
Torke and Sam open the door wide enough to enter, but are so silent nobody notices them. Or at least, nobody notices them as they all watch this ghoul seal a mortal wound with bile...
~Combat Mechanics~
Current Roll: Frostbite
Initiative Order:
Distance [From the Ghoul]:
FrostBite | Dragonborn Barbarian | Rage 0/2 | Cold Breath (Con 12) 0/1
___________________________________________________________________________________________
With no concern for the healing properties of the bile the creature was expelling, FrostBite readied the axe to bite once more into his enemies festering flesh.
Attack: 15 Damage: 13
Frostbite slams the axe into the ghoul again, only this time the creature sticks a hand out in time to-
-a heartbeat later-
-have this massive axe blade embed itself in its forearm, then slide up to its shoulder splitting its right arm like a log.
The Ghoul inhales air noiselessly while its jaw stretches to an ungodly opening maw of pain and anguish
(Torke, your move.)
Torke Aldrehas - 10 Initiative Hexblade's Curse 1/1
Seeing a probable attacker, Torke draws the black longsword once again from the animal-skin scabbard, the design unmatched of blade designs, yet seems lacking. Black tendrils take place of the crossguard, giving enough hand-room for Torke to control the blade with ease. The pommel is designed as almost a flat anvil but circular and curved. Finally, a leather dyed of black constitutes its handle, and a smooth-surfaced white crystal embedded into the lower-half of the blade's flat portion can be seen.
Action: Torke's hand hovers over the white crystal, taking in its arcane energy as a focus. He vocally mutters an incantation, before an Eldritch blast of yellow-hue streaks out of his hovered right-hand, aimed toward the Ghoul's torso.
To hit(w/ advantage)- roll value: 22 damage roll: 8
If no advantage on hit- roll value: 7 damage roll: 7
Movement: Torke moves up 20 feet toward the Ghoul to take his bonus action before retreating back 10 feet, trying to take as much cover if possible to protect themself should any friendly fire arise.
Bonus action: Torke curses the ghoul as his longsword is pointed towards it, the blade seeping out tendrils of black that revolve around the ghoul for a moment before disappearing into the ghoul itself.
Crits are now possible on 19/20, bonus +2 to damage rolls(should apply on this turn)only and regain 4 HP if the target is killed. 1 minute duration.