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/qst/ - Quests


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You're Uhtred, the monastery you lived at was burned by goblins, you travelled north and met an elf named Dandala who invited you to join her into a quest to go after the fabled jewels of Guldar, powerful magical artifacts made by the elvish archmages for a human king centuries ago; over the course of your adventures you met your other companions - Bailey the wizard, Selena the bard, Ss'rath the lizardman and Mary the cleric of justice - and together you travel doing missions to gain more experience and acquire resources to pursue the main goal you set up for yourselves of acquiring one of the jewels of Guldar. Recently you've came into contact with a criminal organization known as the Red Hand, invading one of their bases by chance and liberating several prisoners and in another occasion killing two of their kidnappers and freeing a few more prisoners, earning their ire and threats of retaliation.

last thread: http://suptg.thisisnotatrueending.com/archive.html?tags=Jewels+of+Guldar
>>
Rolled 12, 17, 13, 1, 14, 15 = 72 (6d20)

Right now you are in the middle of a battle at the tower of the wizard Abras seeking to retrieve his unfinished staff of stone shape.

You run up the stairs of the tower and into a small library at which window one of the gnolls is posted shooting arrows at your companions down below!

You try to attack it twice with your sword but miss!

Outside Bailey casts one last scorching ray against one of the gnolls, hitting it with two of the three rays! It still doesn't die!

Ss'rath enters the building too to go after the remaining gnolls in melee.

Dandala shoots at one of the gnolls at the windows but miss!

Mary runs inside the building to get into melee with the remaining gnolls.

One of the gnolls attacks you trying to bite you! The other five gnoll archers shoot at the targets still outside, two try to hit Dandala, two try to hit Bailey and one Selena. DC 15 you, DC 8 Bailey, DC 14 Dandala, DC 10 Selena.


What will you do?
> Attack the gnoll archer with your sword (roll 1d20 DC10)
> Attack the gnoll archer with your sword twice (roll 2d20 DC14)
> Throw your axe at one of the gnolls (roll 1d20 DC 10)
> Write in
>>
>>3515836
> Attack the gnoll archer with your sword (roll 1d20 DC10)
>>
>>3516061

roll the dice please
>>
Rolled 20, 19 = 39 (2d20)

>>3515836
>> Attack the gnoll archer with your sword twice (roll 2d20 DC14)
>>
>>3516396

Dandala shoots at the gnoll through the window.

Ss'rath arrives and stabs the gnoll archer with his spear.

You kill the gnoll archer with a couple swift blows of your sword!

Mary move upstairs and finishes off one of the gnolls wounded by Bailey's spells.

The four remaining gnolls climb out the window of the tower and begin to run away!

Bailey casts a magic missile upon one of the fleeing gnolls, slaying it!

Dandala shoots one fo the fleeing gnolls!

Selena shoots one of the fleeing gnolls!

Three gnolls manage to flee!

(You gained 5 experience. You now have 74 experience. You will level up once you reach 100 experience. You are currently level 3.)

You scour the tower looking for the staff of stone shape and you find it in the workshop on the highest level of the tower.

Once the item is retrieved you begin your trip back towards Sharpton.

When you arrive there you contact the wizard Abras and deliver it to him, he pays you 300 gold for it.

You learn that the merchants already departed to Lorione in your absence with someone else escorting them!

What do you want to do next?
> Recover the potions
> We're done with this town, let's just head to Lorione on our way to Valonde
> Write in
>>
>>3516452
>> We're done with this town, let's just head to Lorione on our way to Valonde
Any loot worth mentioning in the tower? The wizard made magical items after all.
>>
>>3516480 There was not much loot worth mentioning in the tower, the wizard Abras took most of his tools and materials with him when he fled the tower seems like he just neglected bringing the item he was currently working on because he was in a hurry at the time.

We decide to head towards Lorione in the elvish kingdom on our way to Valonde.


The first week of our travel is rather uneventful.

But after we cross the frontier and there is no longer a road, just a trail through the forest for us to follow, we see some smoke ahead and we stop our wagon and go investigate. We chance upon an encampment of gnolls right there near the trail! There seems to be about twenty gnolls in this camp! They lit a bonfire for some reason.

What are we going to do?
> Try to take our wagon off the trail to avoid the gnoll camp
> We'll kill the gnolls before continueing our travel
> Write in
>>
calling it a night
>>
> Try to take our wagon off the trail to avoid the gnoll camp
>>
>>3516564
> We'll kill the gnolls before continueing our travel
>>
I'll wait awhile for a tiebreaker, if nobody else votes I'll roll for it.
>>
>>3517456
> Try to take our wagon off the trail to avoid the gnoll camp
>>
>>3517231
>>3517233
>>3517668

Not liking our odds against a whole camp full of gnolls we decide to try to take our wagon off the trail to avoid the gnoll camp.

The task proves difficult as the vegetation around the area offers barely enough room between trees for our wagon to move through; we quickly find ourselves navigating a veritable maze of trees trying to squeeze our wagon between trees staying as far away from the gnoll camp as possible.

To avoid drawing attention to ourselves we refrain from lighting a campfire at night, sleeping in an indistinct patch of forest, taking turns on watch as usual.

After about three days off the trail we realize that we are to some degree lost; we continue moving more or less at random wherever the vegetation allows us to move our wagon through trying to move south.

On the fifth night watch Selena wakes us up.
"Guys, we have company!"

We get up, readying our weapons, then we see five elves near our wagon. They're wearing green clothing and carrying longbows and swords. One of the elves step forth and say in that funny accent of the elves, that sounds as if they're more singing than talking:
"We mean no harm travellers. I'm Galebor. We're rangers from Lorione. We were tracking the horrible gnolls who plague this land waiting for the best time to strike them when we noticed the tracks of a wagon going off trail. You've been going in circles for the past three days. Do you need assistance? We could lead you back to the trail and towards Lorione."

"Have you guys killed the gnolls who set up camp on the trail?", asks Selena.

"No, unfortunately not. There were just too many of them for us to take on our own. We've been hoping they'll scatter in smaller groups, then we'll be able to pick them off more easily. But they've been signalling their brethren in the northwest using smoke signals asking for reinforcements. Seems like they're keen on blockading the trail between our kingdoms. Seems like we'll also need to request reinforcements to deal with this situation. But don't worry, we can lead you to a spot of the trail way past the gnoll camp, you should be able to reach Lorione afterwards with no problems.", says Galebor.

What do you want to do?
> Tell Galebor that together we could take the gnoll camp
> Accept Galebor's aid to lead you back into the trail towards Lorione
> Decline Galebor's aid
> Write in
>>
>>3518009
>> Accept Galebor's aid to lead you back into the trail towards Lorione

and then
>> Tell Galebor that together we could take the gnoll camp
>>
>>3518020

We accept Galebor's aid to lead us back into the trail towards Lorione. His group leads us through a path in the trees going mostly west for a whole day until we reach the trail.

"Well, here we part ways then. If you follow the trail south you should reach Lorione in a few days, hopefully you won't chance upon any more gnolls.", says Galebor.

"Thanks for your assistance, we'd likely stay lost going in circles for many more days if it weren't for you.", says Bailey.

"You're welcome.", says Galebor.

"You know, together we could take that gnoll camp.", you tell Galebor.

"Do you want to come back with me to the gnoll camp and help wipe them out?", asks Galebor.

Well, do you?
> Go back to the gnoll camp with Galebor and his rangers to wipe out the gnolls
> Continue our trip towards Lorione
> Write in
>>
>>3518075
>> Go back to the gnoll camp with Galebor and his rangers to wipe out the gnolls
>>
Rolled 2, 8, 17, 7, 5, 5, 10 = 54 (7d20)

>>3518119

We decide to go back to the gnoll camp with Galebor and his rangers to wipe out the gnolls!

We approach the gnoll camp cautiously and Bailey looks for the best spot to toss a fireball at.
"I think I can catch seven of them in the blast."
"Go for it!", you say.

She then throw a fireball amidst the gnolls!

Rolling to see how many of them evade for half damage, DC 15 due to surprise.
>>
Rolled 3, 2, 1, 4, 1, 1, 2, 3, 1, 1, 2, 4, 1, 4 = 30 (14d4)

>>3518291

One gnoll evaded the blast! Rolling to see how many hits of damage the gnolls will take. The third gnoll will take only the highest roll instead of both d4s of damage.
>>
>>3518075
> Go back to the gnoll camp with Galebor and his rangers to wipe out the gnolls
>>
>>3518297

First gnoll died in the blast!
Second gnoll died in the blast!
Third gnoll jumped in time and took one hit worth of damage!
Fourth gnoll died in the blast!
Fifth gnoll took two hits worth of damage!
Sixth gnoll died in the blast!
Seventh gnoll died in the blast!

A total of five gnolls died in the blast!

The elf rangers begin firing their arrows at the gnolls!

They kill one of the gnolls wounded in the blast and almost kill the other one!

Dandala kills the other gnoll wounded in the blast with one well placed arrow!

Selena begins playing the song of courage! Everyone gets a +2 bonus to hit!

Mary tries to shoot one of the gnolls with her crossbow but miss!

Ss'rath throws a spear at one of the gnolls and hits it!

Seven of the remaining gnolls grab longbows and shoot at Bailey. The six others come running spear in hand and try to rush Bailey but can only reach Dandala, Mary and you so they attack you three, two each. DC 14 for you DC 13 for Dandala DC 14 for Mary and DC 8 for Bailey.

What will you do?
> Attack one of the gnolls with your sword (roll 1d20 DC 10)
> Attack one of the gnolls with your sword twice (roll 2d20 DC 14)
> Use your Smite on one of the gnolls (roll 1d20 DC 10)
> Throw your axe at one of the gnolls (roll 1d20 DC 10)
> Write in
>>
Rolled 7, 11, 19, 1, 3, 4, 6, 19, 1, 17, 11, 3, 12 = 114 (13d20)

>>3518318

forgot dice
>>
Rolled 6 (1d20)

>>3518318
>> Use your Smite on one of the gnolls (roll 1d20 DC 10)
SMITE!
>>
Rolled 10, 3, 17, 18, 10, 16 = 74 (6d20)

>>3518319
>>3518323

You attempt to smite one of the gnolls but fails. Your skill has not been spent though, it is only spent on a successful hit, so you can try again if you want.

The gnolls attacking you don't manage to land any hits, Dandala manages to avoid the gnolls attacking her, the gnolls attacking Mary don't manage to land any hits.

But Bailey is hit pretty badly by all the gnoll archers, they manage to land four hits on her, she's now seriously wounded!

Bailey casts another fireball at the gnolls, managing to catch six of them in the blast!

Rolling to see how many of them evade for half damage, DC 13.
>>
Rolled 1, 4, 2, 3, 4, 4, 4, 1, 3, 1, 3, 4 = 34 (12d4)

>>3518350

Three gnolls manage to evade for half damage!

Rolling to see how much damage each gnoll will take from the fireball!
>>
>>3518355

The first gnoll dies in the blast!
The second gnoll dies in the blast!
The third gnoll takes four hits worth of damage!
The fourth gnoll takes four hits worth of damage!
The fifth gnoll takes four hits worth of damage!
The fifth gnoll dies in the blast!

The fireball blast kills a total of three gnolls, injuring another three!

The ten surviving gnolls begin to flee!

The elvish rangers pick off the four more badly wounded gnolls!

The remaining six gnolls manage to flee into the forest!

(You gained 1 experience for surviving the fight against the gnolls. You have 75 experience. You'll level up once you reach 100 experience. You're currently level 3.)

"We can pick off those stragglers later when they stop to rest. Thanks for you help, without you we wouldn't have been able to defeat all those gnolls.", says Galebor.

"Don't mention it.", says Bailey. "Now could you two please heal me, these arrow wounds really hurt."

Galebor and his men go forth to track the fleeing gnolls and your group continues your travel towards Lorione.

After a few more rather uneventful days of travel you arrive at Lorione.

You head to a tavern, a cozy nice place called The Half-full Cup where as would be expected most patrons are elves. Dandala and Selena head out to go talk to the locals - most older elves speak common, but at best about a fourth of the population in here speaks it so Dandala still needs to translate for Selena in some cases.

After a few hours they return to us telling what they have learned about this place.

"The village of Lorione is the home town of a powerful elvish archmage named Alion. He has a tower near the outskirts of town and a whole bunch of apprentices. Turns out that having such a powerful protector makes your village stay out of trouble for the most part. But there still seems to be some stuff for us to do around here."

"There's a cave a few days of travel away from here where a group of trolls have settled. Alion himself won't be bothered with such a trifling matter as killing a handful of trolls, and the beasts are a tad too powerful for the local rangers to kill, so the locals are offering 300 gold for us to go there and kill the trolls for them. There should be between three and five of them, the accounts vary, but we should be prepared for the worst if we are to accept the job, fighting five adult trolls inside a cave. We killed three before, five shouldn't be that much more difficult right?"


"Alion frequently offers generous amounts of gold for the procurement of rare components for his spells, rituals and the manufacture of magical items. This time around he's looking for the eggs of a cockatrice to make some powerful potions. The local rangers know where a small flock of the beasts dwell but deem them too dangerous to approach, as even a touch from their beaks could turn someone into stone! Alion is offering 50 gold per intact egg, up to twenty eggs, and 10 gold just for the eggshells in case we break some."
>>
>>3518693

"The local militia is composed of a few squads of rangers, the most expert of them being led by Galebor which we already met. They've been engaged in trying to divert the flow of the gnollish invasion away from the elvish kingdom for the past several months, with moderate success. A few times Alion himself intervened when the gnolls got too close to the village, but he made it clear that he won't be messing around with gnolls as he has better things to do with his time. The militia has intel on eight larger gnoll settlements of fifty gnolls or more and at least thirty small gnoll camps of up to twenty individuals inside the elvish kingdowm, but it doesn't have the manpower to strike all of them. If we are willing to help the local militia they'll provide us with good intel and support on killing the gnolls. There doesn't seem to be any money to be had doing this though, we'd do it just to get on the good side of the elves, I hear good reputation amongst them is hard to earn and goes a long way."

"Alion offers the services of casting high level spells if we have the need of some high level spell to be cast. The usual cost is 100 gold per level of the spell, plus the costs of any extra components the spell requires. We may need to ask him with a certain antecedence which spells we want him to cast as he have lots of clients and specially the higher level spell are in surprisingly high demand."

"Alion is reputed as having a large stash of magical items he acquired on his very long career as a wizard. We could perhaps convince him to part with some items, either for some money or if we do some quest for him."

"Not everything is militia and wizards in this village though. There's a surprising amount of trade happening in here, perhaps because this town is in the edge of the elvish kingdom in the frontier with one of the largest human kingdoms. We could make a profit buying some elvish goods to sell in the human lands - we could easily double or even triple our money simply buying common trade goods and selling them as exotic commodities once we arrive in Valonde! Of course we would need to protect our goods from thieves but we already do it regularly, and then there's the actual selling of the stuff that might take some time unless we just drop it all at once on the market losing a good chunk of our profits by doing so. Still, profit! Might be worth our while to dip our feet into the merchant business since we already travel so much, don't you think?"

What do we want to do?
> Let's kill the trolls
> Let's get the eggs of the cockatrices
> Let's go kill gnolls for the militia
> Let's ask Alion to cast a spell for us (which spell?)
> Let's try to convince Alion to give us some magical items in exchange for money/quests
> Let's buy a bunch of elvish trade goods to sell at Valonde
> Let's just continue our trip towards Nyamaris on our way to Valonde
> Write in
>>
>>3518695
>> Let's try to convince Alion to give us some magical items in exchange for money/quests

Then these two in order:
>> Let's kill the trolls
>> Let's go kill gnolls for the militia
>>
>>3518695
o snap this is back

> Let's try to convince Alion to give us some magical items in exchange for money/quests

and

> Let's go kill gnolls for the militia

I'm nervous about the trolls, that was a tough fight against only 3, and 5 is almost 2x as many. We should at least prepare fire and oil to negate their regen without drawing too heavily on Bailey.
>>
>>3518785
>>3519151

We decide to try to convince Alion to give us some magical items in exchange for money or quests.

His tower is impossible to miss, it's by far the tallest structure in town, easily a hundred feet tall. We head there and knock on the door. One of his elvish apprentices opens the door.

"What is you business in Alion's tower?"

"We would like an audience with mister Alion please.", says Selena.

"Well, excuse me but you still haven't stated your business ma'am.", replies the apprentice.

"Fine. We heard about the large stash of magical items Alion has accrued over the years and we thought maybe he would have some items that would interest us in exchange for money or quests.", says Selena.

"Well, tough luck miss. Master Alion do indeed has a large collection of magical items, but those are worth thousands of gold pieces each, I can scarcely think what sort of quest could you perform that would be worth that much money. Unless you're willing to work for master Alion for quite sometime I rather doubt he'd be parting with any magical items. Unless you happen to have a few thousand gold spare to straight out buy a few pieces of magical equipment.", says the apprentice.

"In any case we'd still like to talk to mister Alion. Perhaps after he hear us he'll feel convinced of our worth and will be willing to give us a shot.", says Selena.

"I hear you miss. Very well, I'll ask master Alion when he has time for an audience in a few hours, he's in the middle of casting a powerful spell right now. Do you guys want to wait inside or come some other time?", asks the apprentice.

"We'll wait inside, thank you.", says Selena.

"Very well, come with me.", says the apprentice, opening the door.

He leads us through a richly decorated hall up a flight of stairs and into a vast chamber with lots of leather bound sofas and a fireplace. There are several bookcases lining the walls, and some fine aged booze and smokes in a table in the corner.

"Wait here, I'll be back in a few hours to take you to master Alion. Feel free to read, drink and smoke while you wait if you're so inclined.", says the apprentice.

"Well, and now we wait.", says Selena, lighting a smoke and grabbing a thick book from the shelves.

After about six hours of waiting the apprentice comes back.

"Master Alion will see you now. Come with me."

You all then follow the apprentice up several flights of stairs until you reach the uppermost level of the tower. Behind an imposing set of double doors you find a large room filled whose walls are lined with magical equipment, books and a great many deal of weird objects whose purpose you can't quite determine. The whole place reeks of incense.
>>
>>3519290

"Excuse the smell.", says Alion in a booming voice that still has the weird musical accent of the elves. "I've been casting a spell that required quite alot of it to be burned, and I'll be casting it again quite a few times more in days to come I'm afraid. A wealthy client wanted information on some rather rare objects he's pursueing and the information is hard to come by through non magical means so he came to me for aid and I've been performing the divination for a few weeks now."

"Mister Alion.", says Selena.

"Please, just Alion."

"Alright, Alion, we've heard of your large stash of magical items and we've wondered if you wouldn't part with some of them to help us in our adventures. We'd be willing to pay or perform quests for you in exchange for the items.", says Selena.

"I see you have a wizard in your group. If you had the coin to purchase magical items you'd probably have enough to fund her into crafting some starter magical items to help in your quest. No my dears, you won't be buying any magical items from me. But perhaps I could use your help since you are adventurers and all. Say, would you be willing to spend a few short months working for me doing some fetch quests too difficult for my apprentices in exchange for a few choice items from my collection? I do indeed have quite a few items that frankly I no longer have any use for but that would be quite useful for budding adventurers like yourselves."

"That sounds great!", says Selena.

"Here's a short list of the components that I need you to retrieve for me."

He hands us a piece of parchment with a list of items in it:

"Frost Giant's Heart (at least one, up to eight)
Naga Blood (one large vial)
Green Hag Right Index Finger (at least one, up to three)
Giant Ape Fur (at least a handful, a whole pelt would be nice)
Wyvern Poison (at least one pint, up to eight)
Giant Spider Web and Hair (a good sample from at least one, up to eight)
Wight Brain (at least one, up to eight)
One White Dragon Egg or One White Dragon Whelp Heart
Giant Bee Royal Jelly (a bucket full or three)
Giant Fire Beetle Glands (twenty or so)"

"Now that's one hell of a shopping list.", says Selena.

"Bring me back the items on this list and I'll give you some magical items. Now if you excuse me, I have some more casting to do.", says Alion.

We leave Alion's tower and decide to head to the militia headquarters to go check what we can do to aid in the ongoing war efforts. In there we find an elvish shaman who tells us: "The rangers are all out on various missions, they only come back town now and then to report how many gnolls they killed and to update each other on the movimentation of the large gnoll camps. We can arrange a meeting with one of the ranger groups by sending a message to them using magic, then you meet at some scheduled place. It's nice that you're eager to help, we could hook you up with one of the ranger groups.
>>
>>3519293

Galebor group - " Galebor and his boys last reported that they're tracking a group of gnolls on the frontier. You'd be fighting on the very frontlines, striking quickly to delay or stop the flow of reinforcements from the main gnoll settlements in the northwest. His group is the more experienced so he was given the most critical mission."

Elror group - "Elror and his group are on the west busy with skirmishes against the groups that are making permanent settlements in the forest. They ambush the gnoll hunters and generally make the gnoll stay in our territory unpleasant. They don't have the numbers to attack the settlements with fifty plus gnolls so they keep harassing them in a war of attrition."

Fineli group - "Fineli and his men are keeping the trails west towards the capital gnoll free. They bust gnoll ambushes and skirmish against the gnolls that are constantly sent to this area to rob and kill our people."

Milure group - "Milure is working on the south where the presence of gnolls is the lowest. He's overseeing the main trade routes of our kingdom with the human kingdoms though so ambushes around this area have a higher monetary impact than in the other sectors."

"If you want to join one of the militia groups tell us and we'll send them a magical message setting up a day and time to meet with you.", says the shaman.


As we're pondering what to do next Bailey says "About the quests that Alion want us to do... at least half of that stuff we could find on castle Fornstein back in Greshire."

"You're not suggesting we travel half the world to go back to that accursed castle to get this stuff are you Bailey?", says Selena.

"I'm just saying that if we could get there faster somehow we might save up a lot of effort in getting all the stuff he wants us to. Maybe we could convince him to teleport us there?", says Bailey.

Well, what do you want to do?
> Go after some stuff from Alion's list (what?)
> Try to convince Alion to teleport us to castle Fornstein so we can loot the place for him
> Tell the shaman to contact one of the militia groups for us to join (which one?)
> Let's kill the trolls
> Let's buy a bunch of elvish trade goods to sell at Valonde
> Let's just continue our trip towards Nyamaris on our way to Valonde
> Write in
>>
> Let's kill the trolls
>>
>>3519338
We have 25 exp to lvl up and maybe the trolls have some interesting items : )
>>
>>3519295
>>3519338
Ok, fine, we can kill the trolls.

But like I said, we have to prepare. Torches, oil, vials of alchemists fire, etc. Be ready to form a shield wall with Dandala, Ss'rath, and Mary so the trolls don't gang destroy Bailey or Selena after the first fireball/song of courage.
>>
>>3519338
>>3519349
>>3519350

We decide to go kill the trolls. But this time we want to be prepared! We buy a bunch of torches, several flasks of oil and six vials of alchemist fire (all the vials the apothecary had ready in stock).

We then begin travelling to the region where the local indicated the cave of the trolls should be and start searching for it.

After a few days of search we find a large cave that seems like it would be just the ideal place for a bunch of trolls to settle in. The stench of death and decay coming from the inside tells you something been hunting and leaving carcasses inside the cave.

Your group then lights some torches and enters the cave looking for the trolls.

We continue advancing until we find a larger opening to a wider chamber of the cave, there are now five different tunnels that we could take branching out from this one large chamber whose center is dominated by a large flooded area with dripping stalactites.

There are two tunnels to the left, one smaller and one larger; two tunnels to the right, both large, one inclined upwards and another downwards; and one tunnel on the opposite side of the chamber going downwards.

Which of the five tunnels will we take?

> The smaller tunnel to the left
> The larger tunnel to the left
> The tunnel to the right going downwards
> The tunnel to the right going upwards
> The center tunnel going downwards
> Wait in here, the trolls are bound to show up sooner or later
> Write in


You're currently walking in this order:

Uhtred, Selena, Bailey, Mary, Dandala, Ss'rath

Tell me if you want to change it.
>>
>>3519462

Ss'rath tells you the rotting smell comes more strongly from the tunnel in the right, particularly the one going downwards.
>>
calling it a night
>>
I have to read up, but I wanted to say that your OP drew me in and what I saw didn't disappoint.
I liked thgat it was only at thread #2 so I hadn't missed much. The title and summary made wonder if this was an existing IP I was oblivious to, but a glance at the first thread made me think otherwise and anyway, you hooked me.

Sorry I overlooked the first thread. I vaguely remember making a number of wrong assumptions about a slow build up and start, which were proven wrong halfway through the opening post.
"something, something, monastery quest. Nah."
I can't fault you that I couldn't tell, or didn't notice, that the OP image was a frelling burning monastery. You can't safeguard against stupidity.

Fortunately, your OP image was dynamic, iconic, and got me wondering what these jewels were and what I read from the catalog only got me more interested without answering my question.


In short: great OP and good QMing from what I've seen so far.
Actual participation to follow.
>>
>>3519462
Lets move Dandala up between us and Selena.

as for the tunnel, we'll trust Ss'rath's nose.
> The tunnel to the right going downwards
>>
>>3519693
support
>>
>>3519693
>>3520502

You move Dandala up between you and Selena, you're now moving on this order:

Uhtred, Dandala, Selena, Bailey, Mary, Ss'rath

You decide to follow the tunnel to the right going downwards. We walk for a few minutes going downwards then the tunnel opens up into a larger chamber.

You see a large number of animal carcasses scattered around the place. But what really draws your attention are the four little trolls who are gnashing on some bones and munching some half rotten meat when you arrive, they're a bit larger than a human child but much more muscular. The light of our torches seem to scare them and they begin to scream loudly!

What will we do?
> Attack one of the little trolls with your sword (roll 1d20 DC 7)
> Attack one of the little trolls with your sword twice (roll 1d20 DC 11)
> Smite one of the little trolls (roll 1d20 DC 7)
> Throw your axe at one of the little trolls (roll 1d20 DC 7)
> Throw a bottle of oil at one of the little trolls and set it on fire with your torch (roll 1d20 DC 7)
> Throw a bottle of alchemist fire at one fo the little trolls (roll 1d20 DC 7)
> Tell everybody to throw alchemist fires on the little trolls
> Tell everybody to throw oil at the little trolls and set them on fire
> Tell Bailey to throw a fireball at the little trolls
> Write in
>>
>>3520546
> Tell everyone to throw oil on the trolls and light them in fire.

I hope this isn't morally ambiguous
>>
>>3520586

You tell everyone to throw oil on the little trolls and light them on fire!

In a few moments the little trolls are all drenched in oil and then you all light them on fire with your torches. The small creatures scream in agony flailing around as they burn, then after a few moments of this they die in the fire.

We hear some growls coming from the cave we just came from, seems like the big trolls are coming our way.

What will we do?
> Rush to meet the trolls in the tunnel, we should be able to funnel them into fighting one or two at a time
> Wait for the trolls in this room, position everybody in a semicircle around the entrance with Bailey and Selena behind the line
> Throw some oil bottles in the entrance of the room so we can light it on fire when the trolls show up
> Write in
>>
>>3520638
>Wait for the trolls in this room, position everyone in a semicircle with Bailey and Selena behind the line.

Let Bailey help with positions for max fireball efficiency
>>
Rolled 8, 10, 14, 19, 4 = 55 (5d20)

>>3520650

We decide to wait for the trolls in this room, getting in position in a semicircle around the entrance with Bailey and Selena behind the line.

And sure enough the trolls show up! They come running and screaming down the corridor, five of them! The one in front of the pack is carrying a very large metal hammer!

Bailey says "I got them all!", and casts a fireball at the approaching trolls!

Rolling to see if they evade for half damage, DC 13.
>>
Rolled 1, 4, 4, 1, 2, 1, 3, 1, 2, 2 = 21 (10d4)

>>3520661

two trolls evade for half damage, rolling to see how much damage the trolls take from the fireball
>>
Rolled 3, 2, 13, 14, 3, 1, 19, 16, 14, 17, 17, 17, 18, 2 = 156 (14d20)

>>3520664

The first troll takes 5 hits worth of fire damage from the blast!
The second troll takes 5 hits worth of fire damage from the blast!
The third troll takes 2 hits worth of fire damage from the blast!
The fourth troll takes 3 hits worth of damage from the blast!
The fifth troll takes 4 hits worth of damage from the blast!

Dandala throws an oil bottle on the first troll!
Mary throws an oil bottle on the second troll!
Ss'rath throws an oil bottle on the third troll!
Selena throws an oil bottle on the fourth troll!

The first troll will attack you with his hammer twice. The other trolls will attack two of them Dandala, one Mary and one Ss'rath, three attacks each troll. Rolling to hit DC9 for you, DC 10 for Dandala, DC 11 for Mary and DC 8 for Ss'rath.

What will you do?
> Attack one of the trolls with your sword (roll 1d20 DC 12)
> Attack one of the trolls with your sword twice (roll 1d20 DC 16)
> Smite one of the trolls (roll 1d20 DC 12)
> Throw your axe at one of the trolls (roll 1d20 DC 12)
> Throw a bottle of oil at one of the trolls (roll 1d20 DC 12)
> Throw a bottle of alchemist fire at one of the trolls (roll 1d20 DC 12)
> Write in
>>
Rolled 18 (1d20)

>>3520677
>Throw a bottle of alchemical fire on one of the trolls

3 attacks with low hit DC? Yeah they're as scary as I remember.
>>
Rolled 4, 19, 12, 16, 12 = 63 (5d20)

>>3520680

You toss your bottle of alchemical fire on one of the trolls! The concoction lights on fire on impact and begins burning the troll!

The troll with the hammer misses his swings at you.

Despite fighting defensively Dandala is still hit twice by the two trolls attacking her, she's now lightly wounded!

Mary is hit twice by the troll fighting her despite fighting defensively! She's lightly wounded!

Ss'rath is hit once by the troll fighting him despite fighting defensively! He's lightly wounded!

Bailey throws another fireball at the trolls! Rolling to see how many of them evade for half damage, DC 13.
>>
Rolled 1, 4, 3, 2, 3, 3, 4, 4, 3, 4 = 31 (10d4)

>>3520685

Two trolls evade the fireball for half damage. Rolling to see how much damage the trolls take from the fireball.
>>
>>3520685
Oh no, we might have needed that second fireball for the kill squad.
>>
Rolled 13, 12, 3, 10, 11, 17, 8, 18, 16, 2, 6 = 116 (11d20)

>>3520686

The first troll takes 5 damage from the fireball blast!
The second troll takes 3 damage from the fireball blast!
The third troll takes 6 damage from the fireball blast!
The fourth troll takes 4 damage from the fireball blast!
The fifth troll takes 7 damage from the fireball blast! It dies engulfed in flames!

All the trolls were drenched in oil and catch on fire! They should take fire damage on the following few turns until the oil runs out or they take action to put the fire out.

Dandala attacks one of the trolls with her sword but miss!

Ss'rath attacks one of the trolls with his spear but miss!

Mary attacks one of the trolls with her mace but miss!

Selena begins playing the song of courage! Everybody gets a +2 bonus to hit!

The trolls attack us again, the troll with the hammer attacks you, and the other trolls attack one of the others each. Rolling to hit DC9 for you, DC 10 for Dandala, DC 11 for Mary and DC 8 for Ss'rath.

What will you do?
> Attack one of the trolls with your sword (roll 1d20 DC 10)
> Attack one of the trolls with your sword twice (roll 1d20 DC 14)
> Fight the troll defensively (roll 1d20 DC 14, you get one free dodge)
> Smite one of the trolls (roll 1d20 DC 10)
> Throw your axe at one of the trolls (roll 1d20 DC 10)
> Write in
>>
Rolled 1, 14 = 15 (2d20)

>>3520691
>Double attack hammer troll
>>
Rolled 1, 2 = 3 (2d3)

>>3520709

The troll with a hammer manages to land both hits on you this turn. Rolling 2d3 to see how many hits of damage he causes.
>>
>>3520715
Ah crap they even inflict multiple hits. Good thing we prepared!
>>
>>3520715
>>3520709

You take 3 hits worth of damage from the hammer troll! You're now seriously wounded!

Dandala fights defensively but is still hit once by the troll fighting her! She's seriously wounded!

Mary fights defensively but is still hit once by the troll fighting her! She's seriously wounded.

Ss'rath manages to avoid being hit by the troll by fighting defensively!

You land one hit on the troll with the hammer with your sword!

Dandala lands one hit on one of the trolls with her sword!

Mary tries to attack one of the trolls with her mace but miss!

Ss'rath attacks one of the trolls with his spear!

Bailey casts a scorching ray spell on one of the trolls! She manages to land a couple of the rays on the troll, slaying it!

The three remaining trolls turn and flee! We begin pursueing them!

One of the trolls falls dead in the tunnel, victim to the burnings from the oil that was still burning.

The other two trolls manage to get to the hub cave and jump into the water putting off the fire! Then they try to run to the exit of the cave but we block their path!

Bailey casts another scorching ray, downing one of the trolls.

Only the troll with the hammer remains. Cornered, it runs towards us brandishing its hammer. We quickly dispatch the lone and weakened troll though, then we pour some oil on his remains and light them on fire.

(You gained 7 experience. You now have 82 experience. You'll level up once you reach 100 experience. You're currently level 3.)

With the trolls gone you leisurely explore their cave to see if there's anything worth looting.

The right tunnel going upwards opens up into some sort of forge room where the trolls were smelting metal, there's a bunch of iron ore and a few iron bars stored in there.

The other tunnels seem to be mining tunnels the trolls been digging looking for ore and don't have nothing much worth of note in them.

You loot the large iron hammer of the dead troll and the iron bars to sell back in town.

You then decide to head back to Lorione to claim your reward. You tell the tale of how you defeated the trolls, show them the large iron hammer you looted from the dead troll as proof, and then they agree to pay you the bounty of 300 gold.

What do we want to do next?
> Go after some stuff from Alion's list (what?)
> Tell the shaman to contact one of the militia groups for us to join (which one?)
> Let's buy a bunch of elvish trade goods to sell at Valonde
> Let's just continue our trip towards Nyamaris on our way to Valonde
> Write in
>>
>>3520769
>Help out the Fineli militia group

Damn, I didn't think trolls were smart enough to mine, let alone smelt and forge.
>>
>>3520781
sounds good to me
>>
>>3520781
>>3520802

We decide to go help the Fineli militia group. We go talk to the elvish shaman and she tells us "I'll send a message to them telling where to meet you all tomorrow. You can already start the trip down the western trail, the meeting point will be the spot where there's a crossroads of trails about three days away from town, wait for them there, they should arrive shortly after you."

We then depart towards the place we've been told to go to meet the Fineli militia elves.

After about three days of travel we arrive at a crossroads of trails, with a north south trail crossing straight through the east west trail we were taking thus far.

"I guess here is the place. Let's wait for the elves to show up.", says Selena.

We wait for about eight hours until we hear some movement in the underbrush. Seven elves carrying longbows and swords come out from the woods.

"Hello, I'm Fineli", says the leader of the group. "We've been tracking gnoll for weeks now and busting their ambushes on the western trails. These are groups that manage to slip past Galebor's and Elror's groups and manage to get as far as these trails to lay in ambush for days, even weeks, hoping to catch a caravan. There are currently six caravans that we know of on their way from the capital Lenoria to some village or another going through the three major trails coming out of the capital going west, and we've tracked at least three different groups of gnolls moving around in the forest trying to avoid us and seeking to find a good spot to ambush the caravans. Now most caravan have some light escort, although I doubt the two or three guards an average caravan can afford could do much against a group of ten gnolls, so we must act fast if we are to catch the gnolls before they catch any caravans."

"We could patrol the north trail, which is the most likely to have ambushes, but is the less used by the caravans; we could go for the middle trail, which is the most used by the caravans, and is reasonably likely to have ambushes; or we could patrol the south trail, which is sometimes used by caravans and is less likely to have ambushes. Unfortunately we can't be at more than one spot at the same time, and splitting our forces would leave us too weak to deal with the ambush groups that are about ten to fifteen gnolls strong. You guys could come with us, although that many of us would be overkill to get the ambush groups, or you could patrol a different trail than our own."

What will we do?
> Go with Fineli to the north trail
> Go with Fineli to the middle trail
> Go with Fineli to the south trail
> Go to the north trail while Fineli goes to the middle trail
> Go to the north trail while Fineli goes to the south trail
> Go to the middle trail while Fineli goes to the north trail
> Go to the middle trail while Fineli goes to the south trail
> Go to the south trail while Fineli goes to the north trail
> Go to the south trail while Fineli goes to the middle trail
> Write in
>>
>>3520986
>Patrol the north while Fineli takes the middle

Gotta work for that favor
>>
Rolled 16, 15, 17, 14, 13 = 75 (5d20)

>>3521021

"We'll patrol the north trail, you guys can take the middle trail.", you tell Fineli.

"Alright! Good luck out there!", he says before going back into the forest with his group of rangers.

We travel the length of the north trail what we think is near half of the way to the elvish capital and find no sign of the gnolls. After twelve days of patrol when we are about to give up and turn back we chance upon a large gnoll ambush! Fifteen gnolls in three groups of five were laying by the sides of the trail where it makes a curve due to a small hill nearby.

We think we spot the gnolls about the same time as they spot us; we jump out of our wagon and prepare to fight them.

Bailey throws a fireball at one of the groups of gnolls, rolling to see how many of them evade for half damage, DC 13.
>>
Rolled 4, 1, 2, 3, 3, 4, 3, 1, 2, 1 = 24 (10d4)

>>3521094

all the gnolls evade for half damage, rolling to see how much damage they take
>>
>>3521096
Already things look grim. Remember to shield wall up around Bailey and Selena
>>
Rolled 3, 17, 12, 11, 10, 18, 11, 8, 5, 9, 16, 9, 8, 15 = 152 (14d20)

>>3521096
>>3521110


The first gnoll takes 4 damage from the fireball blast!
The second gnoll takes 3 damage from the fireball blast!
The third gnoll takes 4 damage from the fireball blast!
The fourth gnoll takes 3 damage from the fireball blast!
The fifth gnoll takes 2 damage from the fireball blast!

Dandala shoots at one of the wounded gnolls with her longbow, finishing it off!

Mary summons her Spiritual Weapon! It his one of the wounded gnolls!

Ss'rath tries to throw a spear at one of the wounded gnolls but miss.

Selena begins playing the song of courage! Everybody gets a +2 bonus to hit.

The gnolls begin shooting at us with their longbows. Five gnolls shoot at Bailey, five shoot at Selena, one shoots at everyone else. DC 15 to hit you, DC 14 to hit Dandala, DC 15 to hit Mary, DC 12 to hit Ss'rath, DC 10 to hit Selena, DC 8 to hit Bailey.

What will you do?
> Attack the nearest gnoll with your sword (roll 1d20 DC 8)
> Attack the nearest gnoll with your sword twice (roll 2d20 DC 12)
> Smite the nearest gnoll (roll 1d20 DC 8)
> Throw your axe at the nearest gnoll (roll 1d20 DC 8)
> Tell Dandala and Mary to stop what they're doing and come help you form a shield wall around Bailey and Selena (I'd include Ss'rath on this but he doesn't have a shield)
> Write in
>>
>>3521129
Too late for the wall now lol

>Heal Bailey, and position yourself to intercept arrows meant for her with your shield
>>
Rolled 17, 4, 9, 11, 2 = 43 (5d20)

>>3521161

The gnoll archers miss you, Dandala dodge the hit at her, they hit Ss'rath who gets lightly wounded, then they hit Selena four times getting her seriously wounded, and they hit Bailey five times getting her seriously wounded.

Bailey casts a fireball at another group of gnolls! Rolling to see how many of them dodge for half damage, DC 13.
>>
Rolled 1, 3, 3, 1, 2, 4, 2, 4, 4, 1 = 25 (10d4)

>>3521180

One gnoll dodges for half damage, rolling to see how much damage the gnolls take.
>>
Rolled 9, 16, 10, 3, 10, 17, 7, 16, 6 = 94 (9d20)

>>3521181

The first gnoll takes 3 damage from the fireball blast!
The second gnoll takes 4 damage from the fireball blast!
The third gnoll dies in the explosion!
The fourth gnoll dies in the explosion!
The fifth gnoll dies in the explosion!

You heal Bailey for one hit and position yourself to intercept arrows meant for her with your shield!

Mary heals Selena! Her spiritual weapon hits one of the wounded gnolls, killing it!

Dandala shoots at one of the wounded gnolls with her longbow but miss.

Ss'rath throws a spear at one of the wounded gnolls killing it!

Four gnolls shoot arrows at Bailey but since you're in the way protecting her they roll to hit you instead! One gnoll shoots at everyone else. DC 15 to hit you, DC 14 to hit Dandala, DC 15 to hit Mary, DC 12 to hit Ss'rath, DC 10 to hit Selena, DC 8 to hit Bailey.

What will you do?
> Attack the nearest gnoll with your sword (roll 1d20 DC 8)
> Attack the nearest gnoll with your sword twice (roll 2d20 DC 12)
> Smite the nearest gnoll (roll 1d20 DC 8)
> Throw your axe at the nearest gnoll (roll 1d20 DC 8)
> Lay on hands on someone (one use left)
> Write in
>>
Rolled 11 (1d20)

>>3521195
>> Smite the nearest gnoll (roll 1d20 DC 8)
>>
Rolled 1 (1d20)

>>3521195
If we can do >>3521207
without dropping protection on Bailey, sure. Otherwise throw the axe.
>>
Rolled 1 (1d2)

>>3521207
>>3521210 you need to run towards the gnolls to attack them in melee as they are far away shooting at you with their longbows so you'd need to drop protection on Bailey to smite the gnoll, ye


Well, looks like we got conflicting commands so I'm gonna roll for it.

1 - run towards the gnolls and smite one
2 - stay close to Bailey and throw your axe at the nearest gnoll
>>
Rolled 18, 18, 1, 17, 16, 19, 18, 20 = 127 (8d20)

>>3521207
>>3521210
>>3521217

One of the gnolls shoots you while you are protecting Bailey from the arrows, you are lightly wounded now.

One gnoll hits Mary with an arrow, she's lightly wounded now.

One gnoll hits Selena with an arrow, she's seriously wounded!

You run towards the wounded gnolls and hit one of them with your Smite, killing it!

Dandala shoots one of the gnolls with her longbow!

Ss'raths throws a spear at one of the gnolls but miss!

Mary attacks one of the gnolls with her mace but miss! Her spiritual weapon hits one of the wounded gnolls!

Bailey casts a scorching ray at one of the gnolls! She only hits the gnoll with one of the three rays doing two hits worth of damage!

Three gnolls shoot arrows at Bailey! One gnoll shoot at each of the others. DC 15 to hit you, DC 14 to hit Dandala, DC 15 to hit Mary, DC 12 to hit Ss'rath, DC 10 to hit Selena, DC 8 to hit Bailey.

What will you do?
> Attack the nearest gnoll with your sword (roll 1d20 DC 8)
> Attack the nearest gnoll with your sword twice (roll 2d20 DC 12)
> Throw your axe at the nearest gnoll (roll 1d20 DC 8)
> Lay on hands on someone (one use left)
> Write in
>>
>>3521227
jesus those rolls

>Run back, heal Bailey and shield her again
>>
Rolled 19, 11, 1, 15, 17, 14, 4 = 81 (7d20)

>>3521232

One gnoll hits you with an arrow! You're lightly wounded!

One gnoll hits Dandala with an arrow! She's lightly wounded!

One gnoll hits Ss'rath with an arrow! He's lightly wounded!

One gnoll hits Selena with an arrow! She's crippled!

Three gnolls hit Bailey with arrows, one being a critical! She's crippled!

You run towards Bailey and heal her by laying on hand then position yourself to defend her from arrows! She's still crippled.

Mary casts Prayer of Healing, healing two hits worth of damage of everyone in the group!

You're fully healed!
Bailey is now seriously wounded!
Ss'rath is fully healed!
Dandala is fully healed!
Selena is now seriously wounded!
Mary is fully healed!

Dandala shoots at one of the gnolls with her longbow but miss!

Ss'rath throws his spear at one of the gnolls but miss!

Mary spiritual weapon kills one of the gnolls.

Bailey casts a scorching ray on one of the gnolls! She only lands one ray on the gnoll causing 2 hits worth of damage!

Selena stops playing the song of courage and shoots one gnoll with her crossbow!

The effects of the song will linger for awhile now that she stopped playing.

Two gnolls shoot arrows at Bailey but will roll to hit you since you're protecting her. One gnoll shoots each of everyone else. DC 15 to hit you, DC 14 to hit Dandala, DC 15 to hit Mary, DC 12 to hit Ss'rath, DC 10 to hit Selena, DC 8 to hit Bailey.

What will you do?
> Attack the nearest gnoll with your sword (roll 1d20 DC 8)
> Attack the nearest gnoll with your sword twice (roll 2d20 DC 12)
> Throw your axe at the nearest gnoll (roll 1d20 DC 8)
> Write in
>>
Rolled 18 (1d20)

>>3521256
> Throw your axe at the nearest gnoll (roll 1d20 DC 8)

We should invest in more axes. Or throwing knives, or a crossbow.
>>
>>3521269

One gnoll hits you with an arrow! You're now lightly wounded!

One gnoll hits Mary with an arrow! She's now lightly wounded!

One gnoll hits Ss'rath with an arrow! He's now lightly wounded!

One gnoll hits Selena with an arrow! She's now seriously wounded!

You throw your axe at one of the gnolls, killing it!

Dandala shoots at one of the gnolls but miss.

Mary tries to hit one of the gnolls with her mace but miss! Her spiritual weapon also miss.

Ss'rath throws a spear at one of the wounded gnolls and kills it!

Selena shoots one gnoll with her crossbow but miss!

Bailey casts a magic missile at one gnoll, causing one hit worth of damage.

The remaining five gnolls begin to flee into the forest!

We take another round of shooting at them before they manage to escape!

Dandala lands a critical hit killing one of the fleeing gnolls with an arrow to the head!

Mary shoots one gnoll with her crossbow also landing a critical hit! Her spiritual weapon finishes off the gnoll!

Ss'rath throws a spear at the fleeing gnolls but miss.

Selena shoots with her crossbow at the fleeing gnolls but miss.

Bailey casts another magic missile dealing one hit worth of damage to one of the fleeing gnolls.

Three gnolls manage to flee!

(You gained 6 experience! You now have 88 experience. You'll level up once you reach 100 experience. You're currently level 3.)

"Well, it will take a day to heal everybody. Those gnolls left you and Selena in pretty bad shape Bailey.", says Mary.

"It would've been even worse if Uhtred hadn't stepped up to defend me. I guess it can't be helped, intelligent monsters will always try to target the casters first.", says Bailey.

"Well, we killed one gnoll ambush, what do we do now?", asks Selena.

> Continue to patrol the northern trail looking for more gnoll ambushes
> Have Bailey take a day to prepare a Sending spell to inform Fineli's team we're changing trails (which trail we're going to next?)
> Have Bailey take a day to prepare a Sending spell to inform Fineli's team we're heading back to Lorione
> Write in
>>
>>3521319
> Continue to patrol the northern trail looking for more gnoll ambushes

Recommend Bailey prepares some kind of arrow protection spell, or starts looking for one.

I also don't suppose we could take a quick trip back to town for ranged weaponry? Gnolls are intelligent enough to focus her every time, so we'll be stuck bolstering her low AC.
>>
>>3521327

We decide to continue patrolling the northern trail looking for more gnoll ambushes.

"You should prepare some kind of arrow protection spell Bailey.", you tell her.

"I think I saw a protection from arrows spell inscribed in the grimoire of that wizard Tartalos whose notes we're hauling to Valonde. I could copy it into my own grimoire if we can stop for a day or so. I would need a piece of shell from a tortoise or turtle as focus to cast it though. There must be some tortoises in this forest somewhere, I'm pretty sure."

"We could try our luck trying to find some tortoises or we could meet up with Fineli and ask them if they know where to find some turtles in this forest.", says Dandala.

Well, what are we going to do?
> Just keep patrolling, if we find a turtle we find it, if not tough luck
> Go off the trail and try to find a turtle in the wilderness
> Have Bailey take a day to prepare a Sending spell to ask Finely's team to meet up telling them we killed a gnoll patrol and now we need a turtle for a spell
> Write in
>>
> Go off the trail and try to find a turtle in the wilderness
>>
>>3521358
>Search for turtles if there's actually a chance we'll find one.
>>
>>3521367
>>3521381


"How difficult can it be to find a turtle? Let's go off trail, we should be able to find one in no time.", you say.

"I'm pretty sure I saw some turtles somewhere before, there's definitely turtles in this forest.", says Selena.

Bailey stays with the wagon copying the spell on her grimoire.

After a couple of days looking for turtles we don't find any though.

"Dandala, you're an elf, this is the elf kingdom, tell me, are there turtles in these forests?", asks Selena.

"Well, I do recall playing with some turtles when I was much younger at least once so I'm gonna say yes, but I wouldn't know how rare they are or where to find one.", says Dandala.

"Let's keep looking then, if we widen our search we're bound to find one eventually!", says Selena.

We begin sending search parties in all directions lasting a few days each looking for turtles.

After about eight days of not finding any turtles we head back to our wagon and we find Bailey.

"Found anything?", she asks.

"Nothing.", we tell her, disheartened.

"A caravan just passed. I asked them if they know where to find any turtles and they had no idea. They definitely remembered eating some turtle soup in the capital so turtles do exist somewhere around here, they just didn't knew where.", says Bailey.

"Damn, this is proving harder than we first antecipated. Maybe closer to the capital we would have more luck getting some turtles?", says Selena.

"Maybe we should just ask Finely's help, they're rangers after all, they know this forest like the back of their hands, they would know where to find some turtles.", says Dandala.

"What kind of adventurers are we that we can't even find a turtle!", says Selena.

What are we going to do?
> Travel closer to the elvish capital, if they're making turtle soup over there the turtles must be hiding nearby
> Continue searching for turtles around our area, just send our search patrols further out, we're bound to find a turtle sooner or later
> We don't really need a turtle that badly, just continue patrolling the northern trail
> Have Bailey take a day to prepare a Sending spell to ask Finely's team to meet up telling them we killed a gnoll patrol and now we need a turtle for a spell
> Write in
>>
>>3521433
>Have Bailey take the day to prepare a sending reporting progress and asking where to find turtles
>>
>>3521433
>Have Bailey take the day to prepare a sending reporting progress and asking where to find turtles.
Also, I would like to get a range weapon to help pick off fleeing enemy.
>>
>>3521463
Also, before we leave Lorione can we see if there is any Elvin equipment worth buying?
>>
>>3521441
>>3521463 which weapon do you have in mind?


Bailey prepares a Sending spell to report progress to Finely's team, scheduling a meet up and asking for a turtle.

<<Killed twelve gnolls three fled caravan safe meet us at crossroads near Lorione in twelve days we need a turtle shell for a spell.>>

We then travel back towards the crossroads near Lorione and arrive at the specified day.

Finely doesn't leave us waiting very long; about two hours after we arrived he shows up, holding a turtle shell in his hand.

"Is this what you need? Turtles are fairly common near the capital, the locals sometimes make soup out of them. I've made some soup out of this one myself a couple days ago.", says Finely.

"Thanks, we've been running around like idiots through the forest trying to find a turtle for a whole week!", says Selena.

"It will be very helpful. The gnolls tend to target me the most, I'll use a fragment of this shell as a focus for a spell that will protect me from their arrows.", says Bailey.

"Glad to be of assistance. We've killed two groups of gnolls, so we should be in the clear unless more groups slipped past Galebor and Elror in the past few days. We're heading back to Lorione to have the shaman relay this information for the people in the field, then we'll go meet with Galebor in the front to see if they could use our help taking one of the larger camps, those with twenty gnolls or more. You're welcome to tag along if you so desire.", says Fineli.

We head back to Lorione together with the group of Fineli's rangers.

Once we arrive there he heads to the shaman.
"It will take a few days for the shaman to relay the information to Galebor and Elror, but we'll already be on our way to the front by then. Talk to her to schedule a rendezvous with us when you're ready to come.", Fineli says, then goes talk with the shaman.

What will we do?
> Go after some stuff from Alion's list (what?)
> Tell the shaman to contact one of the militia groups for us to join (which one?)
> Let's buy a bunch of elvish trade goods to sell at Valonde
> Let's just continue our trip towards Nyamaris on our way to Valonde
> Write in
>>
>>3521497
> Tell the shaman to contact one of the militia groups for us to join (which one?)
Tag along on the big camp busting mission
>>
calling it a night
>>
>>3521497
I think a bow should be fine, unless has a better suggestion.
>>
>>3521536
Crossbow please! It gives you range, but can be use in confined spaces. Which we are often in.
>>
>>3521577
Second this. Maybe Mary can give us a few tips.
>>
>>3521497
How far is Valonde? I want to assess the risk of buying trade goods. Will it slow down are travel, would we be at a higher risk of getting robbed?
>>
>>3522464
Our*
>>
>>3521503
>>3521536
>>3521577
>>3521614
>>3522464 about 4 weeks of travel away
You decide to go get a crossbow. You head to one of the local weapon's stores and find a crossbow for sale and buy it, you also buy plenty of spare ammo.

You ask Mary for a few tips on using a crossbow.

"It's very straight forward really. The disadvantage compared to a bow is that skill in reloading fast doesn't come into play so we can't really shoot a bunch of targets in a short amount of time, this thing takes awhile to reload. We also need to stow away our shields while we are reloading the crossbow as it takes both hands to do it so we can get a bit exposed while we do it. There are plenty of situations in which it is better to have the extra range so a dependable ranged weapon like a crossbow will certainly come handy.", says Mary.

We then decide to tag along on the big camp busting mission. We ask the shaman to contact the militia for us to join them. The shaman tells us: "Galebor's, Elror's and Fineli's groups are planning an attack on a large gnoll camp of about fifty individuals. They'll greatly welcome your aid in this endeavour."

She sends a message to them for you to meet on a trail six days later, she gives you specific instructions on how to reach the rendezvous point.

We then hit the road and travel towards the place where we are to meet the elves.

When we arrive there, a crossroad of the trails, we find that the elves were already waiting for us. Twenty one elvish rangers in all, the three groups of rangers - five from Galebor, seven from Fineli and nine from Elror.

"Did we leave you all waiting long?", asks Dandala.

"No, we arrived a couple hours ago.", says Galebor.

"We were planning a hit and run on the gnoll camp as fifty gnolls is a bit much for the twenty one of us to take on our own all at once, but with your help we might be able to wipe them out! Fineli told us that you took a group of fifteen gnolls on your own, your people might just give us the edge we need to end this camp.", says Elror.

"Still it will be a rather technical assault.", says Galebor."The gnolls no doubt will concentrate fire on your friends the wizard and the bard once they begin casting spells and playing their music. I'm afraid that in a fight in which such large numbers are involved it would be rather difficult to protect them from the gnolls unless some rather drastic measures are taken.", says Galebor.

"I've recently acquired a new spell that should be able to confer some degree of protection against arrows. It should be good for at least six shots. I will cast it on myself and on Selena before we attack the gnoll.", says Bailey.
>>
Rolled 1, 7, 3, 4, 7, 8, 9, 20, 5 = 64 (9d20)

>>3522513

"That's better.", says Galebor, "But we might have a dozen gnolls targetting each of you. Your spell as you describe it might only be good for a volley, maximum two if you get lucky."

"How fast can your rangers mow down those gnolls?", asks Selena.

"Well, gnolls are tough to bring down. With twenty of us we should be bringing down an average of four gnolls every couple of volleys. We shoot twice as fast as the gnolls do.", says Elror.

"It's hard to tell how many gnolls could I bring down with a fireball spell. Depends on how close together they are to each other. I'd say I can injure five to ten gnoll a couple times with my fireballs. After that I'd be down to using magic missiles and firebolts, and if the gnolls keep targetting me after my protection from arrows runs out I can protect myself negating their attacks with a blade ward cantrip."

"Good, you just have to survive a couple turns of arrows to deploy your fireballs then you can act as a decoy negating their attacks with blade ward. How many times can you cast it?", asks Dandala.

"It's a cantrip, I can keep casting it all day.", says Bailey.

"So if you keep casting it continuously you can make yourself invulnerable to weapon attacks? That's kinda overpowered for a cantrip.", says Dandala.

"Well, I could still be set on fire or grappled, it just protects me against weapon attacks. In the royal academy they teach young wizards to just spam this cantrip if they get cornered by assailants and let their allies handle the rest of the fight for them.", says Bailey.

"How come you hardly ever used this cantrip up to this day?", you ask Bailey.

"Well, most of the time our battles don't last long enough for it to make sense for me to turtle up on go full on the defensive, but if I'm going to be bait then I can do it most effectively by using this cantrip over and over again. I'll save a third protection from arrows to cast on Selena if she needs it.", says Bailey.

"Very well, since the wizard can protect herself then we are set. We can kill about four gnolls each couple of volleys so it will take about ten or twelve volleys, less if your fireballs connect, to thin the gnolls to equal numbers. By then they'll likely attempt to flee, they don't usually fight unless they outnumber their foes. But a gnoll group of twenty or so gnolls is far more manageable than a group of fifty gnolls, we'll track them and slay the rest of them on another day.", says Elror.

We then head towards the gnoll camp. It's a sprawling agglomerate of tents in a large glade in the forest. Bailey casts the Protection from arrows spell on herself and on Selena. She then looks for the best spot for a fireball. "Over there I could get nine gnolls!", she says

When we're all in position, Bailey casts her fireball! Rolling to see if any gnolls take half damage, DC 15 due to surprise.
>>
Rolled 1, 4, 4, 4, 3, 4, 1, 2, 2, 2, 1, 4, 1, 4, 1, 2, 4, 3 = 47 (18d4)

>>3522515

Only one gnoll manages to avoid the fireball for half damage!

Rolling to see how much damage each gnoll takes.
>>
>>3522515
Woah, those protection spells are absolute? I figured it would be more like 50% chance to negate an attack or +10 AC against arrows only. Mages stronk.

>>3522520
Gnolls roasted.
>>
Rolled 12, 14, 8, 7, 13, 5, 14, 5, 15, 18, 20, 13, 5, 12, 11, 11, 8, 14, 12, 19, 7, 6, 20, 12, 10 = 291 (25d20)

>>3522520

The first gnoll dies on the blast of the fireball!
The second gnoll dies on the blast of the fireball!
The third gnoll dies on the blast of the fireball!
The fourth gnoll takes 3 hits worth of fire damage from the fireball blast!
The fifth takes 4 hits worth of fire damage from the fireball blast!
The sixth gnoll dies in the fireball blast!
The seventh gnoll dies in the fireball blast!
The eight gnoll takes 2 hits worth of fire damage fromt he fireball blast!
The ninth gnoll dies in the fireball blast!

A total of six gnolls were killed in the fireball blast!

The elvish rangers deal a total of 25 hits worth of damage shooting at the gnolls, killing the wounded gnolls and three others and wounding another one, killing a total of six gnolls.

Dandala shoots at one of the wounded gnolls killing it!

Selena begins playing the song of courage! Everybody gets a +2 bonus to hit!

Ss'rath throws a spear at one of the gnolls, hitting it!

Mary shoots her crossbow at one of the gnolls but miss!

The gnolls grab their longbows and begin shooting at us! One gnoll shoots at each of us including the elves, and six gnolls shoot at Bailey and six shoot at Selena. DC 15 to hit you, DC 14 to hit Dandala, DC 15 to hit Mary, DC 12 to hit Ss'rath, DC 10 to hit Selena, DC 8 to hit Bailey.

What will you do?
> Attack the nearest gnoll with your sword (roll 1d20 DC 8)
> Attack the nearest gnoll with your sword twice (roll 2d20 DC 12)
> Smite the nearest gnoll (roll 1d20 DC 8)
> Throw your axe at the nearest gnoll (roll 1d20 DC 8)
> Shoot one of the gnolls with your crossbow (roll 1d20 DC 8)
> Write in
>>
Rolled 1, 15, 4, 10, 16, 5, 9, 4, 11, 11, 12, 7 = 105 (12d20)

>>3522548

more dice since more gnolls
>>
Rolled 19, 4 = 23 (2d20)

>>3522548
>Double attack the nearest gnoll

I'd normally be freaking out over Bailey and Selena here but six shots is perfectly covered by their protection spells.
>>
>>3522548
> Smite the nearest gnoll (roll 1d20 DC 8)
>>
Rolled 15, 7, 6, 18, 5, 4, 5 = 60 (7d20)

>>3522570

The gnoll who shot at you miss.
Dandala dodges the shot directed at her.
The gnoll who shot at Mary miss.
The gnoll who shot at Ss'rath miss.
The gnolls land four hits on Selena, which are absorbed by the magical protection around her!
The gnolls land five hits on Bailey, which are absorbed by the magical protection around her!

Nine elvish rangers are hit by the gnoll arrows!

Bailey casts another fireball at the gnolls, this time hitting a group of seven gnolls. Rolling to see how many gnolls manage to dodge, DC 13.
>>
Rolled 3, 1, 1, 4, 2, 1, 1, 2, 3, 4, 2, 3, 4, 2 = 33 (14d4)

>>3522592

Two gnolls manage to dodge for half damage, rolling to see how much damage the gnolls take.
>>
>>3522593

The first gnoll takes 3 damage from the fireball blast!
The second gnoll dies in the fireball blast!
The third gnoll takes 3 damage in the fireball blast!
The fourth gnoll takes 2 damage in the fireball blast!
The fifth gnoll dies in the fireball blast!
The sixth gnoll dies in the fireball blast!
The seventh gnoll dies in the fireball blast!

Dandala shoots at one of the gnolls!

You try to attack one of the gnolls with your sword twice, landing one hit killing it!

Mary shoots a gnoll with her crossbow!

Ss'rath throws a spear at one of the gnolls!

The elvish rangers deal a total of 29 hits worth of damage on the gnolls this turn shooting at them with their longbows!

The gnolls turn to flee!

Everybody takes shots at the fleeing gnolls! In a stroke of luck a grand total of 41 hits of damage is dealt on the fleeing gnolls, killing eight more gnolls.

Seventeen gnolls manage to flee.

(You gained 3 experience. You have 91 experience. You'll level up once you reach 100 experience. You're currently level 3.)

"The fight was much quicker than expected.", says Galebor. "Your fireball spells are quite powerful wizard, one of them does as much damage as twenty armed rangers, and your song really made a difference in our aim young bard, we struck about six gnolls per couple of volleys instead of four."

"Yes, luck was on our side on this day!", says Elror."We'll track and kill the remaining gnolls on another opportunity. Thank you for your help, adventurers."

"So what do we do now?", asks Selena.

"We're going to spread out again, my group will track the gnolls that got away and Galebor will go back to the front to track incoming reinforcements from the main gnoll settlements in the northwest. Fineli will head back to Lorione to report on progress and enlist Milure's help since the south should be gnoll free by now then they'll rendezvous with Galebor for more joint missions in weeks to come.", says Elror.

What do we want to do?
> Go with Galebor to the front
> Head back to Lorione
> Write in
>>
> Go with Galebor to the front
>>
>>3522632
>Go with Galebor

All gnolls must pay for turning Bailey into a pincushion
>>
>>3522641
>>3522674

We decide to go with Galebor to the front.

Galebor and his rangers lead our wagon off trail and we go northwest for several days, sleeping in indistinct patches of forest.

"This area is hot with gnoll activity, we could chance into a gnoll patrol or encampment at any time.", says Galebor.

"The gnolls didn't use to be such a nuisance just a century ago.", says Galebor. "Their slower breeding rate with small liter sizes, meant that they were a self contained threat. But that changed when they started worshiping some sort of fertility deity. Where once their litters were of one or two gnolls per year, sometimes three, litters of eight or nine gnolls became common. They had a population explosion and began expanding in all directions. They're mostly carnivorous and don't usually practice agriculture so their population growth is pretty much unsustainable. Still, with the blessing of their fertility godddess they keep sending endless hordes of their surplus male population to slaughter and pillage other lands. Their females tend to be well guarded in their clan homes, where hundreds and sometimes even thousands of gnolls congregate, their numbers only limited by how much game they can hunt around the region. The northwestern lands where they dwell are blessed with plentiful herds of deers and lots of other smaller edible animals that the gnolls keep hunting for sustenance. To their credit they avoid killing female deers, specially if they are pregnant or with young, but if they acted otherwise their food situation would be unsustainable. They do some mining too, mainly to get metal for arrowheads and tools like skinning knives and such. We've travelled to one of their clans a couple times and observed their habits for a few days, there seems to be a clear hierarchy with the females at the top, the ones with the most children ranked highers than the ones with less children, followed by the older males. Young males are pretty much at the bottom of the tribe hierarchy so they resort to pillaging to try and bring something valuable back to the clan to make a name for themselves and become worthy of mating. Their clan halls where the matriarchs dwell are adorned with pillaged gold and silver and all sorts of objects that the various gnolls gave them as gifts. The older clans accumulate veritable treasures in their clan halls. The gnolls are semi nomadic, packing up and leaving if the game runs dry, but the ones at the northwest found a good spot and have been settled in one sport for at least five decades, pillaging, killing and slowly expanding, creeping into the borders of the human and elvish kingdoms. They seem to be more interest in the human kingdom to the north right now, what is good for us as it takes some pressure from us having to deal with their patrols all the time. A few years back when they were pressing hard on us we were killing gnoll patrols every single week and they just kept coming!"
>>
>>3522744

We then arrive at a large river. There's an old looking wooden bridge in it.

"The gnolls been using this bridge to cross the river. It's an old bridge, it been built to reach a village that been overran by the gnolls a decade ago. The trail on our side of the bridge has even grew back out of disuse. I've been thinking about burning down this bridge, but then the gnolls would have to get creative to cross the river, they could travel down east, they could go upstream west, they could make canoes... I don't like them being creative, I like them being predictable, coming out from a known path so that we can track them easily. What do you guys think?"

> Torch the bridge
> Let the bridge be
> Write in
>>
>>3522746
> Let the bridge be
>>
>>3522746
>Let it be

You could even lay your own ambushes at this spot
>>
>>3522759
>>3522765


"I see how having a predictable spot where the gnolls come from can be useful. I say we let the bridge be.", you say.

"We haven't found any gnolls on this side of the bridge. Usually we don't go that far, as the other side of the river is already human kingdom, but since the gnolls aren't coming we might as well go over there to check what is holding them back. Unfortunately I don't think your wagon would be able to cross such an old wooden bridge, we would have to find a place to hide it, or you'd have to leave someone behind taking care of it."

"Or we could just lay in ambush near the bridge and wait for the gnolls to show up!", says Selena.

"That's also a solid plan.", says Galebor.

What will you do?
> Find a place to hide your wagon and follow Galebor beyond the bridge
> Leave someone behind taking care of the wagon and follow Galebor beyond the bridge (who?)
> Lay in ambush near the bridge waiting for any gnolls to show up
> Write in
>>
>>3522779
> Find a place to hide your wagon
>with lizardman and an elf
>>
>>3522779
>Hide the wagon and proceed

Ambush plans don't seem so clever after hearing none have crossed in a while.
>>
>>3522801
>>3522811


We find a place to hide our wagon and follow Galebor beyond the bridge to go check what is holding the gnolls back.

After walking for about three days we see something strange atop of a hill - a half built stone tower, some thirty feet above ground. We see a bunch of gnolls on top of said tower. They seem to be... working on it? We don't think we can approach any further without being seen, as they have the higher ground.

"It doesn't look like usual gnoll work, gnolls don't usually do masonry of this level of complexity. Something else is going on in here. If we get any closer we chance being seen though.", says Galebor.

"I didn't prepare an invisibility spell, just fireballs and protection from arrows, but I still have an invisibility potion. Do you want to take it to go check what is going on in there Uhtred?", asks Bailey.

> Try to get a little bit closer stealthily to check what is going on
> Drink the invisibility potion and go check what the deal is with the gnolls and the stone tower
> Suggest we attack the gnolls now that they're busy with construction work
> If the gnolls are getting on this level of organization it's certainly more of a threat than we can take, retreat and report back to the rest of the rangers
> Write in
>>
>>3522918
>Drink the potion and scout out the tower.

How many gnolls look like they're in there?
>>
>>3522918
>Drink the potion and scout out the tower.
>>
>>3522933

"I'll drink the potion and scout the tower.", you say.

"How many of these invisibility potions do you even have Bailey?", asks Selena.

"Just this one. I made one more after the last one saved Uthred's life back when I couldn't carry him. I figured it would be handy to have one, in case we need it for something. I might make a new one later now that we're using this one."

You drink the potion and become invisible; you then begin walking towards the tower.

It quickly dawns upon you that it was good that you didn't jump the gun and attacked the place - there are at least a hundred gnolls in this place, many of them going back and forth carrying carts full of stone, piling up stone somewhere, hauling stone up the hill or busily working on building the tower itself.

But what really draws your attention is a group of about twenty gnoll skeletons archers around a large tent in the middle of the camp!

As if answering your question of who would be in such a place a wizard in black robes carrying a staff with a skull on top comes out of the tent. He screams something unintelligible and three gnolls come running towards him. He exchanges some words with the gnolls in what you think is gnollish then goes for a walk around the camp. He makes a motion with his staff and the skeleton archer gnolls begin following him around. After strolling around the camp for awhile he goes up to the tower, exchanges some words with the gnolls working in there, beats up a gnoll that was slacking off with his staff, talks to the gnoll leaders again, then heads back to his tent. The skeleton archers resume their posts around the large tent.

After having seen enough you head back to tell the others what you have learned.

"There's about a hundred gnolls in there. There are also twenty gnoll skeleton archers. A necromancer is inside the large tent in the middle of the camp giving orders to the gnolls to build the tower for him, he can speak their language."

"A necromancer you say? That's pretty bad.", says Galebor."There's no way we can take a hundred gnolls, plus twenty skeleton archers and a necromancer. Even with all the militia groups together it would still be too much!"

"Well, we can't just let him build his tower like this!", says Selena.

"I'm afraid there's not much we can do. We should expect undead attacks on top of the gnoll ones from now on. Tell your ranger friends to carry steel maces Galebor, arrows and swords won't do you much good against skeletons.", says Dandala.

What do you wanna do?
> Let's try to assassinate the necromancer
> Let's head back to Lorione
> Let's head back to Lorione and burn the bridge on our way back
> Write in
>>
>>3522982
>How are necromancers in combat? Could we assassinate him if separate from the camp?
>>
>>3522997
Yea I'm not sure if we can take a necromancer. We can try and if we fail, flee and burn the bridge as an exit strategy.
>>
>>3522997
>>3523022

Necromancers are high level wizards, you must be at least level 5 to animate dead.

To control that many undead at the same time he is probably significantly higher level than that though. At level 5 you can only control like four undeads at the same time.
>>
>>3523044
> Let's head back to Lorione and burn the bridge on our way back
>>
>>3523044
Ok so even away from his camp and minions we probably couldn't take him.


Hmmm. Does anyone in the elven scouting party speak gnollish? If we could capture and interrogate one of them to find out what exactly the purpose of this necromancer and tower is it would be helpful. Especially if he's subjugating the gnolls, we could lead a revolt and see if his high level self could beat us and 100 gnolls.

Real talk I never want to fight another skeleton archer again though.
>>
>>3523080
We have smite on our side this time. Deals twice as much damage to undead :)
>>
>>3523080
Can we bypass the necromancer and see what else is out here?
>>
>>3523064
>>3523080
>>3523139


"Does any of you speak gnollish? If we could capture and interrogate one of them to find out what exactly the purpose of this necromancer and tower is it would be helpful.", you say.

"One of my men knows gnollish, he's our expert on these creatures, he spent the best part of a decade learning the language with some captured gnolls a few decades ago.", says Galebor.

"Well, wizards make towers to have a place to conduct their research in peace, that much is known to everyone. Maybe this one necromancer just wants some privacy as he delves deeper into the dark arts or something.", says Selena.

"I don't think we should risk trying to capture a gnoll from this tower. We're too outnumbered, any mistake could easily cost lives.", says Bailey.

"With the way he's subjugating the gnolls maybe we could lead a revolt, see if he could beat us and a hundred gnolls", you say.

"Be reasonable now Uhtred. We've been slaughtering gnolls for months, why on earth would they ally with us? Besides, we don't know what is in it for the gnolls for serving the necromancer. I don't think intimidation alone would keep them working for him very long, he might be providing something in exchange for their loyalty.", says Dandala.

"Well, technically the tower is within the human kingdom, we just crossed the frontier out of curiosity to come check what was holding the gnolls back. The capital won't send reinforcements since the tower is in human territory, they'll just tell us it's the human's problem.", says Galebor.

"Heading back and burning that bridge is sounding more appealing by the minute.", says Selena.

"Well, in any case we're heading back to Lorione now. We must inform everyone about this new development and perhaps even take measures to equip our troops for possible skeleton attacks. I guess the last thing that needs deciding is whether we leave the bridge intact or we burn it.", says Galebor.

"Couldn't we just go around the necromancer tower and check what else is out there?", says Selena.

"Well, suit yourselves, but we're heading back now. ", says Galebor.

> Head back to Lorione and leave the bridge intact
> Head back to Lorione and burn the bridge on our way back
> Go around the necromancer tower and scout to see what else is out there
> Write in
>>
>>3523164
> Head back to Lorione and burn the bridge on our way back

If the necro is gathering gnolls they'll probably not keep making it into the elf kingdom. I also doubt there's anything else around with the gnolls gathering there, they'll have searched and looted the surroundings.
>>
>>3523178
+1
>>
>>3523178
>>3523188

We decide to head back to Lorione and burn the bridge on our way back. Bailey casts a firebolt and sets the old bridge on fire, we watch as it burns then falls into the river.

We then find our wagon back where we had left it.

The trip back to Lorione is largely uneventful, we travel off trail most of the way back until the rangers get us back into a trail, then we follow it all the way to Lorione.

We arrive at Lorione and Galebor goes to the shaman and tells the whole story, she then begins to relay information to the other ranger teams on the field about the necromancer we encountered, what will take a few days.

"Well, what are you going to do now Galebor?", asks Selena.

"What else? Now that we relayed the information we'll go back to patrol the frontier. Our job is never done. Thanks for all your assistance so far by the way, the militia is indebted to you.", says Galebor.

What do we want to do?
> Go after some stuff from Alion's list (what?)
> Tell the shaman to contact one of the militia groups for us to join (which one?)
> Let's buy a bunch of elvish trade goods to sell at Valonde
> Let's just continue our trip towards Nyamaris on our way to Valonde
> Write in
>>
>>3523280
> Go after some stuff from Alion's list (what?)
Giant bee royal jelly? We are in a forest...

Speaking of Alion, maybe we should tell him about the necromancer? It might be serious enough for him to deal with it.
>>
>>3523280
If there is anything close and reasonable on Alion's list, we should do it. If not we should buy a bunch of elvish trade goods and talk to the elves to see if they will escort us out of their realm. We did put in a lot of work for them so they should be inclined.
>>
>>3523313
Is that really what you want to spend the favor on? An escort along a standard road? I'd rather save it and call it in when we need it.
>>
>>3523295
>>3523313

"I've been wondering about Alion's list. We're in a massive forest kingdom are we not? There should be giant bees somewhere for us to gather some royal jelly from.", you say.

"Yes, there are some. I killed a few back in the day. They're common in the southeastern part of the elvish kingdom, there should be some hives we could gather some jelly from. They're really big and their sting really hurts though. We'll have to go off trail though.", says Dandala.

"We might get lost going off trail without the rangers guiding us! Do you remember when we got stuck running in circles with our wagon?", says Selena.

"It might be better to leave the wagon behind then, so we don't need to worry about pathfinding for it through the dense vegetation and we can focus on going where we want to go.", says Bailey

"Yeah, we could leave the wagon with the shaman, she seems nice, I don't think she'll steal the philosopher stones and all the rest of the crap we're hauling.", says Selena.

"Maybe we should tell Alion about the necromancer? It might be serious enough for him to deal with it.", you say.

"I really doubt he would bother leaving his tower to go attack some necromancer, specially considering that his tower is in the human kingdom. He would more likely jump on the not my problem bandwagon like the elvish kingdom authorities will.", says Bailey.

"Maybe we should just buy a bunch of elvish trade goods and see if the good folks of the militia wouldn't escort us out of their realm. We did put in a lot of work for them so they should be inclined.", you say.

"Well, if we ask them maybe one of the militia teams might be willing to escort us out of the elvish kingdom. Although I'm not that sure if we really need being escorted, the elvish kingdom seems pretty safe, so long as we stick to the trails.", says Selena.

What do we want to do next?
> Head off trail southeast to gather some royal jelly
> Leave the wagon behind and head off trail southeast to gather some royal jelly
> Ask the militia for an escort out of the elvish kingdom
> Go after some stuff from Alion's list (what?)
> Tell the shaman to contact one of the militia groups for us to join (which one?)
> Buy a bunch of elvish trade goods to sell at Valonde
> Let's just continue our trip towards Nyamaris on our way to Valonde
> Write in
>>
>>3523332
Sure we can save the favor. I was just thinking about limiting the risk of losing our goods. If we can sell it, we can upgrade our equipment. We might not be back here for a while. Also, before we leave we should see if they sell light chain mail or a better sword. But you can have the final call this man.
>>
>>3523348
> tell Aion about the necromancer
> Leave the wagon behind and head off trail southeast to gather some royal jelly
> also, ask elves to point us in the right direction.
>>
>>3523348
> Leave the wagon behind and head off trail southeast to gather some royal jelly

Buy a compass or something so we can navigate our way back to the trail if we get lost. Or pieces of cloth to tie to trees to mark the path.

>>3523354
I'd rather save it. We see in >>3523348
that the elf kingdom is generally safe, and we're adventurers. It would be embarrassing to need an escort.
>>
>>3523368
>>3523440

We decide to tell Aion about the necromancer.

We head to Aion's tower and knock on the door. The apprentice answers.

"Ah. Your lot again. Have you collected the stuff master asked you to fetch for him yet?", he asks.

"No not yet. We're here to tell Alion about a necromancer who is building a tower near the frontier with the elvish kingdom, we've been wondering if that's not bad enough for him to intervene.", says Selena.

"Master Alion tends not to get involved with local politics, but I'll tell him you showed up to inform him about it.", says the apprentice.

"Actually we'd like to talk to him about it.", says Selena.

"I don't see what is there to talk about. Do you mistake master for someone fond of gossiping?", says the apprentice.

"Well, we wanna try to convince him to intervene.", says Selena.

"You adventurers, always keen on wasting important people's time. Alright, I'll tell master Alion you want to meet him. Do you want to wait inside?", asks the apprentice.

"Yes please.", says Selena.

The apprentice takes us to the very same waiting room as the other time. This time however there are a couple other people in there, an elvish merchant and an elvish shaman.

"Oh hey there. What are you guys here for?", asks Selena.

"Not that it is any of your business.", the elvish merchant replies, a bit rispid, "but I've come for the results of a divination to look for some artifacts I've been searching for quite awhile. They should make me even richer than I already am once I find them.", says the merchant.

"Sweet. What about you?", Selena asks the shaman.

"I'm looking for my daughter, she's an adventurer. She hasn't given signs of life in several months, I'm getting worried so I'm having Alion scry her to check if she's alright."

We wait for about six hours then the apprentice comes and takes the merchant upstairs. Then after a couple more hours he takes the shaman upstairs. After about an hour more he shows up.

"Master Alion will see you now. Follow me."

We follow the apprentice to Alion's room in the top of the tower.

"Oh, so you're back. You didn't fetch the items I asked you to I reckon?", says Alion.

"No, not yet. We're here to tell you about a necromancer who is building a tower near the edge of the elvish territory. We urge you to help against this menace.", says Selena.
>>
Rolled 12, 9, 1, 9, 11, 9 = 51 (6d20)

>>3523454


"You urge me to help huh? Well, I'll tell you what. The elvish central government won't get involved because the tower is outside of the elvish kingdom, and the human kingdom probably won't do anything about the necromancer for several months, perhaps even years, and by then he'll have a tiny country of monsters of his own to play pety dictator with. Sure, I could probably defeat him in single combat, but that doesn't mean a thing. Do you expect me and what army to go over there to topple a wannabe dictator? Nay, I'll stay right here where I belong and he won't dare attack Lorione because I can easily kill off his precious minions. And I won't go over there because there's just too many of them in one place for me to kill on my own without expending disproportionate amounts of magical items, and quite frankly I have better things to do with my time, with my money and with my resources than go around killing every upstarter villain that shows up around the world. If you paid me say, 20,000 gold, I'd consider going over there and killing him and all his troops. But just out of the goodness in my heart, spending all my spells and expensive potions, wands and scrolls to beat some random necromancer, that I won't do, sorry. Do you have anything else you want to say to me or did you just came to my tower to waste my time?"

"No Alion, that was all, we just wanted your help, if you're not willing to help then we won't bother you anymore.", says Selena.

We leave Alion's tower and begin making preparatives to go fetch some royal jelly.

We leave our wagon with the shaman, get some buckets, we buy a compass to help us navigate the forest and buy a bunch of pieces of cloth to tie to the trees to mark the path, some buckets to fill with royal jelly then we head off trail southeast.

We spend nearly a month looking for a giant bee hive off trail in the southeast where we find some rather large trees and fields with huge flowers; when our rations are about to end and we're about to give up and head back to Lorione we find a large hive, it's a hundred feet large. We see five or six giant bees about five feet long buzzing around the hive.

"Most hives have up to twenty bees, but half of them tend to be out gathering polen on the giant flowers. If we kill the ones outside quickly, and then the ones inside that will come out to check what is going one we'll be able to enter the hive to gather the royal jelly before the ones that are on the field return!", says Dandala.

"Bailey, that's on you, you gotta catch them with your fireballs, we'll pick off the stragglers!", says Selena.

"Alright, here it goes!", says Bailey.

She throws a fireball at the six giant bees by the giant bee hive! Rolling to see if they evade the blast, DC 15 due to surprise.
>>
Rolled 2, 4, 4, 3, 4, 2, 1, 4, 3, 1, 2, 1 = 31 (12d4)

>>3523456

rolling to see how much damage the bees take
>>
Rolled 2, 9, 10, 13, 15 = 49 (5d20)

>>3523457

All the bees are killed by the fireball blast!

"Nice one Bailey!", says Selena.

A few moments after the bees are dead five more emmerge from the hive!

Bailey throws another fireball at them! Rolling to see how many bees evade the fireball.
>>
Rolled 1, 1, 1, 3, 3, 3, 2, 1, 1, 3 = 19 (10d4)

>>3523458

Two bees evade the fireball for half damage. Rolling to see how much damage they take.
>>
Rolled 10, 18 = 28 (2d20)

>>3523460

Three giant bees survive the fireball blast!

Dandala shoots one of the bees but miss!

Ss'rath throws a spear at one of the giant bees, killing it!

Selena shoots a crossbow bolt at the giant bee but miss!

Mary shoots a crossbow bolt at the giant bee but miss!

The two surviving giant bees converge towards Bailey! Rolling to hit DC 9.

What will you do?
> Shoot one of the giant bees with your crossbow (roll 1d20 DC 11)
> Run inside the giant bee hive to gather some royal jelly
> Run inside the giant bee hive to gather some honey
> Run inside the giant bee hive to gather some wax
> Write in
>>
>>3523460
RIP bee 3
>>
>>3523462
Goddamnit, even giant bees are smart enough to focus casters? Where are all the dumb monsters?

> Run inside the giant bee hive to gather some royal jelly

I have confidence in our teams ability to handle 2 wounded giant bees. Gotta get the jelly before the 15 in the field come back.

Though would they all come back at once? Perhaps we can pick them off.
>>
>>3523462

> Run inside the giant bee hive to gather some royal jelly
>>
>>3523464
>>3523471


You run inside the giant bee hive to gather some royal jelly! It's a bit of a maze of wax walls but at the center you find the large queen and a big pool of royal jelly in front of it. You fill up a couple buckets of the stuff and run out of the hive!

The two giant bees stung Bailey then died, their stings sinking deeply within Bailey.

Mary yanks the stings out of Bailey and begins to heal her. "These things are poisonous, if we don't heal Bailey all the giant bees in the region will be attracted to her."

"We should leave before the rest of the bees come back.", says Dandala.

"Let's go, I already got enough royal jelly.", you say.

We then begin to head back to Lorione.

The trip back is much shorter than the trip towards the bee territory, taking only ten days, since we go pretty much on a straight line due to our improved navigational skill until we find a trail to follow.

We then arrive at Lorione.

"Well, do we give this stuff to Alion right away or do we store it?", says Selena.

"I don't think it will spoil anytime soon, but something might eat it. Might be better to deliver it to him already.", says Bailey

> Give the royal jelly to Alion straight away
> Store it on our wagon, give it to him later
What do we want to do next?
> Go after some stuff from Alion's list (what?)
> Tell the shaman to contact one of the militia groups for us to join (which one?)
> Buy a bunch of elvish trade goods to sell at Valonde
> Let's just continue our trip towards Nyamaris on our way to Valonde
> Write in
>>
>>3523479

> Give the royal jelly to Alion straight away

No sense in keeping it. Maybe he'll be less grouchy.

Other items on his list:
"Frost Giant's Heart (at least one, up to eight)
Naga Blood (one large vial)
Green Hag Right Index Finger (at least one, up to three)
Giant Ape Fur (at least a handful, a whole pelt would be nice)
Wyvern Poison (at least one pint, up to eight)
Giant Spider Web and Hair (a good sample from at least one, up to eight)
Wight Brain (at least one, up to eight)
One White Dragon Egg or One White Dragon Whelp Heart
Giant Fire Beetle Glands (twenty or so)"

I guess Giant Apes would also be nearby/forest dwellers? We could go after their fur.

> Go after some stuff from Alion's list (Giant Ape fur)
>>
>>3523479

> Go after some stuff from Alion's list (Giant Ape fur)
Might as well knockout this list m8.
>>
>>3523488
>>3523523


We decide to give the royal jelly to Alion straight away.

We head to his tower and knock on the door. The apprentice answer.

"Ah! So you got something this time! Royal jelly! Two full buckets! Very good, very good! Master has been putting off brewing a bunch of energy immunity potions because he could never find time to go get a bunch of royal jelly himself and he didn't trust us to not die to a swarm of angry giant bees, but now he won't have excuses not to brew the potions anymore! Those will be very useful, very useful indeed! I'll take them to master as soon as he finishes his daily castings. Thank you adventurers!"

We then leave Alion's tower.

"I think giant ape would also be nearby? They sound like forest dwellers. We could go after their fur.", you say.

"I think they're nearly extinct.", says Dandala.

"Since we're trying to get the fur intact we might wanna consider using steel maces to hit it so as to not leave a bunch of holes in the fur.", says Bailey.

"Do you think that's necessary? Alion didn't specify if he wants the fur intact or not, we don't need to assume he wants it in one piece, for all we know he may want it in straps.", says Selena.

> Use steel maces to preserve the giant ape fur
> Use our usual weapons

"Let's ask the shaman!", says Selena.
We head to the shaman and ask her if she knows where we can find any giant apes.

"They're an endangered species. Their fur is sometimes used as components for some potions so they're sometimes poached at the orders of some wizard. There should be a few of them left in the southwest.", says the shaman

We then depart towards the southwest looking for giant apes; we go off trails looking for one.

We get lucky and after just three days we find a giant ape, towering at the height of 30 feet.

Bailey says "Should I throw fireballs at him? Might damage the fur."

"Did you see the size of that thing Bailey? It gonna be a tough fight, fireballs or not!", says Selena.

> Tell Bailey to throw fireballs at the Giant Ape
> Better not to throw fireballs at it to preserve its fur


And what will you do?
> Attack the giant ape with your weapon (roll 1d20 DC 9)
> Attack the giant ape with your weapon twice (roll 1d20 DC 13)
> Smite the giant ape (roll 1d20 DC 9)
> Shoot the giant ape with your crossbow (roll 1d20 DC 9)
> Throw your axe at the giant ape (roll 1d20 DC 9)
> Write in
>>
>>3523548
> Use our usual weapons
It said we only need a fist full of fur.
> Better not to throw fireballs at it to preserve its fur
> Shoot the giant ape if we have distance, double attack I'd we dont.
>>
I'm gonna call it a night, we roll the combat tomorrow
>>
>>3523548
Are they endangered? I feel kinda bad. Maybe we can just rip off a couple handfuls and run?
>>
Or maybe we should just run. I was expecting like ten feet not thirty.

Then again we did beat those hill giants.
>>
Rolled 14 (1d20)

>>3523548
> Use steel maces to preserve the giant ape fur
> Better not to throw fireballs at it to preserve its fur
>>
>>3524017
>> Attack the giant ape with your weapon twice (roll 1d20 DC 13)
>>
Rolled 2 (1d2)

>>3523570
>>3523631
>>3523677
>>3524017
>>3524019

there seems to be an agreement about not using fireballs on the giant ape

seems like there's a tie between using our usual weapons or using steel maces to preserve the giant ape's fur. I'll roll dice to resolve it.

1 - use our usual weapons
2 - use steel maces

as for attacking with your weapon twice the roll is 2d20 DC 13, I wrote 1d20 but it was a typo, please roll the dice if you want to make two attacks (either roll 2d20, or roll one extra dice since you already rolled 1d20).
>>
Rolled 18, 2 = 20 (2d20)

>>3524155
Alright I guess we're fighting it

Maybe if it runs we can snatch a few handfuls of fur and then let it get away?
>>
>>3524168
Next encounter we should have paralyzing spells ready. Could make acquiring these items simlper.
>>
>>3524173
>Next encounter we should have paralyzing spells ready. Could make acquiring these items simlper.

Maybe even drugged food
>>
Rolled 15, 16 = 31 (2d20)

>>3524168

We decide to use steel maces to preserve the giant ape's fur.

You attack the giant ape with your mace trying to hit it a couple times but only lands one hit!

Dandala tries to hit the giant ape but miss!

Ss'rath hits the giant ape with the steel mace!

Mary tries to hit the giant ape but miss!

Selena plays the song of courage! We all get a +2 bonus to hit!

Bailey touches the giant ape and casts a Shocking Grasp cantrip, electrocuting the beast for 1 hit of damage.

The giant ape attacks you with his massive fists twice! Rolling to hit DC 9!

what will you do?
> Attack the giant ape with your mace (roll 1d20 DC 7)
> Attack the giant ape with your mace twice (roll 2d20 DC 11)
> Fight the giant ape defensively (roll 1d20 DC 11)
> Smite the giant ape (roll 1d20 DC 7)
> Try to cut off some of the giant ape's fur (roll 1d20 DC 11)
> Shoot the giant ape with your crossbow (roll 1d20 DC 7)
> Throw your axe at the giant ape (roll 1d20 DC 7)
> Write in
>>
>>3524186
> Attack the giant ape with your mace twice (roll 2d20 DC 11)
>>
Rolled 18 (1d20)

>>3524186
>Try to cut off some fur

Nice, giant apes are dumber than bees
>>
Rolled 1, 1 = 2 (2d3)

>>3524196
>>3524197

You decide to try to cut off some fur from the giant ape! You stow away your mace, grab your sword, grab a patch of fur from the beast and chop off a handful of fur!

The giant ape landed a couple good hits with his fists on you though. His massive fists cause some serious damage! Rolling 2d3 to see how much damage you took.
>>
Rolled 16, 17 = 33 (2d20)

>>3524207

You took two hits worth of damage from the giant ape's punches! You're now lightly wounded!

You have a bunch of giant ape's fur in your hands now.

Dandala hits the giant ape with her mace.

Ss'rath hits the giant ape with his mace.

Mary tries to hit the giant ape with her mace but miss.

Bailey tries to grab the giant ape again to cast another cantrip but miss.

The giant ape will hit Ss'rath with his fists! Rolling to hit DC 6.

What will you do?
> Attack the giant ape with your mace (roll 1d20 DC 7)
> Attack the giant ape with your mace twice (roll 2d20 DC 11)
> Fight the giant ape defensively (roll 1d20 DC 11)
> Smite the giant ape (roll 1d20 DC 7)
> Try to cut off some of the giant ape's fur (roll 1d20 DC 11)
> Shoot the giant ape with your crossbow (roll 1d20 DC 7)
> Throw your axe at the giant ape (roll 1d20 DC 7)
> Tell everyone to flee, we have a little fur already, that should be enough
> Write in
>>
>>3524225
> Tell everyone to flee, we have a little fur already, that should be enough
>>
>>3524225
Dang this ape has bomb ass rolls

>Call a retreat
>>
Rolled 2 (1d3)

>>3524234

You tell everyone to flee, as we have a little fur already, that should be enough.

The giant ape is pissed off at us though, and he can move far faster than we can! It looks like he is not in the mood of letting us off the hook that easily!
>>
>>3524246
Damnit Kong leave well enough alone.

Engage for a turn and cut off another handful each time he chases.
>>
Rolled 11, 10 = 21 (2d20)

>>3524234
>>3524241
>>3524246


Ss'rath been lightly wounded by the punches of the giant ape, even though he was fighting defensively.

The giant ape runs after us and attacks Dandala! Rolling to hit DC 8.

Bailey says "Since we already got the fur we need maybe now I should throw a fireball at the giant ape, maybe it will scare it away."

> Have Bailey throw a fireball
> Don't throw fireballs, we can handle this


What will you do?
> Attack the giant ape with your mace (roll 1d20 DC 7)
> Attack the giant ape with your mace twice (roll 2d20 DC 11)
> Fight the giant ape defensively (roll 1d20 DC 11)
> Smite the giant ape (roll 1d20 DC 7)
> Try to cut off some of the giant ape's fur (roll 1d20 DC 11)
> Shoot the giant ape with your crossbow (roll 1d20 DC 7)
> Throw your axe at the giant ape (roll 1d20 DC 7)
> Continue trying to run away from the giant ape
> Write in
>>
Rolled 12 (1d20)

>>3524256
>Cut off more fur

>No fireball

Also have Mary heal Ss:rath. Maybe it'll give up if it sees attacks not having much effect.
>>
Rolled 19, 19 = 38 (2d20)

>>3524262

You cut off some more fur from the giant ape!

Dandala fights defensively and manages to dodge the attacks of the giant ape! She also lands a hit on the giant ape!

Mary heals one hit worth of damage on Ss'rath.

Ss'rath attacks the giant ape with his mace!

Bailey tries to grab the giant ape to cast a cantrip but miss.

Selena hits the giant ape with her mace!

The giant ape attacks Dandala again with his fists! Rolling to hit DC 8.

What will you do?
> Attack the giant ape with your mace (roll 1d20 DC 7)
> Attack the giant ape with your mace twice (roll 2d20 DC 11)
> Fight the giant ape defensively (roll 1d20 DC 11)
> Smite the giant ape (roll 1d20 DC 7)
> Try to cut off some of the giant ape's fur (roll 1d20 DC 11)
> Shoot the giant ape with your crossbow (roll 1d20 DC 7)
> Throw your axe at the giant ape (roll 1d20 DC 7)
> Try to run away from the giant ape
> Write in
>>
>>3524256

> Have Bailey throw a fireball or magic missile. What ever won't kill it, but to get the point across to stop chasing us. Also keep fleeing
>>
Rolled 4 (1d20)

>>3524273
Yikes, these rolls.

Whack it with the mace once and then try to flee again.
>>
Rolled 2 (1d3)

>>3524273

Dandalas fight defensively but the giant ape still lands a hit on her.
>>
>>3524277
>>3524280

Dandala is lightly wounded by the punch of the giant ape!

You try to whack the giant ape with your mace but you miss it.

Dandala hits the giant ape with her mace.

Ss'rath hits the giant ape with his mace.

Selena hits the giant ape with her mace.

Mary tries to hit the giant ape but miss.

Bailey grabs the giant ape and uses shocking grasp causing him 2 hits worth of damage.

The giant ape finally figures out he's losing the fight and begins to flee!

With the giant ape no longer in our tail we can heal our party leisurely and head back towards the trail to Lorione.

(You got 3 experience for surviving the fight with the giant ape! You now have 94 experience. You'll level up once you reach 100 experience. You are currently level 3)

The trip back to Lorione is largely uneventful; you even find a caravan going on that general direction on your way back and hitchhike part of the way with them.

Once you arrive at Lorione you decide to go deliver the giant ape fur you collected to Alion. You head to his tower, his apprentice opens the door.

"Ah, so you brought us something else from the list! What is it?"

"Giant Ape's fur. Here it is.", you say, handing him a couple handfuls of the stuff.

"Good, good, it's going to be very useful. There are a few potions we can use this stuff for, and there's a wand that master been meaning to craft for awhile now that requires a decent amount of this stuff to wrap the rarer components at the core. The amount you brought us might not be much but it will probably be enough for our purposes. Thank you again adventurers!"

What do we want to do now?
> Go after some stuff from Alion's list (what?)
> Tell the shaman to contact one of the militia groups for us to join (which one?)
> Let's buy a bunch of elvish trade goods to sell at Valonde
> Let's just continue our trip towards Nyamaris on our way to Valonde
> Write in
>>
>>3524298
>Ask if anything else in the list can be found nearby. Naga blood or hag fingers?
>>
> Write in, contact elves to see if there is anymore items on the list in this territory.
>>
Also have Selena auto ask about the items we are looking for when we enter new town.
>>
>>3524306
>>3524309

We go with our list from Alion to the shaman and begin pestering her to see if she knows where we can find all the stuff that we need. She patiently goes through the whole list with us.

"Frost Giants live in the mountains, we haven't seen any around our kingdom in centuries, you won't find any around here. You'd have to travel far to the mountains in the island to the north or in the mountain ranges to the west or in the far east to find their tribes. You may occasionally find a lone frost giant on a random mountain top but it is rare."

"Nagas are aquatic creatures, it would be a rare sight to find one so deep inland as to reach the elvish kingdom. You'd have more luck on the shores of the human kingdom to the north, they sometimes attack fishing villages and ships. They can sometimes be found in swamps too, but it is rare."

"Green Hags most definitely can be found in swamps, it's rare to see one anywhere else. But maybe you'd be able to find a stray coven in a cave in the forest somewhere in the south of the elvish kingdom, I've heard stories of travellers who barely survived meeting some hags around there years ago so perhaps they're still there."

"Wyvern can be found on the westernmost part of the elvish kingdom near the mountains where they make their nests. They flyby hunting in the forest. There aren't many of them and they take a vast territory where they tend to kill off any other large predators they can find so that they don't get competition for the food."

"Giant Spider exist both in the western and the eastern part of the elvish kingdom. They're somewhat rare, as there aren't that many giant bugs for them to eat in our forests, but they're there. They usually make their webs in caves so they can eat bats."

"Wights are a bit of a rarity. You might have some luck looking for them in ancient cursed places. There aren't many places like this in the elvish kingdom. The only one that comes to mind is the tomb of Khazud, an archmage that in his late days descended into madness. It's a large underground complex with at least ten levels, filled with undeads that due to the cursed nature of the place occasionally respawn. There are certainly lots of zombies, skeletons, some ghouls, some ghosts. You might find a wight or two in there. It is in the southwestern part of the elvish kingdom."

"Giant Fire Beetles live in the mountains to the west. Many monstrous species tried to domesticate them with little success. Their glands are useful for potions that protect against fire. They shouldn't be too difficult to find, but their habitat is in the midst of the territory of quite a few monsters, like goblins, orcs and other such nasties, what could prove to be a problem if you're going to spend too much time looking for them."
>>
>>3524341


"White dragons live on caves they dig near the tops of mountains where they make their lairs. You'd have to find a female adult dragon who recently mated to find any eggs. Dragon whelps tend to keep living with their mothers for up to five years until they are big enough to go look for their own hoard and make their own lairs. This one will probably be the most difficult in your list if I am to say so myself."

What do we want to do now?
> Go after some stuff from Alion's list (what?)
> Tell the shaman to contact one of the militia groups for us to join (which one?)
> Let's buy a bunch of elvish trade goods to sell at Valonde
> Let's just continue our trip towards Nyamaris on our way to Valonde
> Write in
>>
>>3524343
> look for Green Hags, Wyvern and Giant Spider
I think those are all the ones close by.
>>
>>3524343
>Travel to the Western mountains

Wights and giant spiders are probably in that dumb castle, so let's go after the Wyverns and fire beetles
>>
I'll be busy the rest of the day, I might be back later for a couple hours but then again maybe not.
>>
>>3524585
Ok thanks for the heads up
>>
>>3524369
>>3524370

Looks like the only thing you two agree upon are wyverns.

"Let's go after wyverns next!", you say.

"Do you think we'll need to buy antidotes against the wyvern poison?", asks Selena.

"Wyvern poison is fast acting, antidotes would do us no good. It's also highly lethal, meaning that if you get stung chances are you're going to die. Wyverns are no joke, many a cocky group of adventurers got wiped out by one of those beasts.", says Dandala.

"Those things are large flying dragons, we gotta figure out a way to bring them down, Bailey can't make us all fly.", says Selena.

"When we elves go hunting wyverns we use take tanglefoot bags to get the beasts down to earth. The local apothecary should have a couple of those in store.", says Dandala.

"I'll go buy it.", says Bailey.

Bailey buys a couple Tanglefoot bags.

"The apothecary said it will only pin something as big as a wyvern down for a little over half a minute with luck, maybe only a quarter of a minute if we get unlucky. He only had a couple of those in store. Do you guys think it will be enough?"

> That will be enough, let's go hunt a wyvern
> Ask the apothecary to make more Tanglefoot bags, we'll need more time to kill a wyvern
> Write in
>>
>>3526464
Oof, I'm suddenly nervous hearing about that poison.

>Ask the apothecary to make a couple more bags, and if there isn't an antidote we could drink in advance to protect against poison in the next hour or so. If not, ask the church or Alion if they have protection from poison potions.
>>
>>3526479
Support
>>
>>3526464
Also, thanks DM for making the quests. I enjoy your post : )
>>
>>3526479
>>3526511


We ask the apothecary to make a couple more Tanglefoot bags.

We also ask if there isn't an antidote we could drink in advance to protect against poison in the next hour or so.

The apothecary says he can make potions of poison resistance that act like that that would slightly improve our odds of taking reduced damaged from a wyvern sting, but he tells us that a wyvern sting is still one of the most potent fast acting poisons in nature and might still cause a lot of damage even if you take the potion. He recommends we look for protection from poison potions for maximum protection, they cost four times as much but are significantly more effective, divine caster can make it.
We seek the local shaman to ask her if she has any protection from poison potions available for sale. She says she has none but could make six for us in a week if we really want. The price is rather steep though, the six protection from poison potions will set us back 1200 gold - all the rest of the gold Bailey had still in store from the loot she sold from castle Fornstein and a little extra. The six poison resistance potions on the other hand would cost us only 300 gold.

> Buy six poison resistance potions for 300 gold
> Buy six protection from poison potions for 1200 gold
> Don't buy any potions, we'll take our chances
> Write in
>>
>>3526532
Dang, we are poor. I thought we had more saved up.

>Buy the resistance potions
>>
>>3526532
> Write in
We are getting these items for Alion can we ask him for things that will help us.
>>
>>3526539
We could try, but they said this was a divine spell and Alion is arcane.
>>
Rolled 1 (1d2)

>>3526534
>>3526539

Well looks like we have a tie.

1 - buy the resistance potions
2 - ask Alion for things that will help us
>>
>>3526724
I mean I was ok with asking Alion or his aide real quick
>>
>>3526724
If we go can we ask for items that will help us with the rest of the checklist? So we don't waste his time coming back each time.
>>
>>3526724
>>3526729 alright
>>3526750 alright


We decide to go ask Alion for things that will help us with getting the wyvern.

We head to Alion's tower and knock on the door. The apprentice greets us.

"Hello there! Do you bring some more items from the list?", he asks us.

"No, this time we're here to ask for some help. We're going after the wyvern and we're wanting to know if there isn't something Alion could do to help us get the poison more easily. In fact we've been wanting stuff that could help us with the rest of the list too", says Selena.

"Oh, please. If master Alion wanted to trouble himself with the specifics of gathering these items he wouldn't have tasked you with acquiring them. Or don't you think he couldn't simply teleport to the wyvern territory, fly around until he finds one wyvern, immobilize it with his powerful spells and extract the poison himself? Or even spend however long it takes trying to scry a wyvern then teleport right next to it and do the deed? The same can be said of pretty much any of the other tasks. The only thing between him and the items in the list is time. He's sending you all to do it in his stead so that he can spend his time doing other things. If you don't think you're up to the task of acquiring the components master Alion asked of you then tell us at once, we can arrange some severance pay for the work you performed so far. But don't disturb the master with the specifics of your quests, that's up to you."

> Give up the quest for Alion
> Buy six poison resistance potions for 300 gold and go after the wyvern
> Buy six protection from poison potions for 1200 gold and go after the wyvern
> Don't buy any potions, just go after the wyvern
> Go after some other creature from Alion's list
> Write in
>>
>>3526815
> Buy six poison resistance potions for 300 gold and go after the wyvern
>>
Rolled 9, 9, 20 = 38 (3d20)

>>3526832

We decide to buy the resistance potions.

We then depart towards the western part of the elvish kingdom looking for wyverns!

The trip takes about a month. We run into some bears and wolves a couple times but those encounters are quickly solved by Bailey throwing firebolts at them scaring the beasts away. We find a few turtles along the way funnily enough.

We finally get into the hunting grounds of the wyverns, a vast expanse of untrodden green. We happen upon plenty of game as we move about, evidence that the wyverns keep their territory free of other predators.

The wyvern doesn't make us wait too long either; on the second day of travel through its territory we hear it screeching and the large territorial beast comes flying towards us to check on who is intruding upon its territory! We drink our potions and ready ourselves for the battle!

The wyvern dives towards us and attacks Mary with it's bite, claw and it's deadly stinger! Rolling to hit DC 11!

What will you do?
> Throw a Tanglefoot bag at the wyvern (roll 1d20 DC 10)
> Shoot at the wyvern with your crossbow (roll 1d20 DC 10)
> Throw your axe at the wyvern (roll 1d20 DC 10)
> Write in
>>
Rolled 8 (1d10)

>>3526854
>Nat 20 on the stinger
fuck
Mary should probably stay back and heal herself, out of stinging range.

> Throw a Tanglefoot bag at the wyvern (roll 1d20 DC 10)
>>
Rolled 5 (1d20)

>>3526854
I rolled the wrong dice in >>3526885
>>
>>3526854
> Throw a Tanglefoot bag at the wyvern (roll 1d20 DC 10)
>>
Rolled 2 (1d2)

>>3526885
>>3526887
>>3526889

Mary is stung by the wyvern! Rolling the damage of the stinger (it will be doubled of what I roll because it was a critical).
>>
Rolled 3 (1d20)

>>3526902

Rolling to see if she takes half damage from the poison, DC 15.

Due to the poison resistance potion she took she can add 1d4 to this roll.
>>
Rolled 3 (1d4)

>>3526904

adding 1d4 to the roll
>>
>>3526904
rip
>>
Rolled 6 (1d7)

>>3526904
>>3526906

Not enough, She'll take full damage from the poison.

Rolling poison damage.
>>
Rolled 9 (1d20)

>>3526902
>>3526904
>>3526906
>>3526907
>>3526908

Mary took 10 hits of damage from the wyvern stinger, 4 from the stinger, 6 from the poison! She only has 8 hits of life.

Mary died!

You throw a Tanglefoot bag at the wyvern but miss. The goo spews out of the bag without hitting anyone.

Dandala throws a Tanglefoot bag at the wyvern but miss. The goo spews out of the bag without hitting anyone.

Selena throws a Tanglefoot bag at the wyvern but miss. The goo spews out of the bag without hitting anyone.

The last Tanglefoot bag was with Mary... but she's dead now!

Ss'rath throws a spear at the wyvern! He gets a critical hit!

Bailey throws a fireball at the wyvern.

Rolling to see if the wyvern evades for half damage. DC 13
>>
Rolled 3, 4 = 7 (2d4)

>>3526914

The wyvern doesn't evade the fireball, rolling to see how much damage it takes.
>>
Rolled 3, 8, 13 = 24 (3d20)

>>3526916

The wyvern takes 7 hits of damage from the fireball!

It gets enraged and attacks Bailey! It attacks with its bite, claws and stinger! Rolling to hit DC 4.

What will you do?
> Grab the Tanglefoot bag from Mary's corpse and throw it at the wyvern (roll 1d20 DC 10)
> Shoot at the wyvern with your crossbow (roll 1d20 DC 10)
> Throw your axe at the wyvern (roll 1d20 DC 10)
> Write in
>>
Rolled 16 (1d20)

>>3526928
> Grab the Tanglefoot bag from Mary's corpse and throw it at the wyvern (roll 1d20 DC 10)

oh god
>>
Rolled 1, 1 = 2 (2d2)

>>3526939

The wyvern lands a hit with its claw and its stinger at Bailey. Rolling damage.
>>
>>3526928
We can't lose our mage! We have a 50% chance of catching it... If we flee it will follow and target Bailey. Our best option is to
> Grab the Tanglefoot bag from Mary's corpse and throw it at the wyvern (roll 1d20 DC 10)
>>
Rolled 18 (1d20)

>>3526941

Rolling to see if Bailey takes half damage from the wyvern poison, DC 15

Due to the potion she took she can add 1d4 to this roll
>>
Rolled 6 (1d7)

>>3526946

Bailey will take half damage from the poison rounded up, rolling to see how much she'll take.
>>
Rolled 10 (1d20)

>>3526941
>>3526942
>>3526946
>>3526949


Bailey takes a total of 5 damage from the wyvern, one from the claw, one from the stinger, three from the poison! She's seriously wounded!

You take the Tanglefoot bag from Mary's corpse and throw it at the wyvern! You hit it! The creature gets tangled in the goo and fall to the ground, unable to keep flying!

Dandala shoots the wyvern with her longbow!

Selena shoots the wyvern with her crossbow!

Ss'rath throws a spear at the wyvern but miss!

Bailey throws another fireball at the wyvern! Rolling to see if the wyvern evades for half damage, DC 13
>>
Rolled 2, 4 = 6 (2d4)

>>3526955

The wyvern doesn't evade the fireball, rolling to see how much damage it takes.
>>
>>3526955
Definitely have Bailey get out of range if this doesn't kill it.
>>
>>3526958
>>3526959


The wyvern is killed by the fireball!

You collect the wyvern poison from the wyvern's stinger! You manage to fill up six pints of the stuff before it runs dry.

(You earned 3 experience for surviving the fight against the wyvern. You have 97 experience. You'll level up once you reach 100 experience.)

Mary is dead. What will you do?
> Bury her
> Carry her corpse back to town, maybe we can find someone to revive her
> Write in
>>
>>3526967
> Carry her corpse back to town, maybe we can find someone to revive her
>>
>>3526967
> Carry her corpse back to town, maybe we can find someone to revive her

Oh right, revival is a thing.
>>
>>3526974
>>3526975


We carry Mary's corpse to the elvish capital Lenoria, both because it is closer and because it is more likely to have someone capable of reviving the dead than Lorione.

You're taken aback by the beauty of the tall crystal spires and the many statues to elvish heroes from the past scattered in the many plazas of the sprawling elvish town. You ask around for someone capable of reviving the dead and you're directed to the temple of nature.

You head to the temple of nature and you're greeted by the local hierophants.

"I see you have a fallen comrade. How long has it been since she's been dead?"

"About a week.", says Selena.

"The high priestess should be able to bring her back to life. However the materials needed for the spell have a substantial cost. We would gladly do it if you'd be so nice as to make a small contribution of 1,000 gold for our temple.", says the hierophant.

Bailey has 860 gold left from the profits from looting castle Fornstein. Mary had with herself upon death about 150 gold. Seems like we have enough, although only barely.

> Donate 1,000 gold to the temple of nature for the ressurection of Mary
> Reconsider and have the priests bury Mary instead
> Write in
>>
>>3526988
> Donate 1,000 gold to the temple of nature for the ressurection of Mary
>>
gonna call it a night now
>>
>>3526988
> Donate 1,000 gold to the temple of nature for the ressurection of Mary

Oof. Time to grind lucrative jobs I guess.
>>
>>3526988
>> Reconsider and have the priests bury Mary instead
>>
>>3527599
Just a suggestion, but we only need 1 pint of wyvern poison. We could keep 2 pints one for Alion and one for ourselves, just in case we need it for something later. Maybe we could use it on our arrows to increase damage or something else.Then sell the rest just to get funds back into the coffer. I'm sure wyvern poison is valuable, at least not cheap because of the risk of acquiring it.
>>
>>3527010
>>3527192
>>3527599
>>3528743

We decide to donate 1,000 gold to the temple of nature for the resurrection of Mary.

"You're lucky you got in here this fast.", says the high priestess, "if you had taken more than ten days to bring her body to us the costs would be substantially higher."

First thing in the morning the high priestess begins the ritual to resurrect Mary. It takes a whole hour of chanting and imposing of hands, a holy light comes upon her as her spirit is returned to her body.

She wakes up, very weak, barely alive. The high priestess says "Being brought back from the dead is quite an ordeal, your friend will be sick for four or five days. She's also still very wounded. Don't worry, we'll take good care of her. Come back in a week or so and she'll be fully healed."

We enter the room to talk to Mary. She has black tracings in her arteries and veins exposed under her skin where the wyvern poison burned her insides all over her body.

"I feel awful.", she says. "The priestesses told me they will heal me over the course of the next few days. I should be better soon enough. That wyvern really got me good."

"Rest now Mary. I'm glad you're back to life!", says Selena.

We then leave the temple of nature.

"Well, since we're here in the elvish capital we might as well hit the taverns!", says Selena.

We head to a place called the Wizard's Blade. It's a nice cozy place in a noble avenue near an ornamental garden in front of an artificial pond. The view is magnificent.

Selena goes about her usual routine of playing her instrument, telling stories and talking with the locals to learn things of interest, taking Dandala with her to help translate when some elf doesn't speak common.

After a few hours she comes back to tell the rest of us what she has learned.

"This city has a rather large school of magic. There are dozens of low level spellcasters around here, so the price of low level potions and scrolls is below average."

"It's really difficult to find adventuring work here in the capital of the elvish kingdom. They employ scores of rangers for city defense, have plenty of spellcasters both divine and arcane at their disposal and known the terrain around their area better than anyone."
>>
>>3529220

"Still I found a few things we might want to do.", says Selena.

"There's an old shrine in the forest a few days away from the capital that has been invaded by a medusa! The priestesses are willing to pay us 800 gold for us to get rid of the creature."

"There's an abandoned tower a few days travel away from the capital where a phoenix made its nest, the wizards are willing to pay 100 gold for each feather of the phoenix we manage to bring back town."

"I also heard that there are some unicorns around here. We could hunt one and poach its horn, it has magical properties."

"We could also try to sell some of that wyvern poison. Alion list says he wants at least one up to eight pints right? We got six pints of the stuff. We could sell some. Heck, we could keep one to poison our own weapons.", you say.

"The problem with trying to sell wyvern poison is that the main potential buyers are high level wizards who are going to use them for some potion or another. Here in the elvish kingdom we're close enough to the wyvern hunting grounds that a wizard in need of such poison could just travel there and gather it taking only a few weeks to acquire it. Me and Dandala could still try to find someone willing to buy it if we're really going ahead and selling it, maybe someone in that school of magic would want to acquire some wyvern poison, or maybe the royal wizards need some.", says Bailey.

What are we going to do?
> Kill the medusa
> Hunt the phoenix
> Poach an unicorn horn
> Have Bailey and Dandala try to find a buyer for some of the wyvern poison (how many pints? 1-5)
> Just wait until Mary gets better and then head back to Lorione to deliver the wyvern poison to Alion
> Write in
>>
>>3529225
>Hunt the phoenix

I don't want to be a statue
>>
>>3529225
I don't want to run in unprepared. We just took a beating. Phoenix are majical creatures we should have protection against that. Also, wait for Mary to be ready to join us.
>>
Rolled 12, 11, 15, 18 = 56 (4d20)

>>3529295

We decide to go hunt the phoenix!

We follow the directions of the wizards and travel towards the abandoned tower.

Once we arrive in there and catch sight of the phoenix the majestic beast immediately proceeds to spewing a massive firebreath upon us! Rolling to see if we take half damage DC 11 for Dandala, DC 13 for Bailey, DC 13 for Selena, DC 13 for Ss'rath.

Please roll 1d20, DC 13 to see if you evade for half damage.
>>
Rolled 13 (1d20)

>>3529346
Immediately this was a mistake
>>
Rolled 4, 1, 2, 4, 3, 5, 3, 2, 3, 2 = 29 (10d5)

>>3529348
>>3529346

Everybody evades for half damage except Bailey.

Rolling to see how much damage you take, rolling 2d5 for everyone picking the higher dice, except Bailey who will take both dices.

Order is you, Dandala, Bailey, Selena, Ss'rath.
>>
>>3529346
Flee
>>
>>3529363
We can also talk to them... We are fighting the equivalent of a high powered wizard... it's going to mop the floor with us.
>>
Rolled 19 (1d20)

>>3529357

You take 4 damage from the fiery breath of the phoenix! You're seriously wounded.

Dandala takes 4 damage from the fiery breath of the phoenix! She's seriously wounded.

Bailey takes 8 damage from the fiery breath of the phoenix! She's crippled!

Selena takes 3 damage from the fiery breath of the phoenix! She's seriously wounded!

Ss'rath takes 3 damage from the fiery breath of the phoenix! He's seriously wounded!

Bailey casts a lightning bolt spell on the phoenix! Rolling to see if the phoenix evades for half damage, DC 5.
>>
Rolled 3, 4 = 7 (2d4)

>>3529382

The phoenix evades the lightning bolt spell for half damage! Rolling to see how much damage it takes.
>>
>>3529386

The phoenix takes 4 hits of damage from the lightning bolt spell!

Dandala shoots at the phoenix with her longbow but miss!

Ss'rath throws a spear at the phoenix and hits it!

Selena shoots a crossbow bolt at the phoenix but miss!

What will you do?
> Shoot your crossbow at the phoenix (roll 1d20 DC 12)
> Throw your axe at the phoenix (roll 1d20 DC 12)
> Tell everybody to flee
> Write in
>>
>>3529388

Oh yeah you could also Lay on hands on someone
>>
>>3529388
> Tell everybody to flee
>>
>>3529391
> Lay on hands on Bailey
> and flee
>>
Rolled 18, 19 = 37 (2d20)

>>3529393
>>3529398

You lay on hands on Bailey to heal her wounds

"Flee everyone!", you scream and begin running away.

"Goddamnit Uhtred, the damn thing can fly, it will pick us off if we flee now!", says Dandala. Still, she begins running after you.

Everybody begins running away from the phoenix!

However, the phoenix can fly much faster than we can run! It quickly catches up with us!

It has some sort of fiery aura that causes one hit of fire damage on each of us just from it being near to us!

You're now crippled!
Bailey is crippled!
Ss'rath is seriously wounded!
Dandala is crippled!
Selena is seriously wounded!

The creature attacks Bailey with its fiery claws and beak! Rolling to hit DC 3.

What will you do?
> Attack the phoenix with your sword (roll 1d20 DC 14)
> Attack the phoenix with your sword twice (roll 2d20 DC 18)
> Shoot your crossbow at the phoenix (roll 1d20 DC 14)
> Throw your axe at the phoenix (roll 1d20 DC 14)
> Lay on hands on someone
> Write in
>>
Rolled 7 (1d20)

>>3529388
Phoenix 's are way stronger than I thought they'd be.

Smite it
>>
>>3529419
> Write in, we could try apologizing to it.

Or
> Attack the phoenix with your sword twice (roll 2d20 DC 18)
>>
Rolled 1, 4, 3, 2 = 10 (4d4)

>>3529427

The phoenix lands both hits on Bailey. Rolling damage, 1d2 for each hit plus 1d2 fire damage on each hit.
>>
>>3529435
Beg the fire god not to kill us.
>>
Rolled 2, 2, 2, 1 = 7 (4d2)

>>3529438
>>3529427
>>3529435


oops wrong dice
>>
>>3529435
I am willing to try apologizing if it seems like it'll work
>>
>>3529427
>>3529435
>>3529440

alright we got a tie

1 - try to smite the phoenix
2 - try to beg the phoenix not to kill us
>>
>>3529446
I'll switch to begging
>>
>>3529444
>>3529446

I was going to roll but since you're on board let's roll with it.


The phoenix deals 7 hits of damage to Bailey, 4 with its claws and beak and 3 of fire. Bailey has only 2 hits of life left.

The phoenix torns Bailey to shreds!

Bailey dies!

You get on your knees and begin to beg the mighty phoenix not to kill you. You throw your weapons away and begin begging for your life!

"Oh huge and powerful fire creature, please don't kill us! We surrender, we apologize for attacking you, so please don't kill us!"

"What are you doing Uhtred?", asks Selena.

"Begging for our lives! Beg with me!"

Your companions then throw their weapons away and begin begging for their lives to the phoenix.

The phoenix seems moved by our pleas for our lives. It grabs Bailey's corpse and flies back to her nest on top of the tower.

What will we do now?
> We need Bailey's corpse to revive her, attack the phoenix
> Go back to Lenoria in utter defeat
> Write in
>>
>>3529469
> We need Bailey's corpse to revive her
>See if the Phoenix will revive her.
>ask Phoenix for feathers from its nest, don't take any cuz we don't want to anger it.
Phoenix have healing powerful abilities.
>>
>>3529469
> Go back to Lenoria in utter defeat

I feel like we've already pushed our phoenix luck, and asking for more might piss it off enough to kill the rest of us. We should stick to gnolls and confirm the strength of targets.
>>
>>3529498
We can't just leave our mage.
>>
>>3529501
When the alternative is everyone else dying?
>>
>>3529498
Phoenix are creatures of light. They tend to side with just causes. So if we go and don't threaten it, most likely won't kill us. It would hurt to ask it.
>>
>>3529516
They're also supposed to be fiery birds instead of fireball spewing birds. But fine. We can try asking for Bailey's corpse back.
>>
>>3529486
>>3529498
>>3529501
>>3529515
>>3529516
>>3529524


"We need Bailey's corpse to revive her. Maybe the phoenix will revive her? Maybe we could ask the phoenix for feathers from its nest?", you say.

"You're not making any sense Uhtred. Bailey is dead. Even if the phoenix could revive her, what I don't think it can, why would it do it? And why would it give us any of its feathers? I think that if we try to approach it again it will just blast us with its firebreath again, and in the bad shape that we are I don't think we would survive.", says Dandala.

"Dandala is right Uthred. Unless we can defeat that bird the body of Bailey is lost, and I don't think we're in shape to survive another firebreath from that thing. We're lucky it let us live at all.", says Selena.

"Phoenix are creatures of light, they tend to side with just causes, so if we go and don't threaten it most likely won't kill us, it wouldn't hurt to ask it!", you say.

"I don't know. I still remember how it attacked us on sight. I'm pretty sure it will just assume we're out to kill it if we try to approach it again. I'm not even sure if it can understand what we say. Maybe it just understood that we were surrendering because we threw our weapons away and kneeled.", says Dandala.

"Let's ask at least for Bailey's corpse back!", you say.

"I think trying to do it will get us killed. For that bird Bailey is just her lunch, I don't think it will understand or care that we want her corpse back.", says Selena.

What will we do?
> Try to approach the phoenix and ask for Bailey's corpse back
> Go back to Lenoria
> Write in
>>
>>3529542
> Go back to Lenoria

Ok yeah the party is calling us out, it's a bad idea.
>>
>>3529542
> Write in
"When I was at the monastery one of the monks told me about how Phoenix are telepathic, maybe it knew our intentions. If we think about how we only want Bailey back, maybe it will understand. Also, we should leave our weapons to make our intention clear."
>>
calling it a night
>>
>>3529498
I agree m8, we need to be better prepared. We should research the creatures before attacking, so the odds are more in our favor.
>>
Looks like theres a tie, I'm gonna wait for a tie breaker for a few hours.
>>
>>3529563
This looks like the best plan (same f*g)
>>
>>3529544
>>3529563
>>3530828

"When I was at the monastery one of the monks told me about how Phoenix are telepathic, maybe it knew our intentions. If we think about how we only want Bailey back, maybe it will understand. Also, we should leave our weapons to make our intention clear.", you say.

"This story sounds like a whole load of bullshit to me. If you guys wanna go throw your life away suit yourselves, I'm going back to Lenoria.", says Selena.

"Well, if you feel so strongly about it we could give it a try Uhtred. The chances are really slim, we might all get killed by the phoenix.", says Dandala.

(You'll have to pass four tests of diplomacy, one to approach the phoenix unarmed, one for it to allow you to climb the tower to get to its nest, one for it to allow you to grab Bailey's corpse, and one for it to allow you to leave with Bailey's corpse. If you fail any of the tests the phoenix will attack you and you'll most likely die. The DCs of the tests are 12, 15, 17 and 13.)

> Proceed with the plan (roll the first diplomacy test, DC 12)
> Reconsider and head back to Lenoria
> Write in
>>
>>3531174

> Reconsider and head back to Lenoria
Each dick roll is less then 50% each roll... plus 4 rolls. I don't need to do the math.. to know the odds are bad.
>>
>>3531174
> Reconsider and head back to Lenoria
>>
>>3531201
I did the math. Assuming one roll taken per check, chances of succeeding on all four are 1.08%


Best of two roll on all four checks would be slightly better at 8.2%, but still very unlikely.
>>
>>3531201
>>3531227


"Our chances of recovering Bailey's body are not good. Let's head back to Lenoria.", you say.

We return to Lenoria and find a recovering Mary in the nature temple. We tell her about our encounter with the phoenix and how Bailey was killed by it.

"By the gods! And you couldn't even recover her body? So this is the end for Bailey?", says Mary.

"Seems so. Hey miss hierophant, how much would it cost to revive someone without the body?", says Selena.

"Without even a small part of the body? Heavens, that's a really difficult task. Even the high priestess couldn't do that. We'd have to ask the archdruid to do it. The components alone for the spell would cost 25,000 gold. We could do it for a donation of say 30,000 gold to our temple, it would take us a few months to get everything we need and to find the archdruid as he doesn't live here in the city, prefering to live amongst the beasts in the forest."

"30,000 gold? Holy crap! What if we recovered a small part of the body?", says Selena.

"Then it would be far more reasonable. The high priestess could do it herself. For a small donation of 2,000 gold we could bring your friend back to life. It would take us only a couple weeks to get all the stuff we need for the ritual.", says the hierophant.

"Damn, that's still quite expensive. Maybe we could get that kind of money after we deliver the philosopher stones to those wizards in Valonde? In any case there's still the fact that without Bailey our chances of defeating that fire bird decrease dramatically. I don't know how long that thing will take to eat Bailey.", says Selena.

"I guess we must face the fact that at least for the time being we're stuck without Bailey. We might get enough money together to revive her eventually, body or no body, but for now we'll have to make do without her.", says Dandala.

What do we want to do next?
> Kill the medusa
> Poach an unicorn horn
> Try to kill the phoenix to retrieve Bailey's body
> Have Dandala try to find a buyer for some of the wyvern poison (how many pints? 1-5)
> Head back to Lorione to deliver the wyvern poison to Alion
> Write in
>>
>>3531745
Let's take a kind to think about our next move.
>>
>>3531754
Min* I don't way it auto correct to kind...
>>
>>3531745
> Write in
I don't like just leaving Bailey, we need protection against fire elements to even consider retrieving her corpse. The plan would have to be only to get her body. If that's possible then I would check to see how much 5 pints wyvern poison go for. If not much, next option would be to cash out with Alion to pay for her resurrection. There is a lot of if here...
>>
>>3531745
Can we even kill a Phoenix?
>>
>>3531745
>Research Phoenix's

Strengths, weaknesses, and in particular lifestyle. I think we'll need to camp outside the nest, wait until it leaves to stretch its wings and survey its territory, run in and grab a piece of Bailey real quick, and then skedaddle.
>>
>>3531824
Ok good plan. Do we still have an invisibility option to increase our odds? If you see any feathers laying in the nest might as well take them for our trouble.
>>
>>3531852
We can prepare one if the research doesn't uncover that phoenixes have true sight or something
>>
>>3531801
>>3531824

We ask the good folks in the temple of nature if they have anything that could protect against fire. They say that the high priestess could brew us some fire immunity potions that are good for a whole day for the low price of 1800 gold each, with one of those you can walk through flames, be set on fire, even take the fire breath from a dragon, and take no damage at all.

We have Dandala ask at the magical school if they'd be willing to buy some wyvern poison. They say they're not in urgent need of this stuff but they could still use it eventually so they would take it from us for 200 gold per pint if we're really wanting to sell it.

We have Dandala ask the folks at the magical school if we could use their library to research about phoenix. They let her in and she finds some bestiaries with some information on phoenix. It says that when they die they explode in a fireball, being reborn from the ashes months later. Their feathers are sought after by wizards who use them mainly for crafting magical wands, but also for some high level potions. They tend to make nests on the tops of mountains and volcanoes but sometimes they'll make nests on whatever tall places they can find. Once or twice per century they lay a single egg which take a few months to hatch during which period the phoenix becomes fiercely territorial. It says a phoenix egg burns to the touch and can be hatched by casting firebolts spells on it every few hours for however long it takes until it hatches, and the little bird will follow you and become attached to you for a few years before it flies away to go look for a mate and build a nest of its own. Phoenixes live about two hundred years if they don't get killed, and they can reincarnate indefinitely. They seem to be able to survive for several months without food, but they hunt every few weeks, killing prey with firebreath and carrying them to their nests to devour them leisurely later on, leaving only charred remain. Phoenix don't drink water. Phoenix are highly intelligent and noble creatures and have been observed to spare the lives of enemies who surrender, allow people to retrieve their fallen from the battlefield and similar acts compatible with lawful good tendencies. Phoenix can only naturally understand Ignan, the language of fire elementals, but their high intelligence mean they can understand the meaning of people's action from the context and react accordingly.

What do we want to do next?
> Kill the medusa
> Poach an unicorn horn
> Try to kill the phoenix to retrieve Bailey's body
> Try to camp the phoenix nest to wait until it leaves to hunt and try to grab a piece of Bailey's corpse
> Sell some of the wyvern's poison (how many pints 1-5)
> Head back to Lorione to deliver the wyvern poison to Alion
> Write in
>>
calling it a night
>>
>>3531968
> Try to camp the phoenix nest to wait until it leaves to hunt and try to grab a piece of Bailey's corpse

It says they don't need to eat often but hunt anyway, so hopefully even though it has roasted Bailey on the menu it'll still head out if only to stretch its wings and not sit on its ass all day.

>>3532041
Sorry, 4chan autoupdate seems to be broke.
>>
> Try to camp the phoenix nest to wait until it leaves to hunt and try to grab a piece of Bailey's corpse
>>
>>3531968
> Try to camp the phoenix nest to wait until it leaves to hunt and try to grab a piece of Bailey's corpse
>>
>>3532051
>>3532065
>>3532069

We decide to try to camp the phoenix nest to wait until it leaves to hunt in order to try to grab a piece of Bailey's corpse.

We travel to the abandoned tower and stay out of the phoenix view, taking turns monitoring it from afar.

It spends about three days perched in its nest, flying a little now and then but for the most part staying nearby,

On the fourth day however it spread its wings and fly away north, presumably to hunt.

As the phoenix disappears in the horizon we take this chance to run towards the tower climb it and reach its nest!

As we arrive at the nest at the top of the tower the smell of burnt things assault our nostrils. There are dozens of charred animal carcasses scattered on the top of the tower.

We begin looking for signs of Bailey's corpse and what we discover is disheartening.

We find about six different humanoid charred remains, its skulls crushed beyond recognition, the bones burnt nearly to the marrow, most of the bones scattered all over the place. There's no clear way to tell which of the charred remains belongs to Bailey, as whichever pieces of cloth that could help identify the corpse have long burned.

You also find two large feathers of the phoenix stuck on some stones that you grab to sell later.


What will you do?
> Grab a sample of whichever charred remains look newest and hope it is Bailey's (roll 1d6)
> Grab a sample of all humanoid charred remains to try sorting back in town
> Write in
>>
>>3532981
> Grab a sample of all humanoid charred remains to try sorting back in town
>>
>>3533071
Also take note of which one seem to be fresh charred human remains.
>>
>>3533071
>>3533083

We grab a sample of all humanoid charred remains we can find at the phoenix nest and bring them back town to try sorting them in less stressful condition. We try to take not of which one seems to be fresh charred human remains but it is really hard to tell, they all seem to be equally charred nearly to cinders.

Should we sell the couple phoenix feathers we acquired?

We're now back in Lenoria with samples from at least six different charred humanoid remains; we have scarcely any clue which one belongs to Bailey.

What do we want to do next?
> Kill the medusa
> Poach an unicorn horn
> Sell some of the wyvern's poison (how many pints 1-5)
> Head back to Lorione to deliver the wyvern poison to Alion
> Write in
>>
Rolled 23, 86, 87, 47, 22 = 265 (5d100)

>>3533207
Oh yeah, you also found some gold scattered around in the Phoenix nest that you picked up, rolling to see how much.
>>
>>3533207
>write in
I wouldn't sell the feathers just yet. Maybe they can be used to revive her. We need to bring the charred remains to some who can give use more information about how to proceed.
>>
>>3533295
> write in
Also what is the status of Mary?
>>
>>3533207
Find a diviner or someone who can cast speak with dead on the remains. Should be cheaper than the full revive and will let us find Bailey.
>>
>>3533336
Good idea! Support
>>
>>3533295
>>3533299
>>3533336
>>3533373


We decide not to sell the phoenix feathers just yet.

We decide to go look for a diviner or someone who can cast speak with the dead on the remains. We take the remains to the nature temple and ask the hierophant what she can do to help us.

She tells that to cast speak with the dead the corpse must still have a mouth and these charred remains have none so that won't work.

However not all hope is lost as the hierophant could perform a divination and ask the goddess of the nature which of the remains belongs to our friend. She would be very glad to do it for us if only we made a small donation of 500 gold to the nature temple.

What do we want to do next?
> Kill the medusa
> Poach an unicorn horn
> Sell some of the wyvern's poison (how many pints 1-5)
> Head back to Lorione to deliver the wyvern poison to Alion
> Write in
>>
>>3533391
Ok we found 265 gold in the phoenix nest. Feathers sell for 100 each, so sell both and one pint of poison and make that donation. Try and get them to throw in some preservation of the remains? Unless they're so charred we don't even need to worry about decomposition.
>>
>>3533398
Are you sure the feathers sell for 100? Also how do know that so I can look up this info for myself.
>>
>>3533407

OP said local wizards would buy them for 100 each in this post
>>3529225
>>
>>3533398

We sell the two feathers we found in the phoenix nest to the wizards at the wizard school for 200 gold. We also sell them one pint of wyvern poison for 200 gold.

We then make a donation of 500 gold to the temple of nature and the hierophant performs a divination, laying down all the charred remains and asking her goddess which ones belong to our friend. Her goddess then answers her and she identifies which remains belongs to Bailey. Will we leave the rest of the remains in the nature temple to be buried?

Concerns about preserving Bailey's remains cross our minds but they're so charred that only the bones and a scant few hardened ligaments remain, and those are not very likely to decompose anytime soon.

The hierophant tells us to come back anytime once we have the funds to afford the resurrection of our friend, the higher level resurrection spell employed by the high priestess to revive people who died more than ten days prior works on any fragment of a corpse no older than a century so we have plenty of time.

What do we want to do next?
> Kill the medusa
> Poach an unicorn horn
> Sell some of the wyvern's poison (how many pints 1-4)
> Head back to Lorione to deliver the wyvern poison to Alion
> Write in
>>
>>3533426
Thanks, m8
Hey OP where can I go to look up info on the monsters we fighht? Is there a guide we can reference?
>>
>>3533450
>Head back to Lorione to deliver the wyvern poison to Alion.

Quests here seem too high level. Monsters have painful attacks and save or die effects. Let's grind up some gold by killing gnolls and taking level appropriate quests.

>>3533457
There's a strong resemblance to dungeons and dragons, but for most cases I think we'll need to vote to research in quest.
>>
>>3533450
>>3533487
Almost forgot, we should sell the spare poison before we leave.
>>
>>3533487
Sounds good to me : )
>>
>>3533503
>Almost forgot, we should sell the spare poison before we leave.

Well, Alion asked for one up to eight so it's not really spare unless you're intending to give him only the bare minimum he asked for.

How many pints of poison do you want to sell? You have five left.
>>
>>3533542
3

We're only slightly above minimum and it's a good chunk towards Bailey
>>
>>3533542
I would like to keep 2. One for Alion and one for ourselves. Also, would we get a higher price in Lorione becaue it is farther from where the wyvern reside?
>>
>>3533577
>>3533584
Wyvern poison is quite valuable, you're not entirely sure how much would wyvern poison sell for outside of the elvish kingdom but the price the wizards set here of 200 gold per pint is certainly rather low considering how close we are to wyvern territory and that they don't really need the poison right now, they're probably only buying it at this price because it is a bargain, they might use it later or even resell for a higher price.


So you wanna sell 3? To then give one to Alion and keep one for yourselves? Is that it?
>>
>>3533625
Yes. I'd be fine giving Alion both but if other anon wants to keep one I'll support
>>
>>3533636
It would hurt to hold on to Wyden poison at this point.
>>
>>3533652
We can see if we can raise some funds in Lorione. But we might need to compleat sorcerer's stone quest and at that point we could sell them.
>>
>>3533678
You mean gather the jewels of guldan and sell them? It would be easier to go back and kill that phoenix lol.
>>
Rolled 12, 6, 15, 17 = 50 (4d20)

>>3533636
>>3533652


You sell three pints of wyvern poison for 600 gold.

You then begin the trip back towards Lorione to go deliver the wyvern poison to Alion.

On the middle of the way we happen upon a couple of hungry owlbears! They jump on us and attack you with their beaks and their claws! Rolling to hit DC 11.

What will you do?
> Attack one of the owlbears with your sword (roll 1d20 DC 10)
> Attack one of the owlbears with your sword twice (roll 1d20 DC 14)
> Fight the owlbears defensively (roll 1d20 DC 14, you get one free dodge)
> Smite one of the owlbears (roll 1d20 DC 10)
> Write in
>>
>>3533697
> Smite one of the owlbears (roll 1d20 DC 10)
>>
Rolled 6 (1d20)

>>3533697
Oh thank god, an enemy we can beat.

>Smite
>>
>>3533697
When your roll for > Attack with your sword twice (roll 1d20 DC 14),
Is that 1 or 2 rolls?
>>
Rolled 2 (1d2)

>>3533713
>>3533738

Two of the owlbears hit you with their beaks and one hit you with its claws, rolling claw damage.
>>
>>3533746

2 rolls, that was a typo, it was supposed to be 2d20 DC 14

I keep making that typo, my bad
>>
Rolled 5, 18, 4, 1 = 28 (4d20)

>>3533713
>>3533738
>>3533750

You attempt to smite the owlbear with your sword but miss!

The owlbears rip you apart with their beaks and claws causing you 4 hits worth of damage! You're now seriously wounded! You're taking +2 penalty on your rolls!

Dandala attacks one of the owlbears with her sword!

Ss'rath attacks one of the owlbears with his spear!

Mary heals you for one hit worth of damage!

Selena begins playing the song of courage! We're now receiving a bonus of +2 on our attack rolls.

The two owlbears seen keen on making a kill and they have their sights set on you! They attack you again! Rolling to hit DC 11.

What will you do?
> Attack one of the owlbears with your sword (roll 1d20 DC 10)
> Attack one of the owlbears with your sword twice (roll 2d20 DC 14)
> Fight the owlbears defensively (roll 1d20 DC 14, you get one free dodge)
> Smite one of the owlbears (roll 1d20 DC 10)
> Lay on hands on someone (yourself)
> Fall back so the owlbears attack someone else
> Write in
>>
Rolled 5, 11 = 16 (2d20)

>>3533774
>Attack twice

We could negate this hit, but they're more likely to stay on us if they're doing damage and we're tankier than selena.
>>
Rolled 1 (1d2)

>>3533803

one of the owlbears hit you with his claw, rolling damage
>>
Rolled 7, 4, 4, 12 = 27 (4d20)

>>3533803
>>3533809

You're hit by the claw of one of the owlbears for one damage!

You try to hit the owlbears with your sword twice but miss!

Dandala attacks the owlbear with her sword!

Ss'rath tries to hit the owlbear with his spear but miss!

Selena attacks one of the owlbears with her crossbow!

Now that she stopped playing the song of courage its effect will linger for a few more turns.

Mary heal you for one hit worth of damage.

The owlbears continue attacking you! Rolling to hit DC 11.

What will you do?
> Attack one of the owlbears with your sword (roll 1d20 DC 10)
> Attack one of the owlbears with your sword twice (roll 2d20 DC 14)
> Fight the owlbears defensively (roll 1d20 DC 14, you get one free dodge)
> Smite one of the owlbears (roll 1d20 DC 10)
> Lay on hands on someone (yourself)
> Fall back so the owlbears attack someone else
> Write in
>>
Rolled 20, 17 = 37 (2d20)

>>3533820
>Attack twice

Mary continuing to be a champ
>>
Rolled 2 (1d2)

>>3533828

one of the owlbears hit you with its claws, rolling damage
>>
>>3533828
>>3533831

One of the owlbears lands a claw attack on you causing two hits worth of damage! You're now crippled, taking a +4 penalty on DCs and -2 penalty on AC.

You attack one of the owlbears twice and land two hits one being a critical hit! The creature having sustained too much damage begins to flee back into the wilderness it came from! The other owlbear is barely damaged at all, but decides to follow its companion!

The owlbears are too fast for us to pursue them!

Everybody grabs their ranged weapons to begin shooting at the fleeing owlbears!

Dandala miss her shot!

Ss'rath lands a critical hit with his spear thrown on the fleeing owlbear!

Mary miss her shot.

Selena miss her shot.

What will you do?
> Throw your axe at the fleeing owlbear (roll 1d20 DC 12)
> Shoot the fleeing owlbear with your crossbow (roll 1d20 DC 12)
> Let the owlbear flee
> Write in
>>
Rolled 8 (1d20)

>>3533850
>axe throw

Damn beasts
>>
>>3533866

You throw your axe at the owlbear but miss. Seems like they'll both live to hunt another day!

You and Mary spend most of your healing powers patching you up.

(You gained 3 experience for surviving the fight with the owlbear. You now have 100 experience. You have levelled up! You'll level up again once you reach 150 experience. You're now level 4.

Upon gaining a level you gain one extra hit automatically so you can now sustain 8 hits instead of 7 before dying!

You also gain some of the following boons (you have two points to choose):

+1 extra hit before dying (current is 8) (1 point)
+1 to hit (current is +3) (1 point)
+1 luck bonus on armor class (current AC is 18; current luck bonus is +1) (1 point)
+1 on critical hit range (base is 20) (1 point)
+2 extra charges of Smite (can be spended separately or all at once for a more powerful attack) (1 point)

Deft, 1 extra melee attack per turn (2 points)
Ambidextrous, can fight with two weapons (2 points)
One free dodge at the beginning of each combat (2 points)
Write in (some other ability that you might want, within reason, subject to approval))

The rest of the trip towards Lorione transcurs uneventfully.

Upon arrival you promptly go towards Alion's tower. You knock on the door and is received by the apprentice.

"Oh, so you brought us some more stuff. What is it this time?"

"We brought you a pint of wyvern poison.", says Selena.

"Good, good. Just one pint? Did you buy this stuff? I would assume that if you harvested directly from a wyvern you'd get more than that. Oh well, in any case it will probably be enough for the potion master been meaning to craft for a client, the man been pestering master for half a year already for the damn thing, I guess now master will have no excuse not to take the substantial sum of money the man been offering and make the potion he wants. A shame you didn't bring more, it would be nice to have a stock of this stuff. Here waiting eagerly to see what you'll bring us next!"

What do we want to do now?
> Go after some stuff from Alion's list (what?)
> Tell the shaman to contact one of the militia groups for us to join (which one?)
> Let's buy a bunch of elvish trade goods to sell at Valonde
> Let's just continue our trip towards Nyamaris on our way to Valonde
> Write in
>>
>>3533905
>Deft, 1 extra melee attack per turn (2 points)
>>
>>3533905
> Tell the shaman to contact one of the militia groups for us to join (which one?)
>>
>>3533905
>Backing Deft
>Have Selena scope out the tavern for any quests that might Have popped up. It has been months.
>>
>>3533923
>>3533928
>>3533961

(You picked the Deft ability. You now deal one extra melee attack per turn.)

We go talk to the shaman to see if she can contact one of the militia groups for us to join.
She recognizes us and give us some intel about what the militia groups are doing right now.
Galebor group - "They're investigating strange undead sites that have been appearing near the frontier in the north."
Elror group - "They're dealing with an infestation of giant ants in the southern trails"
Fineli group - "They're escorting a group of laborers opening a new trail between Lenoria an a village to the south."
Milure group - "They're patrolling the southern trails to keep them safe for the caravans coming from and going to Faleroth."

Selena hits the taverns and asks around to see if there is still anything of interest going on in this town for us to do.

A rich elvish merchant offers us 4,000 gold for us to recover the fabled staff of Khazud from the tomb of Khazud in the southwestern part of the elvish kingdom. He says it is probably in the lowest level of the dungeon. Nobody has seem this staff in at least eight hundred years, but the legends tell it looks like a smooth black staff with a golden bat on top of it.

A group of eight hardy dwarvish pioneers has been sighted building a fortress in a hill and logging trees in the forest near the frontier with the elvish kingdom. Technically they are in the human side of the frontier so the elvish authorities can't do anything, but the locals are outraged with dwarves living and cutting trees so near to the elvish territory and so they pooled up 400 gold and are offering them for us to go over there and eliminate the dwarves.

A very young green dragon has been sighted near the town of Lorione and it has been reported that it has killed at least two human merchants and stolen some gold from people on at least six separate occasions. The dragon must be little older than five years old, recently having abandoned its mother's lair and so not all that dangerous. Its hoard is probably not quite impressive since it didn't steal all that much money yet, but might be worth our while - if we can find it. From its attacks pattern its lair must be somewhere north of town, between the elvish kingdom and the human kingdom.

What do we want to do now?
> Go after Khazud's staff
> Go kill the dwarves
> Try to find the green dragon whelp's lair
> Go after some stuff from Alion's list (what?)
> Tell the shaman to contact one of the militia groups for us to join (which one?)
> Let's buy a bunch of elvish trade goods to sell at Valonde
> Let's just continue our trip towards Nyamaris on our way to Valonde
> Write in
>>
>>3534122
> Go kill the dwarves/persuade them to leave

god damn dwarves
>>
>>3534146
Ok
>>
>>3534146
>>3534149

We decide to go kill the dwarves or at least persuade them to leave.

We travel towards the frontier with the human kingdom, cross a river and we don't need to search all that much to reach the small dwarvish fortress. It's a place escavated on a hill, a set of double doors marking the entrance, and we see a couple of dwarves with axes chopping trees and pilling them near the entrance of their place. You can see smoke coming out from a hole in the hill.

What will we do?
> Go talk to the dwarves cutting wood, tell them to leave or else
> Attack the nearest dwarf with your sword twice (roll 2d20 DC 12)
> Attack the nearest dwarf with your sword three times (roll 3d20 DC 16)
> Smite the nearest dwarf (roll 1d20 DC 12)
> Shoot the nearest dwarf with your crossbow (roll 1d20 DC 12)
> Throw your axe at the nearest dwarf (roll 1d20 DC 12)
> Write in
>>
>>3534231
> Go talk to the dwarves cutting wood, tell them to leave or else
>>
>>3534231
> Go talk to the dwarves cutting wood, tell them their endeavors here are upsetting locals and it would be prudent to relocate
>>
>>3534261
+1
>>
>>3534239
>>3534261
>>3534264

You go talk to the dwarves cutting wood. You tell them:

"Hello. Your endeavours here are upsetting the locals, it would be prudent for you to relocate."

"You threatening us mate? Imma go get the manager.", says one of the dwarves "OOI, WE GOT COMPANY!!!", he screams.

Six dwarves come running out of the fortress with weapons in hand.

"You almost gave me a heart attack mate, I thought the gnolls were back.", says one of the dwarves.

"These adventurers here are telling us that were upsetting the locals and we should relocate.", says one of the dwarves.

One of the dwarves carrying a crossbow steps forwards and says

"Well, we got a deed from the baron of Thorndrill, the owner of these lands, saying we can build our fort here and exploit the resources in exchange for paying a tithe every fifth year so if you have anything against us staying in here you better go talk to the baron himself mate. We're going to expand the fort and bring more dwarves from the homeland to come live here, in a few years this place will be a small dwarvish town."

"Well, I guess that if they have a deed we can't do anything. They're abiding the law after all.", says Mary.

What will we do?
> Give up the quest and return to Lorione
> Attack the dwarves anyway
> Write in
>>
>>3534324
>Wait until nightfall and steal their equipment
>>
calling it a night
>>
>>3534324
>seems like the dwarves are not breaking the law. See if they have any jobs we can do.
>>
>>3534337
>>3535364

"Maybe we could wait until nightfall and steal their equipment. If we bring it back to Lorione we could claim we got rid of the dwarves and claim the reward.", you say.

"Devilish plan!", says Selena.

"I can't agree with unlawful aggression towards these settlers, they aren't breaking any laws, they're just minding their own business!", says Mary.

"Eh, I guess you're right. Let's ask them if they have any jobs we can do.", you say.

"Hey mister dwarves! Do you have any jobs for us?", asks Selena.

"Jobs, huh? Well, we might have something for you."

"A group of kobolds been trying to steal our gold for the past few months. They come every few weeks at night and try to enter our fortress undetected. They flee when we attack them. They managed to steal a few tools and some money already. If you can find their home and erradicate them we'll pay you 100 gold. We think they're coming from the south."

"A grain caravan coming from the south never made it to our fort so we're a bit low on supplies. If you can bring us a wagon load of grains we'll pay you 200 gold. In most cities that produce grain you should be able to buy a wagon load of grain for 50 gold or so so its a pretty good deal, we're offering this much gold because we're really low on supplies right now."

"There's an elvish druid who keeps harassing us, every few weeks he comes to our settlement and casts a bunch of spells on us then flees, he almost killed us a bunch of times, but we're tough as nails so we're still standing! But we gotta teach him a lesson! We're willing to pay you 100 gold for you to bring back proof you killed his pet giant snake, plus 200 gold if you can kill the druid himself! He lives somewhere in the forest to the south."

What will we do?
> Try to search for the kobolds
> Travel north to go buy some grain to sell to the dwarves
> Go kill the druid and/or his pet snake
> Just give up the quest and return to Lorione
> Write in
>>
> Try to search for the kobolds
>>
>>3535641
> Try to search for the kobolds
Then
> Travel north to go buy some grain to sell to the dwarves

Only go after druid if the dwarves provide support... we no longer have our mage so I don't feel confident in this one.
> Go kill the druid and/or his pet snake
>>
>>3535662
>>3535663

We decide to try to search for the kobolds.

We begin traveling south we go offtrail, searching the various caves around the area between the dwarvish settlement and Lorione.

After about a week searching we find some trails of kobolds in the forest and we begin following them.

We then find a large cave entrance into which dozens of kobold trails converge.

However we also find some other much larger footprints going inside the cave. Would those be... dragon footprints?

> Enter the cave
> Reconsider and head back to Lorione
> Write in
>>
>>3535724
>Dragon footprints

fuck
when did we turn hard mode on?

>Enter the cave, pick a path that diverges from the big prints.


Also I don't want to kill the druid or his pet snake. We negotiated with the dwarves, we can talk it out with him. Tell him to take his grievances to the baron who gave the dwarves the deed to the land, perhaps he can convince the man to revoke it.
>>
>>3535733
Let me look at some thing
>>
>>3535733
We should nope on these kobolds... kobolds work with "unlawful evil". I don't know enough about kobolds soo they could be working with a dragon. We should go back and tell the dwarves... maybe they might want to relocate on this fact.
>>
>>3535766
Perhaps. We might want to go in to find proof though. If we go down a small tunnel we shouldn't meet the dragon because it wouldn't fit, and we can tell the dwarves there's 100% a dragon lair nearby instead of just maybe.
>>
>>3535766
Ok, but we need to proceed with caution. kobolds are know for setting traps.
>>
>>3535794
Or we could wait for them near the entrance of the cave an ambush them? And not walk into there trapd.
>>
>>3535802
If the dragon exists, it might come out first and stomp us though.
>>
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>>3535802
Ok we can proceed slowly and be attentive for any traps.
>>
>>3535733
>>3535744
>>3535766
>>3535777
>>3535794
>>3535802
>>3535826
>>3535844

We decide to enter the cave! From the entrance we can see that the main tunnel goes on on a downwards slop for at least a few hundred feet.

It is pitch black inside, should we light some torches?
>>
>>3535875
Yes torches on pls
>>
>>3535895

You light up your torches and head inside the cave.

The cave goes on a downwards slope for about three hundred feet then it opens up into a larger cave with stalactites dripping water.

You see three tunnels branching out from this hub cave, a larger tunnel with water slowly flowing down it on a slope downwards in the center, and two smaller tunnels seemingly excavated on a feet higher level than ground, one on the left and one on the right. You can see that the right tunnel goes on an accentuated downwards slope, even more accentuated than the center tunnel.

You hear some screaming in a language you can't quite identify coming from the tunnels ahead, the reverberation in the cave don't allow you to pinpoint exactly where it came from.

Where do you want to go next?
> The smaller tunnel to the left
> The larger tunnel to the center
> The smaller tunnel to the right
> We've seen enough, let's retreat and head back to Lorione
> Write in
>>
> The smaller tunnel to the lef
For no particular reason just picking one
>>
>>3535951
> The smaller tunnel to the left

Can we still track the footprints? The big ones go into the big tunnel? If we can still see them and they go in this tunnel I want to pick a different one.
>>
>>3535990
>>3536012 It's hard to see footprints in the cave floor as it is mostly solid rock; and the slow flowing water in the larger tunnel would likely have erased any footprints left on it. The smaller tunnels are most definitely too small for a young dragon who should be about horse sized or a little bigger.

The tunnel to the left is too small for you to walk upright on it so you begin to crawl inside!

The order you enter the tunnels is

Uthred, Dandala, Selena, Mary, Ss'rath

tell me if you want to change it.

You're crawling through the tunnel for awhile when you pass through a section in which something isn't right...

Roll 1d20 to detect a trap, DC 10
>>
Rolled 6 (1d20)

>>3536034
Perfect order
>>
Rolled 1 (1d2)

>>3536041

You fail to detect the trap in time!

You fall 10 feet into a concealed hole into the cave, taking 1 damage from the fall, 1 damage from spikes in the bottom of the hole, and 1d2 damage from poison in the spikes!
>>
>>3536034
I was going to say the bard should be in the back, but if we get attacked from behind a tank would be needed. So the order seems fine. When we get out of the tunnel have the bard fall back.
>>
Rolled 2, 1, 8, 5, 13, 12 = 41 (6d20)

>>3536047

You took 3 hits of damage from the trap! You're seriously wounded.

As Dandala and Selena try to help you out of the hole you all notice a bunch of murderholes on the walls around you! Kobolds with short spears begin attacking us from behind the murderholes! They're in tunnels that run parallel to the one we're in, behind several inches of rock, and there are only small holes through which we can reach them!

Six kobolds attack Dandala and Selena, three each. Rolling to hit DC 13 for Dandala and DC 9 for Selena.

What will you do?
> Climb out of the hole
> Try to breach the wall to expose the kobolds (roll 1d20 DC 19)
> Shoot one of the kobolds with your crossbow (roll 1d20 DC 17)
> Lay on hands on someone (yourself)
> Tell everyone to crawl away from the trap and move past the murderholes (forwards or backwards?)
> Write in
>>
>>3536064
> Tell everyone to crawl away from the trap and move past the murderholes (forwards or backwards?)

Forwards. We can heal up once we're clear.
>>
Rolled 20, 18, 16, 13, 12, 15 = 94 (6d20)

>>3536074

The kobolds land a couple hits on Selena! She's lightly wounded!

You tell everybody to crawl forward away from the kobold's trap.

Dandala and Selena help you out of the hole and then you all crawl away from the kobold's spears!

They still have time to poke at Mary and Ss'rath when they pass through around the hole though, three each. Rolling to hit DC 15 for Mary and DC 12 for Ss'rath.
>>
>>3536087

Mary takes 4 hits worth of damage from the kobolds! She's seriously wounded.

Ss'rath takes 3 hits worth of damage from the kobolds! He's seriously wounded.

We're away from the reach of the kobolds for now.

What should we do now?
> Use your lay on hands (on whom; you can do it 2 times)
> Have Mary heal one hit of damage (on whom; she can do it 4 times)
> Have Mary cast a prayer of healing spell (heal 2 hits of damage from each party member; she can do it 2 times)
> Just continue down the tunnel
> Write in
>>
>>3536087
Retreat back to main chamber, it's easier to fight there.
>>
>>3536111
> Have Mary cast a prayer of healing spell (heal 2 hits of damage from each party member; she can do it 2 times)
>>
>>3536109
> Have Mary cast a prayer of healing spell (heal 2 hits of damage from each party member; she can do it 2 times)

We're all pretty banged up.
>>
>>3536109
>write in, time to leave. We don't know how many of these we are fighting
>>
>>3536111
>>3536114
>>3536126
>>3536130

Mary casts a prayer of healing spell, healing 2 hits of damage of each party member!

You're now lightly wounded!
Selena is fully healed!
Mary is lightly wounded!
Ss'rath is lightly wounded!

Now what are you going to do?
> Just continue down the tunnel
> Retreat back to the main chamber, it's easier to fight there, maybe the kobolds will follow us there
> Time to leave this cave, we don't know how many of these kobolds we are fighting
> Write in
>>
>>3533905
>Continue forwards

If we go back we'll have to pass through the murderhole again
>>
>>3536228

We continue down the tunnel.

After about a hundred more feet we see the walls lined with more murderholes and the path blocked by a large stone! This seems to be the end of the tunnel, the stone is blocking it from a larger chamber. We can hear the footsteps and hushed whispers of kobolds behind the murderholes waiting for us to get near to stab us with their spears!

What will we do?
> Push the boulder out of the way (roll 1d20 DC 16)
> Break the walls to reach the kobolds behind the murderholes (roll 1d20 DC 19)
> Approach and prepare to shoot kobolds behind the murderholes with your crossbow as soon as they show up (roll 1d20 DC 17)
> Turn back and leave this place
> Write in
>>
>>3536260
Fuck kobolds

>Turn back

They've gotta have an unblocked tunnel somewhere

Imb4 it's the big one
>>
>>3536260
> Turn back and leave this place
>>
>>3536275
>>3536282


We decide to turn back and leave this place.

As we head back through the tunnel we realize that by the hole trap the kobolds are still waiting in the murderholes to stab us with their spears!

What will we do?
> Crawl through the hole trap murderholes as fast as possible
> Break the walls to reach the kobolds behind the murderholes (roll 1d20 DC 19)
> Approach and prepare to shoot the kobolds behind the murderholes with your crossbow as soon as they show up (roll 1d20 DC 17)
> Write in
>>
>>3536291
>Go through as fast as possible

If we sprint through one by one they're gonna have a tough time hitting
>>
>>3536299

We can't really sprint, the tunnel is too small, there's only space to crawl, and we need to crawl around the hole, very close to the wall, leaving us open to get stabbed by the kobold's spears.
>>
>>3536305
>Go through as fast as possible
>>
>>3536305
Can we
> Break the walls to reach the kobolds behind the murderholes (roll 1d20 DC 19
>>
>>3536333
Without getting hit?
>>
>>3536333
>>3536335

No, you'd need to stand in front of the wall section to attempt to breach it, you'd be within the reach of the kobolds.
>>
Rolled 15, 1, 15, 16, 10, 17, 14, 15, 19, 18, 1, 2 = 143 (12d20)

>>3536299
>>3536329


We decide to go through the murderholes as fast as possible.

The kobolds try to land some hits with their spears on us as we move through, attacking you, Dandala, Mary and Ss'rath. Rolling to hit DC 14 for you, DC 13 for Dandala, DC 14 for Mary and DC 11 for Ss'rath, three attacks on each.
>>
>>3536344
>turn off hard mode
>>
>>3536344
>>3536348


You get hit by the kobolds twice! You're seriously wounded!

Dandala dodges one hit from the kobolds, but is hit by the kobolds once! She's lightly wounded.

Mary is hit by the kobolds three times! She's crippled!

Ss'rath is hit by the kobolds once! He's lightly wounded!

You all then crawl out of the tunnel.

You're back at the hub cave.

What do you want to do?
> Go down the larger tunnel to the center
> Go down the smaller tunnel to the left
> Let's get out of here and head back to Lorione
> Write in
>>
>>3536354
>Lay on hands Mary

>Small tunnel if we don't have to crawl, otherwise big tunnel

You know what, maybe we can negotiate with the dragon
>>
>>3536354
> Let's get out of here
> supply dwarves, should be easy.
>>
Rolled 1 (1d2)

>>3536372
>>3536359

alright, we got a tie

1 - lay hands on Mary then go on the big tunnel because we don't want to crawl into the left tunnel and maybe we can negotiate with the dragon
2 - get out of the cave altogether and go do a supply run to get some grains for the dwarves as it is probably easier than defeating kobolds/dragon
>>
>>3536404
>>3536359
>>3536372
You use your Lay on hands ability a couple times on Mary, she's now seriously wounded.

The small tunnel to the left is about the same size as the one to the right, we'd have to crawl through it; tired of crawling, we decide to take the big tunnel.

The large tunnel is a bit slippery due to the water slowly dripping through it, we have to take care not to slip and fall.

After about four hundred feet of going down the tunnel opens up to a large flooded cave. No tunnels seem to branch out from this cave.

What will we do next?
> Go back and check the smaller left tunnel
> Let's get out of here and head back to Lorione
> Write in
>>
>>3536416
How flooded is this cave? Enough that a dragon wouldn't want to live here? There's no gold lying around in here?

>Go back and check the smaller left tunnel
They can't have blocked off both, they'd have no way to get around.
>>
>>3536416
> Let's get out of here and head back to Lorione
>>
Rolled 1 (1d2)

>>3536422 the cave has some room to walk on the edge but for the most part is completely flooded, it looks like the water is deep but it's hard to tell how deep exactly as it's quite dark beyond the reach of your torch. You don't see gold lying around anywhere.
>>3536425

looks like we got another tie

1 - go check the smaller left tunnel
2 - get out of here and head back to Lorione
>>
>>3536422
>>3536425
>>3536432

You decide to go check the smaller left tunnel.

You begin crawling through it, the steep inclination making the task uncomfortable to say the least.

After going down for about four hundred feet the tunnel opens on a larger chamber. You find a couple pickaxes in the ground and a couple wooden buckets full of water. There's a pile of ore in a corner. There are a few tunnels leading out of this chamber but they seem to be small probing tunnels to look for ore, not really leading anywhere. It is hard to tell what kind of ore the kobolds are mining but you think it is copper.

The tunnel continues downwards past the chamber for about a hundred more feet before abruptly ending.

After exploring the mine, you return to the hub cave.

What do you want to do next?
> Head back into the right tunnel
> Wait in the cave hub to see if any kobolds will come out or if the dragon will show up
> Get out of the cave and head back to Lorione
> Write in
>>
>>3536439
> Get out of the cave and head back to Lorione

Other anon really wants to leave.

I guess a better way to tackle this, if we come back, would be to wait outside the cave and ambush them when they emerge for food like you suggested. I'm surprised they were able to move that boulder into place so quick.
>>
>>3536443
+1
>>
Rolled 1 (1d2)

>>3536443
>>3536449

We get out of the cave and head back to Lorione.

On our way back to Lorione we pass through the hunting grounds of the young green dragon!

Rolling to see if the green dragon attacks us, if 1 it will attack us.
>>
>>3536454
damnit
where does it even live?
>>
>>3536443
>>3536449
>>3536454


As we're going through the trail back to Lorione the young green dragon comes flying and gets in our way! It's larger than a horse and far more threatening! It tells us "Your gold or your life!"

Each member of your party has about 200 gold of personal wealth with them. You yourself have 245 gold. Your group also have 775 gold you've been saving to get Bailey revived.

What will we do?
> Give all our gold to the young green dragon
> Offer 500 gold for the young green dragon to let you pass (roll 1d20 DC 15)
> Offer 1000 gold for the young green dragon to let you pass (roll 1d20 DC 10)
> Shoot the young green dragon with your crossbow (roll 1d20 DC 14)
> Throw your axe at the young green dragon (roll 1d20 DC 14)
> Write in
>>
>>3536462
> Shoot the young green dragon with your crossbow (roll 1d20 DC 14)
>>
Rolled 1 (1d20)

>>3536462
> Offer 1000 gold for the young green dragon to let you pass (roll 1d20 DC 10)

Also ask it where it lives so we don't bother it in the future
>>
>>3536468
We couldn't beat the phoenix with Bailey, so you want to try fighting a dragon without her? Please come to your senses and salvage my terrible roll.
>>
>>3536472
Getting set back 1k is a little frustrating
>>
>>3536476
Dying is preferable? Or having more people to ressurect at 2k a head?
>>
out for the night
>>
Since there was some discussion last night I'm gonna wait a couple more hours for anyone who didn't make their roll yet to make up their minds and roll before continueing.
>>
>>3537605
I've never seen
>>3536468
Roll
>>
>>3537605
If his stats are anything like this we are dead in one hit...

https://roll20.net/compendium/dnd5e/Young%20Green%20Dragon#content
>>
>>3537678
Perhaps a good reason to vote and roll for a surrender option?
>>
>>3537698
Fine, surrender
>>
>>3537711
You might still want to roll for diplomacy as the option to surrender without a roll is for giving all your gold to the dragon.
>>
>>3537711
>>3537768
You can roll by putting dice+1d20 in the email field
>>
>>3537768
> Offer 1000 gold for the young green dragon to let you pass (roll 1d20 DC 10)
>>
>>3537891

do you know how to roll?

you need to write dice+1d20 on the Options field
>>
Rolled 11 (1d20)

>>3537911
>>
>>3536468
>>3536469
>>3537711
>>3537891
>>3537928

You tell the dragon "We'll pay you a thousand gold if you let us pass unharmed!"

The dragon seems pensive for a moment.

"A thousand gold you say? Seems like an appropriate toll. Very well, I'll let you pass.", says the dragon.

You all then scrounge together 1000 gold from your personal wealth and pay the young green dragon toll!

You still have it in you to ask the dragon "Where do you live so we don't bother you in the future?"

And he answers "Don't worry about that, if I ever see any of you near my lair I'll kill you all, no questions asked."

The young green dragon grabs the gold and flies away.

The rest of the trip to Lorione is rather uneventful.

What do we want to do next?
> Go after Khazud's staff
> Go after some stuff from Alion's list (what?)
> Tell the shaman to contact one of the militia groups for us to join (which one?)
> Let's buy a bunch of elvish trade goods to sell at Valonde
> Let's just continue our trip towards Nyamaris on our way to Valonde
> Write in
>>
>>3537952
> Let's buy a bunch of elvish trade goods to sell at Valonde
>>
>>3537958

We decide to buy some elvish trade goods to sell at Valonde!

We have 775 gold we've been saving to revive Bailey. Each member of the party has a few gold coins of personal wealth. You have 45 gold of personal wealth.

Your wagon can carry an extra 4200 lb.

You can buy another wagon for 35 gold and more horses for 50 gold each if you want to carry more weight. A wagon with a couple horses can carry about 5000 lbs. Since you have 5 people in your party you could have 5 wagons. If you want more wagons than that you can hire aidees. An unskilled aidee will cost you 1 gold per week.

What kind of elvish trade goods do we want to buy?
> Spices (5 gold per lb, we should be able to sell it for 12-15 gold per lb in Valonde over the course of a few months, or bulk sell it for 6-9 gold)
> Silk (3 gold per yard, we should be able to sell it for 7-10 gold per yard in Valonde, or bulk sell it for 4-6 gold)
> Elvish Noble Clothing (10 gold per 6 lb, we should be able to sell it for 25-30 gold in Valonde, or bulk sell it for 11-16 gold)
> Jewelry (30 gold per piece, we should be able to sell it for 41-50 gold in Valonde, or bulk sell it for 31-40 gold)
> Leather (5 gold per lb, we should be able to sell it for 10-15 gold in Valonde, or bulk sell it for 6-9 gold)
> Pottery (2 gold per 100 lb, we should be able to sell it for 5-8 gold per 100 lb in Valonde, or bulk sell it for 3-4 gold per 100 lb)
> Hardwood (1 gold per 1000 lb, you should be able to sell it for 4-6 gold per 1000 lb in Valonde, or bulk sell it for 2-3 gold per 1000 lb)
> Aphrodisiacs (20 gold per lb, we should be able to sell it for 31-40 gold per lb in Valond, or bulk sell it for 21-30 gold)
> Hallucinogens (10 gold per lb, we should be able to sell it for 51-70 gold in Valonde, or bulk sell it for 11-30 gold; however, they are illegal in Valonde)
> Write in
>>
>>3538072
At this point trading would not be worth the time. It comes out to about 250 profit for a quick sell...
>>
>>3538072
> Tell the shaman to contact one of the militia groups for us to join (which one?)
>>
>>3538072
Backing
>>3538102
Galebor group
>>
>>3538161
Sounds good
>>
>>3538098
>>3538102
>>3538161
>>3538233


We go talk to the shaman to see if she can contact one of the militia groups for us to join.
She recognizes us and give us some intel about what the militia groups are doing right now.
Galebor group - "They're investigating strange undead sites that have been appearing near the frontier in the north."
Elror group - "They're travelling to the western mountains to contact a dragon hunter that operates around there to see if he won't come over to deal with the green dragon harassing the merchants in the north."
Fineli group - "They're escorting a group of laborers opening a new trail between Lenoria an a village to the south."
Milure group - "They're patrolling the southern trails to keep them safe for the caravans coming from and going to Faleroth."


"We would like you to put us in contact with Galebor's group please.", you say.

"Very well, I'll send him a message telling him to meet you in the crossroads of the trail six days from now."

She then gives us instructions as to where exactly should we go to meet Galebor. Anticipating encounters with the undead, we bring our steel maces.

We travel through the trails and six days later we meet with Galebor's group of rangers.

"Hello again adventurers! We've been investigating some strange undead sites that have been springing up near the frontier. We think they might have something to do with that necromancer we found building a tower a few months back. These sites have a significant number of skeletons on them so our usual weapons are no good against them, we've been trying to gather intel from afar but the best we managed to figure out is that these areas slowly spread corruption around in the forest - plants wither and die and the earth itself acquires a purple-ish sickly coloration."

"How many of these sites have you found so far?", you ask.

"We've located three of these sites on our side of the river. They all have more than ten skeletons each."

What are we going to do?
> Let's go destroy the skeletons in one of those sites to check what it is all about
> Fashion some clubs for Galebor and his rangers so they can be more useful in the fight against the skeletons than with their usual weapons then go check one of the sites
> Bid Galebor good luck and return to Lorione
> Write in
>>
>>3538248
> Fashion some clubs for Galebor and his rangers so they can be more useful in the fight against the skeletons than with their usual weapons then go check one of the sites
>>
>>3538248
>Get Galebor and his crew some clubs and investigate

Shit that sounds nasty. Way bigger deal than some loser dwarves. I just hope these skeletons don't have bows.
>>
>>3538263
>>3538275


"Let me fashion some clubs for you and your rangers, they should be more effective than your usual weapons in a fight against skeletons.", you say.

After locating suitable trees and crafting the clubs you all head to the sites where Galebor and his rangers have found the undead.

It takes four days to arrive there.

Once you get there the smell of rot quickly assaults your nostrils even as you are hundreds of feets away from the corrupted area.

"This place is under some kind of curse, I can tell that much.", says Galebor.

"Let's go destroy those skeletons and figure out what it is all about!", you say.

You all then approach the area with the skeletons. There are 14 of them just laying around, carrying rusty short sword. They turn towards us when they see us approach and come running in our direction!

What will you do?
> Attack the nearest skeletons with your mace twice (roll 2d20 DC 10)
> Attack the nearest skeletons with your mace three times (roll 3d20 DC 14)
> Smite the nearest skeleton (roll 1d20 DC 10)
> Shoot the nearest skeleton with your crossbow (roll 1d20 DC 10)
> Throw your axe at the nearest skeleton (roll 1d20 DC 10)
> Write in
>>
>>3538314
> Attack the nearest skeletons with your mace three times (roll 3d20 DC 14)
>>
>>3538340
>>
Rolled 18, 12, 10 = 40 (3d20)

>>3538340
>>
Rolled 20, 6, 10 = 36 (3d20)

>>3538314
>Triple attack

Might need to rerun the math now that it's 2-3 instead of 1-2
>>
Rolled 15, 2, 18, 18, 12, 10, 19, 3, 19, 7, 15, 16 = 154 (12d20)

>>3538340
>>3538348
>>3538357
>>3538385


You try to attack the nearest skeleton three times with your mace and land one critical hit! You destroy the skeleton!

Galebor's rangers manage to bring down one skeleton with their clubs!

Dandala hits one skeleton with her club!

Ss'rath hits one skeleton with his club!

Mary casts spiritual weapon! Her spiritual weapon hits one skeleton!

Selena begins playing the song of courage! Everyone gets a +2 bonus to hit!

The skeletons begin to attack us! Two skeletons attack you and Mary, one attacks each of the others including the elves. Rolling to hit DC 14 for you, DC 14 for Mary, DC 11 for Ss'rath, DC 13 for Dandala, DC 9 for Selena.

What will you do?
> Attack the nearest skeletons with your mace twice (roll 2d20 DC 10)
> Attack the nearest skeletons with your mace three times (roll 3d20 DC 14)
> Fight defensively (roll 1d20 DC 14, you get one free dodge)
> Smite the nearest skeleton (roll 1d20 DC 10)
> Shoot the nearest skeleton with your crossbow (roll 1d20 DC 10)
> Throw your axe at the nearest skeleton (roll 1d20 DC 10)
> Write in
>>
>>3538385
Well the probability in this case is about 66% of landing a hit on 3x attack. Now smite does 2x damage to undead with a 50% probability. We might be better off with smite.
>>
>>3538412

forgot to input the effect of the song of courage, the DCs are 2 points lower
>>
Rolled 18, 9, 11 = 38 (3d20)

>>3538421
> Attack the nearest skeletons with your mace three times (roll 3d20 DC 12)
>>
>>3538438
New proabilty 3x 78% and smite 40%.
>>
>>3538450
Sorry smite is 60%.
>>
Rolled 3, 13, 5, 4, 9, 11, 2, 20, 14 = 81 (9d20)

>>3538438

You try to attack the nearest skeleton with your mace three times and land one hit.

The skeletons land one hit on you! You're now lightly wounded.

The skeletons land two hits on Mary! She's lightly wounded.

The skeletons land one hit on Ss'rath! He's lightly wounded.

The skeletons land one hit on Selena! She's lightly wounded.

The skeletons land three hits on Galabor's rangers, they're lightly wounded.

Galebor's rangers land a couple of critical hits and destroy two skeletons and damage a third one.

Dandala try to hit the skeleton with her mace but miss.

Ss'rath tries to hit the skeleton with his mace but miss.

Mary attacks the skeleton with her mace, destroying it! Her spiritual weapons damages another skeleton.


The skeletons attack us! One hit each of us! Rolling to hit DC 14 for you, DC 14 for Mary, DC 11 for Ss'rath, DC 13 for Dandala, DC 9 for Selena.

What will you do?
> Attack the nearest skeletons with your mace twice (roll 2d20 DC 8)
> Attack the nearest skeletons with your mace three times (roll 3d20 DC 12)
> Fight defensively (roll 1d20 DC 12, you get one free dodge)
> Smite the nearest skeleton (roll 1d20 DC 8)
> Shoot the nearest skeleton with your crossbow (roll 1d20 DC 8)
> Throw your axe at the nearest skeleton (roll 1d20 DC 8)
> Write in
>>
Rolled 15, 20, 9 = 44 (3d20)

>>3538465
> Attack the nearest skeletons with your mace three times (roll 3d20 DC 12)
>>
Rolled 19, 20 = 39 (2d20)

>>3538479

You attack the nearest skeletons with your mace landing a couple hits, one being a critical! You destroy two skeletons!

The skeletons fail to hit us at all this turn. They land a couple hits on Galebor's rangers.

Dandala miss her hit on the skeleton.

Ss'rath hits the skeleton with his mace, destroying it.

Selena stops playing the song of courage and hits one skeleton with her mace, destroying it!

Now that she stopped playing the effect will linger for a few more turns.

Mary attacks one skeleton with her mace, destroying it! Her spiritual weapon destroys another skeleton!

Galebor ranger's destroy one more skeleton with their clubs!

The two remaining skeletons attack you and Mary. Rolling to hit DC 14 for you and DC 14 for Mary.

What will you do?
> Attack the nearest skeletons with your mace twice (roll 2d20 DC 8)
> Attack the nearest skeletons with your mace three times (roll 3d20 DC 12)
> Fight defensively (roll 1d20 DC 12, you get one free dodge)
> Smite the nearest skeleton (roll 1d20 DC 8)
> Shoot the nearest skeleton with your crossbow (roll 1d20 DC 8)
> Throw your axe at the nearest skeleton (roll 1d20 DC 8)
> Write in
>>
Rolled 7, 20 = 27 (2d20)

>>3538497
Ooof
I'm back

>Double attack
>>
Rolled 18, 16, 7 = 41 (3d20)

>>3538497
> Attack the nearest skeletons with your mace three times (roll 3d20 DC 12)
>>
>>3538501
>>3538506


The skeletons land one hit on you and one critical hit on Mary! You're lightly wounded! Mary is seriously wounded!

You land one critical hit on one skeleton destroying it!

Galebor's rangers destroy the other skeleton!

(You gained 1 experience for surviving the fight against the skeletons! You now have 101 experience. You'll level up once you reach 150 experience. You're currently level 4)

"That last hit really hurt. Okay everyone, whoever got badly hurt come closer so I can cast a prayer of healing to heal us all, up to six people.", says Mary.

You see Galebor scanning the area. He tells you "Look at what I found!"

You walk up to him and he points out to you a small stone altar, apparently marble, with a black onix stone the size of a fist embedded in it.

"Do you think this thing is causing the corruption?", asks Galebor.

"I don't know, but I don't think we should leave it here as is. Maybe we should take it to a wizard to analyze. Or maybe we should destroy it.", you say.

What will you do?
> Smash the onyx stone to bits with your mace
> Yank the onyx stone out of the marble altar and take it with you back to Lorione
> Carry the marble altar with the onyx stone back with you to Lorione
> Leave the marble altar and the stone alone
> Write in
>>
>>3538534
> Write in
I'm not smashing anything, if the elves what to they can.
>>
>>3538534
> Write in, if there is nothing else to be done here, head back to town.
>>
>>3538550
>>3538553

So you're voting to leave the thing alone?
>>
>>3538534
>Carry the whole thing back, altar and all
>>
>>3538567
Ok, we need to increase the amount ppl on watch at night. I'm not having the undead sneak up on use will we are sleping, just in case they start spawning.
>>
>>3538567
>>3538594

We decide to carry the whole thing back town, altar and all.

We say farewell to Galebor as his group will continue his patrols through the norther territory.

Fearing that the undead might spawn while we're sleeping we keep extra people on watch during the night on our way back town.

The only encounter with undead that we have on our way back however is a small undead bird that comes flying and tries to attack us! We quickly destroy it, but it leaves us on high alert.

After a couple weeks we arrive back town carrying that unwieldy thing, attracting a little attention.

What do we want to do next?
> Ask Alion what is this onyx thing on the marble altar that we have found
> Go after Khazud's staff
> Go after some stuff from Alion's list (what?)
> Tell the shaman to contact one of the militia groups for us to join (which one?)
> Let's buy a bunch of elvish trade goods to sell at Valonde
> Let's just continue our trip towards Nyamaris on our way to Valonde
> Write in
>>
>>3538594
I think we'd notice changes in landscape long before that became a worry

>>3538612
>Ask Alion wtf this thing is
>>
>>3538621
> Ask Alion what is this onyx thing on the marble altar that we have found
> notify Alion we lost our and need 1300 to bring her back. See if there is a deal we can make.
>>
>>3538635
Mage*
>>
>>3538635
I'd really rather not beg Alion for gold, we bother him enough
>>
>>3538639
We are not begging, we put in work for him. The dude is rich, he wouldn't miss it.
>>
>>3538670
Could just take a severance and get our mage back. We don't need to do the rest of Alions tasks.
>>
>>3538621
>>3538635
>>3538639
>>3538670
>>3538684
>>3538691


We go knock on the door of Alion's tower again. We're received by his apprentice.

"Have you come to deliver some more components?", he asks

"No, we came to ask Alion if he knows what is this thing that we've found in the forest.", you say, showing the altar with the onyx stone to the apprentice.

"I have no idea what this thing is. Maybe master Alion knows it. Oh well, come in, he's casting as usual, he'll receive you when he has time."

We stay waiting on Alion's waiting room for a few hours. Then the apprentice leads us to Alion's room on the top of the tower.

"So, my apprentice told me you've found something strange in the woods. What is it?"

"Alion, we've destroyed a group of undeads in the forest and at the center of where they were located there was this marble altar with an onyx stone in it. We didn't know what to do with it so we hauled the whole thing back to town.", you say.

"Let me take a good look at it.", says Alion.

He then mutters something and casts a spell on it.

"As I have thought. It been decades since I last saw one of these things. They're a byproduct of necromancy, the powerful kind. You see, a necromancer can only control so many minions. If he wants to control more he needs to use magical items to do so. But the manufacture of this sort of magical items requires vast resources that are hard to acquire. However, necromancy, as is usual for this school, offers a shortcut. By draining the vital energy of the environment and creatures around a specially prepared enchanted stone the necromancer can accumulate enough power to be able to create potions that will temporarily enhance his ability to control more minions or to summon more powerful undeads. Seems like this stone didn't spend that much time in place so it isn't yet fully charged, but I can tell it has quite some amount of vital energy in it already. I suppose the necromancer that placed the onyx stone on the altar probably put some magical trap on it as well. I'm going to dispell it."

Alion then dispel the magical trap on the marble altar. A black spirit emmerges from the stone and evaporates like smoke. He then yanks out the stone from the altar and takes it to his table. He uses some magic to bring a bunch of alchemical implements from the shelves that lines the walls to his table. He then begins to perform some kind of alchemical process on the stone.
>>
>>3538710


"I'm extracting the vital essence trapped in the onyx stone. After I'm done doing it the ritual that enchanted the stone to drain vital essence will be void and would need to be performed again. Since you have found the whole thing I won't charge you for the spells I used to identify disable and distille this stuff and I'll give you the vital essence if you let me keep this sizeable onyx stone. I don't really want the vital essence since it is the byproduct of necromancy. It can be used for several high level potions that improve caster efficiency as I have told you already, but a more pressing use for you is that it can be drinked as is and it will work like a more powerful healing potion."

"We're kinda in need for money, our friend is dead and we need 1300 gold for reviving her, are you sure you're not interested in buying this stuff.", you say.

"Yes, I'm not really interested. You might find some buyers in Lenoria, it might sell for a few hundred gold, but you should probably neglect mentioning how you obtained it. There are legitimate ways to acquire vital essence for use in potions, it's just that the necromantic way is seem by many as simpler and more direct, even though it causes the most damage to the environment and is not sustainable long term.", says Alion.

After about an hour the concoction is ready.

"Ah, here it is! There's enough for one big healing potion or three small ones. How do you want me to bottle this stuff?"

> Give me one big vital essence vial (heals 5 hits worth of damage)
> Give me three small vital essence vials (heal 2 hits worth of damage each)
> Write in
>>
>>3538691
Pay for what we've done so far I'm more on board with. We can either drop the magic items or have him give new ingredients to retrieve.

Or we could sell the potions we just got.

>>3538717
>3 smalls
>Ask if he'll do the same process if we find any more of these crystals and bring them back for him to keep
>Ask what the trap was and if there's a way for us to defuse it so we don't have to lug a marble altar back next time.
>>
>>3538717
> Give me three small vital essence vials (heal 2 hits worth of damage each)
>>
>>3538731
Support
>>
>>3538731
>>3538739
>>3538744

Alion gives us three small vials of vital essence.

"Would you do the same process if we find any more of these crystals and bring them back for you to keep?", you ask.

"If you can find some more enchanted onyx I'll extract the vital essence for you if you allow me to keep the gem. I must import all my onyx from the human kingdom to the north so getting some without having to wait months or even years for a gem merchant to come is always nice. With that young green dragon on the frontier it might be a few years until I see a merchant with a good stock of onyx gems.", says Alion.

"What was the trap on the gem? Is there any way for us to defuse it? We'd rather not lug a marble altar back next time.", you say.

"I'm not sure, it was probably explosive runes, but might have been any given spell. The trap was magical in nature so unless one of you can cast dispel magic I'm afraid you won't be able to defuse it if you find another of those.", says Alion.

You then thank Alion for his time

What do you want to do next?
> Go after Khazud's staff
> Go after some stuff from Alion's list (what?)
> Tell the shaman to contact one of the militia groups for us to join (which one?)
> Let's buy a bunch of elvish trade goods to sell at Valonde
> Let's just continue our trip towards Nyamaris on our way to Valonde
> Write in
>>
>>3538805
> Tell the shaman to contact one of the militia groups for us to join (which one?)
> I think we should see what's happening at the trail construction.
>>
>>3538805
>Sell the healing potions
>Rejoin Galebor and collect more orbs

If it's explosive runes maybe we can tip the orbs into a sack with a stick or pole or something
>>
>>3538822
If we get more it doesn't hurt to just haul it back and let Alion deal with the traps.
>>
>>3538826
Yeah, the pole and sack is so we don't set off the traps and die.
>>
>>3538837
Mmah, just have the elves pick it up for us.
>>
Rolled 1 (1d2)

>>3538819
>>3538822

Alright so it's a tie

1 - go check Fineli group opening a new trail
2 - rejoin Galebor to collect more orbs
>>
>>3538864
What
I lost the decision roll
This never happens!
>>
>>3538819
>>3538822
>>3538864

We decide to go check on Fineli group opening a new trail.

The shaman sends a message to them telling we're going to go there meet them. She then gives us instructions on how to find the new trail they're opening.

We travel to the new trail. The trip is largely uneventful.

We then meet Fineli group overseeing a group of a couple dozen elvish laborers busily felling trees to open the new trail.

"It gives us mixed feelings opening new trails. On the one hand we're downing so many trees. On the other hand we're making the elvish kingdom safer and easier to traverse. Well, sort of. Some people even wonder why don't we build roads at all. Well, we don't really need roads. To be entirely honest we don't even need trails. These trails are already a compromise that we make with other races so that they can more readily traverse our territory. With a good ranger leading you you can go anywhere in the elvish kingdom, trail or no trail. We've been attacked by wildlife a few times. They feel the intrusion in their habitat. A new trail tends to be unsafe for awhile until the wildlife adjusts to have people wandering around their old territory. We found a few animals who might prove troublesome for the people traversing these trails that sadly we might need to eliminate."

"We found a nest of giant bats in a cave nearby. There are more than twenty of the things. They eat fruits but they also suck blood so they might prove a danger to passing caravans."

"We found tracks of owlbears in the area. We haven't seen them but we suspect there are at least three. Those things are too dangerous to leave wandering around the trails."

"We found a bunch of giant spiders who made webs ahead on the trail's path. We can continue work for a few weeks but sooner or later we'll have to get rid of them to progress further. We saw a particularly large giant spider amongst them that might prove troublesome to get rid off."

"We found a bunch of giant boars roaming together nearby. So far they kept their distance and didn't attack us but who knows when the mad beasts will charge against the laborers working on the trail."

What should we do?
> Go kill giant bats
> Go kill owlbears
> Go kill giant spiders
> Go kill giant boars
> Bid Fineli good luck and head back to Lorione
> Write in
>>
>>3538915
> Go kill giant spiders
>>
>>3538948

We decide to go kill giant spiders.

Fineli and his rangers lead us through the woods towards the area where he found the giant spiders.

When we're closing in he says to us: "Be careful, those spiders will try to get us all tangled in their webs and then they'll bite us injecting us with poison. Be prepared to either cut off the webs or break free through sheer strength!"

We're close enough that we're seeing the webs and we can see some of the spiders. We can count eight of them, and you can see the big one in the middle of the bunch behind a whole bunch of webs, but there may be more that we can't see concealed by the webs.

What will you do?
> Attack the nearest spider with your sword twice (roll 2d20 DC 11)
> Attack the nearest spider with your sword three times (roll 3d20 DC 15)
> Smite one of the spiders (roll 1d20 DC 11)
> Shoot one of the spiders with your crossbow (roll 1d20 DC 11)
> Throw your axe at one of the spiders (roll 1d20 DC 11)
> Write in
>>
Rolled 10, 7 = 17 (2d20)

>Attack twice

Have everyone stay close so we can help anyone who gets tangled by cutting them free.
>>
Rolled 8 (1d20)

>>3539013
> Shoot one of the spiders with your crossbow (roll 1d20 DC 11)
>try to keep our distance and use range weapons. If they close in switch to melee.
>>
Rolled 2 (1d2)

>>3539025
>>3539037

1 - attack twice
2 - shoot with your crossbow
>>
>>3539037
Our rolls this time were a bust, but some quick number running assuming DC 10/14 on two/three attacks

For two attacks (roughly):
Both miss at 20% chance
One hits at 50% chance
Both hit at 30% chance

For three attacks:
27.625 all miss
44.625 one hit
23.875 two hit
04.875 all three hit

So unless the DC is like 8 or lower two attacks will be more consistent and better than three.
>>
Rolled 13, 18, 4, 14, 2, 16, 3, 7, 8, 19, 13, 4 = 121 (12d20)

>>3539025
>>3539037
>>3539065


You try to shoot the nearest spider with your crossbow but miss!

Fineli's rangers begin shooting at the spiders, landing 5 critical hits, dealing a total of 16 hits worth of damage! They manage to kill 4 spiders!

Dandala shoots at one spider with her longbow but miss!

Ss'rath throws a spear at one spider but miss!

Mary shoots with her crossbow at one spider but miss!

Selena begins playing the song of courage! Everybody gets a +2 bonus to hit!

More spiders come out of the webs! We can count a total of 11 spiders plus the big one!

The spiders shoot web at you all, one on each! Rolling to hit DC 13 for you, DC 12 for Dandala, DC 8 for Selena, DC 13 for Mary, DC 10 for Ss'rath.

What will you do?
> Attack the nearest spider with your sword twice (roll 2d20 DC 9)
> Attack the nearest spider with your sword three times (roll 3d20 DC 13)
> Smite one of the spiders (roll 1d20 DC 9)
> Shoot one of the spiders with your crossbow (roll 1d20 DC 9)
> Throw your axe at one of the spiders (roll 1d20 DC 9)
> Write in
>>
Rolled 14 (1d20)

>>3539082
> Shoot one of the spiders with your crossbow (roll 1d20 DC 9)
>>
Rolled 12 (1d20)

>>3539082
> Shoot one of the spiders with your crossbow (roll 1d20 DC 9)

That's a lot
>>
Rolled 1, 10, 8, 6, 9, 3, 14, 11, 4 = 66 (9d20)

>>3539091
>>3539160


You shoot one of the spiders with your crossbow!

Fineli's rangers deal a total of 8 hits of damage killing a couple more spiders!

Dandala shoots one spider with her longbow!

Ss'rath throws a spear at one spider!

Mary shoots a spider with her crossbow landing a critical! She kills it!

You get hit by the spider's web! You're now restrained by it! You can only try to break free from the web or attack it with a -8 penalty.

Dandala dodges the spider web!

Mary is hit by the spider web! She's now restrained!

Three of Fineli's rangers are also restrained by the spider's web!

The spiders move in for the kill, attempting to bite the people bound by the webs! Two spiders try to bite you, two try to bite Mary. Rolling to hit DC 13 for you, DC 13 for Mary.

What will you do?
> Try to break free from the spider's web (roll 1d20 DC 12)
> Try to cut off the spider's web (roll 2d20 DC 13)
> Write in
>>
Sorry, my bad, the DC to hit you while you're restrained by the web shouldn't be 13.
You should have a -4 on the DC so it should be DC 9 for you and DC 9 for Mary, so one spider will land a bite on you and none will land bites on Mary.
>>
Rolled 9, 8 = 17 (2d20)

>>3539163
> Try to cut off the spider's web (roll 2d20 DC 13)

Good thing we didn't do melee!
>>
Rolled 2 (1d2)

>>3539174

One spider lands a bite on you! Rolling to see how much damage the poison causes.
>>
Rolled 4, 14, 13, 1, 11, 19, 3, 4 = 69 (8d20)

>>3539174
>>3539182

You try to cut off the spider's web but fail!

One spider bites you causing 3 hits worth of damage, one from the bite and two from the poison! You're now seriously wounded!

Two spiders similarly manage to bite Fineli's rangers!

One of Fineli's rangers manages to break free from the webs!

Mary doesn't manage to break free from the webs!

The Fineli's rangers manage to cause 6 hits of damage on the spiders, killing another one.

Dandala attacks the web around you with her sword, breaking you free!

Ss'rath tries to break Mary free from her web but fails!

The spiders continue trying to bite the people restrained by the webs! Three spiders attack Mary! Rolling to hit DC 9.

What will you do?
> Attack the nearest spider with your sword twice (roll 2d20 DC 9)
> Attack the nearest spider with your sword three times (roll 3d20 DC 13)
> Smite one of the spiders (roll 1d20 DC 9)
> Shoot one of the spiders with your crossbow (roll 1d20 DC 9)
> Throw your axe at one of the spiders (roll 1d20 DC 9)
> Write in
>>
Rolled 1, 18 = 19 (2d20)

>>3539212
>Cut Mary free
>>
Rolled 20, 14, 1, 9, 1 = 45 (5d20)

>>3539223

Mary takes 5 hits worth of damage from the spider bites and poison! She's now crippled!

You cut Mary free from the webs!

The two rangers who were still bound by webs break free from them!

Mary casts a prayer of healing, healing 2 hits worth of damage on herself, on you and on three of Fineli's rangers who have been wounded by spider bites. She's now seriously wounded!

You're now lightly wounded!

Fineli's rangers deal 8 hits worth of damage, killing a couple more spiders.

Dandala shoots one spider with her longbow.

Ss'rath throws a spear at one spider, killing it.

The spiders attack the people they see are wounded! One attacks you, one attacks Mary. Rolling to hit DC 13 for you and DC 13 for Mary.

What will you do?
> Attack the nearest spider with your sword twice (roll 2d20 DC 9)
> Attack the nearest spider with your sword three times (roll 3d20 DC 13)
> Smite one of the spiders (roll 1d20 DC 9)
> Shoot one of the spiders with your crossbow (roll 1d20 DC 9)
> Throw your axe at one of the spiders (roll 1d20 DC 9)
> Write in
>>
Rolled 8, 16 = 24 (2d20)

>>3539243
> Attack the nearest spider with your sword twice (roll 2d20 DC 9)
>>
Rolled 1, 1 = 2 (2d2)

>>3539247

You've been bit by a spider! It landed a critical hit! Rolling doubled poison damage.
>>
Rolled 12, 14 = 26 (2d20)

>>3539243
> Attack the nearest spider with your sword twice (roll 2d20 DC 9)

Poison OP
Good thing these monsters are almost dead
Weren't giant spiders on Alion's list btw?
>>
>>3539243
>Healing hands on self
>>
>>3539260
Calm down, Mary is gonna prayer everyone for 2
>>
Rolled 8, 12 = 20 (2d20)

>>3539247
>>3539251
>>3539254

You take 4 damage from the bite of the giant spider! You're now crippled! You're taking +4 penalty on all DCs and -2 on your AC.

One spider bites Mary dealing 3 hits worth of damage! She's now crippled!

Fineli's rangers deal 8 hits of damage, killing a couple more spiders.

Dandala attacks one spider with her sword!

Ss'rath attacks one spider with his spear!

You hit one spider twice with your sword, killing it!

Mary casts prayer of healing! She's now seriously wounded.

You're now seriously wounded, taking +2 penalty on all DCs.

The last two spiders attack you and the big one one of Fineli rangers. Rolling to hit DC 13 to hit you.

What will you do?
> Attack the nearest spider with your sword twice (roll 2d20 DC 11)
> Attack the nearest spider with your sword three times (roll 3d20 DC 15)
> Smite one of the spiders (roll 1d20 DC 11)
> Shoot one of the spiders with your crossbow (roll 1d20 DC 11)
> Throw your axe at one of the spiders (roll 1d20 DC 11)
> Write in
>>
>>3539267
Sorry mary needs it... i thought we werr crippled
>>
>>3539275
> healing hand. Can I fight def with a dodge?
>>
Rolled 10, 1 = 11 (2d20)

>>3539275
>Attack Twice

>>3539282
No need to dodge, it missed both rolls
>>
>>3539282
>>3539293

You try to attack the giant spider with your swords but miss your attacks.

Dandala attacks the giant spider with her sword.

Ss'rath attacks the giant spider with his spear.

Mary attacks the giant spider with her mace.

Selena stops playing the song of courage and kills the giant spider with her short sword.

The song of courage effects will linger for a few more turns now that she stopped playing it.

The Fineli rangers shoot the big spider! They deal a total of 8 damage on it, killing the damn thing!

All the spiders are dead!

(You gained 2 experience for surviving the encounter with the giant spiders. You now have 103 experience. You'll level up once you reach 150 experience. You're currently level 4.)

"Giant spiders were on Alion's list weren't they? Let's gather the stuff he asked for!", you say.

You all then collect a bunch of giant spider web and lots of hair from the big spider.

"Thanks for the help with the giant spiders, without you some of us might have died in this fight!", says Fineli.

What do you want to do next?
> Go kill giant bats
> Go kill owlbears
> Go kill giant boars
> Bid Fineli good luck and head back to Lorione to deliver the giant spider components to Alion
> Write in
>>
>>3539319
> let's piss off peta, dip are arrows in poison and kill the rest of these animals.
> Go kill giant boars
>>
>>3539331
Our*
>>
off for the night
>>
>>3539319
> Go kill owlbears

>>3539331
But anon, we work for PETA
Also I think owlbears should be next. They're shitty and violent and attacked us on the road once.
>>
>>3539413
Heads up the rest of Alions list is hard mode. The one that is probably do able is the wight, if i had to guess one is located at Khazud's staff.
>>
Rolled 2 (1d2)

>>3539331
>>3539413

well, another day, another tie

1 - dip arrows in poison and go kill giant boars
2 - go kill owlbears
>>
>>3539331
>>3539413
>>3540703

We decide to go kill some owlbears.

Fineli tells us "Those owlbears tend to travel in small packs and viciously attack travelers when they think they can kill one for a quick and easy meal. According to the tracks we saw in the woods there might be at least three owlbears roaming the woods near the trail, it's a matter of time until they try to attack someone. I don't think they would stay and fight a group as large as both of ours combined though and they're a bit too fast to pursue on foot. Do you guys want to try baiting them by camping near the area where we saw their tracks? But only do it you think anyone of you can survive the attack of three owlbears, as they'll likely attack together one target at a time and will try to attack whoever they think will make a good meal. We could also try to track where the owlbears sleep, but more often than not this is a fool's errand as those beasts change lairs quite often and often just sleep in the open. They're not quite as dumb as most animals, they're smart enough to keep one owlbear on watch as the others sleep. As we still need to protect the workers on the trail and can't stay too long away from them I could assign one of my rangers to guide your group through the forest while we stay and keep watching over the workers."

"We could watch over the workers for you while you go kill the owlbears Fineli.", says Selena.

"Well, that's also an option.", says Fineli.

> Camp near the owlbear territory and try to bait them into attacking
> Have one of Fineli's rangers track the owlbears through the forest to try catching them in their sleep
> Watch over the workers while Fineli go track and kill the owlbears
> Reconsider killing the owlbears
> Write in
>>
>>3540758
> Have one of Fineli's rangers track the owlbears through the forest to try catching them in their sleep
>>
Rolled 2, 12, 6, 6, 11, 2, 7, 10, 10, 12, 7, 12, 1, 4, 5, 1, 18, 11, 5, 4, 10, 4, 9, 11, 17 = 197 (25d20)

>>3540786

We have one of Fineli's rangers track the owlbears through the forest to try catching them in their sleep.

Rolling to see how long it will take to find the owlbears in days. On a 1 the owlbears surprise attack us while we're camping. On a 20 we surprise attack the owlbears while they're sleeping.
>>
Rolled 2 (1d6)

>>3540809
>>3540786

After 13 days tracking the owlbears in the forest they attack us by surprise while we are camping at night!

Rolling to see who was on watch duty at the time

1 - Uhtred
2 - Dandala
3 - Selena
4 - Mary
5 - Ss'rath
6 - Fineli's ranger
>>
Rolled 10 (1d20)

>>3540786
>>3540809
>>3540814

Three owlbears try to sneak upon Dandala! Rolling to see if she notices them before they attack, DC 13.
>>
Rolled 11, 10, 11, 18, 10, 4 = 64 (6d20)

>>3540786
>>3540809
>>3540814
>>3540815

Dandala fails to notice the approaching owlbears! They jump upon her and attack with their beaks and their claws! They get a +2 to hit since Dandala was oblivious to their approach!

Rolling to hit DC 8
>>
Rolled 1, 1 = 2 (2d2)

>>3540824

Dandala dodges one hit from one owlbear beak!

Two owlbears land hits with their beaks and two land hits with their claws!

Rolling claw damage.
>>
Rolled 3, 20, 3, 7, 10, 2 = 45 (6d20)

>>3540824
>>3540827

Dandala takes 4 hits worth of damage in the surprise round against the owlbears! She's seriously wounded!

She screams to alert everyone in the camp about the owlbears!

You all get up and grab your weapons readying yourselves for battle!

The three owlbears will attack Dandala again, Rolling to hit DC 10.

What will you do?
> Attack one owlbear with your sword a couple times (roll 2d20 DC 10)
> Attack one owlbear with your sword three times (roll 3d20 DC 14)
> Smite one of the owlbears (roll 1d20 DC 10)
> Shoot one of the owlbears with your crossbow (roll 1d20 DC 10)
> Throw your axe at one of the owlbears (roll 1d20 DC 10)
> Lay on hands on someone (Dandala; you have two uses left)
> Give Dandala one of the vital essence healing potions (you have three left)
> Write in
>>
Rolled 7, 11 = 18 (2d20)

>>3540834
> Attack one owlbear with your sword a couple times (roll 2d20 DC 10)
>>
Rolled 10, 10, 8, 16, 4, 4 = 52 (6d20)

>>3540851

Dandala was fighting defensively and avoids one hit from the owlbear claws. She still takes one hit from one of the owlbear's beak! She's crippled! She still manages to hits one of the owlbears with her sword!

You try to attack one of the owlbears a couple times and land one hit with your sword!

Mary runs up to Dandala and heals her for 2 hits worth of damage! Dandala is now seriously wounded!

Ss'rath throws a spear at one of the owlbears but miss.

Selena begins playing the song of courage! We all get a bonus of +2 to hit.

The ranger tries to shoot at the owlbears with his longbow but miss.

The owlbears continue to attack Dandala. Rolling to hit DC 10.

What will you do?
> Attack one owlbear with your sword a couple times (roll 2d20 DC 8)
> Attack one owlbear with your sword three times (roll 3d20 DC 12)
> Smite one of the owlbears (roll 1d20 DC 8)
> Shoot one of the owlbears with your crossbow (roll 1d20 DC 8)
> Throw your axe at one of the owlbears (roll 1d20 DC 8)
> Lay on hands on someone (Dandala; you have two uses left)
> Give Dandala one of the vital essence healing potions (you have three left)
> Write in
>>
>>3540874
> Lay on hands on someone (Dandala; you have two uses left)
>>
Rolled 6, 1, 16 = 23 (3d20)

>>3540874
> Attack one owlbear with your sword three times (roll 3d20 DC 12)
>>
>>3540885
>>3540886

which one?
>>
>>3540899
> healing hands
>>
Rolled 2, 1 = 3 (2d2)

>>3540885
>>3540886
>>3540904

You use your lay on hands ability on Dandala! She heals one hit worth of damage!

Mary heals one hit worth of damage from Dandala!

Dandala is now lightly wounded.

Two owlbears land claw attacks on Dandala! Rolling damage.
>>
>>3540907

Dandala takes 3 hits worth of damage from the claw attacks from the owlbears! She's seriously wounded!

Dandala lands a critical hit on one of the owlbears with her sword!

Ss'rath throws one spear at one of the owlbears!

The ranger shoots a couple of arrows at the owlbear, one being a critical hit!

The more badly wounded owlbear begins to flee and the other two follow him!

Dandala grabs her longbow and shoots at the fleeing owlbear and lands a hit!

Ss'rath throws a spear at the fleeing owlbear but miss!

Mary grabs her crossbow and shoots at the fleeing owlbear but miss!

Selena stops playing the song of courage grabs her crossbow and shoots at the fleeing owlbear killing it!

The ranger shoots at another of the fleeing owlbears!

You shoot at the fleeing owlbear with your crossbow!

"Well, so much for catching the owlbears in their sleep. At least we got one.", says Selena.

"What should we do now?"

> Continue tracking the owlbears, two of them are still a threat
> Let's call it quits, we killed one that's enough owlbear killing for now
> Write in
>>
>>3540922
> Let's call it quits, we killed one that's enough owlbear killing for now
>>
>>3540922
> Continue tracking the owlbears, two of them are still a threat

These things are a menace
>>
>>3540928
Ok then. Maybe we will get the jump on them.
>>
Rolled 3, 15, 18, 16, 8, 5, 13, 20, 18, 15, 12, 17, 8, 6, 4, 7, 11, 13, 1, 16, 1, 5, 19, 8, 20 = 279 (25d20)

>>3540925
>>3540928
>>3540939

We continue tracking the owlbears since two of them are still a threat.

Rolling to see how long we'll take to find them in days. On a 20 we find their sleeping place. They won't jump on us on a 1 anymore as they are currently avoiding us.
>>
>>3540950
Of course this time we roll a 20 before any 1's
>>
>>3540950

After 8 days of tracking one night we find the sleeping place of the owlbears!

One owlbear is awake watching while the other big one sleeps. There are five small owlbear cubs with them, all of them also asleep!

Roll 1d20 to see if you can approach the owlbears without getting noticed to get a surprise turn. DC 11.
>>
Rolled 8 (1d20)

>>3540964
>>
Rolled 12 (1d20)

>>3540964
>>
Rolled 14, 7, 16, 10 = 47 (4d20)

>>3540975

The owlbear notices you moving in the woods and screeches awaking the others! The small owlbears slowly awake and start to clumsily walk around more or less aimlessly! The two adult owlbears quickly get between us and the small owlbears and viciously jump at you! Rolling to hit DC 11.

What will you do?
> Attack one owlbear with your sword a couple times (roll 2d20 DC 10)
> Attack one owlbear with your sword three times (roll 3d20 DC 14)
> Smite one of the owlbears (roll 1d20 DC 10)
> Write in
>>
Rolled 15, 6 = 21 (2d20)

>>3540992
>Double attack

I may have made smite too underpowered...
>>
Rolled 7, 10 = 17 (2d20)

>>3540992
> Attack one owlbear with your sword a couple times (roll 2d20 DC 10)
>>
Rolled 7, 10, 4, 13 = 34 (4d20)

>>3540994
>>3540999


The two owlbears attack you with their beaks! You're lightly wounded!

You try to attack one of the owlbears twice and land one hit!

Mary heals one hit worth of damage of you! You're lightly wounded!

Ss'rath throws a spear at one of the owlbears but miss.

Dandala shoots one of the owlbears with her longbow!

Selena begins playing the song of courage! Everybody gets a +2 bonus to hit.

The ranger miss his shots at the owlbears.

The owlbears continue to attack you! Rolling to hit DC 11.

What will you do?
> Attack one owlbear with your sword a couple times (roll 2d20 DC 8)
> Attack one owlbear with your sword three times (roll 3d20 DC 12)
> Smite one of the owlbears (roll 1d20 DC 8)
> Fight the owlbears defensively (roll 1d20 DC 12, you get one free dodge)
> Lay on hands on someone (yourself; you have two uses left)
> Drink one vital essence potion (you have three left)
> Write in
>>
Rolled 16, 13 = 29 (2d20)

>>3541012
> Attack one owlbear with your sword a couple times (roll 2d20 DC 8)
>>
Rolled 2 (1d2)

>>3541014

One owlbear attacks you with his claws. Rolling damage.
>>
Rolled 18, 10 = 28 (2d20)

>>3541012
> Attack one owlbear with your sword a couple times (roll 2d20 DC 8)
>>
>>3541014
>>3541018
>>3541020


You take two hits worth of damage from the claws of one owlbear, you're now seriously wounded taking +2 penalties on your DCs.

You attack one owlbear with your sword a couple times, hitting it both times!

Dandala shoots at the owlbear but miss!

Ss'rath throws a spear at the owlbear but miss!

Mary heals you for one hit. You're now lightly wounded.

The ranger lands a critical hit at the owlbear shooting it with his longbow!

The owlbears attack you again! Rolling to hit DC 11.

What will you do?
> Attack one owlbear with your sword a couple times (roll 2d20 DC 8)
> Attack one owlbear with your sword three times (roll 3d20 DC 12)
> Smite one of the owlbears (roll 1d20 DC 8)
> Fight the owlbears defensively (roll 1d20 DC 12, you get one free dodge)
> Lay on hands on someone (yourself; you have two uses left)
> Drink one vital essence potion (you have three left)
> Write in
>>
Rolled 12, 8, 20, 6 = 46 (4d20)

>>3541027

forgot dice
>>
Rolled 4, 5, 19 = 28 (3d20)

>>3541027
I think at this low a DC it's better to do a triple

>Attack thrice
>>
Rolled 3, 3 = 6 (2d20)

>>3541027
> Attack one owlbear with your sword a couple times (roll 2d20 DC 8)
>>
Rolled 13, 19, 20, 18 = 70 (4d20)

>>3541029
>>3541031
>>3541033

The owlbears hit you with their beaks! You take 3 hits worth of damage! You're now crippled taking +4 penalty to DCs and -2 penalty on AC.

You try to hit one of the owlbears three times and land one hit!

Mary heals you for one hit worth of damage! You're now seriously wounded taking +2 penalty to all DCs.

Dandala shoots the owlbear with her longbow but miss.

Ss'rath throws a spear at the owlbear and hit it!

The ranger miss his shots at one of the owlbears!

The owlbears will continue to attack you! Rolling to hit DC 11.

What will you do?
> Attack one owlbear with your sword a couple times (roll 2d20 DC 10)
> Attack one owlbear with your sword three times (roll 3d20 DC 14)
> Smite one of the owlbears (roll 1d20 DC 10)
> Fight the owlbears defensively (roll 1d20 DC 14, you get one free dodge)
> Lay on hands on someone (yourself; you have two uses left)
> Drink one vital essence potion (you have three left)
> Write in
>>
>>3541043
> Lay on hands on someone (yourself; you have two uses left)
Youself
>>
Rolled 12 (1d20)

>>3541043
> Fight the owlbears defensively (roll 1d20 DC 14, you get one free dodge)

Equivalent to the heal since they landed more hits this turn

Mary big heal prayer pls
>>
Rolled 1 (1d2)

>>3541044
>>3541047

1 - lay on hands on yourself
2 - fight defensively
>>
Rolled 2, 2 = 4 (2d2)

>>3541044
>>3541047
>>3541052

You lay on hands on yourself, healing you for 1 hit worth of damage.

Mary heals you for 2 hits worth of damage.

You're now lightly wounded.

Two owlbears land claw hits on you, rolling damage.
>>
>>3541054
Ok can someone not horribly wounded draw aggro?

Fuck owlbears. Exterminate them all.
>>
>>3541057
Owlbear tend to pick one target
>>
Rolled 20, 20 = 40 (2d20)

>>3541044
>>3541047
>>3541052
>>3541054


You take 7 hits worth of damage from the owlbears two claws attacks one beak attack and one critical hit beak attack!

You had 7 hits of hp! You're incapacitated at 0 hitpoints, taking +6 penalty to rolls and -4 penalty to AC. One more hit and you'll be dead!

Dandala shoots one of the owlbears with her longbow! She kills it!

Ss'rath attacks the other owlbear with his spear!

Selena stops playing the song of courage and attacks the owlbear with her short sword!

The ranger shoots the owlbear a couple times with his longbow!

The last owlbear will attack you! Rolling to hit DC 7.

What will you do?
> Attack one owlbear with your sword a couple times (roll 2d20 DC 16)
> Attack one owlbear with your sword three times (roll 3d20 DC 20)
> Smite one of the owlbears (roll 1d20 DC 16)
> Fight the owlbears defensively (roll 1d20 DC 20, you get one free dodge)
> Lay on hands on someone (yourself; you have one use left)
> Drink one vital essence potion (you have three left)
> Write in
>>
>>3541057
You can get good info on monsters from this guy https://m.youtube.com/user/AJPickett
>>
>>3541062
If, say, Ss'rath or Dandala were to physically tackle one, they'd be unable to focus us no matter how much they wanted to.

If only our group wasn't full I'd want to pick up a grappler.

>>3541066
>Rolled 20, 20 = 40 (2d20)

for real?

I guess we need to drink the potion. Fuck. I wanted to sell those.
>>
Rolled 2 (1d2)

>>3541072

You drink a vital essence potion, healing two hits worth of damage.

Mary casts a prayer of healing, you heal two hits worth of damage.

You're now crippled, taking a penalty of +4 on all DCs and -2 on AC.

The owlbear landed a critical hit with his claw! Rolling the damage of the claw, the damage of the claw will be the double of what I roll.
>>
>>3541086
Definitely exterminate all owlbears
>>
>>3541086

You take 6 hits worth of damage from the cornered owlbear!

You had 4 hits of life.

You died!

Choose what happens when you die:
> Continue playing with the rest of the party
> Fast forward until my resurrection (a lot of stuff might happen in between)
> Write in
>>
>>3541101
> Continue playing with the rest of the party
>>
>>3541101
Hang on, if this isn't a mistake I'll back other anon, but shouldn't it have only been four hits of damage? The double of 2 is 4.
>>
"Uthred! Uhtred!"

"Brother Wulfgang? Is that you?"

"So you finally arrived here! I thought it would take you much longer lad! Come, I'll show you around!"

"Am I... dead?"

"Yeah, that owlbear got you good. Cheer up lad, at least you went down fighting. I think you adventuring friends will resurrect you at some point. Do you want to go back down there? To that life of strife and want?"

"I guess so... I mean, I still have a lot to live for, I'm still so young."

"Well, I guess you're right. But here my boy is the place to be. We can party all the time, there's all the food and drink one could possibly want! And we get to meet lots of fascinating people from all times. I think I met a friend of yours in here."

"Bailey, is that you?"

"Oh, hello there Uhtred! I didn't think I'd see you this soon. Guess adventuring life is rough for everyone huh? I've met a lot of fascinating characters, I wanna introduce you to."

"Will I remember any of this when I get resurrected?"

"Well... probably not. But it's fun anyway, we have all the time in the world to enjoy afterlife, at least until the folks down there get together enough coin to bring us back. Let's enjoy the party shall we?"
>>
>>3541112

there was also the critical hit from the beak hit
2 + 4
>>
>>3541108
>>3541112

Mary attacks the owlbear with her mace!

Dandala attacks the owlbear with her longbow!

Ss'rath attacks the owlbear with his spear!

Selena attacks the owlbear with her shortsword!

The ranger shoots the owlbear a couple times with his longbow! The owlbear is killed!

What should we do about the owlbear cubs?
> Let nature take its course, they'll probably be devoured by other creatures in the forest
> Take them with us, they might fetch some coin
> Kill them
> Write in
>>
>>3541127
Did he get any exp?
>>
>>3541135

Well, Uhtred died. He didn't actually survived the fight so he got no experience from it.
>>
>>3541131
> Kill them
Unless they'll fetch like
a thousand gold
>>
>>3541139

We kill the owlbear cubs, not wanting more of those creatures wandering the forest.

We return to Fineli's camp carrying Uhtred's corpse.

He says "I'm so very sorry for your friend. I should never have asked you all to go after such dangerous creatures by yourselves. Have my sincere apologies."

"We all knew the risks Fineli. We're going to revive him eventually when we manage to get enough coin.", says Selena.

"It's a shame there's not much we can do to assist you with it.", says Fineli.

"It's the second person we lose here in the elvish kingdom. I didn't remember these woods were so lethal.", says Dandala.

"We work hard to keep the trails safe. We can't really guarantee they'll be safe all the time though. And going off trails will take you to the territory of many a dangerous creature as there's plenty of untamed land in our kingdom.", says Fineli.

We learn that while we were away killing the owlbears the giant boars attacked the workers and the rangers killed them! Now there's plenty of roasted boar to go around in the camp.

What do we want to do next?
> Go kill giant bats
> Bid Fineli good luck and head back to Lorione to deliver the giant spider components to Alion
> Write in
>>
>>3541205

*third person we lose in the elvish kingdom
>>
>>3541205
> Bid Fineli good luck and head back to Lorione to deliver the giant spider components to Alion

We need some cash money
But also any job over 300 gold is too difficult
Probably even worse now that Uhtred is dead
>>
Calling it a night
>>
>>3541295

We bid Fineli good luck and head back to Lorione to deliever the giant spider components to Alion.

Mary casts a gentle repose spell on Uhtred's corpse, preventing it from rotting! She says she can keep casting it every ten days or so to keep his corpse fresh. That should allow us to get Uhtred revived through the cheaper version of the resurrection spell, the one that requires the corpse to still be fresh. Lugging his body around might prove problematic though - we might need to use our wagon more instead of wandering about and leaving it parked in Lorione.

After a few days of travel we arrive back at Lorione.

We head to Alion's tower to deliver the large bundle of giant spider web and the load of spider hair that we collected. We're received by his apprentice.

"Ah, it's you again. There wasn't more of you last time? Oh well nevermind. You're bringing the giant spider components, I see! Nice, that's very good! We had ran out of spider web a couple years ago and master Alion couldn't be bothered to go after more of those things! Their hairs will also come handy for some potions master been meaning to make, and maybe even as the secondary ingredient for the core of some magic items with spiderlike properties, like climbing and shooting webs, he'll probably make some magic gloves out of this when he has the time for it. In any case these components will come handy, thanks for your help adventurers! We're eagerly waiting for you to bring us more components!"

What do we want to do next?
> Go after Khazud's staff
> Go after some stuff from Alion's list (what?)
> Tell the shaman to contact one of the militia groups for us to join (which one?)
> Let's buy a bunch of elvish trade goods to sell at Valonde
> Let's just continue our trip towards Nyamaris on our way to Valonde
> Write in
>>
>>3541763
>join Galebor militia group to get more orbs
>find out how much we can sell a healing draught for
>find out how much the cheaper resurrection spell costs again?
>>
>>3541775
We still have a couple vital essence vials. We ask the local apothecary if he's interested in buying it. He says he's not interested, we might have better luck trying to sell it to wizards at Lenoria. We ask him how much he estimates something like this would sell for. He isn't entirely sure but suppose that each potion would fetch fifty to a hundred gold, maybe more, if we can find a buyer.

The cheaper version of the resurrection spell, the one that is used on fresh corpses and was used on Mary costed us 1000 gold in donations to the nature temple in Lenoria, they would probably accept the same donation for the same service again.

Joining Galebor group would likely take longer than ten days. What will you do with Uhtred's corpse?
> Carry Uhtred's corpse with you
> Bring the wagon with Uhtred's corpse in it
> Let Uhtred's corpse decompose
> Write in
>>
>>3541775
> Elvish Noble Clothing (10 gold per 6 lb, we should be able to sell it for 25-30 gold in Valonde, or bulk sell it for 11-16 gold)
Buy 83
>>
>>3541792
>Bring the wagon
>>
>>3541793
We'll have to come back here for Bailey and maybe Uhtred if they don't have resurrection
>>
>>3541812
That's fine...
>>
>>3541821
Ok, do it after this militia mission? Last one went well and with Uhtred dead more healing is helpful
>>
>>3541826
The necromancer maybe ready for use this time. It may not be so easy... could be a waste of time.
>>
>>3541832
Maybe. But everything is risky and I don't like just letting the necromancer have freedom.
>>
>>3541837
Our objective is to increase funds this is the most likely way of doing it.
>>
Rolled 1 (1d2)

>>3541793
>>3541799
>>3541812
>>3541821
>>3541826
>>3541832
>>3541837
>>3541848


well since you two didn't come to an agreement I'm gonna roll

1 - take the wagon and go join Galebor's group
2 - buy 83 elvish noble clothing to sell at Valonde
>>
>>3541861

We have the shaman send a message to Galebor telling him we'll join him.

We put Uhtred's corpse on the wagon and take it on the trail towards the meeting point with Galebor.

After about ten days of travel through the trails we meet him and his rangers on an intersection of the trails.

He tells us "Four more corruption sites have appeared in the forest while you were away. They all have more than ten skeletons each, so we've been wary to approach them."

What do you wanna do?
> Go check one of the older sites
> Go check one of the newer sites
> Reconsider and head back to Lorione
> Write in
>>
>>3541868
Do think it's a good idea to take a dead body to a necromancer.
>>
>>3541868
> Reconsider and head back to Lorione
>>
>>3541868
>Check a newer site

Less defenses. He's stretching thin hopefully.

>>3541891
He's not at every site...
>>
>>3541900
How do you know... he had to make them somehow...
> Reconsider and head back to Lorione
>>
>>3541900
He could be at
New
Old
Castle
That's a 33% chance... I don like those odds.
>>
Rolled 2 (1d2)

>>3541896
>>3541900

alright, we got a tie, let me roll

1 - reconsider and head back to Lorione
2 - check a newer site
>>
>>3541906
With no mage and paladin gone...
>>
>>3541891
>>3541896
>>3541900
>>3541906
>>3541912
>>3541913


We decide to go check one of the newer sites that appeared in the forest in recent weeks. We travel for about ten more days through the forest until we reach the site, we can see the clear marks corruption in the dead trees and the purpleish soil.

We carefully approach the area looking for the center of the corruption where there should be the gem.

From behind the trees we see twenty skeletons in the area. These skeletons are holding longswords and wearing scraps of armor, they seem to hold themselves together better than the skeletons we defeated last time. Maybe they are more powerful?

Uhtred is dead, who do you want to control in battle?
> Dandala
> Selena
> Mary
> Ss'rath
>>
>>3541927
> Selena
>>
>>3541927
>Mary

Most similar to Uhtred

How many elf rangers are with us?

>>3541912
You know there are four new sites and a bunch of old sites right? Plus the odds of him being at the castle are way higher than being at a site. It's not 33%. It's not even 3%.
>>
>>3541948
Still needlessly risking our lives for little gain.
>>
>>3541948

There are five elf rangers with us.
>>
Rolled 1 (1d2)

>>3541939
>>3541948

rolling to see who will you control

1 - Selena
2 - Mary
>>
>>3541956
I disagree on the little gain. This necro is clearly going to make things difficult and hindering him where possible will be helpful later.
>>
>>3541939
>>3541948
>>3541956
>>3541960
>>3541977


Since Uhtred is dead you're now controlling Selena in battle!


The group of twenty undeads lie ahead, still oblivious of your presence. What do you wanna do?

> Twenty is too much even with the elves, reconsider and head back to Lorione
> Attack the nearest skeleton with your mace (roll 1d20 DC 11)
> Attack the nearest skeleton with your mace twice (roll 1d20 DC 15)
> Shoot the nearest skeleton with your crossbow (roll 1d20 DC 11)
> Play the song of courage
> Write in
>>
>>3541984
After all that argument with other anon

>Twenty is too much, retreat.

Let's do the clothing plan instead.
>>
>>3542023


We ponder that there are just too many skeletons for us to take on our own even with the elves help and decide to retreat. We bid Galebor good luck, he tells us not to worry to much about it as he'll get a joint effort with the other groups to go after these sites in a few weeks time, as he doesn't intend to allow the necromancer to keep operating freely in the forest.

After about ten days we arrive again at Lorione.

We go to several of the fine clothing merchants in Lorione and spend all our coin buying 83 sets of Elvish Noble Clothing. We stuff our newly acquired trade goods on our wagon.

What do we want to do next?
> Go after Khazud's staff
> Go after some stuff from Alion's list (what?)
> Tell the shaman to contact one of the militia groups for us to join (which one?)
> Let's just continue our trip towards Nyamaris on our way to Valonde
> Write in
>>
>>3542035
>Continue on our trip
>>
>>3541978
It's the elves problem... not ours.
>>
>>3542045
Pretty selfish attitiude for a paladin and cleric of justice but ok
>>
>>3542041

We finally decide to continue our trip towards Valonde, heading to the next elvish town, Nyamaris.

The trip is largely uneventful.

After a couple weeks following the trail we arrive at Nyamaris. It's a small town, smaller than Lorione, but seems to be bustling with activity.

We head to a local tavern, a place called the Singing Bear, and Selena goes about her usual routine together with Dandala, telling stories, playing her instrument, and learning more about the locals and things of interest.

After a few hours she returns and tells us what she learned.

"Seems like there's a festival to honor the nature goddess going on in this town, it will last the whole week. There are various contests of strength, archery, who can eat more, and a championship of duels with wooden weapons. The prize for winning the championship is 100 gold. One of us would have to defeat five opponents in sequence to win this money prize. But there's one elf named Eron who has won the championship for nine years in a row though."

"There is a band of six minotaurs who has been harassing this town for a few weeks now. The town has sent for aid from the capital to deal with these bandits but it might be months until anyone comes back to help. They've kidnapped several elvish women! The townsfolk are willing to pay 200 gold for us to eliminate those minotaurs. Their lair is somewhere in the south."

"Hunters have been disappearing in the forest to the west in the past few months, six elves vanished without a trace already. The townsfolk are willing to pay 100 gold for us to investigate these disappearances and give them an explanation on what happened to those hunters."

What will we do?
> Enter the championship
> Eliminate the minotaurs
> Investigate the disappearances
> Just continue travelling towards Doloroth on our way to Valonde
> Write in
>>
>>3542083
>How tough are minotaurs? I'm down to take that, it would be handy to have some spare gold.
>>
>>3542085

You never met a minotaur so it is hard for you to tell.

Certainly tougher than a gnoll.
Maybe about on the same threat level as an owlbear individually.

Do you want to go after the minotaurs?
>>
>>3542113
Considering that 3 owlbears killed Uhtred maybe six is a bit much.

Have Ss'rath entet the championship!
>>
Rolled 1 (1d20)

>>3542137

We have Ss'rath enter the championship!

Stats: +3 to hit, 2 attacks, effective AC 12 (natural armor don't count)

You will face your first opponent, an elf named Ladore!

Stats: +1 to hit, 1 attack, effective AC 11

First to land three hits wins!

Rolling initiative! Roll 1d20 to see who will have the first strike, highest between you and me goes.
>>
Rolled 14 (1d20)

>>3542147
What if we tie?
>>
>>3542208 Then you attack at the same time

You go first!

What will you do?
> Attack Ladore twice (roll 2d20 DC 8)
> Attack Ladore three times (roll 3d20 DC 12)
> Write in
>>
Rolled 7, 3, 14 = 24 (3d20)

>>3542214
>Attack thrice

Gonna be so hot if we end this in one turn
>>
Rolled 9 (1d20)

>>3542238

You hit Ladore once with your wooden stick!

Ladore attacks you back with his wooden stick, rolling to hit DC 11.

What will you do?
> Attack Ladore twice (roll 2d20 DC 8)
> Attack Ladore three times (roll 3d20 DC 12)
> Write in
>>
Rolled 16, 7 = 23 (2d20)

>>3542239
Deep disappointment

>2 attacks
>>
Rolled 9 (1d20)

>>3542245

You land the second hit on Ladore!

He tries to attack you again! Rolling to hit DC 11.

What will you do?
> Attack Ladore twice (roll 2d20 DC 8)
> Attack Ladore three times (roll 3d20 DC 12)
> Write in
>>
Rolled 14, 10 = 24 (2d20)

>>3542248
>2 attacks

We need loke a focused feat that gives one less attack at -4 dc
>>
Rolled 11 (1d20)

>>3542262

You land the final hit on Ladore! The judge calls it over! You win the fight!

After a few hours resting and watching some more fights go on it is time for your next match!

It's now against an elf called Oror.

Stats: +2 to hit, 1 attack, effective AC 12

First to land three hits wins!

Rolling initiative! Roll 1d20 to see who will have the first strike, highest between you and me goes.
>>
Rolled 20 (1d20)

>>3542270
Oh no
Not a one
>>
>>3542273

You rolled higher so you go first!

What will you do?
> Attack Oror twice (roll 2d20 DC 9)
> Attack Oror three times (roll 3d20 DC 13)
> Write in
>>
Rolled 18, 6 = 24 (2d20)

>>3542276
>Twice
>>
Rolled 11 (1d20)

>>3542285

You land one hit on Oror!

Oror attacks you, rolling to hit DC 10.

What will you do?
> Attack Oror twice (roll 2d20 DC 9)
> Attack Oror three times (roll 3d20 DC 13)
> Write in
>>
Rolled 19, 20 = 39 (2d20)

>>3542288

> Attack Oror twice (roll 2d20 DC 9)
>>
Rolled 12 (1d20)

>>3542325

Oror lands one hit on you!

You land two more hits on Oror! The judge ends the match! You win!

After a few more hours and a few more matches it's time for you to fight again!

This time you're facing one elf called Gali.

Stats +3 to hit, 2 attacks, effective AC 13

First to land three hits wins!

Rolling initiative! Roll 1d20 to see who will have the first strike, highest between you and me goes.
>>
Rolled 9 (1d20)

>>3542332
>>
Rolled 6, 17 = 23 (2d20)

>>3542335

Gali strikes first! Rolling to hit DC 9.

What will you do?
> Attack Oror twice (roll 2d20 DC 10)
> Attack Oror three times (roll 3d20 DC 14)
> Write in
>>
>>3542337

Damn, didn't notice I just copypasted the text from Oror. I meant

> Attack Gali twice (roll 2d20 DC 10)
> Attack Gali three times (roll 3d20 DC 14)
> Write in
>>
Rolled 11, 16 = 27 (2d20)

>>3542342
>> Attack Gali twice (roll 2d20 DC 10)
>>
Rolled 10, 19 = 29 (2d20)

>>3542350

Gali lands one hit on you!

You attack Gali twice! You land two hits on him!

Gali will attack you again! Rolling to hit DC 9.

What will you do?
> Attack Gali twice (roll 2d20 DC 10)
> Attack Gali three times (roll 3d20 DC 14)
> Write in
>>
>>3542354

Gali landed two more hits on you! The judge ended the fight! Gali wins! Ss'rath is eliminated from the championship on the third fight!

What will we do?
> Eliminate the minotaurs
> Investigate the disappearances
> Just continue travelling towards Doloroth on our way to Valonde
> Write in
>>
Rolled 10, 14 = 24 (2d20)

>>3542354
>> Attack Gali twice (roll 2d20 DC 10)
>>
Rolled 10, 10 = 20 (2d20)

>>3542354
2attacks
>>
>>3542358
>>3542359

We watch the rest of the fights. There are some quite good competitors. The strongest ones seem to be the ones who fight with two sticks. Eron is one of them, his dual wield stick technique is flawless and brings him victory again for the tenth year in a row.
>>
>>3542358
> Just continue travelling towards Doloroth on our way to Valonde
>>
>>3542356
>> Write in
>>3542372
Recruit Eron maybe? We need some party members.
>>
>>3542391
I'd rather have someone more likely to jain, and with a taunt ability to draw aggro. Ask for pointers for sure though.
>>
>>3542441
If he's won this 10 years in a row, then maybe he's much higher level than us. Maybe he knows a couple of adventurers that could fill in.
>>
>>3542376
>>3542391
>>3542391
We approach Eron trying to recruit him for our adventuring party. He however tells us that his adventuring days are over, he has been retired for quite a long time already. He tells us his former companions are either dead or also retired and so he can't really help us find more people to go on with us on our adventures.

We decide to continue our travel towards Doloroth on our way to Valonde.

It's the last stop within the elvish kingdom, after that we'll enter Faleroth, the human kingdom to the south.

On the eighth day our way there we find a caravan coming on the opposite way, two wagons packed full with iron. We chat with the merchants a bit, they're coming from Valonde to sell the metal at Lenoria and stock up on elvish goods to sell back at Valonde. We then bid them farewell and continue on our journey.

After a couple more days we arrive at Doloroth. It's a significantly larger town than Lorione, although much smaller than Lenoria. Two tall towers feature prominently in the landscape on opposite sides of town.

We promptly hit the taverns, we find a nice cozy place called the Broken Shield and Selena goes about with Dandala to ask around for things of interest.

After a few hours they're back.

"Seems like this town has not one but two wizard towers, two elvish mages named Ethon and Galemmir who apparently can't stand each other despite being close neighbours. They're not quite as powerful or wealthy as Alion but they're pretty powerful, they have their own team of apprentices and everything."

"Ethon has been working on crafting a small army of golems to protect the city. He says that golems are the best way to protect a city and can't be convinced otherwise. He needs some rare crystals and metals that can be acquired in the mines south of the town, the problem is the place is infested with kobolds. We could clear out the kobolds, get a mining permit and hire some workers to get the rare crystals and metals for Ethon, I'm sure he would pay us handsomely."

"Galemmir has been working on creating a large amount of simple firebolt wands that anyone can use. He says the best way to protect the city is to arm lots of people with magical fire. He needs feathers from a phoenix to craft his wands though. I'm sure he would pay handsomely for a whole bunch of phoenix feathers if we could find some."

"The local temple of nature has ran out of diamonds and so they can't revive anyone! There's a diamond mine in the south of the city but the place is infested with kobolds and the local workers can't continue mining until the place is cleared. This mine supplies most of the diamonds used throughout the whole elvish kingdom, so help from the capital is bound to come sooner or later."
>>
>>3542565


"The local militia is currently composed of a single group of rangers who are constantly busy keeping the trails safe and can't really do much about the kobolds in the mines nor about the human bandits hiding in the elvish forest to flee from the human authorities. They know there are a few dens of bandits where they stash their loot that they steal from the passing caravans somewhere south of the city, but they didn't manage to find time from their busy schedule of hunting down perilous beasts to go keep the human bandits in check. We could go end the career of some bandits and claim their loot for ourselves!"

What will we do?
> Kill kobolds and hire workers to get materials to build golems
> Go after a phoenix to get its feathers to make wands
> Kill kobolds to make the diamond mines safe for the workers again
> Go after bandit dens in the south to claim their loot
> Just continue towards Cromerth on our way to Valonde
> Write in
>>
>>3542570
> Just continue towards Cromerth on our way to Valonde
>>
>>3542570
Is there a banking system in this world?
>>
>>3542611
>>3542615 not really, no. Some merchant guilds in major cities issue IOUs that can be cashed in in other parts of the world but thats about it.

We decide not to get involved with local politics this time and just continue our travel towards Cromerth on our way to Valonde.

The trip is largely uneventful.

We arrive at a Cromerth, a lively human town in the kingdom of Faleroth.

We head to a local tavern, a place called the Bronze Dagger. Selena goes about doing her thing, playing some songs, smooth talking people, gathering intel and learning things of interest.

After a few hours she comes back.

"It's good to be back in a human town, I was getting tired of seeing elves everywhere! No offense Dandala. Here we have the usual fare of human problems back in our plates. There's one cutthroat bandit, a certain Higbald, whose band been terrorizing the locals and stealing from caravans. The local lord placed a reward of 200 gold on his head. His band has at least twelve men."

"The harvest this year has been poor, and so grain is at a premium! A grain full of wagon is selling for 250 to 300 gold. In a town that produces grain we can normally buy it for 50 to 100 gold. If we could find some place not affected by the bad harvest selling grain and bring back here a wagon full or three of the stuff we could make a pretty profit."

"Some of the local population blames a witch for the bad harvest. As far as I could gleam it's just some old woman who lives alone in the forest and makes potions for the village girls who need them. She might have some magical abilities too, the accounts vary. Still the locals are willing to pay us 50 gold if we bring her to town and burn her at the stake!"

"There has been some mysterious disappearances going on in the past few months. Most of the people that disappeared were walking alone at night. At least twelve people disappeared already. The local guard is clueless about who might be behind these disappearances. We might wanna investigate this, might be the doing of the Red Hand again. Or maybe it could be a vampire this time."

"The local iron mines have been infested with kobolds! The local lord is willing to pay us 100 gold to kill them all. Apparently these kobolds are led by a shaman. There's more than twenty of them."

What will we do?
> Go after Higbald and his band
> Travel to some village looking for cheap grain
> Go burn the witch at the stake
> Investigate the mysterious disappearances
> Go kill kobolds in the iron mine
> Just continue towards our destination Valonde
> Write in
>>
>>3542570
> Go after bandit dens in the south to claim their loot

This one sounds do able and we're still poor
>>
>>3542662
* wagon full of grain
>>
>>3542662
> Go after Higbald and his band
>>
Rolled 1, 5, 1, 8, 10, 2, 8, 7, 2, 6, 3, 2, 6, 5, 1, 4, 8, 8, 6, 4, 3, 10, 6, 2, 10 = 128 (25d10)

>>3542670

We decide to go after Higbald and his band. We take our wagon and begin travelling down the road where he was reported to operate, searching for places where he could have made a hideout.

Rolling to see how long it takes to find him. On a 1 he finds us and tries to rob us. On a 10 we find his hideout.
>>
>>3542677
that's a lot of 1's
>>
Rolled 13, 7, 13, 2, 12, 5 = 52 (6d20)

>>3542677

Already on the first day of our search for Higbald we get ambushed by him and his men on the open road!

Six men with crossbows shoot at us! Three shoot at Selena and three shoot at Dandala. They got a +2 bonus to hit due to surprise. Rolling to hit DC 8 for Selena and DC 12 for Dandala.

A man who you assume is Higbald and six other men approach us with short swords in hand!

What will you do?
> Attack the nearest bandit with your short sword (roll 1d20 DC 10)
> Attack the nearest bandit with your short sword twice (roll 2d20 DC 14)
> Shoot the nearest bandit with your crossbow (roll 1d20 DC 10)
> Play the song of courage
> Write in
>>
>>3542693
> Play the song of courage
>>
>>3542693

Oh yeah, you're not fighting undead this time, you can try to cast your spells to influence people too if you want.

> Cast spells (charm person x4, suggestion x2)
>>
>>3542693
Have Selena fall back behind other characters.
>>
>>3542693
>> Play the song of courage
>>
>>3542693
> Play the song of courage
to start with, have Dandala and Ss'rath cover you.
>>
Rolled 11, 3, 7, 8, 4, 7, 10, 18, 13, 18, 4, 1 = 104 (12d20)

>>3542699
>>3542709


You get shot twice by the men with the crossbows! You're lightly wounded!

Dandala manages to dodge the bolt shot at her!

You begin playing the song of courage! All your allies are getting a +2 bonus to hit!

Dandala shoots one of the bandits with her longbow! She lands a critical! The bandit dies!

Ss'rath attacks one of the bandits with his spear!

Mary casts spiritual weapon! Her spiritual weapon attacks one of the bandits but miss!

The five bandits with crossbows continue shooting, but now they're focusing on you! Rolling to hit DC 10.

The seven other bandits attack Ss'rath and Mary, four Ss'rath and three Mary. Rolling to hit DC 12 and DC 15.

What will you do?
> Attack the nearest bandit with your short sword (roll 1d20 DC 8)
> Attack the nearest bandit with your short sword twice (roll 2d20 DC 12)
> Shoot the nearest bandit with your crossbow (roll 1d20 DC 8)
> Continue playing the song of courage
> Cast spells (charm person x4, suggestion x2)
> Write in
>>
>>3542721
> Continue playing the song of courage
>>
>>3542721
> Cast spells (charm person x4, suggestion x2)

Suggest they surrender?
>>
Rolled 2 (1d2)

>>3542726
>>3542733


1 - continue playing the song of courage
2 - suggest the bandit leader that he surrender
>>
Rolled 10 (1d20)

>>3542726
>>3542733
>>3542743

You cast a suggestion spell on Higbald. You tell him "Higbald my friend it is better for you and your men if you order them to surrender this way you all can survive!"

Rolling to see if Higbald will resist the suggestion, DC 13.
>>
>>3542749
>write in
When they surrender tie them up and slit their throats.
>>
>>3542743
>>3542749

Higbald says "You're right. SURRENDER EVERYONE! We surrender!", says Higbald, throwing his weapon to the ground!

"But boss, we are winning this!", says one of the bandits.

"Didn't you hear what I just said! Surrender now!"

"That bitch made something to the boss! Now he be crazy! I'm not going to surrender, I'm gonna get out of here before she makes me crazy next."

The rest of the bandits seem to agree with that one and begin to flee!

You capture Higbald who have surrendered, tie him up with some rope you had lying around and bring him back to town!

You deliver Higbald to the authorities and claim your reward of 200 gold!

What will we do next?
> Travel to some village looking for cheap grain
> Go burn the witch at the stake
> Investigate the mysterious disappearances
> Go kill kobolds in the iron mine
> Just continue towards our destination Valonde
> Write in
>>
>>3542761
> Travel to some village looking for cheap grain
>>
>>3542761
> Just continue towards our destination Valonde
I'm betting we can find some grain along the way.
How much farther is Valonde?
>>
>>3542761
> Travel to some village looking for cheap grain
Did Higbald have any grain as part of his loot that we can sell back to the town? Gold or other goods perhaps?
>>
Rolled 9, 18, 3, 12, 20, 16, 7 = 85 (7d20)

>>3542769
>>3542774 about a couple weeks away
>>3542781 we didn't find his den


We decide to travel to some village looking for cheap grain. The closest village to the west is about a week away.

Rolling for random encounters, 1 is something nasty.
>>
>>3542788
Is a 20 something beautiful?
>>
Rolled 1 (1d2)

>>3542788

The trip is largely uneventful, we find a merchant coming on the opposite way with three wagon loads full of grain.

We arrive at the village of Awstone, a small mining village. Rolling to see if they have been affected by the poor harvest, 1 they also have high prices for grain, 2 they have normal prices.
>>
>>3542798

The village of Awstone have also been affected by the poor harvest and are also practicing rather high prices for grain.

Since we're already here we hit the taverns. We find a rather cheap place called the Jovial Scoundrel. Selena goes about doing her thing.

"This tiny village been having some trouble with undead. A bunch of corpses got out of their tombs and been roaming the old cemetery! The local priest will give us two free bottles of holy water if we deal with the infestation of undead!"

"A bunch of goblins came down from the mountains and made a camp near the village. They still haven't attacked but they can't be up to no good. There are more than ten goblins on the camp. From the locals account there seems to be a spellcaster amongst them."

"An orphan child of about six years has been showing to have the magical gift. Upon learning that we're headed to Valonde the locals asked us if we couldn't take the girl to the arcane institute in Valonde to be properly educated in the magical arts."

"We didn't have luck with this village but maybe villages further west haven't been affected by the poor harvest. Those merchants must have come from somewhere after all."

What should we do?
> Destroy the undead
> Kill the goblins
> Escort the kid to the magical institute
> Go further west looking for grain
> Just continue our trip towards Valonde
> Write in
>>
>>3542832
> Go further west looking for grain
>>
>>3542832
> Just continue our trip towards Valonde

No reward for escorting the orphan? Ooof sorry kid.

>>3542841
Ok, I've been trying to do more missions with rewards because we spent literally all our gold on clothes to sell at Valonde. Even if we find grain we only have the money from that bandit to buy any. It's more efficient to continue to Valonde where we're hoping to get in the ballpark of 2500 gold.
>>
Rolled 4, 1, 11, 11, 16, 3, 5 = 51 (7d20)

>>3542841

We go further west looking for grain! The next village is about a week away.

Rolling to see if we have any random encounter, 1 is something nasty.
>>
Rolled 2, 3, 6 = 11 (3d6)

>>3542853

On the second day of travel we are surprised by a group of goblins, rolling how many.
>>
Rolled 4, 5, 14, 10, 4, 6 = 43 (6d20)

>>3542857

Eleven goblins attack us, six of them with shortbows and five with spears.

The ones with shortbows shoot at us, three shoot at Selena and three shoot at Dandala. Rolling to hit DC 9 for Selena and DC 13 for Dandala.

What will you do?
> Attack one goblin with your shortsword (roll 1d20 DC 13)
> Attack two goblins with your shortsword (roll 2d20 DC 17)
> Shoot one goblin with your crossbow (roll 1d20 DC 13)
> Play the song of courage
> Write in
>>
>>3542863
> Play the song of courage
>>
>>3542867
As usual have here her fall back behind the tanks
>>
Rolled 4, 11, 2, 7, 19, 13, 13, 16, 18 = 103 (9d20)

>>3542867

One goblin shoots at you, you're lightly wounded.

You begin to play the song of courage! All your allies get a +2 bonus to hit!

Dandala shoots one goblin and kills it!

Ss'rath attacks one goblin with his spear and kills it!

Mary tries to hit one goblin with her mace but miss.

Five goblins with shortbows shoot at you! The four remaining goblins with spears attack Ss'rath. Rolling to hit DC 9 for Selena and DC 11 for Ss'rath.


What will you do?
> Attack one goblin with your shortsword (roll 1d20 DC 11)
> Attack two goblins with your shortsword (roll 2d20 DC 15)
> Shoot one goblin with your crossbow (roll 1d20 DC 11)
> Continue to play the song of courage
> Write in
>>
>>3542884
> Continue to play the song of courage
>>
Rolled 19 (1d20)

>>3542884
> Shoot one goblin with your crossbow (roll 1d20 DC 11)

Her magic only works on humans?
>>
Rolled 1 (1d2)

>>3542890
>>3542892 suggestion might work on one goblin, charm person won't

1 - continue to play the song of courage
2 - shoot one goblin with your crossbow
>>
Rolled 3, 18, 8, 5, 11, 3 = 48 (6d20)

>>3542890
>>3542892
>>3542898

You continue to play the song of courage.

One goblin archer lands a hit on you! You're lightly wounded!

Four goblins with spears land hits on Ss'rath! He's now seriously wounded!

Mary casts a prayer of healing spell, healing 2 hits of every party member!

You're now fully healed!

Ss'rath is now lightly wounded!

Dandala shoots another goblin with her longbow killing it!

Ss'rath attacks two goblins with his spear killing both!

Four goblins shoot at you with their bows! Two goblins attack Ss'rath with their spears! Rolling to hit DC 9 for Selena and DC 11 for Ss'rath.

What will you do?
> Attack one goblin with your shortsword (roll 1d20 DC 11)
> Attack two goblins with your shortsword (roll 2d20 DC 15)
> Shoot one goblin with your crossbow (roll 1d20 DC 11)
> Continue to play the song of courage
> Write in
>>
Rolled 9 (1d20)

>>3542914
> Shoot one goblin with your crossbow (roll 1d20 DC 11)
>>
Rolled 1 (1d2)

>>3542918

You stop playing the song of courage and try to shoot one goblin with your crossbow but miss!

The effects of the song of courage will linger for a few more turns now that you stopped playing it.

Dandala shoots a goblin but miss.

Ss'rath attacks a couple goblins but miss.

Mary kills one goblin with her mace.

The goblins begin to flee!

You all take shots at the fleeing goblins!

Dandala kills one goblin with her longbow!

Ss'rath miss his spear throw!

Mary miss her shot!

You miss your shot!

Four goblins manage to flee!


We then continue our trip.

After five more days we arrive at a village called Sebury.

Rolling to see if it is affected by the bad harvest.

On a 1 it has a high prices on grain
On a 2 it has normal prices on grain
>>
>>3542927

The village of Sebury has been affected by the bad harvest and is practicing high prices on grain.

We hit the taverns, getting to an establishment called the Azure Cup. Selena goes about asking for stuff of interest.

"There's a cave near this village in which lives a hill giant. He has kept his distance in the past but in recent times he has stolen some cattle! The villagers want him gone! They're willing to pay 50 gold for us to kill him!"

"There's another cave in which there's a cursed armor that belonged to a fallen paladin of old, the villagers say this armor makes you able to summon and speak with demons but you can never take it off. The last wearer was killed by a troll that lives in the cave."

"There's a cursed man who turns into a tree every night, he lives in the forest nearby. Maybe we could take him to Valonde, perhaps the wizards in there know how to break his curse."

"We still haven't had any luck with finding cheap grains, but we could go even further west."

What are we going to do?
> Kill the hill giant
> Kill the troll to get the cursed armor
> Take the tree man to Valonde
> Go further west to find grain
> Just continue our trip towards Valonde
> Write in
>>
>>3542954
> Kill the hill giant
>>
>>3542954
> Kill the hill giant
>>
>>3542977
>>3542991


We decide to go kill the hill giant! We follow the instructions of the villagers and we find the cave of the hill giant. As we approach the cave we see the hill giant come out of it with a club in hand. He seems angry at seeing us and comes running towards us, ready to mash us with his club!

What will you do?

> Attack the hill giant with your short sword (roll 1d20 DC 11)
> Attack the hill giant with your short sword twice (roll 1d20 DC 15)
> Shoot the hill giant with your crossbow (roll 1d20 DC 11)
> Play the song of courage
> Write in
>>
>>3543003
> Play the song of courage
>>
Rolled 2, 6 = 8 (2d20)

>>3543010

You begin to play the song of courage. Your allies get a +2 bonus to hit!

Dandala shoots the hill giant with her longbow!

Mary casts spiritual weapon! Her spiritual weapon attacks the hill giant!

Ss'rath attacks the hill giant with his spear!

The hill giant attacks Mary a couple times with his club! Rolling to hit DC 10.


What will you do?

> Attack the hill giant with your short sword (roll 1d20 DC 9)
> Attack the hill giant with your short sword twice (roll 1d20 DC 13)
> Shoot the hill giant with your crossbow (roll 1d20 DC 9)
> Continue to play the song of courage
> Write in
>>
>>3543025
> Continue to play the song of courage
>>
Rolled 8 (1d20)

>>3543025
nice misses
Shoot him

>>3543033
You know it lingers for a few turns after we stop right?
>>
>>3543036
Yes...
>>
Rolled 2 (1d2)

>>3543033
>>3543036

1 - continue to play
2 - shoot the giant
>>
Rolled 9, 7 = 16 (2d20)

>>3543033
>>3543036
>>3543040
>>3543045

You stop playing the song of courage and try to shoot the hill giant with your crossbow but miss.

The effects of the song of courage will linger for a few turns now that you stopped playing.

The hill giant misses Mary.

Dandala tries to shoot the hill giant but miss.

Mary tries to hit the hill giant with her mace but miss.

Mary's spiritual weapon miss the hill giant.

Ss'rath lands a critical hit and a normal blow on the hill giant with his spear!

The hill giant attacks Ss'rath a couple times with his club! Rolling to hit DC 7.

What will you do?

> Attack the hill giant with your short sword (roll 1d20 DC 9)
> Attack the hill giant with your short sword twice (roll 1d20 DC 13)
> Shoot the hill giant with your crossbow (roll 1d20 DC 9)
> Write in
>>
Rolled 8 (1d20)

>>3543047
> Shoot the hill giant with your crossbow (roll 1d20 DC 9)
>>
>>3543036
It would be wise to land a few hits before stopping...
>>
Rolled 2, 1 = 3 (2d3)

>>3543062

The hill giant lands two club hits in Ss'rath, rolling damage.
>>
>>3543064
We can just play again for a turn right before it expires to refresh it. That gives us way more attacks then just playing until the opponent is almost dead
>>
>>3543079
Seems like we no longer have the option...
>>
>>3543062
>>3543064
>>3543067

The hill giant deals three hits worth of damage on Ss'rath! He's seriously wounded!

Dandala shoots the giant and lands a critical!

Ss'rath attacks the giant with his spear!

Mary attacks the giant with her mace! Her spiritual weapon lands a hit on the giant!

The hill giant begins to flee! He runs too fast for us to pursue him on foot!

We all begin shooting at the fleeing giant!
Dandala lands a hit!

Ss'rath lands a hit!

Mary miss the giant!
Mary's spiritual weapon lands a critical hit on the fleeing giant, killing it!

We check the giant cave for loot but there's nothing worth taking inside it!

We take the ear of the giant and bring it back town as proof that we slayed it and collect our reward of 50 gold!

What do we want to do next?
> Kill the troll to get the cursed armor
> Take the tree man to Valonde
> Go further west to find grain
> Just continue our trip towards Valonde
> Write in
>>
>>3543093
> Take the tree man to Valonde

Why not. Maybe he can help fight.
>>
>>3543093
> Go further west to find grain
>>
>>3543101
You are skilled at making mistakes.
>>
>>3543107
Says the guy chasing grain we have no money to buy
>>
Rolled 1 (1d2)

>>3543101
>>3543103

1 - take the tree man to Valonde
2 - go further west to find grain
>>
>>3543121
Sure... Let haul lumber. Finding grain is a 50% chance of profit... those are good odds. Let bring Groot along and waste time.
>>
>>3543136
Finding grain is 50% chance of like 200 gold of profit because right now all our money is tied up in fancy elven clothes. Do you want to spend 2 weeks having a 50% chance of making 200 gold, or spend 2 weeks traveling to Valonde to make like ten times that? Think about it.
>>
>>3543151
Good Lord you don't math much do you?
>>
>>3543151
When we sell the cloth we will make only about 2k... We need more then that.
>>
>>3543165
Ok. Let me do the math for you on the grain. Let's assume we get the best possible deals, super unlikely and we aren't doing it for the clothes but whatever, you need any advantage you can get here. We have 250 gold. We get 5 wagons at the lowest possible price, and sell them at the highest possible price of 300. That's 1250 gold which is still less than the 2000 we get from clothes.

Now, if we sell clothes first, buy like 20 wagons of grain and sell them suddenly we have enough to resurrect both dead party members with change.

Do you understand now?
>>
>>3543177
Why would you waste your time with grain when we could sell items back to the elves?
>>
>>3543183
You tell me. You're the one voting to pass up on selling the elven clothes in favor of chasing grain we might not even find lmao.
>>
>>3543177
Plus it take months to sell the cloth... there is profit to be made, now by selling grain.
>>
>>3543101
>>3543103
>>3543107
>>3543121
>>3543125


We go to the forest and look for the tree man. It doesn't take long to find him.

He says to us "Did you come to mock me like the villagers?"

"No, we came to help you. We're going to take you to Valonde, there exists an arcane institute, maybe the wizards over there can help relieve you of your curse.", says Selena.

"Do you think I can finally become free of turning into a tree at night?"

"Sure, I mean, if magic can bring the dead back to life surely it can make a man stop turning into a tree."

We then depart towards Valonde. Every night we have to stop as soon as the sun sets for the tree man to take root.

Our trip is thankfully uneventful.

We arrive at Valonde after about a month and a half of travel.

Valonde is a large walled city with tens of thousands of inhabitants, with a standing army of several hundreds of armed men.

We quickly find ourselves a tavern, a nice place named the Scarlet Tankard, and Selena begins to look for information.

Several hours later she comes back.

"There's really a rather large institute of arcane research in this town, they take apprentices and might have wizards powerful enough to cure our friend the tree man. The locals I asked know no Mycron Alpheus but maybe if we ask directly at the institute they'll know him or one of his descent so we can deliver the incomplete philosopher stones and research papers we've been hauling all the way back from Penrith."

"We have all this elven cloth we've bought in Lorione to sell in here. We could dump it all into the market at once, or we could rent a shop and sell it retail. Unless you want to become shopkeepers we'll also need to hire someone to take care of the shop. It might take several months to sell everything, even on a large place like Valonde. A nice small cozy shop should set us back about 20 gold per month. A shopkeeper should cost us 10 gold per month."

"It is surprisingly hard to find adventuring work in a city this big. Most stuff the authorities simply send the army people to handle, they have hundreds of people for this. But there are some mysterious disappearances going on in the poorer parts of town, we might wanna investigate that. Do you think it is the Red Hand again? Big city, lots of people, some missing won't go missed, seems like them. Or maybe it is a vampire this time."


What do you wanna do?
> Visit the institute of arcane research
> Sell all the elvish noble clothes in bulk
> Set up a shop (how many months do we want to keep selling stuff)
> Investigate the mysterious disappearances
> Keep looking for adventuring opportunities, there's gotta be something
> Write in
>>
>>3543197
>>3543183
With one post you ask why I waste my time with grain, and in the next you argue for selling grain? I don't understand. If you want to sell grain so badly, why not wait until we sell the clothes so we can actually buy grain?

>>3543202
> Visit the institute of arcane research
I forgot all about that philo stone stuff. I still don't remember it lol.

> Set up a shop (how many months do we want to keep selling stuff)
Let's say 2 months. Since we're hiring someone to sell for us we'll be able to

> Investigate the mysterious disappearances
>>
>>3543225

We visit the institute of arcane research. It's located near the northern wall of the city, several small buildings and a tall tower.

We find someone to talk to who looks like he works in there.

"Excuse me, I have a couple questions to ask.", says Selena.

"Ask away.", says the man.

"First I'd like to know where can I find a wizard who can help a friend of mine who has been cursed and turns into a tree every night. And second I'd like to know where can I find a certain Mycron Alpheus for I might have something for him."

"Well, most of the senior wizards should be able to remove curses, ask one of them. I warn you, it will probably cost you something like 300 gold though. As for the man you're looking for... that name is not completely strange to me, I think I heard it before. Ah! I remember now! He's the father of one of the senior wizards. Fineas Alpheus is his name, head of transmutation, his room is on the sixth floor. Mycron died nearly twenty years ago though."

"Thanks for your help my good man"

We head to the room of this Fineas Alpheus and knock on his door. He says:

"Come in, the door is unlocked"

"Excuse me mister Alpheus, we've come into possession of the research notes of a certain Tartalos who spent his life researching the philospher stone and wanted his research to be delivered to your father or one of his descendents. We've been told some payment would be involved. We hauled the stuff all the way from Penrith in the far north."

"Tartalos you say? Oh my goodness, I haven't heard of him ever since I was a small boy learning my first cantrips. Of course, I'll have his research. I reckon he also have some imperfect philosopher stones?"

"A couple, yeah."

"Very good, very good. Let me take a look at his research notes."

We then bring the large chest with the research notes to Fineas room. He begins examining it.

"Hmm... the old man was on the right track. Most of this stuff is salvageable, I think if one were to put a decade or so working on this stuff one could purify these imperfect stones and get a perfect stone. I'll consider whether it is worth my while. In any case I'm going to pay you 500 gold for the research notes and 800 gold for all the incomplete philosopher stones. Are these prices agreeable with you?"

> Accept the payment
> Refuse to sell him the research notes
> Refuse to sell him the incomplete philosopher stones
> Write in

"Mister Fineas, could you remove a curse from a friend of mine? He turns into a tree every night."

"Well, I could cast a spell to remove the curse from him. Since you made me a great service recently I'm only going to charge you 100 gold instead of the usual 300 gold for a curse removal spell. Come tomorrow and I'll have the spell prepared."

> Agree to pay 100 gold to remove the curse from the tree man
> Let the tree man stay cursed
> Write in
>>
>>3543282
> Accept the payment
1300 gold, nice.

>Tell the tree man they're willing to cure him for 100 gold. Does he have that money, or will he be able to pay us back? Cause we kinda need what we got for reviving our dead companions.
>>
Calling it a night
>>
>>3543308
> DONT Investigate the mysterious disappearances
>>
>>3543308
> also buy grain
>>
Rolled 16, 15 = 31 (2d20)

>>3543291
>>3543785
>>3543786
We decide to accept the payment for the research notes and the imperfect philosopher stones.

We tell the tree man they're willing to cure him for 100 gold. We ask him if he has that money or if he'll be able to pay us back, because we kinda need what we got for reviving our dead companions. The tree man says he's not an adventurer like us nor is he rich, even if he were to get a job in the city and live in squalor to save up money he'd take several years to save up that much money. The 100 gold curse removal is also a limited time offer, as Fineas said the usual price is 300 gold - at such a price tree man might take a decade to get enough money by working a common job! Will we let the tree man stay cursed?

> Agree to pay 100 gold to remove the curse from the tree man
> Let the tree man stay cursed
> Write in

>>3543225

We decide to set up a shop to sell our stash of elvish noble clothes. We decide to keep the shop open for 2 months, at a total cost of 60 gold.

Rolling to see how many elvish noble clothes we sell per month.
>>
Rolled 2, 5 = 7 (2d6)

>>3543795

Rolling the price of the elvish noble clothes
>>
>>3543795
Aaaaah
fine

> Agree to pay 100 gold to remove the curse from the tree man

For the sake of magical knowledge
>>
Rolled 1 (1d2)

>>3543798

We sell 31 elvish clothes for 851 gold in two months!

>>3543786

In the mean time we decide to buy some grain. Rolling to see if the city is affected by the bad harvest.
1 the prices of grain are high
2 the prices of grain are normal
>>
Rolled 2 (1d2)

>>3543225
>>3543785

1 - investigate the mysterious disappearances
2 - don't investigate the mysterious disappearances
>>
>>3543800
> don't help tree man
Tree man can get a job... We help him by bring him here.
>>
>>3543801
>>3543808
>>3543800
>>3543801

The city of Valonde is also suffering from the bad harvest! The prices of grain are high in here too!

We agree to pay 100 gold to remove the curse of the tree man. Fineas cast a remove curse spell and a green spectre comes out of the tree man and dissolves into smoke. He says "You must have been cursed by some druid. Did you do something heinous against nature young man?"

"Not that I remember no.", says the tree man.

"Be more careful in the future!"

The tree man thanks us and promptly goes about getting a job in the city to resume living his life, now curse free!

After two months selling our elvish clothing we still have 52 of them left.

What do we want to do next?
> Set up a shop (how many months do we want to keep selling stuff)
> Investigate the mysterious disappearances
> Keep looking for adventuring opportunities, there's gotta be something
> Write in
>>
>>3543798
How did you come up with the price?
>>
>>3543810
> Set up a shop (how many months do we want to keep selling stuff)

Another 3 months should get rid of a good chunk, and bring in about 1400 gold.

And since we're gonna be here we might as well do some thing. If other anon doesn't want to investigate, then

> Keep looking for adventuring opportunities, there's gotta be something
>>
>>3543811
> Elvish Noble Clothing (10 gold per 6 lb, we should be able to sell it for 25-30 gold in Valonde, or bulk sell it for 11-16 gold)

rolled on 25-30 range
>>
>>3543818
I'm just confused because you Rolled 2, 5 = 7 (2d6)... did you use real dice or am I missing something? Per unit comes out to 27.45.
>>
>>3543828

Rolled one dice for each month
26x16=416
29x15=435
Total 851
>>
>>3543816
+1
>>
>>3543816
>>3543880


We decide to keep looking for adventuring opportunities, there's gotta be something.

Selena spends a few days hitting the taverns looking for things of interest, we keep meeting on the Scarlet Tankard.

She finally shows up with some new info.

"There's a rumor that I heard a few times that a fountain in this city is enchanted and on a full moon night will open up a portal to a pocket dimension full of monsters! Many adventurers perished inside it so apparently it is full of loot too."

"A wizard from the arcane institute called Saigon needs a large sample of a highly toxic black mold that grows in the sewers of the city for his research. The main problem is the place is infested with aquatic critters, there's also the fact that the place is half flooded and completely disgusting, maybe that's why nobody took this job so far. To avoid being poisoned by the mold we should scrape it with a pole or something inside a vase or a bucket, close the lid and take the vile contents to the institute without touching or inhaling its contents to avoid being poisoned. He's willing to pay 300 gold for a large enough sample."

"A large group of thieving undesirables has arrived at the town, they set up lots of tents on the outskirts of town, the army and the local guard been keeping an eye on them but they have stolen many a valuable items already. One noble had a precious jewel stolen, he's willing to pay 100 gold to have it recovered, the jewel is worth at least 500 gold."

"The local church of Abundance is concerned about several reports from nearby villages about zombie outbreaks throughout the area. The events are too far apart to be the working of a single necromancer but they don't seem to be just chance either. They fear a large scale zombie horde might emerge from consuming the various villages that dot the countryside! To prevent that they're willing to pay 100 gold for each cemetery that we purge of undead in the villages around the region. They received reports from at least eight villages about the dead coming out of their graves."

What will we do?
> Enter the fountain portal to slay monsters
> Acquire toxic mold in the sewers for the wizard
> Retrieve the jewel from the undesirables for the noble
> Purge undeads in the surrounding villages
> Just wait until our shop sells stuff
> Write in
>>
>>3543889
>We've kept Uhtred with us and preserved, right? There ought to be a temple here that can raise him, and we have the gold for it now. Do that and then

> Purge undeads in the surrounding villages
>>
>>3543896
> Retrieve the jewel from the undesirables for the noble
We should also do this quest, it might give us an strong ally in this city.
>>
Rolled 2 (1d2)

>>3543896
>>3543909

1 - purge undeads in the surrounding villages
2 - retrieve the jewels from the undesirables for the noble
>>
>>3543896
>>3543909
>>3543927

We go to the local temple of abundance carrying the corpse of Uhtred with us. The hierophant see us lugging a corpse and says to us "I see you've brought a fallen companion to be resurrected. How long has it been since he's been dead?"
"It been several months, but I've kept his corpse fresh with the gentle repose spell.", says Mary.
"Oh, in that case the high priest will be able to revive your friend. For a small contribution of 1000 gold to our temple we can have him revived tomorrow and in about a week he should be well enough to resume his usual activities."

We make the donation to the abundance temple and on the following day they revive Uhtred! He takes a few more days to recover from being revived.

(You've been revived! You lost 10% of your experience rounded up. You now have 92 experience.)

Your group decides to go retrieve the jewel from the undesirables for the noble.

The thieving undesirable dwell on a bunch of tents on the outskirts of town. Some of them are eyeing you suspiciously as you approach their tents. How are you going to go about trying to retrieve the jewel?

> Invade their tents and search for the jewel
> Try to interrogate some of them for them to tell who stole the jewel
> Attack the undesirables and then loot their stuff later
> Give up the quest
> Write in
>>
>>3543965
> Try to interrogate some of them for them to tell who stole the jewel

Did we lose a level too, or just have that much farther to go until the next one?
>>
>use the bard persuasion
>>
Rolled 16 (1d20)

>>3543969 you didn't lose a level when you're revived, you just need to gain more xp to level up

We try to interrogate some of them for them to tell who stole the jewel. The people you talk to are rather uncooperative, unwilling to rat on their fellow undesirables. Selena tries to use charm person on them for them to give us the information we need, Rolling to resist the spell, DC 13
>>
>>3543969
>>3543987
>>3543988

Selena fails to charm the undesirables into giving us the information that we need.

What should we do?
> Invade their tents and search for the jewel
> Offer a bribe of 10 gold for the information
> Have Selena try again with another undesirable
> Attack the undesirables and then loot their stuff later
> Give up the quest
> Write in
>>
>>3543992
Ok, we had 250 gold coming here
1300 for the materials
851 for clothes

minus 1000 for the res
100 for tree guy
60 for shopkeep

We have 1241, so we can afford the bribe.

On the other hand, Selena can cast charm 4x a day so try that until it works.
>>
DM how is exp calculated. Because I've notice Uthard killing several monsters and only getting 1 or 2 exp. Is it the higher the lvl, u get lower exp. Or is it exp is divided between the adventures?
>>
>>3543999
I think the higher level you are, the harder you have to work. So monsters that gave us a bunch at lv 2 only give a couple now that we're 5.
>>
>>3543999
>>3544008


Lower level monsters give less experience now that you're higher level. Killing a whole bunch of them might give only one experience, or may not give any at all. The size of the party involved in the fight also influences how much experience you get - the more people involved, the less experience you get.
>>
Rolled 6 (1d20)

>>3543998

You decide to have Selena keep trying to charm people into revealing what they know about the thieves! We approach another undesirable and she works her magic! Rolling to see if he can resist her, DC 13
>>
Rolled 3 (1d3)

>>3544019

The man is charmed by Selena! Rolling to see if he knows something about the thieves.

1 - he knows about the thieves
2- he doesn't know about the thieves
3 - he doesn't know about the thieves but knows someone who knows
>>
>>3544022

The man tells us about where we can find someone who knows about the thieves, a man called Ricofredo.

What do we want to do?
> Offer a bribe of 10 gold to Ricofredo
> Have Selena try to charm Ricofredo
> Try to intimidate Ricofredo into telling us about the thieves
> Write in
>>
>>3544026
> Have Selena try to charm Ricofredo

Still got 2 left
>>
Rolled 4 (1d20)

>>3544049

Selena tries to charm Ricofredo into telling her what he knows about the thieves! Rolling to resist the charm DC 13
>>
>>3544052

Selena manages to charm Ricofredo into telling what he knows about the thieves!

He tells us which one is their tent and tells us they work for a man called Suzano. The jewel might be in the thieves tent or it might be with this man Suzano. Suzano lives in the largest tent of the camp, you can't miss it.

What do we want to do?
> Go into the thieves' tent to see if the jewel is there
> Head into the big tent to see if the jewel is with this Suzano guy
> Write in
>>
>>3544058
> Head into the big tent to see if the jewel is with this Suzano guy

Boss probably keeps it on him
>>
>>3544058
> Write in
Use persuasion on Suzano. If he don't have it go to the other tent. If he does take it from him.
>>
>>3544067
>>3544076


You head towards the big tent to see if the jewel is with this Suzano guy.

As you try to enter the tent you're stopped by two tall bald guys carrying clubs who tell you you can't enter the boss tent.

What do you do?
> Attack the thugs
> Try to force your way past the thugs
> Have Selena use her magic to try making the thugs let us pass
> Go search the thieves tent instead
> Write in
>>
>>3544084
> Have Selena use her magic to try making the thugs let us pass

Suggestion that we have a business proposition the boss would like to hear
>>
>>3544087
+1
>>
Rolled 14 (1d20)

>>3544087
>>3544101

Selena tries to use her magic on the thugs, making a suggestion that we have a business proposition the boss would like to hear.

Rolling to resist DC 13
>>
>>3544087
>>3544101
>>3544119

The thugs tell you the boss has no business with people of your kind.


What do you do?
> Attack the thugs
> Try to force your way past the thugs
> Go search the thieves tent instead
> Write in
>>
>>3544125
> Attack the thugs
>>
>>3544125
>Attack

Figure the force attempt would start a fight anyway
>>
>>3544132
>>3544136

You decide to attack the thugs! You draw your sword and prepare to draw blood!

What will you do?
> Attack one thug with your sword a couple times (roll 2d20 DC 9)
> Attack one thug with your sword three times (roll 3d20 DC 13)
> Smite one thug (roll 1d20 DC 9)
> Write in
>>
Rolled 10, 1 = 11 (2d20)

>>3544188
> Attack one thug with your sword a couple times (roll 2d20 DC 9)
>>
Rolled 18, 10 = 28 (2d20)

>>3544188
> Attack one thug with your sword a couple times (roll 2d20 DC 9)
>>
Rolled 9, 12, 15 = 36 (3d20)

>>3544188
>three attacks
>>
>>3544136
Heads up, I do the math for the attack each time.. it seems to always favor 2 attack.
>>
>>3544204
>>3544210
>>3544217


You attack the thug with your sword three times, causing him some serious wounds and drawing a lot of blood!

The thugs run inside the tent! "These adventurers be crazy, shanking people in town, Imma gonna tell the boss!"

What do you do?
> Go inside the big tent
> Go search the thieves tent instead
> Write in
>>
>>3544224

Sorry, I got the numbers wrong, my bad, you landed two hits.
>>
>>3544224
>Enter the big tent
>>
>>3544239

You enter the big tent.

There are about ten people in there, five of them holding torches. The two thugs are telling a middle aged man with a scar in his left eye sitting on a bronze throne about what happened.

"... then the crazy dude just started attacking me with a sword... there, there he is!"

"Well I see you've came to my humble abode with ill intents in your heart young one. What is your name? I don't deal with people whose name I don't know.", says Suzano

> Tell Suzano your name and demand the jewel the thieves stole
> Don't tell Suzano your name and demand the jewel the thieves stole
> Attack Suzano
> Have Selena attempt to use her magic to have Suzano give us the jewel we seek
> Write in
>>
>>3544252
> Have Selena attempt to use her magic to have Suzano give us the jewel we seek
>>
>>3544252
>Give name, demand jewel
>>
Rolled 14 (1d20)

>>3544266

Selena tries to use her magic on Suzano! Rolling to see if he resists the magic, DC 13
>>
>>3544268
> Attack Suzano
We don't need thieves knowing our name.
>>
>>3544268
>>3544277
Suzano resists Selena attempt at suggesting he gives her the jewel we seek. He says "That would be preposterous. And you still haven't told me your name young man."

You decide to attack Suzano!

What will you do?
> Attack Suzano with your sword a couple times (roll 2d20 DC 9)
> Attack Suzano with your sword three times (roll 3d20 DC 13)
> Smite Suzano (roll 1d20 DC 9)
> Write in
>>
>>3544285
> Attack Suzano with your sword a couple times (roll 2d20 DC 9)
>>
Rolled 10, 15 = 25 (2d20)

>>3544285
Well, the fact that he didn't ask what jewel pretty much confirms he has it.

>Attack twice
>>
Rolled 3, 2 = 5 (2d20)

>>3544285
>>
>>3544289
>>3544291
>>3544292


You attack Suzano twice with your sword!

You murder him!

The people in the tent are in disbelief "You murdered Suzano! He was just an old man! You monster!"

What will you do?
> Search his tent for the jewel
> Go search the thieves tent instead
> Write in
>>
Rolled 14, 11 = 25 (2d20)

>>3544285
>>
>>3544300
> Search his tent for the jewel
> kill everyone in tent.
>>
>>3544300
>"Was he not the leader of a gang of thieves?"


>Search the tent
>>
Rolled 2 (1d4)

>>3544303

As you advance to try to murder the people in the tent they flee!

You then search the tent. Rolling to see if the jewel is there.

1 - The jewel is there
Otherwise not there
>>
Rolled 65, 88, 20, 25, 41 = 239 (5d100)

>>3544307

The jewel was not there after all!

You find some assorted jewelry and coins worth some money, will you take it?
>>
>>3544309
Leave it...
> go to the other tent.
>>
>>3544309
>Might as well

Busy for a few hours btw
>>
Rolled 1 (1d2)

>>3544316
>>3544317

1 - leave it
2 - take it
>>
Rolled 1 (1d2)

>>3544316
>>3544317
>>3544319

You decide to leave the money and minor jewelry behind and go check the the thieves tent.

Rolling to see if the jewel is there.

1 it's there
2 it's not there
>>
>>3544320

You find the jewel stolen from the noble in the thieves tent! Looks like you murdered a man for no reason at all.

You head back town to go deliver the jewel to the noble but when you're passing through the gatehouse to enter the city you're stopped by the local guard. Ten guards surround your group and demand you surrender your weapons.

What do you do?
> Surrender your weapons
> Attack the guards
> Write in
>>
>>3544322
> Surrender your weapons
>>
>>3544325

You surrender your weapons to the local guard. They take you to the precint. In there they then have you stand to be identified by the witnesses.

"It was him! The guy who killed Suzano! His friends just stood there watching as he did it! He also attacked a man with a sword!"

The many witnesses identify you unequivocally as Suzano's murderer.

After some bureaucracy identifying ourselves most of the party is allowed to leave the precint, but Uhtred is kept imprisoned. We're told his judgement will be in two weeks time.

What do we want to do?
> Deliver the jewel to the noble
> Wait until Uhtred's judgement
> Try to break Uhtred free from the prison
> Write in
>>
>>3544337
> Deliver the jewel to the noble
Notify the noble of the mistake, tell him you will give him the jewels for free if he talks to the judge and explains that it was a mistake.
>>
>>3544348

We go deliver the jewel to the noble and we notify him about the mistake, telling him we'll give him the jewel for free if he talks to the judge and explains it was a mistake.

The noble says murder is a rather difficult thing to get out of as the authorities in Valonde are quite hardline about setting an example in order to keep the city peaceful.

Nevertheless he'll talk to the judge to see if he can get him to give our friend the lowest possible punishment.

What do we want to do?
> Wait until Uhtred's judgement
> Try to break Uhtred free from the prison
> Write in
>>
>>3544361
> Wait until Uhtred's judgement
>>
Rolled 6, 4 = 10 (2d6)

>>3544367

We wait until Uhtred's judgement. He's brought before the judge.

After the witnesses are heard he's convicted for the crimes of aggravated assault and murder.

Rolling to see how many years he'll get for assault, rolling two dice and picking the lowest due to noble's influence.
>>
Rolled 12, 14 = 26 (2d20)

>>3544371

Rolling to see how many years he'll get for murder.

10 plus the lowest dice due to noble's influence.
>>
>>3544371
>>3544375

Uhtred is convicted to a total of 26 years in prison for the crimes of aggravated assault and murder!

The judge however may commute the sentence to a fine of 2600 gold.

Uhtred is then taken to the dungeons where he'll serve his sentence!

What do we want to do next?
> Enter the fountain portal to slay monsters
> Acquire toxic mold in the sewers for the wizard
> Purge undeads in the surrounding villages
> Break Uhtred free from the dungeon
> Just wait until our shop sells stuff
> Write in
>>
>>3544383
> Just wait until our shop sells stuff
>get funds to revive the mage... deal with Uthard later.
>>
Rolled 3, 17, 10 = 30 (3d20)

>>3544401

We wait for three more months until our shop sells stuff. We spend 90 gold on our shop upkeep.

Rolling to see how many elvish noble clothes we sell in the mean time.
>>
Rolled 4, 3, 4 = 11 (3d6)

>>3544419

Rolling to see the price
>>
>>3544424
>>3544419

We get 823 gold from our shop. Our group now has 1974 gold. We still have 22 elvish noble clothes.

What do we want to do next?
> Enter the fountain portal to slay monsters
> Acquire toxic mold in the sewers for the wizard
> Purge undeads in the surrounding villages
> Break Uhtred free from the dungeon
> Set up a shop to sell our goods (how long do we want to keep selling?)
> Write in
>>
>>3544440
> Set up a shop to sell our goods, 2 months
> kill undead
>>
>>3544459

We set up a shop to sell our remaining elvish noble clothes!

We get a map of the region and ask the priests from the Abundance temple which villages have been plagued by undeads. In the three months we've been away they lost contact with some villages and new reports from other villages sprung up. They point the following villages for us

About a week away or less:
Awstone (lost contact a month ago)
Wastead
Reminster (lost contact a month ago)
Kestone

About two weeks away or less:
Weewood
Greebury
Datun (lost contact a couple months ago)
Chooley
Gawic
Embrook (lost contact a couple months ago)
Reley
Pehill

Which village do we want to travel to first?
>>
>>3544526
We should stock up on holy water first
>>
>>3544541

Mary could make holy water at a cost of 25 gold per vial. She can make up to four flasks a day.

How many flasks of holy water do we want her to make for us?
>>
>>3544557
I think it would be prudent to sell the rest of the goods first and revive our mage.
>>
Rolled 17, 20 = 37 (2d20)

>>3544592

We decide to wait a couple months for our shop to sell our stuff. Rolling to see how many we sell.
>>
Rolled 2, 3 = 5 (2d6)

>>3544691

And for how much
>>
>>3544693
>>3544691

We sell the remaining 22 elvish noble clothes for 577 gold. We now have 2491 gold.

In the mean time the church of abundance lost contact with the villages of Greebury and Reley.

We ask the hierophant in the church of Abundance if they have the means to revive someone with just a small piece of their corpse. They answer that the high priest would be able to perform such a feat, they ask us for a small donation of 2000 gold to pay for their costs. Will we revive Bailey now?

What do we want to do next?
> Enter the fountain portal to slay monsters
> Acquire toxic mold in the sewers for the wizard
> Purge undeads in the surrounding villages (pick a village)
> Break Uhtred free from the dungeon
> Write in
>>
>>3544713
>Revive Bailey, wait tell she is recovered then go to Greebury.
>>
>>3544734
>Make 4 holy water
>>
Rolled 1, 16, 16, 12, 1, 15, 8, 13, 3, 11, 9, 16, 5, 16 = 142 (14d20)

>>3544734
>>3544740

We have Bailey revived and wait a few days for her to recover!

We have Mary craft 4 flasks of holy water! We distribute them with the members of the party.

Our funds are now down to 391 gold.

We then decide to travel to Greebury!

Rolling for random encounters on the way there! 1 is something nasty
>>
>>3544713
DM could you make a list of abilitys our party has. Because I didn't know Mary could make holy water.
>>
Rolled 20, 4 = 24 (2d20)

>>3544750

On the first day of travel we happen upon a horde of undead wandering about! Rolling to see how many zombies there are.
>>
>>3544752 I might compile a list later
>>3544754

We catch sight in the horizon a horde of 24 zombies shambling about in the road!

Uhtred isn't in the party!

Who do you want to control in combat?
> Selena
> Mary
> Dandala
> Ss'rath
> Bailey
>>
Rolled 1 (1d2)

rolling to see if there's a special undead with the horde

1 - special undead
2 - no special undead
>>
>>3544767
> Bailey
>>
Rolled 1 (1d4)

>>3544773

Rolling to see what kind of special undead we got in here

1 - Ghast
2 - Wight
3 - Flesh Abomination
4 - Zombie Knight
>>
>>3544776
>>3544807

You're controlling Bailey in combat!

Amidst the zombie horde you can see one Ghast!


What will you do?
> Take our wagon off road to try to avoid the zombie horde
> Attack the nearest zombie with your dagger (roll 1d20 DC 5)
> Cast a spell (cantrips: light, mage hand, firebolt (roll 1d20), blade ward; magic missile x3; scorching rayx3(roll 3d20); fireball x2(centered around the ghast, gets about 5 zombies and the ghast; centered around the most zombies, gets about 9 zombies))
> Write in
>>
>>3544867
> Take our wagon off road to try to avoid the zombie horde
>>
Rolled 18 (1d20)

>>3544891

We take our wagon off road to try to avoid the zombie horde!

Rolling to see if the zombies caught our scent and will pursue us, DC 15.
>>
>>3544896

The horde seems to have caught our scent and is now following us! They will catch up with us if we stop to rest!

What will we do?
> Travel nonstop for a few days to put some distance between us and the zombies
> Fight the horde of zombies while we're well rested instead of waiting until we're exhausted
> Head back to Valonde, we're still close enough, if the zombies follow us the army will take care of them
> Write in
>>
>>3544911
> Head back to Valonde, we're still close enough, if the zombies follow us the army will take care of them
>>
>>3544918

We head back to Valonde pondering that if the zombies follow us the army will take care of them.

We decide to wait a few days in town before trying to head out again.

"That's strange, such a large horde of zombies just roaming the road like that.", says Selena.

"Maybe some village has been totally wiped out. I reckon all those villages that the priests lost contact with might have had hundreds of people in each of them. We might be facing a large scale zombie plague.", says Bailey.

What do we want to do next?
> Enter the fountain portal to slay monsters
> Acquire toxic mold in the sewers for the wizard
> Purge undeads in the surrounding villages (pick a village)
> Break Uhtred free from the dungeon
> Write in
>>
>>3544931
> Write in
See if we can team up with the army. It's clearly becoming a priority for them. Also, if we come up against a ghast again have Dandala and Selena together because Dandala is an elf which is immune to the ghast paralysis. And Selena is our weakest character.
>>
>>3544963

We head to the local barracks and inquire about whether they wouldn't like to team up with us to go deal with the undead menace. An official of the army says that the Valonde army doesn't "team up" with amateurs and they deny that any zombie infestation is even occurring let alone is out of control. He claims that there have been only isolated cases that the local militias can handle and that there haven't been enough confirming evidence of the necessity of mobilizing a large scale attack force against some minor cases of the dead popping out of their graves.

Selena try to argue with him that six villages have been without contact for months and are now probably overran by undead but the army official says he will have none of her rhetorics and tells us to leave the barracks or he'll have us arrested for disturbing the order and he says to us to not go around spreading lies about those villages or he will have us arrested for trying to cause panic.

"What a jackass. Seems like they won't admit there's a zombie plague going on until there are hundreds or even thousands of zombies swarming the gates of the town.", says Bailey.

"The way that official acted maybe not even then. He'll probably call it an isolated incident that can be dealt with by the local militia.", says Selena imitating the man.

"Do you think they're purposefully covering up the zombie infestation? Waiting for it to get really bad?", says Dandala.

"Why would they do that?", asks Selena.

"I don't know. But the way that official was acting didn't seem natural at all. A man of arms when presented with a threat will try to defuse the threat no? But he was just in denial. Maybe I'm reading too much on the situation and he is just a clueless man. But maybe when acceptance sets in it will be too late.", says Dandala.

"Maybe we should travel to one of the villages that have lost contact to acquire some proof that they have been overran by undead!", say Selena.

"What kind of proof can we bring? If the official in charge is really stubborn or malicious as Dandala suspects he can say he doesn't trust our accounts of what we have seen there, he may say we're inventing stuff to waste the army's time and get us thrown in jail. Maybe we shouldn't get involved at all.", says Bailey.

"And let all these people get eaten by the undead? A city this size turned into undeads would be a serious blow to mankind itself Bailey.", says Selena.

"I for one don't think it will get to this point. This city has an institute of arcane research, there are lots of wizards in here, they should be able to contain a zombie outbreak if things begin to get out of hand. Unless we get literally thousands of undeads overnight this place should be fine.", says Bailey.

"You put too much faith in wizards Bailey. They can cast a handful of spells a day and then they are squishy targets. The zombies won't allow the wizards to rest and regain their spells to try again at attacking them later.", says Selena.
>>
>>3545132

"Maybe you're right, maybe I put too much faith in wizards. It can't be helped, I'm a wizard myself. In any case I say we're losing focus! We took this massive detour towards Valonde to deliver the phlosopher stones but before that we were headed towards Longdale to go find the second orb needed for unlocking the magical portal that will lead us to the fire jewel of Guldar. Maybe it is about time we get back on track on our main quest?", says Bailey.

"Well, we also have the unfinished quest with Alion in the elvish kingdom. We're not even halfway done yet. Maybe amidst these hordes of undeads around this area in here we might find a wight or three, who knows.", says Dandala.

"There's also the problem of Uhtred being imprisoned. I'm out of ideas on how to raise 2600 gold to bail him out of jail. Do you think we should travel around doing quests to raise this much money?", says Mary.

"With all those undead around the area? Travelling will be a bit difficult to say the least. Do you think we could get that much money out of Alion if we asked for a severance pay instead of magic items?", says Selena.

"Maybe. It feels bad to just leave Uhtred rotting in jail but we might have to go on adventuring without him for awhile to be able to raise the money to free him.", says Bailey.

What do we want to do next?
> Enter the fountain portal to slay monsters
> Acquire toxic mold in the sewers for the wizard
> Purge undeads in the surrounding villages (pick a village)
> Go after something from Alion's list (what)
> Head to Longdale in the northern kingdom
> Break Uhtred free from the dungeon
> Write in
>>
>>3545137
>can we trade back to the elven kingdom?
>>
Dobwe have info on what kind of monsters are in the portal?
>>
>>3545206 Sure
>>3545211 the accounts are conflicting, seems like the monsters are some sort of demon. The rumours say beyond the portal there is some sort of labyrinth with various kinds of monsters and treasures. They also say that if you don't return on the same night you get trapped in the demon infested place for a whole month until the portal opens again so you'll likely die. It's been several years since anyone survived a trip into the fountain portal so all the accounts are hearsay.


We decide to look into what trade goods we can acquire in Valonde that would sell well in the elvish kingdom.

We currently have 391 gold.

Our wagon can carry 4500 lb of stuff.

We find the following goods:
> Iron (1 gold per 10 lb; we could bulk sell for 1-2 gold per 10 lb in the elvish kingdom, or sell it for 3-6 gold per 10 lb)
> Copper (5 gold per 10 lb; we could bulk sell for 6-15 gold per 10 lb, or sell it for 16-25 gold per 10 lb)
> Tin (5 gold per 10 lb; we could bulk sell for 5-10 gold per 10 lb, or sell it for 11-30 gold per 10 lb)
> Silver (5 gold per lb; we could bulk sell for 6-9 gold per lb, or sell it for 10-15 gold per lb)
> Cotton cloth (1 gold per 20 square yards (8 lb); we could bulk sell for 2-3 gold per 20 square yards, or sell it for 2-7 gold per 20 square yards)
>>
>>3545274
700 pounds of copper please
Also if we leave Uhtred in jail for a year does the fee go down to 2500 since he served part of his sentence?

Actually

> Acquire toxic mold in the sewers for the wizard

We can buy more copper with the reward from this.
>>
>>3545286
I'm sure there is some nasty beast living there. If we can we need to be informed.
>>
Rolled 8, 5, 10, 1, 9, 1, 9, 9, 7, 10, 6, 7, 3, 2, 5, 8, 9, 7, 5, 5, 4, 4, 7, 5, 5 = 151 (25d10)

>>3545286

We decide to go acquire toxic mold in the sewers for the wizard Saigon.

We find an entrance to the sewers in an alley and get in.

The place is cramped and fetid; we crawl about looking for the mold.

The order you enter the sewer is

Dandala, Selena, Bailey, Mary, Ss'rath

Rolling to see how many hours of sewer diving we take to find the mold. 1 we get attacked by critters, 10 we find the mold.
>>
>>3545320
fuck yes, finally we get a ten before a 1
>>
>>3545326
The dice gods have been pick our ass..
>>
>>3545320

After three hours wandering around in the cramped tunnels we find a section of the sewer covered in the disgusting toxic mold that the wizard is looking for!

Bailey uses her cantrip mage hand to scrape the wall of toxic mold into a bucket we've been carrying then close the lid. We got a decent amount of the stuff so we find he closest way out of the sewers and get out.

Turned out our way out was the toilet of a tavern, we crawl out of the dirty place completely covered in excrement and go deliver the toxic mold to the wizard.

People in the street reek at our bad smell. We arrive at the institute for arcane research and deliver the toxic mold to the wizard. He also uses the magic hand cantrip to handle it. After verifying the awful contents of the bucket he pays us the 300 gold.

"Easiest 300 gold we ever got!", says Selena.

"I need a bath.", says Mary.

"We all need baths.", says Bailey.

We then head to the nearest inn and pay then for a long bath to scrub away all the dirt we got from crawling through the sewers. We spend 1 gold on this.

What do we want to do next?
> Enter the fountain portal to slay monsters
> Purge undeads in the surrounding villages (pick a village)
> Go after something from Alion's list (what)
> Head to Longdale in the northern kingdom
> Break Uhtred free from the dungeon
> Buy goods to sell on the elvish kingdom (what and how much)
> Write in
>>
>>3545359
I recommend saving 50 gold just in case we need Mary to make more holy water. So 1260 copper.
>>
>>3545359
> Buy goods to sell on the elvish kingdom (what and how much)
1500 lbs of copper. Purging undead will be easier with Uhtred freed.
>>
>>3545359
>>3545388
I miscalculated our funds. Backing >>3545384
>>
>>3545384
>>3545388
>>3545398

We buy 1260 lbs of copper for 630 gold to sell at the elvish kingdom. We have 60 gold remaining.

What do we want to do next?
> Enter the fountain portal to slay monsters
> Purge undeads in the surrounding villages (pick a village)
> Go after something from Alion's list (what)
> Head to Longdale in the northern kingdom
> Break Uhtred free from the dungeon
> Travel to the elvish kingdom to go sell our goods (make a stop in Cromerth; don't make a stop in Cromerth)
> Write in
>>
>>3545428
> Travel to the elvish kingdom to go sell our goods (make a stop in Cromerth; don't make a stop in Cromerth)

No stop
>>
>>3545449
+1
>>
Rolled 7, 13, 1, 8, 3, 9, 2, 5, 5, 12, 5, 2, 19, 1 = 92 (14d20)

>>3545449

You begin travelling to the elvish kingdom, deciding not to make a stop in Cromerth along the way.

Rolling to see if you get random encounters along the way. 1 is something nasty
>>
Rolled 3 (1d6)

>>3545455

On the third day of your trip you happen upon something nasty, let's see what it is

1 - bandits
2 - goblins
3, 4, 5, 6 - undeads
>>
Rolled 12, 2 = 14 (2d20)

>>3545462

you happen upon a group of zombies wandering about in the road, rolling to see how many of them are there
>>
Rolled 2 (1d2)

>>3545466

You happen upon a group of 14 zombies, rolling to see if there's a special undead with them.

1 - special undead
2 - no special undead
>>
>>3545466
>>3545469


No special undead, just a bunch of zombies.

What will you do?

> Take the wagon off road and try to go around the zombies
> Attack the nearest zombie with your dagger (roll 1d20 DC 5)
> Cast a spell (cantrips: light, mage hand, firebolt (roll 1d20), blade ward; magic missile x3; scorching rayx3(roll 3d20); fireball x2(can get about 6 zombies))
> Write in
>>
>>3545472
>fireball
>>
>>3545472
>Fireball
bang bang
>>
Rolled 6, 1, 3, 15, 18, 18 = 61 (6d20)

>>3545479

You cast a fireball on the zombies, rolling to see if they dodge for half damage. They're slow so the DC is 15.
>>
Rolled 4, 2, 4, 2, 2, 3, 2, 3, 4, 3, 1, 3 = 33 (12d4)

>>3545483

Three zombies dodge for half damage. Rolling to see how much damage the zombies take.
>>
Rolled 9, 19, 6, 3, 9, 9 = 55 (6d20)

>>3545489

The first zombie is killed by the fireball!
The second zombie is killed by the fireball!
The third zombie is killed by the fireball!
The fourth zombie is killed by the fireball!
The fifth zombie is killed by the fireball!
The sixth zombie is killed by the fireball!

The zombies killed by the fireball are trying to get back up, rolling to see if they get up again DC 10
>>
>>3545483
Those are fast zombies!

>>3545498
rekt
>>
Rolled 13, 1, 5, 2, 9, 10, 17, 16 = 73 (8d20)

>>3545498

One of the zombies killed by the fireball gets back up again!

Dandala shoots one zombie with her longbow but miss!

Ss'rath throws his spear at one zombie, killing it!

Selena begins playing the song of courage! Her allies get a +2 bonus to hit!

Mary shoots one zombie with her crossbow!

The eight remaining zombies attack Ss'rath and Mary four each, rolling to hit DC 12 for Ss'rath and DC 15 for Mary.

What will you do?


> Attack the nearest zombie with your dagger (roll 1d20 DC 3)
> Cast a spell (cantrips: light, mage hand, firebolt (roll 1d20), blade ward; magic missile x3; scorching rayx3(roll 3d20); fireball x1(can get about 5 zombies))
> Write in
>>
>>3545525
>Fireball
>>
>>3545525
>Another fireball

Zombies are hardy. Anything that kills them for sure the first time? Probably Uhtred's smite.
>>
Rolled 15, 11, 3, 3, 3 = 35 (5d20)

>>3545536
>>3545543

You throw another fireball at the zombies. Rolling to see how if they avoid for half damage. DC 15
>>
Rolled 4, 1, 1, 2, 4, 1, 3, 4, 1, 1 = 22 (10d4)

>>3545551

One zombie evaded the fireball for half damage, rolling damage now.
>>
Rolled 20, 9, 4, 11, 7 = 51 (5d20)

>>3545554

The first zombie died in the blast!

The second zombie died in the blast!

The third zombie died in the blast!

The fourth zombie died in the blast!

The fifth zombie died in the blast!

Rolling to see if the zombies that died in the fireball blast get back up, DC 10.
>>
Rolled 12, 19, 20 = 51 (3d20)

>>3545556

Two zombies get back up!

Dandala shoots one of the zombie that just got back up landing a critical, killing it! But it just gets back up again!

Ss'rath attacks the zombie with his spear killing it again! This time it stays dead!

Mary attacks another of the zombies who got back up from the fireball, killing it again! This time it stays dead!

The zombies had managed to cause one hit worth of damage on Ss'rath and two hits worth of damage on Mary.

The three remaining zombies attack Mary. Rolling to hit DC 15.

What will you do?


> Attack the nearest zombie with your dagger (roll 1d20 DC 3)
> Cast a spell (cantrips: light, mage hand, firebolt (roll 1d20), blade ward; magic missile x3; scorching rayx3(roll 3d20); fireball x0)
> Write in
>>
Rolled 11 (1d20)

>>3545568
firebolt
>>
Rolled 1 (1d2)

>>3545578

You cast a firebolt at one zombie, rolling damage
>>
Rolled 5, 19 = 24 (2d20)

>>3545585
>>3545578

You deal one hit worth of damage with a firebolt on a zombie!

The zombie pounce on Mary dealing three hits of damage! She's crippled!

Dandala attacks one zombie with her longbow!

Ss'rath attacks one zombie with his spear, killing it! But the zombie gets back up!

Mary attacks the zombie with her mace, killing it! This time it stays dead!

The two remaining zombies attack Mary. Rolling to hit DC 15.

What will you do?


> Attack the nearest zombie with your dagger (roll 1d20 DC 3)
> Cast a spell (cantrips: light, mage hand, firebolt (roll 1d20), blade ward; magic missile x3; scorching rayx3(roll 3d20); fireball x0)
> Write in
>>
>>3545599
> magic missile
>>
Rolled 3 (1d3)

>>3545624

Rolling damage
>>
Rolled 10, 14, 9, 2, 11, 2, 7, 15, 15, 14, 15 = 114 (11d20)

>>3545633

You cast a magic missile spell, killing one zombie! It stays dead!

One zombie hits Mary! She's crippled!

Dandala shoots one zombie!

Ss'rath hits one zombie with his spear!

Mary hits one zombie with her mace, killing it! It stays dead!

We killed all the zombies!

We continue our trip towards the elvish kingdom!

Rolling for random encounters for the rest of the trip, 1 is something nasty.
>>
>>3545645
Oh nice. Though I wish nasty 1's had a counterpart in nice 20's.
>>
>>3545645

We arrive at the elvish town of Doloroth!

We go to a tavern called the Broken Shield and Selena goes about looking for information.

"Seems like the problems with the kobolds have been resolved. The capital sent some rangers and they cleared the mine. Steady supplies of diamonds are now being sent to the rest of the elvish kingdom."

"Ethon has acquired enough materials to build a medium sized stone golem. He's been flaunting his creation as the ultimate killing machine, the protector of Doloroth. He's planning on making several more, perhaps even experiment with other materials. We heard he was paying above market price for iron, seems like he is going to try making an iron golem next."

"Galemmir hasn't had much luck finding phoenix feathers to craft his firebolt wands. This has made him very upset as it makes it seems like Ethon is getting the upper hand. He raised the amount of money he's willing to pay for them, he is now offering 150 gold for each feather of an adult phoenix if we can find some."

"This town has a mine, it's mostly a crystal mine but it also produces some metals, it might impact on our sales of copper. Might be a good idea to sell our copper deeper within the elvish territory."

What will we do?
> Travel deeper within the elvish territory (where to? Nyamaris, Lenoria, Lorione)
> Go after a phoenix to get feathers to make wands
> Set up shop in this town to sell our copper
> Write in
>>
>>3545707
> Travel deeper within the elvish territory , Lorione
>>
>>3545707
Backing >>3545719

Sorry Galemmir. Phoenix's are too stronk. Maybe we can pull the nest raid again once Uhtred is paid out of jail.
>>
>>3545719
>>3545724


We decide to travel to Lorione. The trip takes a couple weeks. It is largely uneventful.

We arrive at Lorione. We go to the Half-full Cup tavern and Selena and Dandala go around to get info on the current events.

"Seems like the necromancer made about a dozen of those gem sites in the forest and then the rangers got three groups together and began to crack down on the skeletons and destroy the gems. The necromancer activity on the forest seems to have stopped as of late. Guess he got tired of losing his investments and decided to try draining vital essence somewhere less well patrolled."

"Last news from the necromancer tower site is that it has been finished and now there's a veritable gnoll town around it. Seems like the necromancer took upon himself to civilize the gnolls, they're practicing agriculture and doing animal husbandry. There are about a thousand gnolls in his little town give or take. We wonder how he manages to feed that many gnolls, some theorize he might be using powerful spells to do it."

"The dwarvish settlement to the north despite all the hate from the elves began to grow. There are more than twenty dwarves in there now."

"Elror has been able to contact a dragon hunter in the mountains in the west and is travelling back with him, he should be back in a few weeks, or a month tops. Seems like the days of the young green dragon who is terrorizing the caravans in the north are numbered!"

"The kobolds in this area are getting bolder and bolder! They've been seen stealing in town in broad daylight! They mostly avoid engaging in combat, they prefer to steal and flee when discovered."

What will we do?
> Go after components from Alion's list (what)
> Ask the shaman to contact one of the militia groups for us to join (which one)
> Set up shop to sell our copper (how long do we want to sell)
> Begin traveling to Longdale to go look for the second gem
> Write in
>>
>>3545797
> Set up shop to sell our copper 3 months
>>
>>3545797
> Set up shop to sell our copper (how long do we want to sell)
AS LONG AS IT TAKES

3 months is a good start though.

While that's being sold, can we track down the thieving kobolds and ruthlessly slay them?
>>
Rolled 5, 4, 8 = 17 (3d20)

>>3545831

We set up shop for three months to sell our copper. We'll incur a cost of 90 gold from renting a store and hiring a shopkeeper, plus 90 gold from our own living expenses during this period (we ran out of personal wealth to pay for our living expenses and now we must pay for it from the group gold).

Rolling to see how much copper do we sell during this period.
>>
Rolled 3, 2, 3 = 8 (3d6)

>>3545870

rolling to see for how much we sell the copper
>>
Rolled 8, 8, 1 = 17 (3d10)

>>3545870

wrong dice
>>
>>3545870
>>3545875
>>3545884

We sell 170 lb of copper for 335 gold over the course of 3 months. We spend 180 gold with renting the store, hiring a shopkeeper and living expenses. We now have 215 gold.

We still have 1090 lb of copper left.

What will we do?
> Go after components from Alion's list (what)
> Ask the shaman to contact one of the militia groups for us to join (which one)
> Set up shop to sell our copper (how long do we want to sell)
> Begin traveling to Longdale to go look for the second gem
> Write in
>>
>>3545911
Aw jeez, this is gonna take like 6 months minimum to sell.

I guess another 3 months to start with. We couldn't look into the kobold problem? I guess check what the militia groups are up to, and if they're offering any pay these days.
>>
Rolled 2 (1d8)

>>3545911

In the meantime the dragon hunter showed up.
Let's roll to see what happened with him.

1 - He didn't find the dragon's lair
2 - He fought the dragon but the dragon fled
3 - He killed the dragon
4 - He fought the dragon and almost died
5 - The dragon killed him
6 - He found the dragon's lair and looted the gold but didn't kill the dragon
7 - He found the dragon's lair and looted the gold and killed the dragon
8 - He found the dragon's lair and looted the gold but the dragon killed him and got the loot back
>>
>>3545931
Oh shit nvm. Search for the dragon's lair and loot it. Unless fled means just from that fight and not from the area.
>>
>>3545939
>>3545931


The dragon hunter, an elf named Adolfir who fights with a magic lance specially enchanted to deal more damage to dragons, was travelling in a road with a caravan trying to bait the dragon into attacking.

The dragon showed up, he then threw a tanglefoot bag on him and began to engage him in melee combat. But on the last moment the dragon got rid of the sticky substance and flew away!

Adolfir didn't manage to find the young green dragon's lair and although he tried to bait the dragon into attacking again for a couple months the dragon is too smart to fall for the same trap twice, avoiding the dragon hunter like the plague.

The dragon spent about a month without attacking anyone, presumably recovering from his wounds, then the first reports of caravans being attacked by the dragon came up; so seems like he is still active in the area, attacking caravans on occasion.
>>
>>3545963
Damn. Is the dragon hunter still around?

In any case, query the militia.
>>
>>3545975

The dragon hunter is still around, offering his services escorting caravans back and forth through the northern area where the dragon operates, trying to bait the dragon into attacking him again without much success but making quite some coin in the process.

We ask the shaman what the militia are doing. She gives us some intel.
Galebor group - "They're patrolling the northern frontier"
Elror group - "They're patrolling the northern frontier"
Fineli group - "They're eliminating some creatures around the trails in the south."
Milure group - "They're escorting caravans carrying important goods to the capital."

What will we do?
> Go after components from Alion's list (what)
> Ask the shaman to contact one of the militia groups for us to join (which one)
> Set up shop to sell our copper (how long do we want to sell)
> Begin traveling to Longdale to go look for the second gem
> Write in
>>
calling it a night
>>
>>3545975
I researched green dragons, the place we went to was probably his lair. There are 2 reason I think so, green dragons like to use cavern full of water to hide their lair. Which we found, second reason kobold offer serve a dragon. We also encountered them. I would tell the dragon hunter this and try to ambush him coming out or going in.
>>
>>3545975
Also they spew out poisonous gas. We all need protection from this.
>>
>>3546024
>>3546024
> Set up shop to sell our copper (how long do we want to sell)
3 more months, then maybe just bulk it and buy stuff to sell in Valonde. I'd like to free Uhtred before continuing to Longdale, plus there might be money in the zombie overrun villages.

Definitely do >>3546034 though.
>>
We should not bulk. We spent the time getting it here we should get the most out of it.
>>
>>3546052
So it cost us 180 a month to stay here. We need to sell close to the last month then just leave. It don't matter if we haul a few pounds of copper we have 4500lb capacity. If we don't do this we could lose 100 or something like that in gold from rent.
>>
>>3546709
If we are going after the dragon we need to be very prepared because it could easily kill us and waste travel time getting and selling copper. Also, maybe we may need a potion to breath under water to get to his lair. Lizard man might be about to make it there.
>>
>>3546034
>>3546048
>>3546052
>>3546688
>>3546709
>>3546746

We set up our shop to sell copper!

We contact Adolfir when he's again back in town from escorting one caravan and tell him about our foray into what we think is the dragon lair; we tell him about the two tunnels, one with kobolds and the other being a mine, and the larger tunnel leading to a flooded cave. We explain to him how to get to the cave.

This clearly sparks his interest. He tells us

"Green dragons are amphibious. They would have no trouble making a lair underwater, or somewhere that can only be reached after a long swim. Thank you for telling me that, now that I know where the dragon lair is I can go loot all his gold! That should enrage him enough for him to attack me and then I can end his life. Or if he's perchance inside the lair when I arrive there I can slay him right there. I think you guys deserve a reward for telling me the location of the dragon's lair. I'll tell you what... I'll give you 5% of the dragon's hoard once I retrieve it! But you are adventurers... and I see you have a wizard amongst yourselves. Say wizard, would you be willing to tag along to cast a water breathing spell so that we can explore the underwater caves to find the dragon's lair? I'd increase your cut by 10%, or 20% if we actually need to fight the dragon. If you don't tag along I'll have to buy a potion of water breathing from someone."

"You know that spell don't you Bailey? You could make a water breathing potion.", says Selena.

"The usual market price is 450 gold. I could buy all the ingredients for crafting one for about 250 gold.", says Bailey.

What will we do?
> We'll take the 5% once you loot the dragon's hoard, thank you
> We'll take the 5% and we'll have Bailey craft a water breathing potion and sell it to the dragon hunter (profit 200 gold)
> We'll tag along for Bailey to cast the water breathing spell
> Write in
>>
>>3546858

oh wait you only have 215 gold, you don't have enough to afford crafting a water breathing potion.

Ignore that option then.
>>
>>3546890
> We'll take the 5% once you loot the dragon's hoard, thank you
I don't want to down a party member.
>>
Rolled 7 (1d8)

>>3546926

We decide not to risk our necks and accept the 5% for giving the information to the dragon hunter.

Let's see what happens to him!

1-The dragon was not at the lair and Adolfir looted the hoard and got away with it
2-The dragon was not at the lair and Adolfir looted the hoard was attacked by the dragon on the road and managed to slay it
3-The dragon was not at the lair and Adolfir looted the hoard was attacked by the dragon on the road and hurt the dragon pretty badly and the dragon fled
4-The dragon was not at the lair and Adolfir looted the hoard was attacked by the dragon on the road who killed him and retrieved his hoard
5-The dragon was at the lair and Adolfir fought the dragon and managed to slay it then looted the hoard
6-The dragon was at the lair and Adolfir fought the dragon who got hurt pretty badly and fled abandoning his hoard, Adolfir then looted the hoard
7-The dragon was at the lair and Adolfir fought the dragon who got hurt pretty badly and fled, Adolfir also got pretty hurt then looted the hoard but on his way out he got killed by a large group of kobolds of all things
8-The dragon was at the lair and Adolfir fought the dragon but the dragon managed to kill Adolfir
>>
Rolled 15, 19, 8 = 42 (3d20)

>>3547032

We never hear of Adolfir again!

Our shop begins to sell copper. We spend 90 gold with upkeep of the shop and 90 gold with our living expenses during the three months we keep our shop open. Rolling to see how much copper we sell during these three months!
>>
Rolled 6, 4, 4 = 14 (3d10)

>>3547043

And rolling the price
>>
>>3547043
>>3547047

We get 828 gold from our shop, minus the 180 gold from upkeep, shopkeer wages and expenses takes our total gold to 863 gold.

We still have 670 lb of copper.

What do we want to do?
> Go after components from Alion's list (what)
> Ask the shaman to contact one of the militia groups for us to join (which one)
> Set up shop to sell our copper (how long do we want to sell)
> Begin traveling to Longdale to go look for the second gem
> Write in
>>
>>3547056
We seem to average little over a 100 copper a month 6 months should put us right on the nose.
> sell copper for 6 months.
>>
Rolled 18, 1, 18, 4, 13, 18 = 72 (6d20)

>>3547077

We set up our shop to sell copper for six more months. The upkeep of the shop and the shopkeeper wages are 180 gold. Our own living expenses add up to 180 gold.

Rolling to see how much copper we sell in six months
>>
Rolled 5, 5, 6, 1, 4, 10 = 31 (6d10)

>>3547085

Rolling to see at what price we sell our copper
>>
>>3547056
We should talk to Alion in the mean time. I'm sure he knows about the dragon, they are very destructive creatures if unchecked they could destroy the whole kingdom. See if he is will to equip use to fight a dragon.
>>
Would it be too meta to swing by the dragons lair?
>>
>>3547112
I don't mind if we have anti poison and can breath under water. If we don't have at least those two thing we are wasting our time. Probably need rope to help us out of kobold taps.
>>
Also, DM for some reason I reason I remember the city near the Phoenix can make holy water at a discount. If that's true we might want to stock up. And we close so might as well.
>>
>>3547117
Water breathing Bailey can cast. Anti poison I dunno. Wasn't too effective vs the wyvern and full immunity is too expensive. Plus the dragon is badly wounded, it's either fled completely or can be finished off, or it will bargain for its life.
>>
>>3547085
>>3547090
>>3547092
>>3547112 you were not aware that the dragon is wounded, time has passed and he already healed


We sell our copper for 1394 gold. Our expenses with the upkeep of our shop, shopkeeper wages and our own living expenses add up to 360 gold. Our total gold is now 1897 gold.

We go talk to Alion about the young green dragon. The apprentice receives us.
"Did you bring some more components? I heard you all became merchants now. Did you retire from your life of adventures already?"

"We've been doing some merchant work on the side to raise funds. We would like to talk to Alion about the green dragon that is menacing the kingdom."

"Oh there you go again wanting Alion to intervene with every little thing that springs up. It's just a young dragon, you could go kill it yourselves."

"We'd been meaning to ask him if he would be willing to equip us to fight a dragon."

"Do you want your severance pay to be equipment to fight a dragon? Well, maybe Alion could get you something. Come in, when he's done casting he'll receive you."

You wait for several hours then you're received by Alion.

"Well, what do you want this time?"

"We've been meaning to ask if you'd be willing to equip us to fight a dragon."

"Do you mean that young green dragon that been harassing the caravans. Well, I figured you'd maybe want to fight it. I happen to have a fes magic weapon that are well suited to fight against dragons, they are called dragon slayers, I have spears and swords I could give you two of those. I also have a few periapts of poison immunity, they render you completely immune to any poisons, I could give you one. If you accept these items then our contract will be terminated and I'll find someone else to get the rest of the items from my list."

> Give us two dragon slayer weapons, one spear and one sword
> Give us one periapt of poison immunity
> Don't give us any magical items now
> Give me the items (pick one) but ask Alion not to terminate the contract
> Write in


What do we want to do?
> Go after components from Alion's list (what)
> Ask the shaman to contact one of the militia groups for us to join (which one)
> Buy trade goods to sell in Valonde
> Begin traveling to Longdale to go look for the second gem
> Write in
>>
>>3547137
> Don't give us any magical items now

Rather not lock into dragon slaying

> Buy trade goods to sell in Valonde

One more trip and we can buy Uhtred free.
>>
>>3547144
+1
>>
>>3547144
> We should make 4 more holy water
>>
>>3547144
>>3547155
>>3547161


We decide against getting any magical items from Alion right now, rather keeping in his service.

We decide to buy trade goods to sell in Valonde!

We currently have 1897 gold.

We can buy a new wagon for 35 gold. We can buy horses for 50 gold each. A wagon pulled by 2 horses can carry 5000 lb. If we need aidees we can hire each one for 10 gold per month.

Our wagon can carry 4500 lb more.

Which elvish trade goods do we want to buy and how much of each?
> Spices (5 gold per lb, we should be able to sell it for 11-20 gold per lb in Valonde over the course of a few months, or bulk sell it for 6-9 gold)
> Silk (3 gold per yard, we should be able to sell it for 7-12 gold per yard in Valonde, or bulk sell it for 4-6 gold)
> Elvish Noble Clothing (10 gold per 6 lb, we should be able to sell it for 21-30 gold in Valonde, or bulk sell it for 11-16 gold)
> Jewelry (30 gold per piece, we should be able to sell it for 41-60 gold in Valonde, or bulk sell it for 31-40 gold)
> Leather (5 gold per lb, we should be able to sell it for 10-19 gold in Valonde, or bulk sell it for 6-9 gold)
> Pottery (2 gold per 100 lb, we should be able to sell it for 5-8 gold per 100 lb in Valonde, or bulk sell it for 3-4 gold per 100 lb)
> Hardwood (1 gold per 1000 lb, you should be able to sell it for 4-9 gold per 1000 lb in Valonde, or bulk sell it for 2-3 gold per 1000 lb)
> Aphrodisiacs (20 gold per lb, we should be able to sell it for 31-50 gold per lb in Valond, or bulk sell it for 21-30 gold)
> Hallucinogens (10 gold per lb, we should be able to sell it for 81-100 gold per lb in Valonde, or bulk sell it for 11-30 gold; however, they are illegal in Valonde)
> Write in
>>
>>3547264
I think we should be good with the one wagon. Let's pick up 500 yards of silk, and for fun a thousand pounds of hardwood. Damn hardwood is cheap.
>>
>>3547264
Give me a min to think
>>
>>3547264

forgot to put the weight of a couple things

silk. 8 yards weight 1 lb.
jewelry 4 pieces weight 1 lb
>>
>>3547287
565 silk gives us 200 gold. 100 should be use for holy water. I would reconsider the wood.
>>
>>3547327
I'd rather have some buffer gold. Especially with party personal wealth depleted, they need to reclaim some of that. Also the wood literally costs only 1 gold, but sure.
>>
So what will it be? 500 silk or 565 silk? Will we make 4 more holy water flasks or not? Will we spend 1 gold buying wood or not? Will you guys come to an agreement or should I roll?
>>
>>3547349
We didn't need gold while traveling. So I think it would be better to maximize our load. We can keep more on hand after this trade.
>>
>>3547374
>>3547381
Sure, it doesn't matter too much
>>
>>3547287
>>3547297
>>3547327
>>3547381
>>3547412


We buy 565 yards of silk! We also have Mary craft four more flasks of holy water.

As our personal wealth is depleted, supplies for the travel will have to be paid for with group gold. The trip to Valonde should take about a month so we'll need about 30 gold worth of supplies.

We now have 72 gold.

What do we want to do?
> Go after components from Alion's list (what)
> Ask the shaman to contact one of the militia groups for us to join (which one)
> Travel to Valonde to sell our goods (choose where we'll stop along the way: Nyamaris, Doloroth, Cromerth, don't stop anywhere)
> Begin traveling to Longdale to go look for the second gem
> Write in
>>
>>3547439
> Travel to Valonde to sell our goods don't stop anywhere
>>
Rolled 7, 11, 8, 13, 6, 20, 5, 11, 12, 2, 14, 15, 6, 16 = 146 (14d20)

>>3547457

The trip while we're in the elvish kingdom is rather uneventful, we happen upon some wolves at night but Bailey makes them flee with some firebolts.

As we leave the protecting embrace of the trees patrolled by scores of rangers and enter the wild lands of the human kingdom of Faleroth though we're on our own! Rolling to see if we happen upon any random encounter along the way, 1 is something nasty.
>>
>>3547478
woot
>>
>>3547478

The trip towards Valonde is uneventful, we find some merchants going the opposite way with wagons full of metals to sell in the elvish kingdom but otherwise we don't have any significant encounters along the way.

We arrive at the city of Valonde! We head to the tavern called the Scarlet Tankard and we have Selena go get informed about the local news.

After a few hours she returns.

"Well, seems like in our absence the folks in Valonde finally realized the zombie outbreak was real and something to worry about and dispatched a couple hundred armed men to go deal with the undead infestations on the various villages. Dozens of soldiers were killed in the confrontations with the undeads. Nine villages were destroyed by the undead plague. The corpses of the dead were piled up and burned for them to stop coming back up again. The lands surrounding the city still have lots of wandering groups of undead that managed to slip past the army men. Nobody knows what caused the outbreaks in the villages."

"With so many of the nearby villages destroyed the city is suffering from a difficulty in keeping itself supplied with edible stuff. Grain is priced at a premium around here. We'd have to travel further south for several weeks to find some town or village with a surplus of grain to sell."

"I heard rumors that people have been hearing the moaning sounds of zombies coming from the sewers of the city! It would be pretty bad if a zombie outbreak occurred in a large city like Valonde, we might wanna look into this."

"Some soldiers reported sighting a mysterious figure in black in the battlefield of Awstone when they were fighting there. The figure departed during the battle and wasn't seen since. Awstone was that village we passed through that the local priest wanted us to kill some zombies and we ignored wasn't it? It's in ruins now, it was overran by the undead, then the army killed the undead and looted the place. Maybe whoever is behind these outbreaks was hiding in there? Seems like it was one of the first villages to be infected, if not the first. If we are going to get to the bottom of this then perhaps the ruins of Awstone are the place to begin looking."

"A group of adventurers reportedly entered the fountain portal and were never seen again. Maybe we'll have more luck than them?"

"People continue to disappear into the night in the poorer parts of town, at a rate of about one person per week! The local guard has been unable to locate who is responsible for the disappearances. We could try to investigate that."


What do we want to do?
> Travel south looking for grain
> Investigate the rumors of zombies in the sewers
> Travel to Awstone to investigate the mysterious figure in black
> Enter the fountain portal to slay monsters
> Investigate the disappearances
> Set up a shop to sell our goods (how many months)
> Write in
>>
>>3547577
> Set up a shop to sell our goods (how many months)
Start with 3. Hopefully yards of silk go pretty quick, since people will buy multiple at once.

While those are being sold let's investigate the sewers, we had good luck down there last time.
>>
Rolled 11, 11, 15, 3, 6, 18, 15, 17, 19, 10, 18, 14, 17, 2, 6, 3, 7, 13, 12, 17, 14, 17, 17, 11, 6 = 299 (25d20)

>>3547612

We set up a shop to sell our goods!

We decide to go investigate the sewers. We find an opening into the sewers and start crawling in the dirty tunnels underneath the city!

The order you enter the sewer is

Dandala, Selena, Bailey, Mary, Ss'rath

Rolling to see what we find while down there after several hours roaming through the swamp

1,2,3 - zombies
4 - a large maintenance gallery housing lots of aquatic critters
5 - a gray ooze jumps in the face of a random party member
6 - we fall into a mechanical trap! who could have made it?
19 - we find the drug stash of some drug dealer, 2d10 lb of hallucinogens
20 - ???
>>
>>3547612
We should get Uthard out of jail first.
>>
>>3547703

After 4 hours crawling through the sewers we hear the moanings of zombies! Under the magical light of Bailey's cantrip we see a bunch of them crawling in the tunnels ahead of us!

What will you do?
> Crawl away from them and head to the nearest exit
> Attack the nearest zombie with your dagger (you can't, your party members are in the way)
> Cast a spell (cantrips: light, mage hand, firebolt (roll 1d20), blade ward; magic missile x3; scorching rayx3(roll 3d20); fireball x2(your party members are in the way!))
> Write in
>>
>>3547703
*roaming through the sewers
>>
Rolled 15, 19, 13 = 47 (3d20)

>>3547713
We can still hit them with a scorching ray right? Without hurting the party? I want to do that.

>>3547706
And do nothing for months? I'd rather get something small out of the way first. Can't be too many zombies in a big city with active military. If things go south they're one of the few enemies we can outrun.
>>
Rolled 2, 2, 1 = 5 (3d2)

>>3547726

Rolling damage of the scorching ray
>>
Rolled 12 (1d20)

>>3547733

You kill one zombie with a scorching ray! However, the zombie gets back up!

Dandala attacks the zombie with her sword! The zombie dies! This time it stays dead!

Selena shoots a zombie with her crossbow!

If we kill a few more zombies the tunnel should get clogged with their bodies! You can see at least six more zombies behind this one, but there may be more further down the tunnel that you can't see.

Another zombie crawls over the dead body of the first and attacks Dandala! Dandala gets a -4 penalty on AC from being in a tight crawlspace. Rolling to hit DC 10.

What will you do?
> Crawl away from them and head to the nearest exit
> Attack the nearest zombie with your dagger (you can't, your party members are in the way)
> Cast a spell (cantrips: light, mage hand, firebolt (roll 1d20), blade ward; magic missile x3; scorching rayx2(roll 3d20); fireball x2(your party members are in the way!))
> Change position with a party member
> Write in
>>
Rolled 11 (1d20)

>>3547740
Full ray is a waste, just firebolt

Troublesome if sewers get clogged with bodies
>>
Rolled 1 (1d2)

>>3547742

rolling the damage of the firebolt
>>
Rolled 3 (1d20)

>>3547747

Dandala manages to dodge the hit from the zombie!

She attacks the zombie with her sword!

Selena shoots the zombie with her crossbow but miss!

You shoot a firebolt at the zombie, killing it! However, it gets back up!

The zombie attacks Dandala! Rolling to hit DC 10.

What will you do?
> Crawl away from them and head to the nearest exit
> Attack the nearest zombie with your dagger (you can't, your party members are in the way)
> Cast a spell (cantrips: light, mage hand, firebolt (roll 1d20), blade ward; magic missile x3; scorching rayx2(roll 3d20); fireball x2(your party members are in the way!))
> Change position with a party member
> Write in
>>
Rolled 13 (1d20)

>>3547751
>Keep up the firebolts

How many till the passage is clogged btw?
>>
Rolled 1 (1d2)

>>3547752

rolling damage
>>
Rolled 19 (1d20)

>>3547752 maybe two or three, the passage is tight
>>3547758


You shoot another firebolt at the zombie, killing it! This time it stays dead!

Dandala attacks the third zombie with her sword!

Selena shoots the third zombie with her crossbow!

A third zombie crawls over the corpse of the other two and attacks Dandala! Rolling to hit DC 10

What will you do?
> Crawl away from them and head to the nearest exit
> Attack the nearest zombie with your dagger (you can't, your party members are in the way)
> Cast a spell (cantrips: light, mage hand, firebolt (roll 1d20), blade ward; magic missile x3; scorching rayx2(roll 3d20); fireball x2(your party members are in the way!))
> Change position with a party member
> Write in
>>
Rolled 13 (1d20)

>>3547759
>firebolt
>>
Rolled 2 (1d2)

>>3547776

rolling firebolt damage
>>
>>3547805
>>3547776


The zombie bites Dandala! She's lightly wounded!

You shoot a firebolt at the zombie, killing it! It stays dead!

The path is blocked by the three zombie corpses, the remaining zombies can't get through!

You also don't have line of sight to target any zombies with your spells.

What will you do?
> Crawl away from them and head to the nearest exit
> Attack the nearest zombie with your dagger (you can't, your party members are in the way)
> Cast a spell (cantrips: light, mage hand, firebolt (roll 1d20), blade ward; magic missile x3; scorching rayx2(roll 3d20); fireball x2(your party members are in the way!))
> Change position with a party member
> Write in
>>
>>3547813
> Crawl away from them and head to the nearest exit

Our work here is done. Zombies can't attack from that line until their brethren decompose.
>>
>>3547830

We get out of the sewers at the nearest exit, satisfied with having blocked the path of some undead in the sewers.

"Let's only hope there aren't alternative ways to get up around that area. Zombies don't seem all that good on the whole climbing through tight openings thing but you never know.", says Bailey.

"How did they even get in the sewers in the first place is beyond me. Do you guys think the sewer critters are fighting them?", says Selena

"Probably. Nobody likes zombies, not even sewer dwelling creatures. Gosh, this bite hurts!", says Dandala.

"Let me heal that zombie bite Dandala, or you'll get sick and turn into a zombie.", says Mary as she heals Dandala.

"So that's how the zombie plague spreads huh? Just one bite and you become one of them?", says Selena.

"Yeah, it may take from a few hours to a few days depending on your overall health and how badly you've been damaged. If you die from the bites you get up as a zombie in a matter of minutes. Zombies are no joke.", says Mary

We then pay 1 gold for baths because nobody wants to keep stinking of sewage.

What do we want to do next?
> Travel south looking for grain
> Travel to Awstone to investigate the mysterious figure in black
> Enter the fountain portal to slay monsters
> Investigate the disappearances
> Visit the institute for arcane research and ask around for fetch quests, wizards are always needing stuff
> Just wait for our goods to sell
> Write in
>>
>>3547857
> Just wait for our goods to sell
>>
>>3547870
We could try looking for grain, that would give our goods time to sell, and has a chance of netting more money.
>>
Rolled 4 (1d6)

>>3547870

Let's see how is the market for silk!

1 - several silk merchants are currently selling in town, we can barely sell any silk (1d20)
2 - a few larger merchants recently unloaded large loads of silk in the market (1d50)
3,4 - the market for silk seems normal (1d100)
5 - there's an abnormal demand for silk due to a fad (1d200)
6 - the people can't have enough silk they've been waiting for months to get some (1d300)
>>
Rolled 39, 13, 55 = 107 (3d100)

>>3547876

Rolling to see how much silk we sell.
>>
Rolled 5, 6, 3 = 14 (3d6)

>>3547878

Rolling to see at what price we sell our silk
>>
>>3547878
>>3547881

We sell 107 yards of silk for 1080 gold over the course of three months. We spend 180 gold with upkeep, shopkeeper wages and our living expenses. We now have 971 gold.

We still have 458 yards of silk.

What do we want to do next?
> Travel south looking for grain
> Travel to Awstone to investigate the mysterious figure in black
> Enter the fountain portal to slay monsters
> Investigate the disappearances
> Visit the institute for arcane research and ask around for fetch quests, wizards are always needing stuff
> Set up a shop to sell our goods (how long do we want to sell)
> Write in
>>
>>3547892
> Set up a shop to sell our goods (how long do we want to sell)

6 months

While it's selling
> Travel south looking for grain
>>
Rolled 15, 3, 20, 20, 19, 6, 7, 3, 20, 17, 11, 4, 19, 4, 12, 9, 4, 3, 19, 14, 12 = 241 (21d20)

>>3547903

We set up a shop and leave its expenses paid for six months, what costs us 180 gold.

We then buy supplies for a couple months since we don't know how long we'll be on the road, what costs us 60 gold, then we begin to travel south looking for grain.

Rolling random encounters on our way to the villages to the south, 1 is something nasty.
>>
>>3547926
I really wish 20's were like, buried treasure. Or grain.
>>
>>3547926

On our way to the south we find several caravans coming on the opposite way hauling grain, what we take as a good sign.

After three weeks travelling south we reach a farming village called Beeton near a sprawling swamp. We head to the local tavern, a place called the Sleeping Badger, and Selena goes about doing her thing.

"Seems like this place is undead free and they produce a surplus of grain! We should be able to stock up to sell on Valonde. They also make salt by boiling salt water from the swamp funnily enough."

"The locals have had problems with a coven of hags that live in the nearby swamp. They always try to lure the local poachers into ambushes. So far they have killed about ten people. They offer 100 gold for us to kill the hags."

"A man called Doriel knows about a place where there's a whole bunch of gold! The gold belonged to a fallen adventurer. It's the lair of a Manticore. He'll tell us where it is if we give him 20% of the gold we find there."

What do we want to do?
> Buy some trade goods to sell in Valonde
> Kill the hags in the swamp
> Kill the manticore
> Write in
>>
>>3547985
> Buy some trade goods to sell in Valonde
>>
>>3547985
Can we come back for the hag?
>>
>>3547985
> Buy some trade goods to sell in Valonde

Let''s free Uhtred first
>>
>>3548001
>>3548003 sure, if nobody kills them first
>>3548004
You have 731 gold.

You can buy a wagon for 50 gold in this village. You can buy a horse for 75 gold in this village. A wagon pulled by 2 horses can carry 5000 lb.

Your wagon can carry 4500 lb.

> Grain (1 gold per 100 lb; you could bulk sell it for 5-6 gold per 100 lb at Valonde or sell it for 7-8 gold per 100 lb)
> Salt (1 gold per 20 lb; you could bulk sell it for 2 gold per 20 lb, or sell it for 3-5 gold per 20 lb)
>>
>>3548016
Ok, doing the math

no extra wagon, we spend 45 gold on grain and make 315-360

yes wagon, we spend 95 on grain, 150 on horses and 50 on wagon and make 500-600

Yeah, buy a wagon and two horses and 9500 of grain to take back
>>
>>3548024
We have a wagon, we don't need another at this point
>>
>>3548046
We make more money with 2
We can just sell it and the horses back in Valonde
>>
>>3548024
Sorry nm
>>
>>3548024
>>3548046
>>3548049
>>3548051

We buy a wagon and a couple horses and 9500 lb of grains! We spend 295 gold, we now have 436 gold.

What do we want to do?
> Return to Valonde to sell our trade goods
> Kill the hags in the swamp
> Kill the manticore
> Write in
>>
>>3548094
> Return to Valonde to sell our trade goods
>>
Rolled 5, 16, 10, 2, 16, 7, 15, 8, 11, 2, 18, 8, 16, 9, 4, 18, 13, 3, 10, 12, 17 = 220 (21d20)

>>3548097

We decide to return to Valonde to sell our trade goods!

Rolling to see if we get any random encounters along the way. 1 is something nasty
>>
>>3548100
We've had nice travel lately
>>
>>3548100

The trip back to Valonde was largely uneventful.

We arrive and head to the Scarlet Tankard to plan our next move.

"We got lucky not to run into anything nasty on our trip to get some grain. Do you guys think we should just dump the grain on the market on bulk or open a new shop to sell it? I don't think it would be appropriate to sell grain on the same shop where we sell silk.", says Selena.

"Well, nobody would stop us from trying to sell silk and grain on the same shop, but we would likely get a bad reputation trying to do so.", says Dandala.

"Do you think we should sell the extra horse and wagon? We wouldn't get even half what we paid for them. I think we could maybe sell the wagon for 15 gold and the horses for 25 gold each.", says Selena.

"At such a loss we might as well keep them. We might wanna move more stuff around. It's not worth starting a shop to sell one wagon and a couple horses either.", says Dandala.

What do we wanna do?
> Travel to Awstone to investigate the mysterious figure in black
> Enter the fountain portal to slay monsters
> Investigate the disappearances
> Visit the institute for arcane research and ask around for fetch quests, wizards are always needing stuff
> Sell the extra horse and wagon
> Sell the grain in bulk
> Set up a new shop to sell the grain (how many months)
> Sell the grain in the same shop where we sell the silk
> Write in
>>
>>3548138
> Set up a new shop to sell the grain (how many months)

Just 2, there is a massive shortage so it should go quick.

We were gone for a while, right? Must have sold a bunch of silk.

> Visit the institute for arcane research and ask around for fetch quests, wizards are always needing stuff
>>
>>3548151 you've put the silk for sale for six months, I'll only make the rolls after six months have passed, I won't micromanage it month by month. A bit unrealistic I know but will save me a lot of headache so bear with me.


You decide to set up a new shop to sell grain! You pay for the expenses to set it up for 2 months! It costs you 60 gold. You now have 376 gold.


We decide to visit the institute for arcane research and ask around for fetch quests as wizards are always needing stuff. And seems like they really need an awful lot of stuff!

The wizard Akon needs a rare plant extract of some roots that grows in the southern part of the elvish kingdom. She'll pay 100 gold per bucket full of the stuff, up to eight buckets.

The wizard Saigon needs some wyvern poison. He's willing to pay 500 gold per pint of the stuff, up to four.

The wizard Hirish needs some mithril. He's willing to pay 100 gold per pound of the stuff, up to 20 lb.

The wizard Gorick needs rare nuts that grow in the northern part of the elvish kingdom, he'll pay 100 gold per bucket full of the stuff, up to eight buckets.

The wizard Izoprix needs a barrel full of guano, he's willing to pay 200 gold for it.

The wizard Atazz needs lots of snake skins, he's willing to pay 20 gold per pound of snake skin up to 100 pounds

The wizard Fineas needs vital essence, he's willing to pay 200 gold for a small vial, up to eight.


What are we going to do?
> Go fetch rare plan extract for Akon
> Sell wyvern poison to Saigon
> Go look for mithril for Hirish
> Go fetch rare nuts for Gorick
> Go fetch guano for Izoprix
> Go fetch snake skins for Atazz
> Sell vital essence to Fineas
> Travel to Awstone to investigate the mysterious figure in black
> Enter the fountain portal to slay monsters
> Investigate the disappearances
> Wait for our grain to sell
> Wait for our silk to sell
> Write in
>>
>>3548232
Oh jeez. That is a lot of wizards with a lot of quests.

> Go fetch rare plan extract for Akon
800 gold max for this one. Not too high but we actually have an idea of where to find it. May even swing by the necromancer to nick some vital essence. Probably not though, until we got Uhtred.
>>
Rolled 17, 18, 10, 11, 7, 6, 18, 17, 18, 14, 4, 18, 14, 17 = 189 (14d20)

>>3548249

We decide to go fetch the rare plant extract for the wizard Akon. We buy a couple months more of provisions and head towards the elvish kingdom. We now have 316 gold.

Will we take both our wagons or only one?
> Take both wagons
> Take only one

Will we make a stop in Cromerth?
> Make a stop in Cromerth
> Don't make a stop in Cromerth

Rolling for random encounters along the way, 1 is something nasty
>>
Is there a disadvantage in having 2 wagons? Like slower, harder to hide?
>>
>>3548270
>Both
>No stop
>>
>>3548359 they go at about the same speed, might be harder to hide two than one
>>3548377

We take both wagons with us. We decide not to make a stop in Cromerth.

We arrive in the vast forests that demark the limits of the elvish kingdom. We're close to the city of Doloroth.

"Well, we can start looking for the plant ourselves or we can try to find someone who actually knows what they're doing to help us search the plant.", says Selena.

"We could hire a local druid to help us find the rare plant whose extract we're searching. That might save us some time, although it would cut from our pay.", says Bailey.

"I'll go look for someone.", says Dandala.

After a few hours Dandala returns.

"Well, there's this druid called Akilil who would agree to go searching for the rare plants and help us get their extract with us for 200 gold", says Dandala.

"200 gold? Damn, that's alot! I wonder if we aren't better off on our own...", says Selena.

> Hire Akilil to help us search the rare plants
> Go search the rare plants on our own
> Write in

We'll need to go off trail to look for the rare herbs. The two wagons might get in the way. Should we hire someone to take care of them for us while we're searching for the plants? We'll need to pay for at least a month in advance (10 gold).
> Hire someone to take care of our wagons
> Take our wagons with us off trail
> Write in
>>
>>3548410
>Hire a wagon watcher
>Look on our own

This time mark trees so at least we don't get hopelessly lost, even if we don't find the plant.
>>
Rolled 13, 10, 2, 7, 9, 6, 10, 8, 9, 11, 16, 5, 12, 8 = 126 (14d20)

>>3548425

We decline Akilil's help.
We hire a guy to watch our wagons. We now have 306 gold.

We begin to look for the plants whose extract we need! Rolling to see how many days we take to find a few of those plants, on a 20 we find some plants that might be the ones we're looking for, on a 1 some nasties find us.
>>
>>3548435

We spent two weeks on the forest looking for the rare plants but didn't find anything.

> Continue looking for two more weeks
> Hire the druid to help us and continue looking for two more weeks
> Give up the search and return to Valonde
> Write in
>>
>>3548442
> Hire the druid to help us and continue looking for two more weeks
>>
Rolled 11, 14, 18, 12, 20, 2, 19, 14, 20, 16, 4, 3, 3, 2 = 158 (14d20)

>>3548451

We hire Akilil to help us look for the rare plants we're looking for and decide to continue looking for them for a couple more weeks! We now have 106 gold.

Rolling to see how many days we take to find a few of those plants, on a 19 or 20 we find the plants we're looking for, on a 1 some nasties find us
>>
Rolled 2, 3, 4, 3, 1, 4 = 17 (6d4)

>>3548460

We find three separate sites with the plants we need! Rolling to see how many bucket fulls of the extract we manage to get.

Rolling two dices per site picking the highest from each pair of rolls since we are with the druid.
>>
>>3548464

We get a total of 11 buckets full of the rare plant extract, three more than what we needed!

What do we want to do next?
> Head back to Valonde to deliver the rare plant extract
> Buy some trade goods to sell at Valonde
> Look for quests at Doloroth
> Write in
>>
calling it a night
>>
>>3548473
We still got 3 months to kill, might as well check quests here.
>>
>>3548473
> Head back to Valonde to deliver the rare plant extract.
See if the wizard will to trade us potions or something for the extra rare extract?
While we are there can we ask them about hags, see if there is any weakness we can take advantage of.
>>
Rolled 2 (1d2)

>>3548495
>>3548950

1 - check quests in Doloroth
2 - head back to Valonde to deliver the rare plant extract
>>
Rolled 18, 6, 13, 1, 18, 9, 17, 8, 16, 15, 9, 8, 6, 8 = 152 (14d20)

>>3548495
>>3548950
>>3549215

We decide to head back to Valonde to deliver the rare plant extract! We get our wagons back and hit the road.

Rolling to see if we get any random encounters, 1 is something nasty.
>>
>>3549221
Well, it had to happen eventually
>>
Rolled 1 (1d6)

>>3549221

Rolling to see what we find on the road

1,2,3 undeads
4 hill giants
5 cockatrices
6 goblins
>>
Rolled 15, 15 = 30 (2d20)

>>3549247

We find a bunch of zombies! Rolling to see how many.
>>
Rolled 1 (1d2)

>>3549251

rolling to see if there's special undeads

1 - special undead
2 - no special undead
>>
>>3549251
Oh god
>>
Rolled 4 (1d4)

>>3549258

Rolling to see what kind of special undead there is

1 - Ghast
2 - Wight
3 - Flesh Abomination
4 - Zombie Knight
>>
>>3549264
How's that Pokemon! You have found a wild zombie kight..
>>
>>3549277
Who's *
>>
>>3549277
I'm trying to google zombie knight dnd but I just get this one book series
>>
>>3549289
I looked them up too. Didn't find much... just back story on how it was made.
>>
>>3549247
>>3549251
>>3549258
>>3549264

We find a large group of about 30 zombies shambling around in the road ahead of us. There's a zombie knight amidst them. The zombie knight is wearing armor, is mounted on a zombie horse and is carrying a long and shiny blade, you wonder if he still knows how to use it.

What will we do?
> Go offroad and try to go around the zombies
> Attack the nearest zombie with your dagger (roll 1d20 DC 5)
> Cast a spell (cantrips: light, mage hand, firebolt (roll 1d20), blade ward; magic missile x3; scorching rayx3(roll 3d20); fireball x2(centered on the zombie knight, can get the zombie knight and about 6 zombies; or centered on the largest mass of zombies, can get about 11 zombies))
> Write in
>>
>>3549314
> Go offroad and try to go around the zombies
>>
>>3549314
>Fireball on the knight

We should be able to outrun them, except possibly the zombie knight on that horse. So blast him and even if he survives, the horse should die and we'll be able to escape.
>>
Rolled 10 (1d20)

>>3549324

You go offroad and try to go around the zombies! Rolling to see if the zombies catch your scent and pursue you, DC 10
>>
Rolled 3 (1d5)

>>3549338

You go offroad and leave the zombies behind, continueing your trip.

However when you stop to camp on the following night the zombies catch up with you and attack you during the night!

Rolling to see who was on watch during the night.

1 - Dandala
2 - Selena
3 - Mary
4 - Bailey
5 - Ss'rath
>>
Rolled 10 (1d20)

>>3549353

Mary was on watch. Rolling to see if she notices the zombies approaching our camp. DC 12
>>
Rolled 8 (1d8)

>>3549356

Mary fails to notice the zombies approaching our camp! Rolling to see how many zombies attack her on the surprise turn
>>
Rolled 17, 19, 12, 16, 20, 14, 19, 13 = 130 (8d20)

>>3549362

Eight zombies attack Mary by surprise! They get a +2 bonus to hit due to surprise.

Rolling to hit DC 13
>>
>>3549364
RIP

shit, this might be a party wipe
>>
Rolled 9, 12, 11, 11, 14, 9, 6, 8 = 80 (8d20)

>>3549364

The zombies bite Mary all over her body, dealing 8 hits worth of damage on Mary on the surprise round!

Mary had only 8 hits of life! She's now incapacitated with 0 hits of life! One more hit and she'll die!

She screams to alert everybody about the zombies and heal herself for 2 hits worth of damage. She's now crippled!

When you get out of your tent you see the zombies are all over our camp! There are eight zombies surrounding Mary and the rest are scattered all over our camp! You can see the zombie knight behind the lines of the zombies.

The zombies around her will attack Mary again, rolling to hit DC 15.

What will you do?
> Get on the wagon and flee from the zombies
> Attack the nearest zombie with your dagger (roll 1d20 DC 5)
> Cast a spell (cantrips: light, mage hand, firebolt (roll 1d20), blade ward; magic missile x3; scorching rayx3(roll 3d20); fireball x2(centered on the zombie knight, can get the zombie knight and about 5 zombies; or centered on the largest mass of zombies, can get about 10 zombies))
> Write in
>>
>>3549395
> Get on the wagon and flee from the zombies

Oh wow, latest round was lucky.
We can't let Mary die because without her healing we'll succumb to zombie disease from even a single wound.
>>
>>3549401
In dnd I think you have to die first to become a zombie.
>>
>>3549401
+1
>>
>>3549414
It got explained earlier in the thread that one wound is enough, so it's not a exact carryover
>>
Rolled 89, 164 = 253 (2d200)

>>3549401
>>3549414
>>3549416
>>3549434

You scream "Everyone, get on the wagons!" and rush towards the wagons to flee from the zombies!

Mary raises her golden holy symbol which shines with a bright light! The undead around her seems to get afraid of her and begin to flee! She then runs towards one of the wagons.

We leave our tents behind but we can buy more when we resupply on the next stop, they're not particularly expensive.

We go for a few days riding day and night nonstop, taking turns sleeping on the moving wagons and driving them in order to avoid having the zombies catch up with us again if they're still on our tail. It's a bit uncomfortable but beats being caught up by zombies during the night again!

The rest of the trip transcurs rather uneventfully.

We arrive back at Valonde and we go deliver the rare plant extract to Akon in the institute for arcane research. We ask him if he wouldn't be willing to trade us some potions or something for the extra rare extract and he says that his budget only allows him to afford eight buckets of the stuff. He pays us the 800 gold he promised for it. We don't really have anything to do with the rest of the plant extract and it will likely rot in a few months anyway. Should we just give the rest of it to Akon?

We now have 906 gold.

Two months have passed! Rolling to see how much grain we sold at our grain store.
>>
Rolled 2, 1 = 3 (2d2)

>>3549545

Rolling to see for how much did we sell the grain.
>>
>>3549545
>>3549553

We sold our grain for 754 gold! We now have 1660 gold.


What do we want to do next?
> Travel to Awstone to investigate the mysterious figure in black
> Enter the fountain portal to slay monsters
> Investigate the disappearances
> Visit the institute for arcane research looking for fetch quests
> Wait for our silk to sell
> Write in
>>
>>3549575
How many months left on the silk?
>>
>>3549575
> Visit the institute for arcane research looking for fetch quests
>make 4 more holy water
>>
Rolled 2, 2, 1, 2, 2, 1 = 10 (6d2)

>>3549603 3 months
>>3549604

We have Mary make 4 more flasks of holy water. We now have 1560 gold.

We head to the institute for arcane research looking for fetch quests!

Rolling to see if the fetch quests changed for each wizard, 1 they're the same, 2 they changed
>>
>>3549727
3? Dang, I thought finding grain took longer.
>>
>>3549727
>>3549768 it might be 2 months and a half, I might have missed 2 weeks somewhere in my calculations, not entirely sure


The wizard Akon needs giant shark fins she will pay 200 gold per large dorsal fin.

The wizard Saigon needs some murloc poison. He's willing to pay 100 gold per pint of the stuff, up to eight.

The wizard Hirish needs some adamantine. He's willing to pay 100 gold per pound of the stuff, up to 20 lb.

The wizard Gorick needs rare nuts that grow in the northern part of the elvish kingdom, he'll pay 100 gold per bucket full of the stuff, up to eight buckets.

The wizard Izoprix needs a barrel full of phosphorus, he's willing to pay 1000 gold for a barrel of pure phosphorus, or 100 gold per 1000 lb or phosphate rock, up to 10,000 lb.

The wizard Atazz needs a large natural crystal worth at least 1000 gold. She'll pay us the price of the crystal plus 300 gold for our troubles in hauling it.

The wizard Fineas needs vital essence, he's willing to pay 200 gold for a small vial, up to eight.

What do we want to do next?
> Go after giant sharks for Akon
> Go after murloc poison for Saigon
> Go after adamantine for Hirish
> Go after phosphorus for Izoprix
> Go after a large crystal for Atazz
> Sell vital essence to Fineas
> Travel to Awstone to investigate the mysterious figure in black
> Enter the fountain portal to slay monsters
> Investigate the disappearances
> Wait for our silk to sell
> Write in
>>
>>3549797
> Go after murloc poison for Saigon

Murlocs definitely aren't DnD. More importantly, they should have weak poison. Maybe if we keep getting poisoned we'll build up resistance.
>>
>>3549797
> Go after phosphorus for Izoprix
>>
Rolled 1 (1d2)

>>3549815
>>3549841

1 - go after murlocs for Saigon
2 - go after phosphorus for Izoprix
>>
>>3549815
>>3549841
>>3549848

We decide to go after murlocs for their poison for Saigon.

"Murlocs are aquatic critters aren't they? This city is as far away from the shore as it gets. Where the hell are we going to find murlocs?", says Selena.

"Well, maybe there are some murlocs in the sewers. We still don't know what kind of aquatic critters roam down there, might be murlocs.", says Dandala.

"There are also some rivers in the region, we might have some luck finding a small murloc settlement if we just follow the course of a river for awhile.", says Bailey.

> Look for murlocs in the sewers
> Look for murlocs in the rivers
> Write in
>>
>>3549853
> Look for murlocs in the rivers
>>
>>3549853
> Look for murlocs in the rivers

There are zombies in the sewers. Also we have to crawl around and they're smelly.
>>
Rolled 8, 12, 13, 8, 4, 13, 20, 8, 3, 9, 17, 13, 7, 11 = 146 (14d20)

>>3549871
>>3549895

We decide to go look for murlocs in the rivers around the region. We pick one river and begin following its course!

Rolling to see if we find anything. On a 1 we find something.
>>
>>3549910

We've spent a couple weeks looking for murlocs and didn't find any.

> Continue looking for two more weeks
> Return to Valonde
> Write in
>>
>>3549915
> Return to Valonde
>>
>>3549955

We return to Valonde without any murloc poison.

What do we want to do?
> Go after giant sharks for Akon
> Go after adamantine for Hirish
> Go after phosphorus for Izoprix
> Go after a large crystal for Atazz
> Sell vital essence to Fineas
> Travel to Awstone to investigate the mysterious figure in black
> Enter the fountain portal to slay monsters
> Investigate the disappearances
> Wait for our silk to sell
> Write in
>>
>>3549968
>Check the sewers this time? Try and use maintenance tunnels so we aren't forced to crawl.
>>
>>3549968
> find phosphorus
>>
Rolled 2 (1d2)

>>3550012
>>3550063

1 - check the sewers for murlocks
2 - find phosphorus
>>
>>3550100

We decide to go find phosphorus for Izoprix.

"Well, that's one of those things I have no idea where to even start looking for. What is even this phosphorus thing?", says Selena.

"It's a mineral. We should be able to prospect for the stuff somewhere with a sedimentary layer of stone. It's not a very abundant mineral, but it's not all that rare either.", says Bailey

"Oh, so you know what this thing it, that's a good first step. But prospecting is a difficult job isn't it? Finding a good spot to start a mine? Besides finding the place where we can dig for the ore we need we'll have to actually dig the thing out of the earth, we may need to hire some miners. Unless you guys just wanna buy some pickaxes and wood for mining supports and have at it.", says Selena.

"Ok, so we're set on selling the ore to the wizard then? Because purifying the stuff would require a full alchemist lab, my portable set won't cut it, it would cost us at least 500 gold to get one.", says Bailey.

"Guess if we're going to sell him anything at a profit it will be the ore.", says Dandala.

> Hire a professional prospector (5 gold per day)
> Hire miners (how many? 20 gold per month each)
> Just buy a bunch of pickaxes and some wood for mining supports and let's hit the road looking for a deposit of this stuff (10 gold)
> Write in
>>
>>3550198
> Just buy a bunch of pickaxes and some wood for mining supports and let's hit the road looking for a deposit of this stuff (10 gold)

Anything else feels like a loss. A bigger loss.
>>
Rolled 14, 11, 18, 13, 18, 1, 16, 20, 12, 3, 10, 5, 19, 8 = 168 (14d20)

>>3550258

We decide to just buy a bunch of pickaxes and some wood for mining supports and hit the road looking for deposits of the stuff. We now have 1550 gold

Rolling to see if we find a place that Bailey recognizes as having a sedimentary layer that might have phosphorus. On a 20 we find a place that might have the stuff we need. On a 1 we find some nasties.
>>
>>3550198
> Hire a professional prospector (5 gold per day)
>>
Rolled 3 (1d6)

>>3550281

We run into something, rolling to see what is it

1,2,3 undead
4 hill giants
5 bandits
6 gargoyles
>>
Rolled 17, 16 = 33 (2d20)

>>3550291

We run into undead! Rolling to see how many.
>>
Rolled 2 (1d2)

>>3550296

rolling to see if there's a special undead

1 - special undead
2 - no special undead
>>
>>3550291
>>3550296
>>3550299

We run into a group of about 33 zombies! They're shambling about in the wilderness!

What will we do?
> Divert our route to try avoiding the zombies
> Attack the nearest zombie with your dagger (roll 1d20 DC 5)
> Cast a spell (cantrips: light, mage hand, firebolt (roll 1d20), blade ward; magic missile x3; scorching rayx3(roll 3d20); fireball x2(can get about 10 zombies))
> Write in
>>
>>3550304
>Fireball

Going around does not work!
>>
>>3550304
>fireball
>>
Rolled 5, 19, 7, 3, 5, 14, 12, 7, 16, 7 = 95 (10d20)

>>3550310
>>3550317


You cast a fireball on the zombies!

Rolling to see if the zombies avoid for half damage, DC 15 because they're slow.
>>
Rolled 1, 3, 3, 4, 1, 3, 1, 2, 3, 1, 2, 3, 4, 3, 4, 4, 2, 4, 2, 2 = 52 (20d4)

>>3550319

2 zombies avoid for half damage.

Rolling damage now.
>>
Rolled 19, 12, 7, 12, 20, 16, 20, 2, 3, 18 = 129 (10d20)

>>3550324

The first zombie was killed by the fireball!
The second zombie was killed by the fireball!
The third zombie was killed by the fireball!
The fourth zombie was killed by the fireball!
The fifth zombie was killed by the fireball!
The sixth zombie was killed by the fireball!
The seventh zombie was killed by the fireball!
The eighth zombie was killed by the fireball!
The ninth zombie was killed by the fireball!
The tenth zombie was killed by the fireball!

Rolling to see if the zombies get back up, DC 10
>>
>>3550310
Avoiding gives us a 50% chance of escape unharmed. Its good for when the odds are clearly not in our favor.
>>
Rolled 8, 13, 1, 8, 1, 10 = 41 (6d20)

>>3550334

You kill ten zombies with your fireball! However, seven zombies get back up!

Dandala shoots one zombie with her longbow, killing it! It stays dead!

Mary shoots one zombie with her crossbow but miss!

Selena shoots one zombie with her crossbow, killing it! It stays dead!

Ss'rath throws a spear at one zombie, killing it! It stays dead!

The zombies come shambling towards us and begin to swarm us! Three of them attack Mary and three attack Ss'rath! Rolling to hit DC 15 for Mary and DC 12 for Ss'rath.

What will you do?
> Attack the nearest zombie with your dagger (roll 1d20 DC 5)
> Cast a spell (cantrips: light, mage hand, firebolt (roll 1d20), blade ward; magic missile x3; scorching rayx3(roll 3d20); fireball x1(can get about 9 zombies))
> Write in
>>
>>3550351
fireball
>>
Rolled 16, 5, 1, 4, 13, 6, 9, 10, 7 = 71 (9d20)

>>3550363

You throw a fireball at the zombies! Rolling to see if they avoid for half damage, DC 15
>>
Rolled 4, 2, 4, 2, 1, 3, 4, 3, 2, 4, 1, 4, 2, 4, 3, 4, 2, 4 = 53 (18d4)

>>3550371

One zombie avoids for half damage. Rolling damage.
>>
Rolled 20, 18, 14, 1, 14, 8, 17, 9, 18 = 119 (9d20)

>>3550377

The first zombie was killed by the fireball!
The second zombie was killed by the fireball!
The third zombie was killed by the fireball!
The fourth zombie was killed by the fireball!
The fifth zombie was killed by the fireball!
The sixth zombie was killed by the fireball!
The seventh zombie was killed by the fireball!
The eighth zombie was killed by the fireball!
The ninth zombie was killed by the fireball!

Rolling to see if the zombies get back up, DC 10
>>
Rolled 11, 2, 5, 20, 3, 10, 6, 8, 1, 8 = 74 (10d20)

>>3550383

You kill nine zombies with the fireball! However, six zombies get back up!

Dandala attacks one zombie with her sword, killing it! It stays dead!

Mary attacks one zombie with her mace but miss!

Selena shoots one zombie with her crossbow killing it! It stays dead!

Ss'rath attacks two zombies with his spear, killing both! They stay dead!

The zombies continue to advance towards us! Four zombies attack Mary, three attack Ss'rath and three attack Dandala! Rolling to hit DC 15 for Mary, DC 14 for Dandala, and DC 12 for Ss'rath.

What will you do?
> Attack the nearest zombie with your dagger (roll 1d20 DC 5)
> Cast a spell (cantrips: light, mage hand, firebolt (roll 1d20), blade ward; magic missile x3; scorching rayx3(roll 3d20); fireball x0)
> Write in
>>
>>3550405
Can we do a fighting retreat? Have Mary repel them, pile into the wagon, have Selena drive away slowly while shooting them out the back?
>>
>>3550405
> Write in
>it time flee
>>
>>3550439
We've killed 13/33, so it's not too bad a situation. I think we can win.
>>
Rolled 1 (1d2)

>>3550430 we have two wagons, so we would need two people driving the wagons, say Selena and Ss'rath, Mary trying to repel the undead with her holy powers, what would leave just Bailey and Dandala to shoot at them
>>3550439

1 - fighting retreat
2 - flee
>>
Rolled 19 (1d20)

>>3550430
>>3550439
>>3550442
>>3550454

One zombie lands a critical hit at Mary, a very painful bite! She's lightly wounded!

We decide to attempt a fighting retreat. We have Selena and Ss'rath run to the wagons and drive them slowly away from the zombies, while Mary tries to keep them away with her holy powers for Bailey and Dandala to shoot at them!

Rolling to see if the turn undead ability of Mary will work on the zombies, DC 13
>>
>>3550466

Mary raises her holy symbol and keeps the nearest zombies at bay, who begin to flee from her! They'll keep fleeing from her for several more turns.

She then heals the bite wound she got.


What will you do?
> Attack the nearest zombie with your dagger (roll 1d20 DC 5)
> Cast a spell (cantrips: light, mage hand, firebolt (roll 1d20), blade ward; magic missile x3; scorching rayx3(roll 3d20); fireball x0)
> Write in
>>
Rolled 10, 13, 12 = 35 (3d20)

>>3550480
>Scorching ray
>>
>>3550480
>scorching ray
>>
Rolled 2, 1, 2 = 5 (3d2)

>>3550489
>>3550492

You cast a scorching ray at one of the zombies! Rolling damage.
>>
>>3550496
Ah shit, I wanted to hit three different zombies
>>
>>3550480
>>3550503 can do, specify it when you roll next time


You shoot scorching rays at three different zombies! However, two of them get back up!

Dandala shoots one zombie with her longbow, killing it! It stays dead!

Mary shoots one zombie with her crossbow, killing it! However, it gets back up again!

About half of the remaining zombies scattered away, fleeing from Mary. Nine zombies keep following us mindlessly, even though they're too slow to catch up with the wagons.

What will you do?
> Attack the nearest zombie with your dagger (roll 1d20 DC 5)
> Cast a spell (cantrips: light, mage hand, firebolt (roll 1d20), blade ward; magic missile x3; scorching rayx2(roll 3d20); fireball x0)
> Write in
>>
Rolled 20, 1, 2 = 23 (3d20)

>>3550530
Scorch another 3
>>
Rolled 2 (1d2)

>>3550539

You shoot your scorching rays at three zombies but only hit one. Rolling damage, doubled because critical hit.
>>
>>3550594

You shoot a scorching ray at a zombie killing it! It stays dead!

Dandala shoots one zombie with her longbow but miss!

Mary shoots one zombie with her crossbow, killing it! However, the zombie gets back up!

Seems like there's no way these zombies can get to us right now. When the effect of Mary's turning ability wears out the ones that are fleeing from us likely will also just mindlessly follow us to be peltered by arrows and spells. We can keep running the encounter if you guys want, but it will be fairly one sided since the zombies are too slow to catch up with us.

What will you do?
> Just spam firebolt until the zombies stop getting back up
> Attack the nearest zombie with your dagger (roll 1d20 DC 5)
> Cast a spell (cantrips: light, mage hand, firebolt (roll 1d20), blade ward; magic missile x3; scorching rayx1(roll 3d20); fireball x0)
> Write in
>>
>>3550621
>firebolt spam

Yay slow and stupid enemies
>>
>>3550621
> Write in
I don't mind moving on
>>
>>3550647
If u want to keep fight that's fine too. Free exp
>>
>>3550621
Lets fight a Tarrasque next
https://youtu.be/EPBRHK30Bvg
>>
Rolled 9, 7, 2, 5, 4, 18, 20, 20, 6, 13, 6, 18, 20, 4 = 152 (14d20)

>>3550647

We spend the next several minutes wearing down the mob of undeads with spells, arrows and crossbow bolts.

"That was easy. Guess we don't need to keep running from zombies when we find them, we can do shootouts from the back of the wagon.", says Selena.

"Yeah, they're slow and stupid enough to just follow us mindlessly until they're all killed. Maybe we're onto something. If we kill enough zombie groups like this we can make the region much safer.", says Dandala.

We continue our trip looking for some place with phosphorus ore. After a couple days we find a place that Bailey thinks might be the right kind of terrain.

"This is the right kind of terrain. Whether it has any phosphorus or not I cannot tell, we'll have to dig to find out."

"Well, let's start digging then!", says Selena.

Rolling to see how long it will take until we reach the right sedimentary layer, on a 20 we reach it. On a 1 some enemy wanders into our mining operation.
>>
Rolled 1, 2, 1 = 4 (3d2)

>>3550666

Over the course of the next couple weeks we find three deposits that might have the mineral that we want. Rolling to check if they have the mineral that we want, on a 1 they have it, on a 2 they don't have it.
>>
Rolled 44, 231, 109, 7, 55, 2, 234, 220, 117, 116, 187, 89, 248, 82 = 1741 (14d250)

>>3550668

We find two large deposits of the mineral that we want! Now we just need to dig it out of the ground!

Since we have found two deposits we can dig it out at a rate of 1d50 lb per day per person, adding up to 1d250 lb per day since there are 5 of us.

Rolling to see how much of this stuff we dig out over the course of the next couple weeks.
>>
Rolled 14, 13, 5, 9, 16, 5, 18, 14, 10, 9, 12, 19, 3, 14 = 161 (14d20)

>>3550674

rolling for random encounters during this period
>>
>>3550674
Can we still hire workers?
>>
>>3550674
>>3550676

We dug out 1741 lb of the phosphorus ore the wizard wants over the course of two weeks. There's plenty more to be had in the ground if we bother to dig, but it will take awhile. We've had luck that no monsters wandered in while we've been digging.

Our wagons can haul about 9500 lb worth of stuff, so we still have plenty of room if we want to dig more.

> Return to Valonde and deliver the ore to the wizard
> Keep digging
> Write in
>>
>>3550686
3 months left on silk means we can dig for two more months, which should fill our wagons
>>
>>3550680 We would need to return to Valonde and then escort the workers all the way here, that would take a couple weeks.
>>3550690 with all the travelling we've done it's like a month and a half by now

So what will it be? Head back to Valonde to hire workers? Or just continue digging?
>>
>>3550695
> Keep digging
Keep dig tell our return travel time lines up with the end of the sell of silk please.
>>
Rolled 94, 43, 207, 193, 231, 55, 48, 243, 44, 87, 118, 62, 148, 10 = 1583 (14d250)

>>3550703

We spend another couple weeks digging for phosphorus ore.
>>
Rolled 11, 18, 6, 9, 3, 8, 16, 12, 6, 9, 11, 5, 8, 17 = 139 (14d20)

>>3550706

Rolling for random encounters
>>
>>3550706
>>3550708

We now have 3324 lb of phosphorus ore. Our silk should be sold in about a month. We should be able to get back in Valonde from here in a week or so.

> Keep digging for 3 more weeks
> Head back to Valonde
> Write in
>>
>>3550712
> Head back to Valonde
>>
>>3550712
>dig for 2 more weeks

Give ourselves a week of downtime
>>
Rolled 1 (1d2)

>>3550719
>>3550721

1 - Head back to Valonde
2 - Dig for 2 more weeks
>>
Rolled 3, 17, 4, 10, 15, 9, 8 = 66 (7d20)

>>3550719
>>3550721
>>3550725

We head back to Valonde! Rolling to see if we have any random encounters on our way back.
>>
>>3550729

We arrive at Valonde safely!

What do we want to do next?
> Deliver the phosphorus ore to Izoprix
> Travel to Awstone to investigate the mysterious figure in black
> Enter the fountain portal to slay monsters
> Investigate the disappearances
> Visit the institute for arcane research looking for fetch quests
> Wait for our silk to sell
> Write in
>>
>>3550735
> Deliver the phosphorus ore to Izoprix
>>
>>3550735
>Deliver the product

>Investigate disappearances

Use these two weeks to find something so we can act on it once Uhtred is out
>>
>>3550735
> Wait for our silk to sell
>>
>>3550738
>>3550742
>>3550746


We deliver the phosphorus ore to Isoprix at the institute for arcane research! He thanks us for finding him the stuff he was needing and pays us 332 gold for it! We now have 1882 gold.

What do we want to do next?
> Travel to Awstone to investigate the mysterious figure in black
> Enter the fountain portal to slay monsters
> Investigate the disappearances
> Visit the institute for arcane research looking for fetch quests
> Wait for our silk to sell
> Write in
>>
>>3550748
I'd like to investigate, but if other anon really doesn't want to I'm ok with juat waiting until the silk sells.
>>
>>3550753
I just want Utherd with us. Waiting 2 week then investigating might be better.
>>
>>3550748
> Wait for our silk to sell
>>
Rolled 24, 19, 68, 7, 70, 39 = 227 (6d100)

>>3550753
>>3550761
>>3550763

We decide to just wait for our silk to sell. We spend 21 gold with living expenses. We now have 1861 gold.


Rolling to see how much silk we did sell.
>>
Rolled 2, 2, 3, 1, 5, 1 = 14 (6d6)

>>3550804

And at what price
>>
>>3550804
>>3550807

We get 2048 gold from our silk shop! We now have 3909 gold.

We still have 231 yards of silk!

As we're closing our shop we get a visit from a emissary from the merchant guild he says

"I see you've got quite a successful business in here. By local law you're obliged to pay 10% of your profits to the merchant's guild in order to be allowed to keep functioning. Since you didn't pay and I had to come here to make you pay I'll have to fine you an extra 5% of your profits. You're supposed to make all the accounting work yourself, if you want us to make it for you it will cost an extra 10% of your profits."

"We haven't kept accounting books, we didn't knew we would need them.", Selena says.

"Well, too bad. Luckily for you the merchants guild has a solution for small businesses who don't have the time to keep their accounting books. You just need to pay us a flat 500 gold per year and we'll allow you to operate up to three small shops. If you need to open a large shop or more than three small shops the costs escalate of course, but this solution should suffice for you as per my records you have opened a total of three small businesses in the past year. You also opened one small shop last year, we'll charge you 200 gold for that one."

"And what happens if we don't pay?"

"Well, then you won't be allowed to open any more businesses in our city until you pay what you own the guild. With interest.", says the emissary.

"We opened three shops so far, so if we want to open a fourth still this year how much would that cost us?"

"Another small shop? You could extend your license for up to nine small business for an extra 1000 gold. Or you could hire an accountant to actually go pay the ten percent without us needing to come here charge you."

"Oh wow, costs escalate quickly. We might look into hiring an accountant after all.", says Selena.

> Pay 700 gold to the emissary of the merchants guild
> Don't pay 700 gold to the emissary
> Write in

And what do we want to do next?
> Travel to Awstone to investigate the mysterious figure in black
> Enter the fountain portal to slay monsters
> Investigate the disappearances
> Visit the institute for arcane research looking for fetch quests
> Open a shop to sell our goods (how long do we want to sell?)
> Write in
>>
>>3550888
Damn bloodsuckers. Fine, they can shut our shop down. We'll sell the rest of our silk somewhere else.

>Don't pay.

>Pay the law to absolve Uhtred of his crimes and release him.
>>
>>3550888
>>3550888
> Write in
Can we have Selena use persuasion to lower the price because we were not informed?
>>
>>3550916

We decide not to pay the emissary of the merchants guild.

We look for the appropriate legal channels to pay the law to absolve Uhtred of his crimes and release him. A new audience is scheduled for us in two weeks, we then pay the 2600 gold fine the judge had fixated as the alternative sentence and Uhtred is released from the dungeon!

We now have 1295 gold!

And what do we want to do next?
> Travel to Awstone to investigate the mysterious figure in black
> Enter the fountain portal to slay monsters
> Investigate the disappearances
> Visit the institute for arcane research looking for fetch quests
> Write in
>>
>>3550916
We may need to trade here later.
>>
>>3550929
> Investigate the disappearances

>>3550939
We can pay them at that time, and hire an accountant for it. I don't see why though, they're hardly the only big city we have access to.
>>
>>3550943
They may retaliate for non payment.
>>
>>3550929
Does this merchant guild span to other city's?
>>
>>3550943
>>3551002 it's local


We decide to investigate the disappearances in the city.

Selena begins asking around for information on it to learn as much about the cases as possible. Turns out these disappearances have been a common occurrence for years, one person disappearing every week like clockwork and the guard has no clue who is responsible for it. Many began to see it as a fact of life - we live in a city where people disappear, just deal with it. Most disappearances occur in the poorest part of the city, where petty thieves, whores, beggars and laborers live and work, and apparently the vast majority of disappearances seem to occur at night.
The guard hasn't been always apathetic about such disappearances though; a few years back the high inquisitor, the leader of the guard, decreed martial law and posted a guard on every street corner of the poorer districts for a couple months. The disappearances stopped while he did that, but the council ordered him to stop as he was causing panic. The disappearances resumed as soon as the guard left the streets.
Selena gets interested on the council and decides to also do some research on them. Turns out the city is ruled by a council of seven people who is elected every ten years. We met a council member already, one of the wizards from the institute for arcane research, the one called Saigon, is a member of the council. The other members are one of the high priests of the Abundance church, two prominent nobles, the leader of the merchant's guild, the army field marshal and a charismatic peasant leader called Caleb. They voted five to two to stop the martial law on the poor part of town, only the army field marshal and Caleb voted for it to continue.
What is more surprising is that in a city this size in all these years there hasn't been eye witnesses to any of the disappearances, or at least Selena hasn't been able to contact any; in some cases people report hearing screams in the night, but nobody ever saw who or what was responsible for the disappearances.

Whatever we do it might take several weeks to find any clues.

What do you want to do about the disappearances?
> Patrol the streets of the poorer districts at night hoping to catch whoever is responsible in the act
> Disguise ourselves as commoners and wander the poorer districts at night trying to bait whoever is responsible into catching one of us
> Give up investigating the disappearances
> Write in
>>
>>3551031
> Write undies Bailey have a location spell she can place on us? If one of is get kidnapped we can which direction to go.
>>
>>3551031
> Patrol the streets of the poorer districts at night hoping to catch whoever is responsible in the act
>>
>>3551055
Does*
>>
>>3551055 Unfortunately Bailey knows no such spell.
>>3551063

How many weeks do you want to keep patrolling the poorer districts at night?
>>
>>3551069
3 weeks
>>
Rolled 11, 4, 1 = 16 (3d20)

>>3551078

We spend 26 gold on our living expenses. We now have 1269 gold.

We spend 3 weeks patrolling the poorer districts at night looking for clues on who or what might be responsible for the disappearances. Rolling to see if we find any clues.
>>
>>3551089

On the third week we hear a scream in the night and we run towards it, but we're unable to locate its source!

On the following morning it is confirmed that a woman disappeared on the night prior, a prostitute who was looking for clients.

Three people disappeared during the three weeks we've been patrolling the streets but we have been unable to find any clues.

What do we want to do?
> Travel to Awstone to investigate the mysterious figure in black
> Enter the fountain portal to slay monsters
> Patrol the streets of the poorer districts looking for clues on the disappearances (how many weeks)
> Visit the institute for arcane research looking for fetch quests
> Travel to Longdale to look for the second gem
> Write in
>>
>>3551104
>> Write in
>write in
Go to institute for arcane and inquire about hags.
>>
>>3551104
Backing
>>3551120
>>
Rolled 3 (1d6)

>>3551120
>>3551141

We decide to go to the institute for arcane research and inquire about hags.

Rolling to see what kind of information is available for us over there.

1-scarce information
2- vague information
3- general information
4- specific information
5-detailed information
6-expert on the subject
>>
>>3551120
>>3551141
>>3551209

On the institute for arcane research we find some books with general information on hags.

They are fey creatures so it's probably a good idea to have access to the protection from good and evil spell in order to be protected against their magical effects.

The book says hags are able to become invisible at will so a see invisibility spell might be important if one is to go after them.

They can imitate the sounds of animals and they're able to cast several types of spells when they are in a group of three hags, that the book calls a coven. The book doesn't detail which spells the hags can cast but it shows a richly decorated picture of a hag coven throwing a lightning bolt so maybe they can cast lightning bolt spells.

What do we want to do?
> Travel to Awstone to investigate the mysterious figure in black
> Enter the fountain portal to slay monsters
> Patrol the streets of the poorer districts looking for clues on the disappearances (how many weeks)
> Visit the institute for arcane research looking for fetch quests
> Go after some component from Alion's list (which one)
> Travel to Longdale to look for the second gem
> Write in
>>
>>3551230
> Does Bailey know any of those spells? I guess the protection one would be Mary actually.

>Check the fetch quests to explore our other options.
>>
>>3551230
Also reposting this for convenience, the remaining components from Alion's list that the shaman went over. Took out giant spiders and wyverns because we gottem:


"Frost Giants live in the mountains, we haven't seen any around our kingdom in centuries, you won't find any around here. You'd have to travel far to the mountains in the island to the north or in the mountain ranges to the west or in the far east to find their tribes. You may occasionally find a lone frost giant on a random mountain top but it is rare."

"Nagas are aquatic creatures, it would be a rare sight to find one so deep inland as to reach the elvish kingdom. You'd have more luck on the shores of the human kingdom to the north, they sometimes attack fishing villages and ships. They can sometimes be found in swamps too, but it is rare."

"Green Hags most definitely can be found in swamps, it's rare to see one anywhere else. But maybe you'd be able to find a stray coven in a cave in the forest somewhere in the south of the elvish kingdom, I've heard stories of travellers who barely survived meeting some hags around there years ago so perhaps they're still there."

"Wights are a bit of a rarity. You might have some luck looking for them in ancient cursed places. There aren't many places like this in the elvish kingdom. The only one that comes to mind is the tomb of Khazud, an archmage that in his late days descended into madness. It's a large underground complex with at least ten levels, filled with undeads that due to the cursed nature of the place occasionally respawn. There are certainly lots of zombies, skeletons, some ghouls, some ghosts. You might find a wight or two in there. It is in the southwestern part of the elvish kingdom."

"Giant Fire Beetles live in the mountains to the west. Many monstrous species tried to domesticate them with little success. Their glands are useful for potions that protect against fire. They shouldn't be too difficult to find, but their habitat is in the midst of the territory of quite a few monsters, like goblins, orcs and other such nasties, what could prove to be a problem if you're going to spend too much time looking for them."
>>
Rolled 1, 1, 2, 2, 2, 1, 1 = 10 (7d2)

>>3551254 Mary can cast the protection from good and evil spell. Bailey could cast both spells, but she doesn't know them.

rolling to see if the fetch quests changed
1 they changed 2 stayed the same
>>
>>3551260

The wizard Akon needs hydra blood she will pay 500 blood for a large vial.

The wizard Saigon needs giant scorpion venom. He's willing to pay 200 gold per pint of the stuff, up to four.

The wizard Hirish needs some adamantine. He's willing to pay 100 gold per pound of the stuff, up to 20 lb.

The wizard Gorick needs rare nuts that grow in the northern part of the elvish kingdom, he'll pay 100 gold per bucket full of the stuff, up to eight buckets.

The wizard Izoprix needs a barrel full of phosphorus, he's willing to pay 1000 gold for a barrel of pure phosphorus, or 100 gold per 1000 lb or phosphate rock, up to 6,000 lb.

The wizard Atazz needs celestial ichor, she'll pay 500 gold for a large vial.

The wizard Fineas needs an unicorn horn, he'll pay 500 gold for it.


What do we want to do?
> Go get hydra blood for Akon
> Go get scorpion venom for Saigon
> Go get adamantine for Hirish
> Go get rare nuts for Gorick
> Go get phosphorus for Izoprix
> Go get celestial ichor for Atazz
> Go get an unicorn horn for Fineas
> Travel to Awstone to investigate the mysterious figure in black
> Enter the fountain portal to slay monsters
> Patrol the streets of the poorer districts looking for clues on the disappearances (how many weeks)
> Visit the institute for arcane research looking for fetch quests
> Go after some component from Alion's list (which one)
> Travel to Longdale to look for the second gem
> Write in
>>
>>3551289
Actually you know what, we've been putting this off for a while

> Travel to Awstone to investigate the mysterious figure in black

Now that we have Uhtred back
>>
calling it a night
>>
>>3551289
> Go get phosphorus for Izoprix
We already know were to mine, unless we need to rediscover the location. Should be a relatively easy 600. Then go after the mysterious figure in black.
>>
>>3551260
Can we have Mary teach the spell to Bailey? Also, can Mary teach the holy power that repealed the zombies to Uhtred and Bailey? It should work with Uhtred because they are similar class.
>>
>>3551289
Can Bailey learn see invisibility from the institute of arcane?
>>
Rolled 3, 1 = 4 (2d6)

>>3551737

Mary can't teach the Protection from Good and Evil spell to Bailey because Mary is a divine caster and Bailey is an arcane caster. Divine casters just pray to their gods for their spells, they don't use grimoires, their spellcasting techniques are completely different and so their known spells are not interchangeable.

Mary cannot teach the holy power that repealed the zombies to Uhtred nor Bailey. Bailey really can't learn it. Uhtred could learn it when you level up if you pick it as a new power for him. It's a class feature for clerics and paladins, acquiring this power requires you to have adopted a deity, to have a holy symbol, and to pray to your deity at least an hour every day.

>>3551740

Bailey asks in the institute for arcane research if they have the See Invisibility spell available. They do have it, they charge the amount that I roll times 100 gold to let you copy it. On top of that there's the cost of copying the spell itself, another 100 gold. Will Bailey pay to copy the See Invisibility spell on her grimoire?

We currently have 1269 gold.
>>
Rolled 2 (1d2)

>>3551296
>>3551732

1 - Travel to Awstone to investigate the mysterious figure in black
2 - Go get phosphorus for Izoprix
>>
>>3552310

I'll wait for a decision on this then I'll begin rolling for getting the phosphorus.
>>
>>3552310
Seeing how bad that roll could have been, go ahead and copy it.
>>
>>3552316
+1
>>
>>3552316
>>3552325


Bailey spends 500 gold getting the spell See Invisibility on her grimoire!

We now have 769 gold.

How many months of supplies should we get before we head to go get the phosphorus for Izoprix?

Currently we're getting supplies at an average cost of 3 silver a day per person, with one gold currently being valued at 10 silver, it adds up to 54 gold per month for our whole group, supplies at this price range only last up to four months, the longest normal cured meats will last in storage, supplies that last longer than that would be more expensive.

> A couple months should be enough (108 gold)
> Four months will do (216 gold)
> Write in
>>
>>3552351
>2 months

Shouldn't take that long to get 6000 more lbs
>>
>>3552374
I've a min to look
>>
Rolled 16, 16, 18, 19, 19, 13, 4 = 105 (7d20)

>>3552374

You buy two months worth of supplies for 108 gold. You now have 661 gold.

You take a week to return to the mining site with your two wagons.

Rolling to see if you happen upon any random encounters along the way. 1 is something nasty
>>
>>3552374
2 months should be fine. Also, we have another person. So an extra 50lb probability per day.
>>
Rolled 39, 165, 122, 113, 66, 206, 172, 167, 63, 43, 168, 174, 46, 73, 117, 38, 4, 23, 28, 122, 105 = 2054 (21d300)

>>3552392

You arrive at the mining site and begin mining! You spend the next three weeks mining the phosphorus ore. Rolling 1d300 per day since there are six people mining.
>>
Rolled 3, 17, 20, 6, 15, 5, 9, 4, 13, 10, 19, 15, 14, 7, 7, 15, 8, 10, 14, 3, 13 = 227 (21d20)

>>3552395

Rolling to see if we have any random encounters while we're mining, 1 is something nasty
>>
Rolled 168, 62, 135, 165, 169, 289, 240, 3, 125, 246, 24, 128, 176, 165, 131, 2, 174, 86, 151, 110, 256 = 3005 (21d300)

>>3552397

No encounters. Rolling more three weeks of mining.
>>
Rolled 4, 16, 7, 14, 10, 16, 5, 16, 4, 19, 14, 2, 5, 13, 1, 8, 14, 15, 2, 11, 18 = 214 (21d20)

>>3552399

Rolling for encounters.
>>
We only need 1000 more, so just 1 week after this instead of another three.
>>
Rolled 5 (1d6)

>>3552400

We got something, let's see what is it.

1 we hit the water bed, the mine is flooded
2 we find gas and need to evacuate the mine
3 bandits steal our wagons
4,5,6 undead
>>
Rolled 20, 2 = 22 (2d20)

>>3552423

A bunch of undeads enter our mine while we are working on it! Let's see how many.
>>
Rolled 1 (1d2)

>>3552426

let's see if there's a special undead with them

1 - special undead
2 - no special undead
>>
Rolled 2 (1d4)

>>3552429


Rolling to see what kind of special undead we got in here

1 - Ghast
2 - Wight
3 - Flesh Abomination
4 - Zombie Knight
>>
>>3552433
On the bright side, this is an item off Alions list.
>>
>>3552426
>>3552429
>>3552433

Twenty two zombies shamble into our mine while we're busily working on it! We can see a Wight behind their lines, carrying a sword and a longbow! Luckily we hear their approach in time and are not taken by surprise. We drop our pickaxes and ready our weapons!
What will you do?
> Attack the nearest zombie with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombie with your sword three times (roll 3d20 DC 9)
> Smite the nearest zombie (roll 1d20 DC 5)
> Shoot the wight with your crossbow (roll 1d20 DC 11)
> Write in
>>
Rolled 12 (1d20)

>>3552458
> Smite the nearest zombie (roll 1d20 DC 5)
>>
Rolled 3, 5, 19 = 27 (3d20)

>>3552458
>Attack 3 times

>>3552466
Maybe save the smite for the wight?
>>
Rolled 2, 18, 19, 12, 8, 14, 13 = 86 (7d20)

>>3552466

Bailey throws a fireball at the Wight and six zombies. Rolling to see if they evade for half damage. DC 13, first the Wight, then the zombies
>>
Rolled 3, 2, 4, 3, 3, 1, 3, 3, 4, 4, 2, 3, 1, 1 = 37 (14d4)

>>3552474

DC 13 for the Wight, 15 for the zombies because they're slow.

The wight didn't dodge. 2 zombies dodged for half damage.

Rolling damage
>>
>>3552473
Sure
>>
Rolled 17, 15, 19, 10, 20, 8 = 89 (6d20)

>>3552476

The Wight takes 5 hits worth of damage in the blast!

The first zombie dies in the blast!
The second zombie dies in the blast!
The third zombie dies in the blast!
The fourth zombie dies in the blast!
The fifth zombie dies in the blast!
The sixth zombie dies in the blast!

Rolling to see if the six dead zombies get back up, DC 10
>>
>>3552478
Oh yeah it just survived 5 hits.

>>3552483
Tell Bailey to get maximum zombies with the next fireball, we'll down the wight.
>>
Rolled 9, 13, 13, 15, 2, 14, 15, 18 = 99 (8d20)

>>3552483
>>3552466
>>3552473
>>3552478
>>3552488


Bailey kills six zombies with a fireball! But five zombies get back up!

You try to attack the zombies three times, but only land one hit! You kill the zombie! But it gets back up!

Dandala attacks one zombie with her sword, killing it! But it gets back up!

Ss'rath attacks one zombie with his spear, killing it! But it get back up!

Mary attacks one zombie with her mace, killing it! It stays dead!

Selena begins playing the song of courage! Everybody is getting a +2 bonus to hit!

The Wight shoots a Bailey with his longbow twice! Six zombies attack us, three attack you and three attack Mary! Rolling to hit DC 15 for you and DC 15 for Mary, and DC 7 for Bailey.

What will you do?
> Attack the nearest zombie with your sword twice (roll 2d20 DC 3)
> Attack the nearest zombie with your sword three times (roll 3d20 DC 7)
> Smite the nearest zombie (roll 1d20 DC 3)
> Shoot the wight with your crossbow (roll 1d20 DC 9)
> Write in
>>
Rolled 2, 5, 10 = 17 (3d20)

>>3552500
> Attack the nearest zombie with your sword three times (roll 3d20 DC 7)
>>
Rolled 1, 7, 3 = 11 (3d20)

>>3552500
>triple attack
>>
Rolled 3, 10, 13, 12, 20, 14, 13, 3, 19, 7, 14 = 128 (11d20)

>>3552488
>>3552513

You tell Bailey to aim for the most zombies instead of aiming for the Wight and she complies.

She shoots a fireball at 11 zombies. Rolling to see if they'll dodge for half damage, DC 15
>>
I'd suggest attacking 3 different zombies at once if these rolls weren't so terrible.
>>
Rolled 4, 2, 2, 3, 4, 2, 1, 3, 4, 1, 4, 2, 4, 2, 2, 2, 4, 1, 3, 4, 1, 3 = 58 (22d4)

>>3552517

Two zombies dodge for half damage, rolling damage.
>>
Rolled 5, 20, 6, 19, 14, 4, 13, 11, 14, 19, 9 = 134 (11d20)

>>3552519

The first zombie dies in the blast!
The second zombie dies in the blast!
The third zombie dies in the blast!
The fourth zombie dies in the blast!
The fifth zombie dies in the blast!
The sixth zombie dies in the blast!
The seventh zombie dies in the blast!
The eighth zombie dies in the blast
The ninth zombie dies in the blast!
The tenth zombie dies in the blast!
The eleventh zombie dies in the blast!

Rolling to see if they get back up, DC 10
>>
Rolled 9, 3, 11, 2, 6, 13, 2, 6 = 52 (8d20)

>>3552526
>>3552513
>>3552515

Bailey kills eleven zombies with her fireball! However, seven zombies get back up!

One zombie bites Mary! She's lightly wounded!

The two arrows from the wight hit Bailey! She's lightly wounded!

You try to attack the zombies three times but land one hit, killing one zombie! However, it gets back up!

Dandala attacks one zombie with her sword, killing it! However, it gets back up!

Ss'rath attacks two zombies with his spear, killing both! They stay dead!

Mary attacks one zombie with her mace but miss!

The wight will shoot Bailey twice with his longbow. Three zombies will attack you and three will attack Mary. Rolling to hit DC 15 for you DC 15 for Mary and DC 7 for Bailey.

What will you do?
> Attack the nearest zombie with your sword twice (roll 2d20 DC 3)
> Attack the nearest zombie with your sword three times (roll 3d20 DC 7)
> Smite the nearest zombie (roll 1d20 DC 3)
> Shoot the wight with your crossbow (roll 1d20 DC 9)
> Write in
>>
Rolled 18, 7, 9 = 34 (3d20)

>>3552538
>3 attacks on three different zombies

I feel lucky this time
>>
>>3552538
> Write in
I think we have 16 zombies on our hands, we should start using our stockpile of holy water.
>>
Rolled 2, 11, 3, 16, 9, 19 = 60 (6d20)

>>3552546
>>3552549

You attack three different zombies with your sword, killing them! One of them stays dead, the other two get back up!

Bailey casts a scorching ray on the undead, damaging three different zombies!

Dandala attacks one zombie with her sword, killing it! It stays dead!

Ss'rath attacks two zombies with his spear killing them! However, they get back up!

Mary attacks one zombie with her mace killing it! However it gets back up!

The Wight turns his back to us and begin to run away!

Six zombies attack us, three attack you and three attack Mary. Rolling to hit DC 15 for you and DC 15 for Mary.

What will you do?
> Attack the nearest zombie with your sword twice (roll 2d20 DC 3)
> Attack the nearest zombie with your sword three times (roll 3d20 DC 7)
> Smite the nearest zombie (roll 1d20 DC 3)
> Shoot the wight with your crossbow (roll 1d20 DC 9)
> Write in
>>
Rolled 15 (1d20)

>>3552582
Wtf the wight is running? Fuk. Call for everyone with range to focus it this turn.

Use the holy water
>>
Rolled 3, 5, 3, 10 = 21 (4d20)

>>3552590

"The wight, catch him! Use the holy water!"

You grab your own holy water and throw it at the wight!

Everybody grabs their bottles of holy water and throw at the wight, rolling to hit him.

The zombies are in the way, the DC to hit the wight is 15 but if you miss by 4 or less you hit a zombie instead.

Rolling holy water throws for Dandala, Ss'rath, Mary and Selena.
>>
Rolled 1 (1d2)

>>3552590
>>3552636

Everybody miss their holy water throws except you. Rolling damage.
>>
Rolled 6, 10, 18 = 34 (3d20)

>>3552640

Your holy water bottle lands on the wight splashing him! The effect is like acid! It deals one hit worth of damage!

Bailey casts a scorching ray spell on the fleeing Wight! Rolling to hit DC 15, if it miss by 4 or less it hits zombies instead.
>>
Rolled 1 (1d2)

>>3552647

One of the rays hits the wight! Rolling damage.
>>
Aaaaaah

Sorry Bailey, shoulda let you kill it
>>
Rolled 19, 6, 5, 5, 8, 9 = 52 (6d20)

>>3552649
>>3552647

Bailey's scorching ray spell deals 1 hit of damage to the fleeing Wight!

Two zombies bite Mary! She's now seriously wounded!

It survives our attacks and gets away, managing to leave the mine!

Six zombies attack you and Mary, three each. Rolling to hit DC 15 for you and DC 15 for Mary.

What will you do?
> Attack the nearest zombie with your sword twice (roll 2d20 DC 3)
> Attack the nearest zombie with your sword three times (roll 3d20 DC 7)
> Smite the nearest zombie (roll 1d20 DC 3)
> Write in
>>
Rolled 17, 3, 12 = 32 (3d20)

>>3552658
>Attack three times, three different zombies

Also have Mary fall back, Dandala or Ss'rath taking her place on the front line.
>>
Rolled 7, 10, 10, 17, 9, 3 = 56 (6d20)

>>3552667

You try to attack three different zombies landing two hits, killing a couple zombies! They stay dead!

One zombie bites you! You're lightly wounded!

You tell Mary to fall back! Dandala takes her place in the front line!

Dandala attacks one zombie with her sword killing it! However, it gets back up!

Ss'rath attacks a couple zombies with his spear, killing them! They stay dead!

Mary shoots a zombie with her crossbow but miss!

Selena shoots a zombie with her crossbow!

Bailey casts a scorching ray spell on the zombies, damaging three zombies!

Six zombies attack you and Dandala, three each! Rolling to hit DC 15 for you and DC 14 for Dandala.

What will you do?
> Attack the nearest zombie with your sword twice (roll 2d20 DC 3)
> Attack the nearest zombie with your sword three times (roll 3d20 DC 7)
> Smite the nearest zombie (roll 1d20 DC 3)
> Write in
>>
>>3552697
>Hit three different zombies

Honestly each individual zombie is weak enough that smite feels like a waste. Their danger is in numbers and contagion.
>>
>>3552704

you forgot the dice
>>
Rolled 13, 1, 18 = 32 (3d20)

>>3552707
Embarrassing
>>
Rolled 12, 5, 17, 3, 2 = 39 (5d20)

>>3552710

Dandala manages to dodge the zombie who tried to bite her.

You try to hit the nearest zombies three times, landing a couple hits, killing two zombies! One of them stays dead, the other gets back up!

Dandala attacks one zombie with her sword, killing it! However, it gets back up!

Mary shoots one zombie with her crossbow, killing it! It stays dead!

Ss'rath attacks a couple zombies with his spear killing them both! However, one of the zombies get back up!

Selena shoots one zombie with her crossbow, killing it! However, it gets back up!

Bailey casts a magic missile spell on one zombie, killing it! It stays dead!

The five remaining zombies attack you and Dandala, three attack you and two attack Dandala. Rolling to hit DC 15 for you and DC 14 for Dandala.

What will you do?
> Attack the nearest zombie with your sword twice (roll 2d20 DC 3)
> Attack the nearest zombie with your sword three times (roll 3d20 DC 7)
> Smite the nearest zombie (roll 1d20 DC 3)
> Write in
>>
Rolled 9, 19, 15 = 43 (3d20)

>>3552714
>Three attacks on different zombies

End is in sight
>>
>>3552715

One zombie bites you! You're lightly wounded!

You attack three zombies with your sword killing them! They stay dead!

Dandala attacks one zombie with her sword, killing it! However, it gets back up!

Mary shoots one zombie with her crossbow, killing it! It stays dead!

Selena shoots the last zombie with her crossbow, killing it! However, it gets back up again!

Ss'rath attacks the last zombie with his spear killing it! It stays dead this time!

We killed all the zombies who attacked us.

Mary them magically heals those of us who have been hurt in the fight.

(You got 1 experience for surviving the fight against the zombies! You now have 93 experience. You'll level up once you get to 150 experience. You're currently level 4)

"A shame we didn't catch that Wight.", says Selena.

"Do you think we could track it?", you ask

"Well, we would lose mining time trying to go after it, but might be worth it. Wights are quite rare.", says Dandala.

> Try to track the Wight (roll 1d20 DC 16)
> Just resume mining
> Write in
>>
>>3552729
> Try to track the Wight (roll 1d20 DC 16)
>>
Rolled 8 (1d20)

>>3552729
>>
Rolled 13 (1d20)

>>3552729
>Try to track it

Not only for profit - it's a menace to the area
>>
>>3552730
>>3552732
>>3552734

We spend six days tracking the Wight until we realize that we completely lost track of him!

We have 4280 lb of phosphorus ore.

We only have a week of provisions left, what should be just enough to see us back to Valonde. If we overextend ourselves we'll run out of supplies in the wild, and there's not much game in these zombie infested plains so we'd likely starve.

> Return to Valonde
> Write in
>>
>>3552737
>Return

Shoulda sprung for four months. Ah well.
>>
Rolled 19, 3, 13, 2, 19, 15, 14 = 85 (7d20)

>>3552740

We decide to return to Valonde with our ore.

Rolling for random encounters
>>
>>3552746

We arrive at Valonde!

We head to the Scarlet Tankard, our usual tavern, to plan our next move.

> Deliver the phosphorus ore to Izoprix
> Travel to Awstone to investigate the mysterious figure in black
> Enter the fountain portal to slay monsters
> Patrol the streets of the poorer districts looking for clues on the disappearances (how many weeks)
> Visit the institute for arcane research looking for fetch quests
> Go after some component from Alion's list (which one)
> Travel to Longdale to look for the second gem
> Write in
>>
>>3552749
>Deliver ore
No sense in carting around 4k pounds of the stuff. Tell him to hit us up if he needs more junk.
>>
>>3552751

We deliver the ore to Izoprix! He pays us 428 gold for the stuff!

We now have 1089 gold.

What do we want to do next?
> Travel to Awstone to investigate the mysterious figure in black
> Enter the fountain portal to slay monsters
> Patrol the streets of the poorer districts looking for clues on the disappearances (how many weeks)
> Visit the institute for arcane research looking for fetch quests
> Go after some component from Alion's list (which one)
> Travel to Longdale to look for the second gem
> Write in
>>
>>3552749
>Write in
We should get 8 holy water.
>>
>>3552757
>Travel to Awstone

>>3552761
Let's start with six, one per person. Also we need to repay personal expenditures from group gold.
>>
Rolled 2 (1d2)

>>3552761
>>3552769

1 - 8 holy water
2 - 6 holy water
>>
Rolled 13, 14, 5, 14, 17, 17, 4 = 84 (7d20)

>>3552761
>>3552769
>>3552777

We have Mary make 6 more flasks of Holy Water. We now have 13 flasks. We spend 150 gold on this.

We buy a couple months more of supplies for 108 gold.

We now have 831 gold.

We decide to travel to Awlstone to investigate the mysterious figure in black.

Rolling for random encounters in the road.
>>
Rolled 6 (1d6)

>>3552780

We arrive at the ruins of Awstone. The village been abandoned and in disrepair for longer than two years now.

We begin to investigate.

We look inside the various shops. Some still have a few old tools inside them, seems like the army didn't loot this town very thoroughly.

We investigate the various houses and notice the same pattern, lots of useable stuff still around. Seems like the army just took whatever was most valuable and easy to carry on their way out. There are also some vegetable gardens gone wild near some houses.

We then proceed to check the fields around the village. They haven't been worked on for longer than two years, the overgrowth took over, there's some wild field of wheat sprawling around the village.

We find a few stray cows grazing near a small stream. The army was supposed to have hauled all the livestock back to Valonde but we suppose they missed these ones. Rolling to see how many cows.

There are also a bunch of chicken around the place.

We then proceed to search the local cemetery. We see the several graves with clear signs of something having dug their way out of it. We check a couple old mausoleums in the middle of the graveyard and they are empty.

The village seems to be completely abandoned as far as we can tell. We could keep looking for signs of activity within the village, or we could look in the hills or the woods nearby.

> Keep looking for signs of activity within the village (roll 1d20, unknown DC)
> Search the woods near the village (roll 1d20, unknown DC)
> Search the hills near the village (roll 1d20, unknown DC)
> Write in
>>
Rolled 20 (1d20)

>>3552794
>Keep looking within the village
>>
>>3552806

We continue to look for signs of activity within the village.

We find some vegetable gardens that were picked recently and the somewhat recent tracks of a set of footprints wearing boots going around some vegetable gardens, going near the water stream, some other markings indicate it also been milking the cows and then heading away towards the hills.

In the hills the terrain is a bit more rocky and the footprints are not quite as discernible so we lose track of where it is going, but we got the general idea that someone is living somewhere in the hills and comes back to the village for supplies from time to time.

What do we want to do?
> Search the hills looking for whoever is living there (how long do we want to look for the person?)
> Hide our wagons in the woods, hole up inside a house with a vegetable garden and wait until whoever is living in the hills comes back for more supplies (how long do we want to wait?)
> Write in
>>
>>3552815
Can we keep the cow for food?
>>
>>3552815
>Look in the hills for a couple weeks

>>3552824
There are six cows and they're not going anywhere, we can cone back here if we run low.
>>
>>3552826
The DM told us there are cow here for a reason. We could probably use them.
>>
>>3552815
>Look in the hills for a couple weeks
>>
Rolled 4, 19, 13, 1, 18, 12, 12, 16, 3, 13, 10, 16, 18, 17 = 172 (14d20)

>>3552826
>>3552835

We decide to go look in the hills near the city for a couple weeks.

Rolling to see if we find something.
>>
Rolled 6 (1d6)

>>3552842

well, looks like something found us

1,2 zombies
3 bandits
4 hill giants
5,6 ???
>>
Rolled 16, 9, 10, 20, 12 = 67 (5d20)

>>3552847


On our fourth day wandering through the hills in the late afternoon something was invisible laying in ambush!

As we approached at about 30 feet of it a figure dressed in black broke invisibility and cast a Cone of Cold spell on us!

Rolling to see if we evade for half damage DC 15, first Dandala, then Selena, then Ss'rath, then Mary, then Bailey

Please roll 1d20 to try to evade it for half damage, DC 15.
>>
Rolled 18 (1d20)

>>3552861
Oh no, hidden bossfight
>>
Rolled 1, 4, 1, 4, 3, 1, 3, 2, 4, 4, 1, 4 = 32 (12d4)

>>3552861
>>3552862

You, Dandala and Mary dodged for half damage.

Rolling damage. First you, then Dandala, then Selena, then Ss'rath, then Mary, then Bailey.
>>
Rolled 14 (1d20)

>>3552869

You take 4 hits worth of cold damage! You're seriously wounded!
Dandala takes 4 hits worth of cold damage! She's seriously wounded!
Selena takes 4 hits worth of cold damage! She's seriously wounded!
Ss'rath takes 5 hits worth of cold damage! He's crippled!
Mary takes 4 hits worth of cold damage! She's seriously wounded!
Bailey takes 5 hits worth of cold damage! She's seriously wounded!

Selena tries to use suggestion on the mysterious stranger in black for him to stop attacking us, take us to his lair and explain his motivations as we're curious about his backstory. Rolling to see if he resists, DC 13
>>
>>3552880

The mysterious stranger resists Selena's bold attempt at suggestion!

What will you do?
> Run towards the mysterious stranger and attack him twice with your sword (roll 2d20 DC 9)
> Run towards the mysterious stranger and attack him three times with your sword (roll 3d20 DC 13)
> Smite the mysterious stranger (roll 1d20 DC 9)
> Shoot the mysterious stranger with your crossbow (roll 1d20 DC 9)
> Write in
>>
Rolled 3 (1d20)

>>3552886
>Smite

Mary pls big heal
>>
Rolled 2 (1d20)

>>3552908

You run towards the mysterious stranger and attempt to smite him but miss!

Mary casts a prayer of healing, healing two hits worth of damage of everyone in the party!

You're now lightly wounded!
Bailey is now lightly wounded!
Dandala is now lightly wounded!
Selena is now lightly wounded!
Mary is now lightly wounded!
Ss'rath is now seriously wounded!

Ss'rath runs towards the mysterious stranger and attacks him twice with his spear! He lands one hit!

Dandala shoots the mysterious stranger with her longbow!

Bailey casts a fireball at the mysterious stranger!

But the mysterious stranger also casts a fireball! Both spell collide mid air and explode, fizzling in a blast of chaotic magic!

Selena tries again to use suggestion on the mysterious stranger in black for him to stop attacking us, take us to his lair and explain his motivations as we're curious about his backstory. Rolling to see if he resists, DC 13
>>
>>3552915
Thanks Sel
>>
>>3552915

The mysterious stranger fails to resist the suggestion from Selena!

"Fine, I'll stop attacking your friends. I'm Taleus, what are your names?"

"I'm Selena. These are my friends Uhtred, Dandala, Bailey, Mary and Ss'rath."

"Come with me, I'll show you my place. I wouldn't call it a lair, it's just my home. It's a cave, but still."

You all begin following Taleus.

"I've been a wizard for nearly thirty years already. I've studied in the royal academy of magic in the north. The last ten years I've spent alone. Why do you ask. Well... I got into some... creative conflicts with my former employers and I've been hiding from them since."

"Why did you start the zombie plague?", asks Selena.

"Do you think I started this zombie plague? God, you people are clueless. This zombie plague is the work of the Red Hand. If they didn't need Valonde for the steady supply of souls for their demonology research they would have turned that place into a huge necropolis already."

"How do you know about the Red Hand?", asks Selena.

"Well... the former employee I've been running from? It's them. I worked for the Red Hand for about eight years. Nothing too fancy, just helped built their teleportation circle network. I never got involved with the kidnapping or the demons or the undeads. But you work for them long enough you obviously hear stuff."

"You worked on their teleportation circles? So you have the keys to their facilities?", asks Bailey.

"Well, I have the keys to three different places I worked at, yeah. Permanent circles, fancy stuff, unlikely that they have changed it at all, nearly 20,000 gold investment on each of them. Those were big underground complexes, one was under the sea, the other two I don't even know where they were."

"Well, we arrived at my place. Welcome to my humble abode."

He shows us to a normal looking hill,

"I had to hide it with an illusion spell. Come on in."

He goes through the hill as if it isn't there. We follow suit.

He cast a light cantrip to illuminate the way. It is then that we see.

Lots and lots of zombies! There must be nearly a hundred of them!

"Just a precaution against anyone who tries to get into my home uninvited."

"How do you control that many zombies?", asks Bailey.

"I don't. My Wights control them. I just control the Wights."

We then see eight Wights near the back of the cave.

"That's a dangerous trick to play, what if someone kills the Wights?", says Bailey

"Well, everything has risks."

A little girl who must be eight comes running from amongst the zombies

"Papa, papa, who are these people?"

"Don't worry little girl, these are friends!"

"Is this girl your daughter?", asks Selena.
>>
>>3552942


"Well, I guess now she is. I found her hiding in the woods after the village was ravaged by the undead. She's magically attuned so I've been teaching her magic. Keeping her properly fed has been making me go back and forth to the village all the time. For myself I'd just eat a bunch of meat I can conjure, but a growing girl must eat her vegetables and drink a lot of milk so I keep going back to the village for this stuff."

"What are your plans for the future mister Taleus?"

"Me? I'll just keep hiding from the Red Hand. If I keep a low profile they won't bother coming after me."

"If you gave the Teleportation Circle keys to the authorities they could dismantle the Red Hand operations!", says Bailey.

"Well, I doubt the three sites I worked at were all the sites the Red Hand had. They wouldn't let one person work at all their places and learn all their secrets after all. Besides, I just wanna live my life, I don't really care about bringing the Red Hand to justice."

What are we going to do?
> Ask something else to Taleus (what?)
> Leave Taleus cave before the suggestion spell wears out
> Write in
>>
>>3552944
> Ask something else to Taleus (what?)

"Give us the keys. We'll use them to work against the Red Hand. Even if it isn't enough to bring them down, it'll be a blow to their operation. Enough of one that they'd have far higher priorities than hunting down former employees. You'd be able to raise your daughter somewhere that isn't a cave full of undead."
>>
>>3552968

"Give us the keys. We'll use them to work against the Red Hand. Even if it isn't enough to bring them down, it'll be a blow to their operation. Enough of one that they'd have far higher priorities than hunting down former employees. You'd be able to raise your daughter somewhere that isn't a cave full of undead.", you tell Taleus.

"Well, fine, when you put things this way. But I warn you, they have archmage level wizards just a teleport spell away, raiding one of their facilities is pretty much suicide. Do you have some parchment with you? The sigils are rather complex."

We didn't had any parchment with us so Bailey gives Taleus her grimoire and he uses the eight last pages of it to write down the sigils for the Teleportation Circles of the Red Hand. He labels them as follows:

Underwater Facility Storage Area
Underwater Facility Dormitories
Underwater Facility Research Area
Gamma Facility Storage Area
Gamma Facility Dormitories
Theta Facility Storage Area
Theta Facility Dormitories
Theta Faciltiy Research Area

"Any wizard who can cast a Teleportation Circle should be able to reach those locations using these sigils. It's nearly 160,000 gold worth of spell components going into those teleportation circles so I don't think they changed them ever since I worked for them."

What are we going to do?
> Ask something else to Taleus (what?)
> Leave Taleus cave before the suggestion spell wears out
> Write in
>>
>>3552992
> Leave Taleus cave before the suggestion spell wears out
>>
>>3552992
> Ask something else to Taleus (what?)

"Any other advice or insider information you can give us? Wizardly resources you don't need? Since you'll be leaving this cave and undead, can we kill all these zombies and take the brains from those 8 wights? They are kinda a blight on the natural world."
>>
Rolled 2 (1d2)

>>3553004
>>3553006

1 - Leave the cave
2 - Ask more stuff
>>
>>3553004
>>3553006
>>3553015

"Any other advice or insider information you can give us? Wizardly resources you don't need? Since you'll be leaving this cave and undead, can we kill all these zombies and take the brains from those 8 wights? They are kinda a blight on the natural world.", you ask.

"I think that's about all the information I had to give. I cannot allow you to kill my undead, they are here to protect me.", says Taleus.

What are we going to do?
> Ask something else to Taleus (what?)
> Leave Taleus cave before the suggestion spell wears out
> Write in
>>
>>3553017
> Leave Taleus cave before the suggestion spell wears out

Well, he's significantly higher level than us and has an undead army, so fighting isn't a smart move.
>>
>>3553021
+1
>>
>>3553021
>>3553024

We leave Taleus cave before the suggestion spell wears out.

We then head to Awstone to get our wagons.

> Head back to Valonde
> Write in
>>
>>3553029
> Head back to Valonde
>Look for zombie mobs to whittle down from wagonback on the way

Taleus wouldn't attack us even after suggestion wore off right? We came to an understanding and everything.
>>
Rolled 2, 9, 11, 17, 5, 20, 3 = 67 (7d20)

>>3553034

We head back to Valonde, on the lookout for zombie mobs.

Rolling to see if we find any zombies, or if we happen into any random encounters
>>
Rolled 7, 14 = 21 (2d20)

>>3553059

We find a zombie mob shambling about in the road, let's see how many zombies were there.
>>
Rolled 2 (1d2)

>>3553060

Let's see if there were any special zombies

1 - special zombies
2 - no special zombies
>>
>>3553060
>>3553063

We just find a mob of 21 zombies, no special zombies. We have Selena and Ss'rath drive the wagons slowly ahead of the pack of the dead while the rest of us whittle them down with arrows, crossbow bolts and spells. Eventually the zombies stop getting back up again. The region gets a little bit safer!

We then head back to Valonde.

We stop by the Scarlet Tankard to plan our next move.

What do we want to do?
> Enter the fountain portal to slay monsters
> Patrol the streets of the poorer districts looking for clues on the disappearances (how many weeks)
> Visit the institute for arcane research looking for fetch quests
> Go after some component from Alion's list (which one)
> Travel to Longdale to look for the second gem
> Write in
>>
>>3553075
Ooof. I guess we can't abuse this tactic for tons of xp. At least we're doing our part to stop the zombie menace.

Actually you know what
> Go after some component from Alion's list (which one)

Each zombie mob has like 1/8 chance of having a wight. Go out and keep exterminating them until we find a wight. And this time we'll blitz it.
>>
Calling it a night
>>
>>3553084
We should do fetch me quest, while traveling we will get encounters. This will increase our funds, if we just wonder around our account will be whittled down.
>>
>>3553075
> Visit the institute for arcane research looking for fetch quests
>>
>>3553096
True. Backing this instead. We'll just try to find zombies while travelling instead of avoiding them.
>>
>>3553075
How long does see invisibility spell last and how often can it be used?
>>
>>3553672

The See Invisibility spell last for one hour. It's a second circle spell so Bailey could cast it up to three times a day in place of her scorching ray spells if she prepares it instead. It only affects her.

She could brew some See Invisibility potions for the rest of us. They would cost 100 gold plus 1d100 gold each to brew as she would need to acquire both the main component for 100 gold and all the minor reagents for 1d100 gold from the institute for arcane research. The market price for a See Invisibility potion is 200 gold.

If we are interested in making those potions in bulk the main reagent is Nothic Eye Fluid. Nothic are aberrations with a rotting gaze that are common in deep underground tunnels around the dwarvish kingdom in the east, not much common around these parts.

It could also be substituted by Kraken Eye Fluid. Krakens can be found in the northern sea. That would arguably increase the cost of the potion, but might be a solution in a pinch.

It could also be substituted by some more exotic and harder to acquire components, like the eye fluids of a variety of powerful demons and of sphinxes, but that would considerably increase the cost of the potion and isn't recommendable.
>>
Rolled 1, 2, 1, 1, 1, 2 = 8 (6d2)

>>3553096
>>3553103
>>3553108

We decide to visit the institute for arcane research looking for fetch quests!

Rolling to see if the quests changed or stayed the same 1 they stayed the same 2 they changed
>>
>>3553890


The wizard Akon needs hydra blood she will pay 500 blood for a large vial.

The wizard Saigon needs giant centipede venom. He's willing to pay 200 gold per pint of the stuff, up to four.

The wizard Hirish needs some adamantine. He's willing to pay 100 gold per pound of the stuff, up to 20 lb.

The wizard Gorick needs rare nuts that grow in the northern part of the elvish kingdom, he'll pay 100 gold per bucket full of the stuff, up to eight buckets.

The wizard Izoprix needs harpy feathers, he'll pay 300 gold for a sack full of them.

The wizard Atazz needs celestial ichor, she'll pay 500 gold for a large vial.

The wizard Fineas needs Pixie dust, he'll pay 200 gold per vial, up to five.


What will we do?
> Go after a hydra for Akon
> Go after a giant centipede for Saigon
> Go after adamantine for Hirish
> Go after rare nuts for Gorick
> Go after harpies for Izoprix
> Go after celestials for Atazz
> Go after pixies for Fineas
> Enter the fountain portal to slay monsters
> Patrol the streets of the poorer districts looking for clues on the disappearances (how many weeks)
> Go after some component from Alion's list (which one)
> Travel to Longdale to look for the second gem
> Write in
>>
>>3553888
Thank you, the last pages of Bailey's grimoire have been filled. Do we need to get another one?
>>
>>3553913
>Go after harpy feathers

I don't recall harpies being particularly OP

We won't be able to escape probably
>>
>>3553913
> Go after adamantine for Hirish
>>
Rolled 1 (1d2)

>>3553952

The last as in the one's in the end of the grimoire.
There are still 32 blank pages out of 100 in Bailey's grimoire so it should be good for awhile longer.

>>3553955
>>3553969


1 - Go after harpies for Izoprix
2 - Go after adamantine for Hirish
>>
>>3554013

We decide to go after harpies for Izoprix.

"Where are we even going to find harpies?", asks Selena.

"I think they live in the mountains to the west.", says Mary.

"Well, it's a month long trip to get to the mountains in the west, and then another month to get back to town, plus the time we'll take looking for the harpies. I don't see this mission being very profitable with our current supply costs.", says Dandala.

"Maybe we can go after other things in the mountains too, we've been meaning to go there for ages.", says Selena.

"I think that from the stuff the wizards want us to fetch giant centipedes and hydra may be found in the mountains too. There's also stuff from Alion's list, frost giants, fire beetles, maybe even a white dragon egg.", says Bailey

"Trekking through the mountains with our wagons might prove problematic though. I don't think we'll find any safe spots to hide them around there, the whole place sounds rather deadly.", says Selena.

Will we take the wagons with us?
> Take the wagons with us to the mountains
> Pay someone to take care of our wagons while we're gone (10 gold per month)
> Write in

We have about a month worth of supplies. How much more supplies do we want to buy for this travel?
> None, a month will do
> A month more (54 gold)
> Two months more (108 gold)
> Three months more (162 gold)
> Write in
>>
>>3554052
Yikes, a full month away? There are a lot of objectives there though...

Any towns we can stop in along the way? Or are closer?
>>
>>3554062
I don't mind going aft the giant centipedes and fire beetles. The rest I think will take prep work.
>>
>>3554062

There are a few villages along the way we could stop at, the closest about two weeks away.
>>
>>3554052
> Three months more (162 gold)
>>
>>3554072
>stop at closest village just in case

>3 months
>take wagons to that close village and hire someone there
>>
Oh and before we leave copy the Red Hand info and give it to the authorities
>>
>>3554090
Bad idea the red hand are authorities.
>>
I'll be afk for awhile, I think I'll be back in three hours or so
>>
>>3554097
One of the council members that voted to keep the surveillance on the slums then.
>>
>>3554115
We currently have the element of surprise. If the RH knows that's we know their locations they might start sending assassin's or something. I'm not sure that a few council members from one city can provide us with much help.
>>
>>3554152
1. They're already sending assassins.

2. If we've already spread the info there's no longer a point in killing us because the damage is done.

3. I don't expect them to act immediately, this is more so they can prepare, and so the info isn't lost if tragedy befalls our party.

4. Council members from a big city are actually pretty influential, can call in militaries and whatnot. We can't do this all ourselves, the Red Hand is a massive organization and their bases have multiple archmages ready to teleport in and defend them.
>>
I'm back, the stuff I had to do was faster than expected.

>>3554090
>>3554097
>>3554115
>>3554152
>>3554181

Well, will we copy the Red Hand info and give it to the authorities or not? Should I roll to decide?
>>
>>3554270
I'm all for it. Not sure if I managed to convince other anon.
>>
Rolled 9, 11, 9, 4, 15, 15, 7, 14, 2, 2, 4, 18, 20, 3, 1, 9, 11, 16, 19, 2, 2, 16, 16, 20, 17 = 262 (25d20)

>>3554283

Bailey buys ink and a bunch of parchment to try and reproduce the sigils Taleus wrote at her grimoire. Rolling to see how much paper she will waste doing it, DC 15 for each sigil, need to get 8 right.

We now have 818 gold.
>>
>>3554283
>>3554321

After spending 23 sheets of paper Bailey manages to pen down all the eight sigil keys for the Red Hand teleportation circles.

We then decide to take these copies she made to the authorities.

To whom are we going to deliver these copies?
> To the guard captain
> To the high inquisitor
> To the army official
> To the army field marshal
> To Caleb the council member
> Write in
>>
>>3554321
Thank you those four at the end. Big carry.

>>3554334
>Caleb, and the army field marshal if we can't get an audience with him.
>>
>>3554334
> To Caleb the council member
>>
>>3554340
We ask for an audience with Caleb. He has a place downtown where he meets the people to hear their concerns. There's about twenty people in there when we arrive. They give us a wooden token with a number and tell us to wait our turn to see Caleb.

We wait about six hours then we're welcomed into his office.

"Hello, what can I do for you?", says Caleb, a tall blond blue eyed man with an easy smile.

"We've come into possession of the magical keys to the teleportation circles of three facilities of the criminal organization known as the Red Hand and we've decided to deliver these critical keys to the authorities. We choose you to deliver it to as we believe you're best suited to do something about it.", says Bailey.

His expression seems puzzled.

"The Red Hand you say? I've heard rumors about them. Some say they are responsible for the disappearances in this town. We've never been able to get any solid proof though. How did you got these magical keys?", says Caleb.

"A former employee of the Red Hand provided them to us. We don't really expect you to act immediately, this is more so that you can prepare and so that the information isn't lost if tragedy befalls our party.", says Bailey.

"You understand that I'll have to have wizards analyze this stuff and that any major move against the Red Hand will have to be approved by the whole council don't you?", says Caleb.

"I understand, we just had to do our part and deliver it to the authorities. We trust you'll do your best to bring the Red Hand to justice.", says Bailey.

We then hand the copies of the sigil keys to the teleportation circles of the Red Hand to Caleb.

> Ask something else to Caleb (what?)
> Resume our preparations to travel to the mountains
> Write in
>>
>>3554403
Not sure if we have anything to ask. Tell him that according to our source the Red Hand is responsible for the disappearances, they have multiple archmages on call, and they apparently would have turned this city into a mass grave long ago if not for the supply of victims they keep kidnapping.
>>
>>3554417
Harpys have a debilitating song. We might want to ask the institute about how to counter this before leaving.
>>
>>3554455
Earplugs?

Let's do a bit of research before leaving, I though harpies just had sharp talons.
>>
>>3554417

"According to our source the Red Hand is responsible for the disappearances, they have multiple archmages on call and they apparently would have turned this city into a mass grave long ago if not for the supply of victims they keep kidnapping.", you tell Caleb.

"Multiple archmages you say? Hmm... that's certainly bad news. Even one archmage would be bad enough. I fear even a large city like Valonde is wholly unequipped to deal with a threat of this magnitude. We have an army of a few hundred trained soldiers, there's the high inquisitor who is a rather strong paladin, we could recruit and train a militia a couple thousand men strong in a few months, the council have a couple small specialist teams for black ops that we don't use very often, we can call in the aid of the Abundance church and the institute for arcane research but that's about it. I don't think we have anything that can go toe to toe with an archmage. I'll bring it up and debate the issue with the Council at the next meeting."

> Ask something else to Caleb (what?)
> Resume our preparations to travel to the mountains
> Write in
>>
>>3554461
They are like flying sirens. Their song paralyzes a player. If we find 3 or more we f*cked.
>>
>>3554469
>Resume prep

Some research on the capabilities of our targets and affordable countermeasures
>>
Rolled 5, 3, 2, 2, 3, 3 = 18 (6d6)

>>3554473

We decide to spend some time at the institute for arcane research researching on the capabilities of our targets and affordable countermeasures.

Rolling to see what kind of information is available on Harpies, Giant Centipedes, Hydras, Frost Giants, Fire Beetles and White Dragons.

1-scarce information
2- vague information
3- general information
4- specific information
5-detailed information
6-expert on the subject
>>
>>3554504

We find entries on several books about harpies.

Harpies tend to organize themselves in groups of 2 to 12 individuals, sometimes led by a matriarch who may or may not have magical powers of some sort. When she does have magical powers they're usually equivalent to those of a mid level sorcerer, she's rarely powerful enough to be able to cast lightning bolt spells or the like.

Harpies attack with their claws but sometimes they use weapons like clubs or more rarely spears. Harpies like shiny objects and tend to accumulate small hoards of anything shiny they can find - baubles, coins, gems, jewelry, anything really.

Harpies tend to live in windy passes or chasms where they can easily lure their victims to their deaths so they can get an easy meal. They favorite prey are giants who make for very good meals once they splatter on the bottom of a chasm. Harpies eat their meat raw.

Harpies sing a song that can charm people. Affected individuals will walk towards the harpies disregarding their personal safety, even going so far as to plunge into abysses, step on lava and doing other dangerous things, although there's a good chance someone will come to their senses before doing something dangerous like that. Someone who resists the harpy song is immune to the song from that particular harpy for a whole day, but can still be affected by the song of other harpies. While under the effect of one harpy's song you're not affected by the others.

Plugging your ears is the cheapest way to avoid the harpy song - if you can't hear it you can't be affected by it. Common earplugs won't block out all the sound well enough to stop you from hearing the song though, they'll just give you a bonus to resist it. A Deafness spell would block all the sound (it's a second circle spell, but it only lasts for a minute).

We find an entry in a bestiary about giant centipedes.

Giant centipedes can range from a three to nine feet in size and their poison is reportedly strong enough to bring down a horse with a single bite! The poison reportedly paralyzes you if it is strong enough to bring you down but it doesn't kill you directly.

Protection From Poison spells might come handy when dealing with giant centipedes.

We find a small entry in a bestiary about Hydras.

Hydras are ancient monsters with multiple heads. If you cut one head, two will spring out. You must cauterize the wound with fire when you cut out the head to stop it from generating new heads. Hydras can never be surprised as at least one head is always awake.

Fire spells might come handy when dealing with Hydras.
>>
>>3554591

We find an entry on a bestiary about frost giants.

Frost giants inhabit the peak of frozen mountains. They live in small tribes, rarely being seem alone. There's some divergence amongst scholars about whether all frost giants are able to use a breath of cold to freeze people or if only a few of them are able to do that, the author of the book we're reading didn't had enough information to ascertain it either way.

We find an entry in a bestiary about Fire Beetles.

These creatures are prized for their glands that give off light and are used in a number of potions. They come in two sizes - some dog sized who are not particularly dangerous and can only bite and spit fire out of their fire glands, and some the size of small elephants who can jettison veritable firebreaths out of their oversized fireglands. The larger fire beetles are much rarer than the smaller ones, who can be found in tunnels and forests and are nocturnal in their habits.

We find an entry in a bestiary about white dragons.

The white dragons are the weakest of the cromatic dragons, but they're still rather strong and majestic creatures. A white dragon is capable of flying, burrowing and swiming quite fast. It can move freely through ice and snow, these being its natural element. It can usually be found dwelling in icy caverns on the top of mountains or in the far north that it excavated itself. White dragons have a breath of cold that can even turn people into ice statues! White dragons reach adult age at about 100 years old.

To deal with a white dragon might be useful to have energy immunity:cold spells or potions in order to not take damage from their cold breath, a sixth circle spell for clerics, seventh circle spell for wizards. The market price for such potions is 1800 gold each.

We then buy three months worth of supplies, now we have four months worth of supplies for our trip.

What do we wanna do next?
> Travel to the mountains with our wagons directly
> Hire someone at Valonde to watch our wagons and go to the mountains on foot
> Stop at Sebury to hire someone to watch our wagons and go the rest of the way on foot (two weeks away from Valonde, about halfway to the mountains)
> Stop at a village closer to the mountains to hire someone to watch our wagons and go the rest of the way on foot (three weeks away from Valonde, about three quarters of the way to the mountains)
> Write in
>>
>>3554594
> Stop at Sebury.

Pick up earplugs too. I'll take the bonus over nothing and plugs are cheap
>>
Rolled 13, 12, 13, 2, 18, 20, 18, 18, 11, 5, 10, 9, 11, 2 = 162 (14d20)

>>3554618

We buy some earplug for everyone in the party. We now have 654 gold.

We decide to stop at Sebury to leave our wagons there.

Rolling to see if we have random encounters along the way.
>>
>>3554626

There's a 20.
Are we still looking for undead?
>>
>>3554633
Yea
>>
>>3554641
+1
>>
Rolled 5, 10 = 15 (2d20)

>>3554641
>>3554646

We find the footprints of a mob of humanoids going offroad and we go after them. We find a mob of undead! Rolling to see how many.
>>
Rolled 1 (1d2)

>>3554652

Rolling to see if there are special zombies

1 - special zombies
2 - no special zombies
>>
Rolled 4 (1d4)

>>3554655

Rolling to see what kind of special undead we got in here

1 - Ghast
2 - Wight
3 - Flesh Abomination
4 - Zombie Knight
>>
>>3554652
>>3554655
>>3554659

We find a mob of 15 zombies with a zombie knight amongst them, the zombie knight is mounted on a zombie horse and carrying a shiny blade!

What are we going to do?
> Try the trick with the wagons
> Attack the nearest zombie with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombie with your sword three times (roll 3d20 DC 9)
> Shoot the zombie knight with your crossbow (roll 2d20 DC 12)
> Write in
>>
Rolled 18, 7, 9 = 34 (3d20)

>>3554671
>Triple attack
>>
>>3554671

Sorry, the DC to shoot the zombie knight is 15 not 12, my bad
>>
Rolled 8, 20, 3, 6, 6, 19, 19 = 81 (7d20)

>>3554674

Bailey casts a fireball spell at the zombies!

She hits the zombie knight, his horse and 5 more zombies!

Rolling to see if they evade for half damage, DC 13 for the zombie knight and its horse, 15 for the zombies
>>
Rolled 3, 2, 4, 2, 2, 2, 4, 3, 3, 3, 2, 3, 2, 4 = 39 (14d4)

>>3554689

The horse evades for half damage, two zombies evade for half damage.

Rolling damage.
>>
Rolled 15, 8, 7, 16, 10 = 56 (5d20)

>>3554691

The zombie knight takes 5 hits of fire damage!
The zombie horse dies in the blast!
The first zombie dies in the blast!
The second zombie dies in the blast!
The third zombie dies in the blast!
The fourth zombie takes 3 hits worth of damage!
The fifth zombie dies in the blast!

Rolling to see if the horse and the four dead zombies get back up, DC 10.
>>
Rolled 3, 11, 19, 6, 2, 13, 3, 13, 17, 14 = 101 (10d20)

>>3554700

Bailey killed the zombie horse and four zombies in the blast! However...
The zombie horse gets back up!
Two zombies get back up!

Selena begins to play the song of courage! Everybody gets a +2 bonus to hit.

You attack a zombies a couple times with your sword!

Dandala shoots one zombie with her longbow! She lands a critical hit! It dies! However it gets back up.

Mary hits a zombie with her mace!

Ss'rath attacks a zombie a couple times with his spear! One hit is critical!

The zombie knight approaches your group and attacks Mary twice with his blade! Eight zombies attack us, three attack you, three attack Mary and two attack Ss'rath. Rolling to hit DC 13 for Mary for the zombie knight, DC 15 for Mary for the zombies, DC 15 for you, and DC 12 for Ss'rath.

What are we going to do?
> Attack the nearest zombie with your sword twice (roll 2d20 DC 3)
> Attack the nearest zombie with your sword three times (roll 3d20 DC 7)
> Smite the zombie knight (roll 1d20 DC 13)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 13)
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 13)
> Write in
>>
Rolled 4, 4, 3 = 11 (3d20)

>>3554707
>Triple attack
>>
Rolled 9 (1d20)

>>3554707
SMITE THE KNIGHT
>>
Rolled 19, 11, 15, 12, 19, 5, 7 = 88 (7d20)

>>3554712
>>3554713

Bailey casts another fireball at the zombies! She gets 7 zombies in the blast!

Rolling to see if they evade for half damage, DC 15
>>
Rolled 4, 3, 3, 3, 1, 3, 1, 2, 2, 1, 1, 3, 2, 4 = 33 (14d4)

>>3554739

Three zombies evade for half damage.

Rolling damage.
>>
Rolled 19, 19, 4, 12 = 54 (4d20)

>>3554742

The first zombie dies in the blast!
The second zombie dies in the blast!
The third zombie takes 3 hits of fire damage!
The fourth zombie takes 3 hits of fire damage!
The fifth zombie takes 2 hits of fire damage!
The sixth zombie dies in the blast!
The seventh zombie dies in the blast!

Rolling to see if the dead zombies get back up, DC 10
>>
Rolled 15, 7, 5, 6, 1, 13, 15, 19, 13, 6, 2, 7 = 109 (12d20)

>>3554748

Bailey kills four zombies with her fireball!

However, three zombies get back up!

You try to hit the zombies with your sword but miss!

One zombie bites Mary! She's lightly wounded!

Two zombies bite Ss'rath! He's lightly wounded!

Dandala attacks one zombie with her sword! It dies! It stays dead!

Mary attacks the zombie horse with her mace! It dies! However, it gets back up!

Ss'rath attacks one zombie with his spear! It dies! It stays dead!

The zombie knight attacks Mary! Ten zombies attack us, four attack Mary, three attack you and three attack Ss'rath. Rolling to hit DC 13 for Mary for the zombie knight, DC 15 for Mary for the zombies, DC 15 for you and DC 12 for Ss'rath.

What are you going to do?
> Attack the nearest zombie with your sword twice (roll 2d20 DC 3)
> Attack the nearest zombie with your sword three times (roll 3d20 DC 7)
> Smite the zombie knight (roll 1d20 DC 13)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 13)
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 13)
> Write in
>>
Rolled 7 (1d20)

>>3554756
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 13)
>instruct the party to throw holy water on the zombie knight.
>>
Rolled 9 (1d20)

>>3554756
> Smite the zombie knight (roll 1d20 DC 13)

Is there a cap on how many times zombies can revive, or is it a flat 55% every death? Does killing them a particular way make it less likely? I figured fire would do the job. Maybe we should experiment with decapitation after only a few are left.
>>
Rolled 2 (1d2)

>>3554763
>>3554766 zombies can just keep reviving. radiant damage (from holy water or smite) will prevent them from reviving

1 - throw holy water at the zombie knight
2 - smite the zombie knight
>>
>>3554766
Mary is starting to get mobbed we need to back her up.
>>
>>3554787
Yeah, I am attacking the knight that is currently attacking her. Makes more sense to use smite, a renewable, before the consumable water.
>>
>>3554790
The water is cheap, reviving characters is a long and expensive process...
>>
Rolled 8, 11, 19, 19, 10, 3, 16, 8, 3, 14 = 111 (10d20)

>>3554763
>>3554766
>>3554780

The zombie knight lands a hit on Mary with his sword! She's lightly wounded!

Two zombies bite you! You're lightly wounded!

You try to smite the zombie knight but miss.

Dandala attacks one of the zombies with her sword but miss.

Ss'rath attacks a zombie with his spear, killing it! It stays dead!

Mary attacks the zombie horse with her mace, killing it! It stays dead!

Bailey casts a Scorching Ray spell on the zombies! She hits three zombies with it! She kills one zombie! It stays dead!

The zombie knight attacks Mary twice with his sword! Eight zombies attack us! Three attack Mary, three attack you and two attack Ss'rath. Rolling to hit DC 13 for Mary for the zombie knight, DC 15 for Mary for the zombies, DC 15 for you and DC 12 for Ss'rath.

What are you going to do?
> Attack the nearest zombie with your sword twice (roll 2d20 DC 3)
> Attack the nearest zombie with your sword three times (roll 3d20 DC 7)
> Smite the zombie knight (roll 1d20 DC 13)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 13)
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 13)
> Write in
>>
Rolled 3 (1d20)

>>3554795
And? Water is better than Smite how?

>>3554799
> Smite the zombie knight (roll 1d20 DC 13)
>>
>>3554805
I was instructing the party to throw holy water on the knight because he was attacking Mary. I was doing this because she can heal the zombie bits. Unless Uhtred also has this ability, if she goes down then other party members also go down, this increase her importance.
>>
>>3554813
Uhtred does also have this ability, and Mary is sttill only lightly wounded.
>>
Rolled 7, 11, 1, 14, 20, 3, 12 = 68 (7d20)

>>3554805
>>3554813

Two zombies bite Mary! She's seriously wounded!

One zombie bites you! You're seriously wounded! You're getting a +2 penalty on all DCs.

One zombie bites Ss'rath, he's seriously wounded!

You try to smite the zombie knight but miss!

Dandala attacks one of the zombies with her sword! She kills it! It stays dead!

Mary attacks one zombie with her mace! She kills it! However, it gets back up!

Ss'rath attacks a couple zombies with his spear! He kills them! However, one of the zombies get back up!

Bailey casts a Scorching Ray spell! She hits two zombies with the rays! She kills them! However, one of the zombies get back up!

The zombie knight attacks Mary twice with his sword! Five zombies attack us! Three attack Mary, two attack you Rolling to hit DC 13 for Mary for the zombie knight, DC 15 for Mary for the zombies and DC 15 for you.

What are you going to do?
> Attack the nearest zombie with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombie with your sword three times (roll 3d20 DC 9)
> Smite the zombie knight (roll 1d20 DC 15)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 15)
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 15)
> Write in
>>
Rolled 16, 8, 2 = 26 (3d20)

>>3554825
> triple attack
>>
Rolled 2, 13, 14 = 29 (3d20)

>>3554825
The song of courage wore off already? Selena, give us another hit!

Also Mary either healing prayer or repel them please

> Attack three different zombies with your sword three times (roll 3d20 DC 9)
>>
>>3554825
>can we have Mary heal the party
>>
Rolled 17, 9 = 26 (2d20)

>>3554826
>>3554829 Selena is still playing the song of courage, you're getting a +2 penalty on DCs from being seriously wounded


One zombie lands a critical hit on Mary! She's now crippled!

You try to attack three zombies but only hit two! You kill them! However, they get back up!

Dandala hits a zombie with her sword! She kills it! However, it gets back up!

Ss'rath attacks a couple zombies with his spear! He kills them! However, one of them gets back up!

Bailey casts a Scorching Ray spell! She hits three zombies! She kills them! They don't get back up!

Mary attacks the last zombie with her mace! She kills it! It doesn't gets back up!

The zombie knight attacks Mary twice with his sword! Rolling to hit Mary, DC 13

What are you going to do?
> Attack the zombie knight your sword twice (roll 2d20 DC 15)
> Attack the zombie knight with your sword three times (roll 3d20 DC 19)
> Smite the zombie knight (roll 1d20 DC 15)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 15)
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 15)
> Write in
>>
Rolled 2 (1d20)

>>3554835
> Smite the zombie knight (roll 1d20 DC 15)

Definitely interpose yourself between it and Mary so it can't hit her anymore.
>>
Rolled 9, 14 = 23 (2d20)

>>3554835
> Attack the zombie knight your sword twice (roll 2d20 DC 15)
>>
Rolled 3, 20 = 23 (2d20)

>>3554838
>>3554842


The zombie knight lands a hit on Mary! She's now incapacitated!

Mary casts a prayer of healing! It heals 2 hits worth of damage from everyone in the party!

Mary is now crippled!
You're lightly wounded!
Ss'rath is lightly wounded!

You interpose yourself between the zombie knight and Mary so it can't hit her anymore!

You try to smite the zombie knight but fail!

Dandala tries to hit the zombie knight with her sword but fail!

Ss'rath attacks the zombie knight with his spear!

Bailey casts a magic missile at the zombie knight!

Selena attacks the zombie knight with her short sword! She kills it! However, it gets back up!

The zombie knight attacks you with his sword twice! Rolling to hit DC 15.

What are you going to do?
> Attack the zombie knight your sword twice (roll 2d20 DC 15)
> Attack the zombie knight with your sword three times (roll 3d20 DC 19)
> Smite the zombie knight (roll 1d20 DC 15)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 15)
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 15)
> Write in
>>
Rolled 1, 17 = 18 (2d20)

>>3554845
> Attack the zombie knight your sword twice (roll 2d20 DC 15)

Next level we need to upgrade smite's to hit bonus
>>
>>3554848
Dual swords might be a better option.
>>
>>3554854
Nah, we need to have as high an AC as this zombie knight, to interpose ourselves between party members and damage. We should pick up a tower shield.
>>
Rolled 4, 4 = 8 (2d4)

>>3554848


The zombie knight lands a critical hit on you! You're now seriously wounded!

You attack the zombie knight with your sword! You kill it! It stays dead!

(You get 1 experience for surviving the fight against the undead. You now have 94 experience. You'll level up once you reach 150 experience. You're currently level 4)

You then go loot the zombie knight. On him you find

1 - a ruined plate mail (still sells for 1d100 gold, or you could use AC 14)
2 - a rusty plate mail (still sells for 2d100 gold, or you could use AC 16)
3 - a good conditions plate mail (sell for 3d100 gold, or you could use it AC 18)
4 - his plate mail crumbles to dust, whatever spell was animating it destroyed the armor

1 - a normal sword (sells for 1d4 gold)
2 - a masterwork sword (sell for 2d100 gold, or you could use it, gives a +1 bonus to hit)
3 - a cursed sword (it curses a random party member)
4 - his sword crumbles to dust, whatever spell was animating it destroyed the sword
>>
>>3554860
When we lvl we gain 1 health, if we pick dual swords we double our attack power and the added health should off set the loss of the shield.
>>
>>3554861
Lol nice roll
>>
>>3554861
dammmmmm

>>3554868
I don't think dual swords work that way, and I don't agree that more health will offset losses since stronger enemies do more damage.
>>
>>3554861
Could you explain cursed items, does it's effect fade over time? Is there a process to remove it?
>>
>>3554861

Well, no loot for us. His plate mail and sword crumbles to dust, whatever magic was animating him destroyed the items when he was killed.

We continue on our trip until we arrive at Sebury.

We head to the Azure Cup tavern. Selena goes around gathering info.

"A group of kobolds built a home in a cave that belonged to a hill giant near this town and they've been robbing and harassing the locals, they're offering us 100 gold to kill the pesky creatures."

"Seems like there's now a bunch of trolls in that cave where the cursed armor of the paladin lies. If anyone wants a cursed armor, or to rid the village of a bunch of trolls we might wanna check that place out."

"The locals tell of a mad druid called Herzoflix who apparently likes to curse people seemingly at random. The locals want him gone. They're offering us 200 gold for us to kill the mad druid."

What do we want to do?
> Kill the kobolds
> Kill the trolls to get the cursed armor
> Kill the mad druid
> Hire someone to take care of our wagons (10 gold per month)
> Continue on our trip towards the mountains
> Write in
>>
>>3554880
Alion explained a bit when we looted that orb from the necromancer. Casting dispel magic was enough to remove the curse in that case. I'd assume for a magical curse you'd need a magical spell to remove it.

>>3554881
How many trolls, incidentally?

Also anyone in town still cursed? Have Bailey try dispelling the curses for a fee. If it works I'd b down to go after the druid.
>>
>>3554881
> Kill the mad druid
>>
Rolled 2 (1d4)

>>3554880
>>3554887

Removing curses usually takes the Remove Curse spell. It is usually enough to get rid of cursed items too. Bailey doesn't know the Remove Curse spell.

Bailey doesn't know the Dispel Magic spell neither for that matter.

Let me roll to see if there's anyone still cursed in town.

1 - The druid cursed a few people last week but the curses weared off
2 - The druid cursed one guy last month and the curse stuck on him
3 - The druid cursed 1d6 people last week and they're still cursed
4 - It's been a month or more since anyone been cursed and the curses weared off
>>
Rolled 3 (1d4)

>>3554906

Let me see what kind of curse this one guy have

1 - he turns into a tree at night
2 - water burns his skin
3 - he attracts dozens of flies wherever he goes
4 - he secretes a slimy substance from his every pore leaving a trail wherever he goes like a slug
>>
>>3554906
Huh, I coulda sworn Bailey cast dispel magic in the past
>>
>>3554887 the villagers don't have exact numbers on the trolls, probably at least three
>>3554897
>>3554912 you're right, she did cast dispel magic on the illusion on that tower, I just forgot to add the spell on her grimoire, I'll fix it now

I think I should post Bailey's grimoire for reference so you know what spells she knows. Tell me if I'm missing something. She usually memorizes the same compliment of magic missile, scorching ray and fireball for combat but she can memorize other things if there should be the need.
Bailey's Grimoire:

Cantrips: Light, Mage Hand, Firebolt, Blade Ward, Shocking Grasp, Prestidigitation, (6 pages)

1st level: Comprehend Languages, Magic Missile, Detect Magic, Feather Fall, (8 pages)

2nd level: Scorching Ray, Invisibility, Protection from Arrows, See Invisibility (16 pages)

3rd level: Tongues, Fireball, Lightning Bolt, Fly, Water Breathing, Dispel Magic (36 pages)


8 pages of of Red Hand Teleportation Circles sigils

6+8+16+36+8=74 pages, 26 to go
>>
>>3554923
Looks good.

>Have Bailey try to dispel the curse on the fly guy. If she can, take the druid. If not, go after the cursed armor.
>>
>>3554887
>>3554897

We decide to go kill the mad druid Herzoflix. The locals told us he lives somewhere in the woods near the village. They also told us he has a pet bear.

How long do we want to keep looking for the druid?
> Let's look for a week
> Let's look for a couple weeks
> Let's look for three weeks
> Write in
>>
>>3554933
+1
>>
>>3554936
> Let's look for a couple weeks
>>
>>3554936
>couple weeks

It seems his curses wear off, perhaps we should try talking instead of going right to killing?
>>
Rolled 6, 1, 12, 2, 3, 18, 9, 1, 13, 17, 18, 17, 15, 1 = 133 (14d20)

>>3554938
>>3554940
>>3554950

We decide to spend a couple weeks looking for Herzoflix. On a 19 or a 20 we find him.
>>
>>3554950
Sounds good.
>>
>>3554969
After searching for two weeks we don't find Herzoflix.

> Continue looking for one more week
> Continue looking for two more weeks
> Continue looking for three more weeks
> Give up the search
> Write in
>>
>>3554974
> Continue looking for two more weeks
>>
>>3554974
>2 more
>>
Rolled 14, 14, 12, 20, 17, 3, 12, 7, 15, 7, 9, 11, 15, 7 = 163 (14d20)

>>3554980
>>3554991

We decide to continue looking for Herzoflix for two more weeks. On a 19 or 20 we find him.
>>
>>3554997

We find a bunch of makeshift alchemical tools in the middle of the forest set up performing some kind of reaction. Not long after we hear the roar of a bear and then we see Herzoflix who comes from behind a tree.

"So you're the people the villagers sent to kill me?", says Herzoflix

"Why are you cursing the villagers?", asks Selena.

"They're disgusting stains in the beautiful tapestry of nature and we'd be better off without them, if I could I'd get rid of them all. And more to the point I'm testing my new potions.", says Herzoflix.

"What new potions?", asks Bailey.

"You see, druids don't normally are able to bestow curses on anyone. But I discovered that if I collect enough vital essence I can create a potion that lets me cast whatever necromantic spell I want, even if it isn't a spell a druid would normally be able to cast. With enough vital essence I can even make the curse permanent!", says Herzoflix.

"And how do you collect vital essence?", asks Bailey.

"You just need an alchemical set, some focus gem, and time. Using a diamond makes everything in about a mile radius age a couple times faster. In a few months there should be enough for a vial or three.", says Herzoflix.

"You must stop cursing the villagers, that's wrong!", says Mary.

"They're a blight to nature, don't you see? We would all be better off if they were gone!", says Herzoflix.

"How can you say such a thing? These villagers are just living their lives, they aren't harming anyone!", says Selena.

"Instead of killing me you should help me catch a couple villagers so that we could sacrifice them to the nature goddess upon a stone altar! This way she would surely bless us!"

"You're out of your mind! You truly are mad Herzoflix!", says Mary.

"I'm not joking, the nature goddess would certainly bless us if we sacrificed a couple villagers. They're wicked and hate her, they don't perform the proper sacrifices to her, she would gladly drink their souls and bless us."

"You can't be serious!", you say.

What will we do?
> Go capture a couple villagers to sacrifice to the nature goddess
> Leave the mad druid alone
> Attack Herzoflix
> Write in
>>
>>3555049
I want to with is option... Go capture a couple villagers to sacrifice to the nature goddess
> but killing the druid is probably better.
>>
>>3555058
*go, this
>>
calling it a night
>>
>>3554950
We might want to leave him alone... I'm not sure if we can take him.
https://youtu.be/Y43yCQ3oB0I
>>
>>3555049
Ok, I'm satisfied that he's evil

>Attack Herzofliz

>>3555076
From his speech, I felt like if he was high enough level to easily stomp our party then he would have just killed the villagers himself by now.
>>
>>3555430
Ok
> kill druid
>>
>>3555058
>>3555430
>>3555578

You draw your sword to attack the druid!

Herzoflix begins running away!

His bear attacks Bailey twice, knocking her to the ground! She's lightly wounded!

Dandala shoots with her longbow at the druid but miss!

Selena shoots with her crossbow at the druid but miss!

Ss'rath throws a spear at the druid but miss!

Mary shoots with her crossbow at the druid but miss!

The druid gets away!

His bear then begins to flee too!

Dandala shoots the bear with her longbow and hits!

Selena shoots the bear with her crossbow but miss!

Mary shoots the bear with her crossbow and hits!

Ss'rath throws a spear at the bear but miss!

You shoot the bear with your crossbow!

Bailey still knocked prone casts a Fireball spell at the bear! The bear takes 5 hits worth of fire damage!

The bear survives our attacks and gets away!

Mary then heals Bailey.

"That bear was unnaturally tough!", says Bailey.

"Druid's animal companions tend to be much harder to kill than common animals.", says Dandala.

"The druid left behind his setup for gathering vital essence, do you think he'll come back for it?", says Selena.

"I don't know, maybe. We might as well take it with us. Do you think it will make us age twice as fast if we carry the diamond around with us?", says Mary.

"I don't know. Maybe we could take it to Alion for him to extract the vital essence for us.", you say.

"The process as described by the druid seems to be significantly slower than the one employed by the necromancer. It might not have enough vital essence for even a small vial.", says Bailey.

"Well, you could always cast a dispel magic on it and then we could sell the diamond.", says Selena.

What are we going to do?
> Steal the druid's diamond
> Continue to track the druid (for how long?)
> Give up trying to kill Herzoflix
> Write in
>>
>>3555714
>Steal and dispel diamond

>Keep tracking with more of a focus on his vital essence setups
>>
>>3555714
>>3555720
Forget to specify two more weeks. Dismantling any vital essence gathering sites we find.
>>
>>3555714
>Take the diamond let the druid live.
>>
>>3555735
As dispel diamond.
>>
Rolled 1 (1d2)

>>3555720
>>3555723
>>3555735
>>3555747


Alright, so we take the diamond and dispel it. Rolling on what to do next.

1 - track the druid for two more weeks searching for vital essence gathering sites
2 - let the druid live
>>
Rolled 16, 10, 7, 3, 5, 4, 9, 19, 1, 10, 11, 9, 7, 7 = 118 (14d20)

>>3555720
>>3555723
>>3555735
>>3555747
>>3555751

We take the diamond and on the following morning Bailey casts a dispel magic spell on it, it emanates a faint glow for a few moments as she dispels it. It should be safe to carry now.

We decide to track the druid for a couple more weeks, looking for vital essence gathering sites.

These sites are fairly discrete, just a small alchemist set in the middle of nowhere, so they're quite hard to find.

Also finding a druid in the wilderness who is aware of us and is actively trying to evade might prove difficult.

Rolling to see if we find anything, on a 20 we find a vital essence gathering site. On a 19 or 20 there's a 50% chance that we find the druid.
>>
Rolled 3 (1d4)

>>3555763

Rolling to see if we find the druid

1 - we find the druid and surprise him
2 - we find the druid and he surprises us
3,4 - we don't find the druid
>>
>>3555763
>>3555765

After spending two more weeks looking for the druid we don't manage to find him in the wilderness near the village of Sebury, nor any more sites of vital essence gathering.

What do we want to do next?
> Continue looking for Herzoflix (for how long?)
> Give up the search
> Write in
>>
>>3555772
>Give up the search

Ask Sebury if they'd be ok with starting a lumber operation or forest fire because there isn't much chance of catching a druid in their own forest without drawing him out.
>>
>>3555790

We give up the search for Herzoflix.

We ask Sebury if they would be ok with starting a lumber operation or forest fire because there isn't much chance of catching a druid in their own forest without drawing him out. The village elders say as this is one of the few large forested areas in the kingdom a forest fire is probably a bad idea since it would deprive the region of much needed wood, and a large scale lumber operation while might be effective would take way too much work, who would even pay for it.

Guess Sebury will have to keep living with a mad druid as a neighbour.

What do we want to do next?
> Kill the kobolds
> Kill the trolls to get the cursed armor
> Hire someone to take care of our wagons (10 gold per month)
> Continue on our trip towards the mountains (stop on the next village; go directly to the mountains)
> Write in
>>
>>3555821
>Kill the trolls

They're smart enough to focus Bailey and Selena so remember to encircle them when combat happens.
>>
>>3555827
+1
>>
>>3555827
If we can I think we should take another swipe at the druid.
>>
>>3555910
We've got a 1/20 chance of finding him. I'd like to raise that first.
>>
>>3555936
That's pure dice roll the odds are higher
>>
>>3555944
I don't understand what you mean. The odds are exactly what the pure dice roll is by definition.
>>
>>3555954
The DM roll for each day there is a 10% chance of finding diamond/druid. We have14 day of searching so it should be much higher...
>>
>>3555954
I don't know how much a diamond goes for, but I'm sure it offsets the amount spent searching for him considerably.
>>
>>3555821
> look for druid
>>
Rolled 1 (1d3)

>>3555827
>>3555852

We decide to kill the trolls. We follow the directions given by the townsfolk, the trip to their cave takes three days.

Let's see what we find when we arrive there.

1 - All the trolls are inside the cave feasting upon a recent kill (2d4 trolls)
2 - Half the trolls are inside the cave when we arrive, digging the walls to expand it (1d4 trolls)
3 - The trolls are out hunting, the cave is empty (no trolls)
>>
Rolled 3, 3 = 6 (2d4)

>>3556068

Rolling to see how many trolls we find in the cave.
>>
>>3556070

When we enter the cave we are assaulted by the stench of death, the rotting carcasses of the various animals the trolls killed to sate their hunger scattered around the place.

We find 6 trolls in the cave feasting upon a deer corpse. They notice us and turn towards us to fight!

What are you going to do?
> Attack the nearest troll with your sword twice (roll 2d20 DC 12)
> Attack the nearest troll with your sword three times (roll 3d20 DC 16)
> Smite the nearest troll (roll 1d20 DC 12)
> Throw a flask of alchemist fire at the nearest troll (roll 1d20 DC 12)
> Write in
>>
Rolled 3 (1d20)

>>3556076
> Throw a flask of alchemist fire at the nearest troll (roll 1d20 DC 12)
>>
Rolled 7, 17, 15, 4, 5, 14 = 62 (6d20)

>>3556081

Bailey casts a fireball at the trolls, rolling to see if they dodge for half damage, DC 13
>>
Rolled 16, 6 = 22 (2d20)

>>3555999
50 percent chance for 2 weeks

>>3556076
Attack twice
>>
Rolled 4, 1, 4, 1, 2, 4, 2, 2, 1, 2, 1, 4 = 28 (12d4)

>>3556099

three trolls dodged for half damage, rolling damage
>>
>>3556102
Those are good odds.
>>
Rolled 13, 3, 3, 3, 16, 15, 14, 1, 9, 5, 13, 15, 5, 5, 20, 14, 3, 4 = 161 (18d20)

>>3556099
>>3556103

The first troll took 5 fire damage from the blast!
The second troll took 4 fire damage from the blast!
The third troll took 4 fire damage from the blast!
The fourth troll took 4 fire damage from the blast!
The fifth troll took 3 fire damage from the blast!
The sixth troll took 4 fire damage from the blast!

You try to attack the nearest troll twice and land one hit!

Dandala tries to attack one troll with her sword but miss!

Mary casts Spiritual Weapon! Her spiritual weapon attacks one troll!

Ss'rath attacks one troll with his spear!

Selena begins to play the song of courage! Everyone is getting a +2 bonus to hit!

The trolls will attack you, Mary, Dandala, and Ss'rath two you, two Mary, and one each of the others, three attacks per troll (one with bite, two with claws)! Rolling to hit DC 11 for you and DC 11 for Mary, DC 10 for Dandala and DC 8 for Ss'rath.

What are you going to do?
> Attack the nearest troll with your sword twice (roll 2d20 DC 10)
> Attack the nearest troll with your sword three times (roll 3d20 DC 14)
> Smite the nearest troll (roll 1d20 DC 10)
> Fight defensively (roll 1d20 DC 14, you get one free dodge)
> Throw a flask of alchemist fire at the nearest troll (roll 1d20 DC 10)
> Write in
>>
Rolled 4, 18 = 22 (2d20)

>>3556105
Not if the diamond isn't worth much

>>3556131
>Attack twice

Save fire for finishers
>>
>>3556135
>Save fire for finishers
Bailey was going to throw another fireball. Tell her not to?
>>
>>3556146
Please keep up the fireballs. I meant the flasks of alchemical stuff
>>
Rolled 5, 15, 17, 5, 7 = 49 (5d20)

>>3556156

Bailey throws another fireball at the trolls. This time she only manages to hit five of them, one was too close to us and she would catch us in the area of effect of the fireball if she were to hit it.

Rolling to see if the trolls evade for half damage, DC 13
>>
Rolled 3, 2, 1, 4, 4, 3, 2, 1, 4, 4 = 28 (10d4)

>>3556166

Two trolls evade for half damage.

Rolling damage
>>
Rolled 11, 19, 20, 13, 4, 9, 11, 19, 16, 9, 18, 10, 16, 4, 8 = 187 (15d20)

>>3556169
>>3556131


The first troll takes 5 fire damage from the blast!
The second troll takes 4 fire damage from the blast!
The third troll takes 4 fire damage from the blast!
The fourth troll takes 3 fire damage from the blast!
The fifth troll takes 8 fire damage from the blast! It dies!

One troll lands a bite on you and another lands two claw attacks on you! You take 5 hits worth of damage! You're now crippled, taking a +4 penalty on all DCs and -2 penalty on AC.

One troll lands a bite on Mary and another lands two claw attacks! She takes 5 hits worth of damage! She's now crippled!

Dandala manages to dodge the troll claw.

Ss'rath receives a bite from one of the trolls! He's lightly wounded!

You attack the nearest troll with your sword!

Dandala attacks a troll with her sword!

Mary casts a Prayer of Healing!
Mary is now seriously wounded!
You're now seriously wounded! You're taking a penalty of +2 on DCs.
Ss'rath is fully healed!

Mary's spiritual weapon hits the troll!

Ss'rath tries to attack the troll but miss!

The five remaining trolls attack us! Two attack you, one each of the others, three attacks per troll (one bite, two claws). Rolling to hit DC 11 for you, DC 11 for Mary, DC 10 for Dandala, DC 8 for Ss'rath.


What are you going to do?
> Attack the nearest troll with your sword twice (roll 2d20 DC 12)
> Attack the nearest troll with your sword three times (roll 3d20 DC 16)
> Smite the nearest troll (roll 1d20 DC 12)
> Fight defensively (roll 1d20 DC 16, you get one free dodge)
> Throw a flask of alchemist fire at the nearest troll (roll 1d20 DC 12)
> Write in
>>
Rolled 17 (1d20)

>>3556197
> Fight defensively (roll 1d20 DC 16, you get one free dodge)
>instruct party to fight defensivly
>>
Rolled 6 (1d20)

>>3556197
>Defensive fighting

Damnit town, you told us three trolls at most!
>>
Rolled 6, 20, 8, 11, 2, 14, 3, 7, 2, 15, 16, 10 = 114 (12d20)

>>3556215
>>3556217

You tell the party to fight defensively!

You fight defensively, avoiding the bite of one troll!
You take four hits of damage from two claw attacks and one bite! You're now incapacitated, taking +6 on all DCs and -4 on AC.

Mary takes three hits worth of damage from the trolls, she's now crippled!

Dandala fights defensively and avoids being hit by the troll.

Ss'rath fights defensively and avoids being hit by the troll.

You hit the troll with your sword!

Dandala hits the troll with her sword!

Ss'rath miss the troll!

Mary casts Prayer of Healing!

She's now seriously wounded!
You're now crippled, taking +4 penalty on DCs and -2 penalty on AC.

Bailey casts a Scorching Ray spell! She lands two rays! She kills one troll with it!

The four remaining trolls attack your party, one each, three attacks per troll, one bite and two claws! Rolling to hit DC 9 for you, DC 11 for Mary, DC 10 for Dandala, DC 8 for Ss'rath.

What are you going to do?
> Attack the nearest troll with your sword twice (roll 2d20 DC 14)
> Attack the nearest troll with your sword three times (roll 3d20 DC 18)
> Smite the nearest troll (roll 1d20 DC 14)
> Fight defensively (roll 1d20 DC 18, you get one free dodge)
> Throw a flask of alchemist fire at the nearest troll (roll 1d20 DC 14)
> Use your lay on hands ability (yourself, Mary; two uses left)
> Write in
>>
>>3556269

Oh year, I forgot, Mary's spiritual weapon hits one troll.
>>
Rolled 19 (1d20)

>>3556269
>Fight defensive

Mary another big heal pls
>>
>>3556269
> Use your lay on hands ability (yourself, Mary; two uses left)
Heal self and have Mary heal.
>>
Rolled 6, 20, 10, 3, 13, 16, 3, 2, 2 = 75 (9d20)

>>3556283 she's out, she only has two per day
>>3556293


You fight defensively and avoids the claw of the troll!

Mary fights defensively and avoids the troll's bite! However, she takes the troll's claws for 1 hit worth of damage! She's crippled!

Ss'rath fights defensively and avoids the troll's bite! However, he's hit by both the troll's claws for 2 hits worth of damage! He's lightly wounded!

You manage to hit the troll!

Mary heals herself for one hit worth of damage! She's now seriously wounded! Her spiritual weapon hits the troll!

Dandala hits the troll with her sword!

Ss'rath kills the troll with his spear! However, it begins to regenerate!

Bailey casts a scorching ray spell! She finishes off the downed troll!

The three remaining trolls attack you, Mary and Dandala. Rolling to hit DC 9 for you, DC 11 for Mary and DC 10 for Dandala.

What are you going to do?
> Attack the nearest troll with your sword twice (roll 2d20 DC 14)
> Attack the nearest troll with your sword three times (roll 3d20 DC 18)
> Smite the nearest troll (roll 1d20 DC 14)
> Fight defensively (roll 1d20 DC 18, you get one free dodge)
> Throw a flask of alchemist fire at the nearest troll (roll 1d20 DC 14)
> Use your lay on hands ability (yourself, Mary, Ss'rath; two uses left)
> Drink a vital essence potion (you have two)
> Write in
>>
>>3556330

Hold on, I made a mistake.

I think I made Mary both fight defensively and heal herself on the same turn, that shouldn't happen.

Ok, so she didn't heal herself, she tried to attack the troll and missed her attack, she's still crippled.
>>
>>3556330
> Use your lay on hands ability (yourself, Mary, Ss'rath; two uses left)
>you heal yourself and Mary heals herself
>>
Rolled 6 (1d20)

>>3556330
>Fight defensive, ask Mary for healing
>>
Rolled 2 (1d2)

>>3556342
>>3556343

1 - heal yourself
2 - fight defensive
>>
Rolled 1, 17, 5, 18, 17, 16 = 74 (6d20)

>>3556342
>>3556343
>>3556348

You fight defensively, avoiding a claw attack by the troll and getting hit by his other claw! You're crippled!

Mary fights defensively, being hit by the claw of the troll! She's crippled!

Mary lands a hit on the troll with her mace! Her spiritual weapon also hits the troll!

Dandala hits the troll with her sword!

Ss'rath finishes off the troll with his spear! However, the troll begins to regenerate!

Bailey finishes off the troll with a scorching ray spell, also hitting a second troll with one ray!

The two remaining trolls attack you and Dandala. Rolling to hit DC 9 for you and DC 10 for Dandala.

What are you going to do?
> Attack the nearest troll with your sword twice (roll 2d20 DC 14)
> Attack the nearest troll with your sword three times (roll 3d20 DC 18)
> Smite the nearest troll (roll 1d20 DC 14)
> Fight defensively (roll 1d20 DC 18, you get one free dodge)
> Throw a flask of alchemist fire at the nearest troll (roll 1d20 DC 14)
> Use your lay on hands ability (yourself, Mary, Ss'rath; two uses left)
> Drink a vital essence potion (you have two)
> Write in
>>
I'll be afk for a few hours
>>
Rolled 16 (1d20)

>>3556362
>fight defensive

Such a lifesaver

Have someone light up that reviving troll
>>
Rolled 5, 16, 19, 20, 13, 17 = 90 (6d20)

>>3556393 Bailey already killed it with a scorching ray

You fight defensively avoiding the claw attack of the troll.

Dandala fights defensively avoiding the bite of the troll. However, she's hit by two claw attacks, taking 4 hits worth of damage! She's seriously wounded.

You miss the troll.

Dandala hits the troll with her sword!

Mary heals you for one hit of damage! You're still crippled! Mary's spiritual weapon tries to hit one troll but miss!

Ss'rath hits the troll with his spear, killing it! However it begins to get back up, regenerating from the blows!

Bailey tries to kill the regenerating troll with a firebolt but miss!

The two remaining trolls attack you and Dandala! Rolling to hit DC 9 for you and DC 10 for Dandala.

What are you going to do?
> Attack the nearest troll with your sword twice (roll 2d20 DC 14)
> Attack the nearest troll with your sword three times (roll 3d20 DC 18)
> Smite the nearest troll (roll 1d20 DC 14)
> Fight defensively (roll 1d20 DC 18, you get one free dodge)
> Throw a flask of alchemist fire at the nearest troll (roll 1d20 DC 14)
> Use your lay on hands ability (yourself, Mary, Ss'rath; two uses left)
> Drink a vital essence potion (you have two)
> Write in
>>
>>3556801
> Use your lay on hands ability (yourself, Mary, Ss'rath; two uses left)
> heal self, have Mary heal Dandala. Have the rest of the party fight normal. Keep Uhtred and Sandals def.
>>
>>3556801
> Drink a vital essence potion (you have two)
>>
Rolled 2 (1d2)

>>3556812
>>3556818

1 - heal yourself
2 - drink vital essence potion
>>
Rolled 1, 2, 2, 2 = 7 (4d2)

>>3556812
>>3556818
>>3556828

You drink a vital essence potion! You're now seriously wounded.

Mary heals Dandala! She's seriously wounded!

Dandala fights defensively and avoids the bite of the troll!

One troll lands two claw attacks on you!
The other troll lands two claw attacks on Dandala!

Rolling damage!
>>
Rolled 8, 13, 6 = 27 (3d20)

>>3556830

You take three hits of damage from the claw attacks of the troll! You're now crippled!

Dandala takes 4 hits of damage from the claw attacks of the troll! She's now incapacitated!

Mary's Spiritual Weapon hits one troll!

Dandala attacks one troll but miss!

Ss'rath attacks one troll with his spear twice!

Selena shoots one troll with her crossbow!

Bailey kills one troll with a firebolt spell!

The last troll attacks Dandala! Rolling to hit DC 6.

What are you going to do?
> Attack the nearest troll with your sword twice (roll 2d20 DC 14)
> Attack the nearest troll with your sword three times (roll 3d20 DC 18)
> Smite the nearest troll (roll 1d20 DC 14)
> Fight defensively (roll 1d20 DC 18, you get one free dodge)
> Throw a flask of alchemist fire at the nearest troll (roll 1d20 DC 14)
> Use your lay on hands ability (yourself, Mary, Ss'rath, Dandala; two uses left)
> Drink a vital essence potion (you have one)
> Write in
>>
>>3556847
Can we have Ss'rath step infront of Sandals, also have here take a healing potion
>>
>>3556847
> Use your lay on hands ability (yourself, Mary, Ss'rath, Dandala; two uses left)

Dandala
Step in front to absorb an attack as well.
>>
Rolled 1, 2 = 3 (2d2)

>>3556857
>>3556864

you can try to get people in front of her for next turn if there's a next turn but for this turn she'll get hit, the dice been cast already

You hand a vital essence potion to Dandala and use your lay on hands ability on her.

Mary heals Dandala for one hit worth of damage.

Dandala drinks a vital essence potion.

She's now seriously wounded.

The troll lands all three hits on her, rolling claw damage.
>>
>>3556876

Dandala takes four hits worth of damage from the bite and the claws of the troll! She's now incapacitated!

Mary's Spiritual Weapon hits the last troll!

Ss'rath miss the troll!

Selena shoots the troll with her crossbow!

Bailey kills the last troll with a firebolt spell!

(You gained 6 experience for surviving the fight with the trolls! You now have 100 experience! You'll level up once you get 150 experience. You're currently level 4.)

(Selena leveled up! She learned two new spells. Now she can cast 4 level 1 spells a day and 3 level 2 spells a day. Which spells did she learn?
Cantrip (at will): Vicious Mockery - enemy makes a DC 11 save or take 1 psychic damage
First Circle:
Healing Word - heal one hit worth of damage at a target up to 60 feet away.
Heroism - target receives one temporary hit of life and is immune to fear
Sleep - up to five creatures roll DC 12 or fall asleep
Identify - learn properties, how many charges and/or how to use a magical object
Second Circle:
Invisibility - creature you touch turn invisible for up to one hour
See invisibility - you can see invisible things for up to one hour
Locate Object - find an object up to 1000 feet away
Silence - no sound in a sphere of 20 foot radius for up to 10 minutes
Hold Person - DC 13 or paralize a person for up to a minute

While we're at it, pick the new default spell loadout for Selena, what will it be instead of Charm Person x4 and Suggestion x3.
)

We inspect the troll's cave and in its depths we find an old skeleton wearing a black platemail! Must be the cursed platemail the villagers talked about!

"Be careful, simply touching it might be enough to curse you! We don't know its properties, we would have to take it to someone who could identify it.", says Bailey.

"Can't you use your spells to carry it?", says Selena.

"It's too heavy to carry with mage hand.", says Bailey.

What do you want to do?
> Wear the cursed plate mail
> Try to come up with a way to carry the plate mail back to town without touching it (how?)
> Leave the cursed plate mail alone
> Write in
>>
>>3556924
>While we're at it, pick the new default spell loadout for Selena, what will it be instead of Charm Person x4 and Suggestion x3.

You know what, forget about it. I'm gonna rule that bards are spontaneous casters so that they don't need to prepare their spells in advance. She can just use whichever spells she knows until she spends all the slots she has per day. Just pick the new spells she learned.
>>
>>3556924
> Write in
Maybe I don't know how this works, but can't we use dispel magic on it?
>>
>>3556924
pheeeew, lot of close calls there. I wasn't sure we could take 6 trolls, but I also didn't think we were fast enough to run away so we had to.

>Identify
>Sleep


New loadout (assuming she only knows charm and suggestion and the two new spells):
Charm Person x3
Identify x1

Sleep x2
Suggestion x1

Also assuming 2nd circle slots can be used to hold 1st circle spells. Might change my choices if this isn't the case.

If Selena has instant access to new spells/loadout, have her identify the armor. Otherwise we should still have like 240 yards of unsold silk sitting in our wagons. Carefully wrap it up in those and carry it by the ends of the silk.
>>
>>3556942
Ok nevermind my new loadout. Can you use 2nd circle slots for 1st circle spells though?
>>
>>3556945
>invisibility
>healing word
>>
Rolled 2 (1d2)

>>3556961
>Can you use 2nd circle slots for 1st circle spells

yes, you can

>>3556945
>>3556962

Well we got a tie, I'm gonna roll

1 - Identify, Sleep
2 - Invisibility, Healing word
>>
>>3556983
>>3556945


(Alright so now Selena knows the following spells
First Circle:
Charm Person, Healing Word
Second Circle:
Suggestion, Invisibility
She can cast 4 first circle spells a day and 3 second circle spells a day.)

We decide to carefully wrap up the cursed armor in silk and put it in one of our wagons. We wrap it up with skeleton and everything as we're not confident enough we'd be able to take it out of the skeleton without touching it. Roll 1d20 DC 11 to see if there won't be any mishaps during the process.
>>
Rolled 9 (1d20)

>>3557007
>>
Rolled 12 (1d20)

>>3557007
>>
Rolled 3 (1d6)

>>3557021

As we're trying to wrap up the armor in silk it slips and touches one of us! Rolling to see who.

1 - Uthred
2 - Dandala
3 - Bailey
4 - Selena
5 - Ss'rath
6 - Mary
>>
>>3557032

The armor slipped and touched Bailey! She's now cursed!

"Damn Bailey, now you're cursed!", says Selena.

"I wonder what does this curse does.", says Bailey.

"Will you wear the plate mail?", asks Selena.

"Me? Why would I wear a plate mail? Of course not!"

"Is it safe to touch the armor now that you're cursed?", asks Selena.

"I don't know. Do you think it can curse multiple persons at a time? In any case I'll finish wrapping this thing up in silk since I'm already cursed and all."

Bailey then finish wrapping the armor up and packing it in the wagon. She gets rid of the skeleton while she's at it.

You return to Sebury. The locals are glad to know the trolls are gone. What are we going to do next?
> Kill the kobolds
> Hire someone to take care of our wagons (10 gold per month)
> Continue on our trip towards the mountains (stop on the next village; go directly to the mountains)
> Write in
>>
>>3557054
> inflates t*ts...
>>
>>3557054
Damn, I thought the silk plan would work.
Any wizards in town that can identify/remove curses? If not travel a week to the next village.
>>
>>3557074
+1
>>
>>3557071
Worst cures ever. Leads to chronic back pain...
>>
Rolled 6, 15, 3, 14, 19, 5, 11 = 73 (7d20)

>>3557071 ?
>>3557074 no wizards in town
>>3557083


We decide to travel to the next village on our way to the mountains!

Rolling to see if we find anything on the way.
>>
>>3557095
I was trying to be funny... saying the curse is nothing more then Bailey's jugs inflating...
>>
>>3557095

We arrive at a village called Knedale. We head to the local tavern, a place called the Lucky Hydra. Selena goes around playing her instrument, telling tales and learning information from the locals.

"Seems like a few years ago this place was attacked by a hydra and the town was defended by a group of adventurers who happened to be around here. The hydra fled to the mountains, apparently the tavern is named after this event."

"There's a camp of ogres about a week away from the town near the feet of the mountains, they've been robbing cattle and harassing the villagers, the locals are offering us 300 gold for us to kill the ogres. There are more than ten of them."

"There's a tiny village of murlocs about a week away from the town near a stream, the locals are offering 100 gold for us to kill them. There are at least 20 of them."

"There's a camp of goblins about a week away from town, the locals are offering 100 gold for us to kill them. There are at least 20 of them."

What are we going to do?
> Kill the ogres
> Kill the murlocs
> Kill the goblins
> Hire someone to take care of our wagons (10 gold per month)
> Continue on our trip towards the mountains
> Write in
>>
calling it a night
>>
>>3557180
> Kill the goblins
>>
>>3557180
>goblin slaying
>>
Rolled 4 (1d4)

>>3557191
>>3557199

We decide to go kill the goblins. We follow the locals instructions and travel for about a week towards the location of the goblin's camp.

Rolling to see what we find there

1 - all the goblins are there (20+1d20 goblins)
2- most goblins are there (10+1d20 goblins)
3 - a few goblins are there (1d20 goblins)
4 - the goblins are gone (new roll to determine cause)
>>
Rolled 2 (1d4)

>>3557908

When we arrive at the goblin's camp we see that the goblins are gone!

Rolling to determine cause.

1 - There's no apparent cause, seems like they just packed up and left
2 - A lounge of 2d4 basilisks is feeding upon the petrified corpses of the goblins
3 - A pack of 2d4 hellhounds is feeding upon the burnt corpses of the goblins
4 - A group of 2d4 giant scorpions is feeding upon the corpses of the goblins
>>
Rolled 4, 4 = 8 (2d4)

>>3557918

We see a bunch of basilisks eating the petrified corpses of the goblins!

Rolling to see how many
>>
>>3557919


We find a group of eight basilisks scattered around the goblin camp eating the petrified corpses of the goblins!

If you choose to close your eyes when fighting the basilisks to avoid their petrifying gaze, roll twice as many dices and I'll pick the worst result.

What are we going to do?
> Flee from the basilisks
> Attack the nearest basilisk with you sword twice (roll 2d20 DC 12)
> Attack the nearest basilisk with your sword three times (roll 3d20 DC 16)
> Smite the nearest basilisk (roll 1d20 DC 12)
> Shoot a basilisk with your crossbow (roll 1d20 DC 12)
> Write in
>>
>>3557936
>run away holy fuck

Goblins are dead! Collect the reward lol.

Early start today
>>
>>3557936
> Flee from the basilisks
Nope, right out of there.
>>
>>3557940
>>3557947


You decide to run away from the basilisks, you get back on your wagons and flee from the goblin camp. You return to the village and claim that the goblins are dead and try to collect the reward but since you didn't bring any proof that the goblins are dead the villagers refuse to pay you.

What are you going to do next?
> Kill the ogres
> Kill the murlocs
> Hire someone to take care of our wagons (10 gold per month)
> Continue on our trip towards the mountains
> Write in
>>
>>3557963
>ask locals where we can find someone that can remove curses.
>>
>>3557963
Worth a shot

>kill murlocs
>>
Rolled 4 (1d4)

>>3557967

We ask the locals where we can find someone that can remove curses. They say here is a small village, there aren't any powerful spellcasters around this area that they know of, we can probably find someone capable of removing curses in Valonde.

>>3557974

We decide to go kill murlocs. We travel about a week towards the location of the murloc village as specified by the villagers.

Rolling to see what we find when we approach it

1 - All the murlocs are there (20+1d20)
2 - Most murlocs are there (10+1d20)
3 - Some murlocs are there (1d20)
4 - The murlocs are gone (new roll to determine cause)
>>
>>3557981
If it's 8 basilisks again I swear
>>
Rolled 2 (1d4)

>>3557981

When we arrive at the murloc village we find that the murlocs are gone!

Rolling to determine cause.

1 - 6d6 Naga warriors are busily piling up the bodies of the murlocs in a crude raft when we arrive
2 - a young white dragon is eating the corpses of the murlocs when we arrive
3 - 6d6 orcish warriors are busily piling up the bodies of the murlocs on a cart when we arrive
4 - The murlocs have all been turned into zombies! There are 20+3d20 zombies in this place!
>>
>>3558015
Run away

Damnit
>>
>>3558015

When we arrive at the tiny murloc's village we find a bunch of murlocs turned into ice blocks all over the place; a young white dragon is in the middle of the village, eating the murloc's frozen corpses.

It notices us and raises its head from eating the murlocs, then begins to fly.

What are we going to do?
> Attempt to flee from the dragon
> Shoot the dragon with your crossbow (roll 1d20 DC 14)
> Write in
>>
>>3558029
> can we follow it? We might be able to find the white dragon egg shells.
>>
>>3558032

It didn't begin to fly away, it just was flying in place.
>>
>>3558029
>Ready weapons to attack if it moves towards us - call out that we don't want no trouble
>>
>>3558044
Don't talk to it
>>
>>3558044
White dragons are very primal... they don't like conversing with other races. Their intelligence lvl is low but very aggressive and formidable.
>>
>>3558044

We ready our weapons to attack the dragon if it moves towards us then we call out that we don't want to trouble.

The white dragon tell us
"I'm in a good mood, give me all your gold and I'll let you live!"

What are you going to do?
> Give all your gold to the dragon
> Attempt to flee from the dragon
> Shoot the dragon with your crossbow (roll 1d20 DC 14)
> Write in
>>
>>3558044
I would like to follow it back to its cave. But I don't mind waiting for when we are ready. What do u think anon?
>>
>>3558058
How much gold do we have right now? Not much right?

We might want to start leaving it at banks or something.

Also work getting busy irl
>>
>>3558068

We have 654 gold
>>
>>3558074
I'd be down with handing it over and following it back to its nest.
>>
>>3558099
+1
>>
>>3558099
>>3558101

We give all our gold to the young white dragon!

It then takes flight towards the mountains! We consider following it back to its nest and we even go after him for a few minutes but it flies too fast for us to keep up with our wagons; soon it disappears beyond the horizon and we lose track of it.

What are we going to do next?
> Keep going towards where we last saw the dragon flying, maybe it was going in a straight line towards its lair
> Wait for the murlocs to thawn so we can get some proof of having slain them to claim reward for it
> Just return to Knedale
> Write in
>>
>>3558131
Load up some frozen corpses and follow the dragon
>>
>>3558150

We get some frozen corpses on our wagons and then continue to follow the dragon.

We keep going on the same general direction we saw the dragon going towards for about a week until we reach the feet of the mountains!

"Well, now what? We can't really go up the mountains with our wagons. And these murloc bodies are stinking everything up.", says Selena.

What are we going to do?
> Leave the wagons by the feet of the mountains and climb them looking for the dragon's lair
> Return to Knedale
> Write in
>>
>>3558131
> Wait for the murlocs to thawn so we can get some proof of having slain them to claim reward for it
>>
>>3558185
> Return to Knedale
>>
>>3558244

We decide to return to Knedale.

Once we arrive there we show the villagers the murloc corpses and claim our reward of 100 gold for killing the creatures! We now have 100 gold.

What are you going to do next?
> Kill the ogres
> Hire someone to take care of our wagons (10 gold per month)
> Continue on our trip towards the mountains
> Write in
>>
>>3558185
Record location and return to village
>>
>>3558248
>Hire someone to watch wagons and set out
>>
>>3558270
+1
>>
Rolled 17, 8, 1, 17, 2, 8, 1 = 54 (7d20)

>>3558270
>>3558279

We hire someone to take care of our wagons and set out towards the mountains!

We arrive at the mountains after a little over a week of travel on foot.

We then begin climbing the mountains looking for the creatures we've came here to poach.

Rolling to see if we find anything in the first week, 1, 2 or 3 is random encounters, 19 or 20 we find a herd of wild mountain goats.
>>
Rolled 2 (1d20)

>>3558459

On the third day on the mountains we happen upon something.

Let's see what do we find.

1,2 - goblins (roll for quantity)
3,4 - orcs (roll for quantity)
5 - kobolds (roll for quantity)
6 - trolls (roll for quantity)
7 - ogres (roll for quantity)
8 - giants (roll for kind and quantity)
9 - fire beetles (roll for kind and quantity)
10 - harpies (roll for quantity)
11 - poisonous critters (roll for kind and quantity)
12 - hydra
13 - dragon (roll for type and age)
14 - basilisks (roll for quantity)
15 - gryphons (roll for quantity)
16 - duergars (roll for quantity)
17 - roc
18 - wyvern
19 - exotic monsters (roll for kind and quantity)
20 - ???
>>
Rolled 4 (1d4)

>>3558466

We happen upon goblins, let's see how many.

1 - a hunting party (1d20 goblins)
2 - a small camp (2d20 goblins)
3 - a large camp (4d20 goblins)
4 - a small tribe of goblins (8d20 goblins)
>>
>>3558466
Finally we can slay goblins

Inb4 there are hundreds
>>
Rolled 17, 19, 12, 5, 19, 18, 9, 17 = 116 (8d20)

>>3558472

He find a small tribe of goblins, let's see how many goblins there are
>>
>>3558475

We find a small tribe of goblins in the mountains!

There are more than a hundred of them dwelling on various tents made out of animal skins, they're busily doing various activities with about a dozen goblins on active patrol. Most goblins seem to be armed with spears and/or short bows.

What are we going to do?
> Try to avoid detection by the goblin tribe and move away from them (roll 1d20 DC 13)
> Attack the nearest goblins with your sword twice (roll 2d20 DC 10)
> Attack the nearest goblins with your sword three times (roll 3d20 DC 14)
> Shoot the nearest goblin with your crossbow (roll 1d20 DC 10)
> Write in
>>
>>3558491
> Write in
Have the bard was invisibly on half the party to increase odds of avoiding goblins
>>
>>3558501
*cast
>>
>>3558501

Who do you want to make invisible?
>>
>>3558491
>>3558510
Herself, Bailey, Dandala
>>
>>3558510
Ss'rath, Uhtred and Dandala. I pick them because I think they are our bulkest characters.
>>
Rolled 2 (1d2)

>>3558513
>>3558518

1 - Herself, Bailey, Dandala
2 - Ss'rath, Uhtred, Dandala
>>
>>3558513
>>3558518
>>3558522


Selena uses her new power, singing a song that makes people invisible! She makes Ss'rath, Uhtred and Dandala invisible!

We then try to avoid detection by the goblins. With half of our party invisible it should be easier to get away! Roll 1d20 DC 11.
>>
Rolled 10 (1d20)

>>3558526
>>
>>3558528
Damn
>>
Rolled 10 (1d20)

>>3558526
>>
I guess it was destiny
>>
>>3558528
>>3558536
>>3558542


As we're moving away from the goblin some small sound we made, maybe kicking a small pebble, draws the attention of the goblin patrols.

Soon about twenty goblins come running towards us! More in the goblin tribe are scrambling for their weapons to join the fray.

What are we going to do?

> Run away from the goblins
> Attack the nearest goblins with your sword twice (roll 2d20 DC 10) - it will break invisibility
> Attack the nearest goblins with your sword three times (roll 3d20 DC 14) - it will break invisibility
> Shoot the nearest goblin with your crossbow (roll 1d20 DC 10) - it will break invisibility
> Write in
>>
>>3558556
> Run away from the goblins
>>
>>3558556
>Run

Once we get away from the main tribe we can handle 20 I hope
>>
Rolled 15, 7, 3, 16, 7, 4, 13, 3, 10, 11, 18, 6, 17, 17, 4, 2, 11, 14, 1 = 179 (19d20)

>>3558564
>>3558582


We run away from the goblins!

A group of goblins give pursuit! About 20+1d20 of them. We can't seem to shake them off!

The goblins take shots with their short bows at Mary, Selena and Bailey as we flee, six on each. Rolling to hit DC 14 for Mary, DC 7 for Bailey and DC 9 for Selena.

What are we going to do?
> Attack the nearest goblins with your sword twice (roll 2d20 DC 10) - it will break invisibility
> Attack the nearest goblins with your sword three times (roll 3d20 DC 14) - it will break invisibility
> Smite the nearest goblin (roll 1d20 DC 10) - it will break invisibility
> Shoot the nearest goblin with your crossbow (roll 1d20 DC 10) - it will break invisibility
> Write in
>>
>>3558590

35 goblins are giving pursuit
>>
Rolled 13, 14 = 27 (2d20)

>>3558590
What are we going to do?
> Attack the nearest goblins with your sword twice (roll 2d20 DC 10) - it will break invisibility
>>
Rolled 15, 14 = 29 (2d20)

>>3558590
>attack twice

Goblins seem tougher than I thought they'd be.
>>
Rolled 18 (1d20)

>>3558598

Bailey is trying to cast a Fireball!

But an evil force overtakes her body! It is the curse! She must fight it in order to act this turn!

Rolling to see if she overcomes the curse and can act normally this turn, DC 15
>>
>>3558590
> Write in
Position our "tanks" between goblins and weaker characters. Selena and Bailey.
>>
>>3558602
Oh boy. We should cure that
>>
Rolled 4, 8, 7, 18, 7, 2, 20, 1, 14, 8, 4, 19, 5, 16, 4, 20, 18, 16 = 191 (18d20)

>>3558602

The goblins land one arrow at Mary, four at Bailey, and three at Selena.

Mary is lightly wounded!
Bailey is seriously wounded!
Selena is seriously wounded!

Bailey overcomes the evil force of the curse this turn and is able to cast a Fireball!

11 goblins are killed in the blast!

You kill two goblins with your sword! You break invisibility!

Dandala kills one goblin with her sword! She breaks invisibility!

Ss'rath kills two goblins with his spear! He breaks invisibility!

Mary kill one goblin with her mace!

Selena begins playing the song of courage! Everybody gets a +2 bonus to hit.

12 goblins will shoot Bailey this turn and six will shoot Selena, rolling to hit DC 7 for Bailey and DC 9 for Selena

What are you going to do?
> Attack the nearest goblins with your sword twice (roll 2d20 DC 8)
> Attack the nearest goblins with your sword three times (roll 3d20 DC 12)
> Smite the nearest goblin (roll 1d20 DC 8)
> Shoot the nearest goblin with your crossbow (roll 1d20 DC 8)
> Write in
>>
Rolled 17, 14, 6 = 37 (3d20)

>>3558614
> Attack the nearest goblins with your sword three times (roll 3d20 DC 12)
>>
>>3558614
>have Mary heal
>>
Rolled 14, 11, 6 = 31 (3d20)

>>3558614
>Attack 3 times

Mary big heal pls
Move in front of Bailey to block arrows
>>
Rolled 19 (1d20)

>>3558620
>>3558624

Bailey attempts to cast another Fireball.

But her body is overtaken by an evil force! It is the curse!

Rolling to see if she can overcome it and act normally, DC 15
>>
>>3558637
WILL OF STEEL
>>
Rolled 2 (1d2)

>>3558620
>>3558624
>>3558636

Mary casts the prayer of healing, healing 2 hits worth of damage from every party member!

Bailey is now lightly wounded!
Selena is now lightly wounded!
Mary is fully healed!

Selena casts Healing Word on Bailey! Bailey is now lightly wounded!

The goblins shoot Bailey dealing a total of nine hits worth of damage!
Bailey had 9 hits of life!
She's now at 0 hits of life, incapacitated! One more hit and she'll be dead!

The goblins shoot Selena dealing a total of five hits worth of damage! Selena is now crippled!

Bailey casts a Fireball at the goblins, killing eleven more goblins!

You attack two goblins with your sword, killing them!

Dandala kills one goblin with her sword!

Ss'rath kills one goblin with his spear!

The three surviving goblins attempt to run away!

Dandala miss her shot!

Mary miss her shot!

Selena miss her shot!

Ss'rath miss his shot!

You shoot one goblin with your crossbow!

Bailey is overcome with the curse and cannot act!

Two goblins manage to flee!

(you gained 1 experience for surviving the fight against the goblins! You now have 101 experience! You'll level up once you reach 150 experience! You're currently level 4)

We spend all our healing spells to patch Bailey back to full health. Selena is still seriously wounded though, that will have to wait until tomorrow.

Let's see if the goblins send a follow up patrol against us.
1 - The goblins send 2d20 more goblins after us
2 - The goblins don't send anymore goblins after us
>>
Rolled 4 (1d20)

>>3558658
>>3558459


Seems like the goblins got too traumatized after losing a third of their people in one battle and don't send any more goblins after us.

We continue our trip through the mountains and two days later we find something else.

Let's see what do we find.


1,2 - goblins (roll for quantity)
3,4 - orcs (roll for quantity)
5 - kobolds (roll for quantity)
6 - trolls (roll for quantity)
7 - ogres (roll for quantity)
8 - giants (roll for kind and quantity)
9 - fire beetles (roll for kind and quantity)
10 - harpies (roll for quantity)
11 - poisonous critters (roll for kind and quantity)
12 - hydra
13 - dragon (roll for type and age)
14 - basilisks (roll for quantity)
15 - gryphons (roll for quantity)
16 - duergars (roll for quantity)
17 - roc
18 - wyvern
19 - exotic monsters (roll for kind and quantity)
20 - ???
>>
>>3558637
>after this fireball have Bailey stop fighting so she can concentrate on fighting the curse.
>>
>>3558661
>avoild,
> Return to Knedale
>>
>>3558661
Hang on wait
We need our main dps
Pause trip after this so we can get that curse dispelled
>>
>>3558674
Other anon, we probably don't have the gold to cure her...
>>
>>3558672
>>3558674

So you want to return to Knedale then? Fine.

You leave the mountains behind and begin travelling back to Knedale.

After about a week you arrive at Knedale.

What do you wanna do?
> Kill the ogres
> Retrieve your wagons
> Return to Valonde
> Write in
>>
>>3558791
What's the price for curing curses?
>>
>>3558791
>Retrieve wagons and sell silk

:^)
>>
>>3558802

In Valonde a Remove Curse spell goes for around 300 gold last you checked.

>>3558810

We retrieve our wagons and try to sell our silk. The local shopkeepers are willing to buy our silk for 3 gold per yard. We have 231 yards of silk. Will we sell our silk?
>>
>>3558791
>>3558810
>>3558829

Probably want to go back to Sebury first so we have a bigger buyer pool. Pretty sure we bought it for 3 gold and Valonde bulk sell was 4-6 gold while long term sell was 7-12, so closer to Valonde so we can hit those prices.
>>
>>3558829
Wow what a steal it was going for 25+
. At least we are getting what we bought it for.
>>
>>3558835
Long term was 25-30
>>
>>3558840
Sorry im thinking about elven cloth.
>>
>>3558791
> Return to Valonde
> try to sell silk in city before reaching Valonde.
>>
>>3558835
>>3558858

So you want to go to Sebury on your way to Valonde?
>>
>>3558865
Yes please
>>
>>3558865
Yes
>>
>>3558870
>>3558873

You travel to Sebury on your way to Valonde.

We head to the Azure Cup tavern. Selena goes around gathering info.

"The kobolds keep stealing stuff from the villagers, they're still offering 100 gold to kill them."

"Seems like Herzoflix started some sort of cult, they call themselves The Chosen Of Nature, they kidnapped a couple people! The locals are still offering 200 gold for us to kill the mad druid!"

"Herzoflix has somehow apparently summoned a bunch of carnivorous plants who are now roaming the woods around the area! They're a danger for everyone, we might wanna hunt them down!"

"I've asked around and seems like the local shopkeepers would be willing to buy our silk for 3 gold per yard. We could also set up a shop, renting a place would cost us 10 gold per month, and hiring a shopkeeper another 10 gold per month. We might be able to sell our silk for 4-5 gold per yard around here, no clue at how fast we would sell it all though. The minimal living expenses at the cheapest inn around town would cost us 1 silver per day per person so it would add up to 18 gold per month for us all."

What do we want to do?
> Kill the kobolds
> Kill the mad druid
> Kill the carnivorous plants
> Open a shop to sell our silk (how many months?)
> Continue on our trip towards Valonde
> Write in
>>
>>3558942
No wonder the merchant guild in Valomde can run such a racket if they are the only place that has big buyers. Go after the druid again I guess. We'll probably run into those plants in the process of looking for him, any reward for thinning those out?
>>
>>3558998

The locals haven't scrounged together any coin for killing carnivorous plants, the threat is fairly recent, and they figured the druid can just summon more.

We decide to go after Herzoflix again!

How long do we want to look for Herzoflix?

We only have 2 weeks of supplies left.
>>
>>3559023
I guess that gives us two weeks of looking
>>
Rolled 6, 1, 13, 10, 4, 15, 9, 9, 5, 5, 16, 7, 2, 14 = 116 (14d20)

>>3559058

We decide to spend two weeks looking for Herzoflix!

On a 1 or 2 we run into carnivorous plants, on a 20 we may find something.
>>
>>3559065
Somehow he manages to hide better even with a whole cult to lead.

Can we at least eat the carnivorous plants to replenish supplies?
>>
Rolled 4 (1d6)

>>3559065

On the second day on the forest we run into some carnivorous plants, rolling to see how many.
>>
>>3559078

We find four large carnivorous plants roaming the forest! They have a huge gaping mouth with which to bite and tendrils that stretch to grab creatures that are far away so that they can pull them into their mouths. They can move around but they are a bit slow, we could probably flee from them if we ran away.

What do you do?
> Run away from the carnivorous plants
> Attack the nearest carnivorous plant with your
sword twice (roll 2d20 DC 10)
> Attack the nearest carnivorous plant with your sword three times (roll 3d20 DC 14)
> Smite a carnivorous plant (roll 1d20 DC 10)
> Shoot a carnivorous plant with your crossbow (roll 1d20 DC 10)
> Write in
>>
Rolled 18, 19 = 37 (2d20)

>>3559089
> Attack the nearest carnivorous plant with your
sword twice (roll 2d20 DC 10)
>>
Rolled 12 (1d20)

>>3559107

Bailey is trying to throw a fireball at the carnivorous plants.

However an evil force is preventing her from doing so!

Rolling to resist the curse and act normally, DC 15
>>
Rolled 10, 10, 17, 16, 16, 3 = 72 (6d20)

>>3559113

Bailey is paralyzed by the curse!

You attack the nearest carnivorous plant with your sword twice!

Dandala shoots one of the carnivorous plants with her bow but miss!

Mary attacks one of the carnivorous plants with her mace!

Ss'rath miss his hits against the carnivorous plant!

Selena begins to play the song of courage! All her allies get a +2 bonus to hit!

One carnivorous plant bites you, one bites Mary, one carnivorous plant shoots its tendrils towards Selena to grab her and another shoots its tendrils towards Bailey to grab her! Rolling to hit DC 14 for you, DC 14 for Mary, DC 9 for Selena and DC 7 for Bailey!

What do you do?
> Attack the nearest carnivorous plant with your sword twice (roll 2d20 DC 8)
> Attack the nearest carnivorous plant with your sword three times (roll 3d20 DC 12)
> Smite a carnivorous plant (roll 1d20 DC 8)
> Shoot a carnivorous plant with your crossbow (roll 1d20 DC 8)
> Write in
>>
Rolled 16, 3, 19 = 38 (3d20)

>>3559122
> Attack the nearest carnivorous plant with your sword three times (roll 3d20 DC 12)
>>
Rolled 1, 5 = 6 (2d20)

>>3559127

Bailey is restrained by one tendril of a carnivorous plant! The plant begins to reel Bailey in towards its mouth! Bailey can't cast while restrained! She attempts to get free from the tendril, rolling against DC 13.

Selena is restrained by two tendril of a carnivorous plant! She cannot play her song nor cast while restrained by the plant! The plant begins to reel Selena in towards its mouth! She tries to get free from the tendril! Rolling against DC 15.
>>
Rolled 2, 20, 13, 7 = 42 (4d20)

>>3559127
>>3559134

You attack the nearest carnivorous plant with your sword, landing a couple hits!

Dandala shoots the carnivorous plant with her longbow!

Ss'rath attacks the carnivorous plant with his spear but miss!

Mary attacks the carnivorous plant but miss!

The two carnivorous plants who caught Selena and Bailey have reeled them in and will now bite them!

One carnivorous plant will bite you, one will bite Mary, one will bite Selena and one will bite Bailey. Rolling to hit DC 14 for you, DC 14 for Mary, DC 5 for Selena and DC 3 for Bailey.

What do you do?
> Attack the nearest carnivorous plant with your sword twice (roll 2d20 DC 8)
> Attack the nearest carnivorous plant with your sword three times (roll 3d20 DC 12)
> Smite a carnivorous plant (roll 1d20 DC 8)
> Shoot a carnivorous plant with your crossbow (roll 1d20 DC 8)
> Write in
>>
Rolled 18 (1d20)

>>3559153
Oh jeez, I thought they'd just swallow them and we'd be able to cut them out.

>Throw an alchemist's fire on the one you're fighting and go to cut Selena free
>>
Rolled 1, 1, 1 = 3 (3d3)

>>3559155

Mary, Selena and Bailey have been bit by carnivorous plants! Rolling damage. Mary's bite was a critical so damage is doubled.
>>
>>3559178
Oh jeez, we got lucky. These things can hit hard
>>
Rolled 15, 20 = 35 (2d20)

>>3559178

Selena and Bailey try to get free from the tendril!

Rolling DC 13 for Bailey and DC 15 for Selena.
>>
>>3559200
>>3559155
>>3559178


Mary been bit by a carnivorous plant! She's lightly wounded!
Selena been bit by a carnivorous plant! She's lightly wounded!
Bailey been bit by a carnivorous plant! She's lightly wounded!

Selena and Bailey are free from the carnivorous plants tendrils!

You throw an alchemist fire on one of the carnivorous plants, setting it on fire!
(if I'm not mistaken the party have 3 more of those, but they aren't with you)

Dandala shoots one of the carnivorous plants but miss!

Ss'rath lands a couple hits on the carnivorous plant with his spear!

Mary attacks one of the carnivorous plants with her mace!

The carnivorous plant you were fighting against rolls on the ground to put off the fire!

The other three carnivorous plants will try to bite Mary, Selena and Bailey. Rolling to hit DC 14 for Mary, DC 9 for Selena and DC 7 for Bailey.

What do you do?
> Attack the nearest carnivorous plant with your sword twice (roll 2d20 DC 8)
> Attack the nearest carnivorous plant with your sword three times (roll 3d20 DC 12)
> Smite a carnivorous plant (roll 1d20 DC 8)
> Shoot a carnivorous plant with your crossbow (roll 1d20 DC 8)
> Write in
>>
Rolled 6, 13, 19 = 38 (3d20)

>>3559212

forgot the rolls
>>
Rolled 6, 12, 10 = 28 (3d20)

>>3559212
> Attack the nearest carnivorous plant with your sword three times (roll 3d20 DC 12)

These plants are ridiculous. Where did Herzoflix get the resources to make these things?
>>
Rolled 17 (1d20)

>>3559275

Bailey tries to cast a fireball at the carnivorous plants!

The curse is making her unable to do it!

Rolling to resist the evil force, DC 15.
>>
Rolled 6, 13, 20 = 39 (3d20)

>>3559275
>>3559319

Bailey manages to resist the curse and casts a fireball at the carnivorous plants!

She can only hit three of the plants though, the other one was too far.

Rolling to see if the plants dodge for half damage, DC 13
>>
Rolled 3, 4, 4, 3, 1, 2 = 17 (6d4)

>>3559326

Two plants dodge for half damage! Rolling damage.
>>
Rolled 2, 3 = 5 (2d3)

>>3559319
>>3559326
>>3559336

The first plant takes 7 hits worth of fire damage!
The second plant takes 4 hits worth of fire damage!
The third plant takes 2 hits worth of fire damage!

The plants land bites on Selena and Bailey, rolling damage
>>
>>3559349

Selena is now seriously wounded!
Bailey is now seriously wounded!

You attack one of the plants with your sword!

Dandala attacks one of the plants with her longbow but miss!

Ss'rath attacks one of the plants with his spear!

Mary kills one of the plants with her mace!

Selena attacks one of the plants with her short sword!

The three remaining plants will attack Mary, Selena and Bailey! Rolling to hit DC 14 for Mary, DC 9 for Selena and DC 7 for Bailey.

What do you do?
> Attack the nearest carnivorous plant with your sword twice (roll 2d20 DC 8)
> Attack the nearest carnivorous plant with your sword three times (roll 3d20 DC 12)
> Smite a carnivorous plant (roll 1d20 DC 8)
> Shoot a carnivorous plant with your crossbow (roll 1d20 DC 8)
> Write in
>>
Rolled 7, 19 = 26 (2d20)

>>3559349
Jesus, how tough are these things? Any of them look close to dead?

Attack the most damaged one two times
>>
Rolled 3, 3, 20 = 26 (3d20)

>>3559357

forgot rolls


>>3559359

one died, Mary killed it
>>
Rolled 16 (1d20)

>>3559359

Bailey tries to cast a fireball!

But she's wracked by an evil force!

Rolling to try to resist it, DC 15
>>
>>3559373
Ooop, you're right, that says kills instead of attacks. Did we get a sense of how many hits it took?

>>3559378
Bailey killing it on these possession rolls
>>
Rolled 19, 3, 6 = 28 (3d20)

>>3559378

Bailey casts a fireball at the carnivorous plants!

Rolling to see if they dodge for half damage, DC 13
>>
Rolled 4, 1, 2, 3, 2, 3 = 15 (6d4)

>>3559382

One plant dodges for half damage, rolling damage
>>
Rolled 1 (1d3)

>>3559381 more than 10
>>3559387

The first plant takes 4 fire damage from the blast!
The second plant takes 5 fire damage from the blast!
The third plant takes 5 fire damage from the blast!

Bailey took a bite from one of the plants it was a critical hit so damage is doubled, rolling damage.
>>
>>3559394
>>3559359


Bailey takes 2 hits of damage from the bite of the carnivorous plant!

Mary casts a prayer of healing!

Selena is lightly wounded!
Bailey is seriously wounded!
Mary is fully healed!

You attack the most damaged of the plants! You kill it!

Dandala shoots one of the plants!

Ss'rath attacks one of the plants with his spear a couple times!

Selena attacks one of the carnivorous plants with her short sword! She kills it!

What do you do?
> Attack the nearest carnivorous plant with your sword twice (roll 2d20 DC 8)
> Attack the nearest carnivorous plant with your sword three times (roll 3d20 DC 12)
> Smite a carnivorous plant (roll 1d20 DC 8)
> Shoot a carnivorous plant with your crossbow (roll 1d20 DC 8)
> Write in
>>
Rolled 5, 2 = 7 (2d20)

>>3559404
> Attack the nearest carnivorous plant with your sword twice (roll 2d20 DC 8)

Last one? Ok. I will stop worrying.
>>
Rolled 8 (1d20)

>>3559404

Oh I forgot to roll for the last plant.

It attacks Bailey. Rolling to hit DC 7.
>>
Rolled 16 (1d20)

>>3559409

Bailey tries to cast a scorching ray spell.

But she's taken aback by negative energy!

Rolling to resist the curse, DC 15.
>>
Rolled 17, 9, 19 = 45 (3d20)

>>3559417

Rolling to hit the plant with the three rays, DC 10
>>
Rolled 1, 2 = 3 (2d2)

>>3559424

Rolling damage of the two rays that connected
>>
Rolled 2 (1d3)

>>3559425

Bailey was bit by the carnivorous plant, rolling damage
>>
>>3559425
>>3559430

Bailey is bit by the carnivorous plant! She's seriously wounded!

Bailey casts a scorching ray spell on the carnivorous plant! Two rays connect, dealing 3 damage!

Dandala shoots the carnivorous plant, killing it!

(You gained 1 experience from surviving the encounter with the carnivorous plants! You now have 102 experience. You'll level up once you reach 150 experience. You're currently level 4)

"How did Herzoflix get the resources to make these things?", you say.

"I have no idea, but that certainly shouldn't be within the means of a druid of average power. Maybe he got some powerful patron?", says Bailey.

"Who would endorse that wacko?", says Selena.

"Well, there are all kinds of people out there. In the elvish kingdom it isn't that uncommon the view that human are a blight upon the world and that everyone would be better off if they were to just disappear.", says Dandala.

"Wow, those elves we met seemed so nice, I would never have knew they were lowkey racists.", says Selena.

"Don't get me wrong, it's not every single elf. But some, specially hardcore druids and the like, see humans and their sprawling cities as something wrong that should be purged. Maybe Herzoflix got the aid of a more powerful druid who is helping him create these monstrosities we just killed.", says Dandala.

"But why start with Sebury of all places?", asks Mary.

"Well, you gotta start somewhere.", says Dandala.

What do you wanna do?
> Resume looking for the druid
> Give up looking for the druid and return to Sebury
> Give up looking for the druid and go to Valonde
> Write in
>>
>>3559451
> Resume looking for the druid

Hopefully they didn't also give him crazy strong magic items
>>
Rolled 3, 14, 4, 11, 6, 15, 1, 7, 13, 4, 17, 3 = 98 (12d20)

>>3559457

We decide to resume looking for the druid.

One a 1 or 2 we find more carnivorous plants. On a 20 we might find something.
>>
Rolled 4 (1d6)

>>3559463

After seven more days we find some more carnivorous plants, lets see how many
>>
>>3559463
>>3559468

We find four more large carnivorous plants roaming the forest!

What do you wanna do?
> Run away from the carnivorous plants
> Attack the nearest carnivorous plant with your sword twice (roll 2d20 DC 10)
> Attack the nearest carnivorous plant with your sword three times (roll 3d20 DC 14)
> Smite a carnivorous plant (roll 1d20 DC 10)
> Shoot a carnivorous plant with your crossbow (roll 1d20 DC 10)
> Write in
>>
Rolled 11, 19 = 30 (2d20)

>>3559475
> Attack the nearest carnivorous plant with your sword twice (roll 2d20 DC 10)

Might as well clear them out. Have Bailey stick close behind us so we can protect her.
>>
calling it a night

since we are on page 10 I'll probably need to make a new thread tomorrow
>>
>>3559512
Thanks for running, I'll keep an eye out.



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