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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
>>