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You're Uhtred, your life changed when the monastery you lived at was burned by goblins, you met an elf named Dandala who invited you into a quest and you've been travelling with a group of companions seeking one of the fabled jewels of Guldar ever since - Bailey the wizard, Selena the bard, Mary the cleric of justice and Ss'rath the albino lizardman.

In your travels you've been fetching components for an elvish archmage called Alion who promised to reward you with magical items if you managed to fetch everything from his list, helped the local militia of Lorione doing various quests earning their gratitude, discovered a necromancer who built a tower on the northern frontier of the elvish kingdom, had three party members die and be resurrected - Mary to a wyvern, Bailey to a phoenix and Uhtred to owlbears, found the lair of a young green dragon, been robbed by dragons a couple times, Uhtred was arrested for killing a man in Valonde and the rest of the group had to pay a large sum to have him be freed, and found a former employee of the Red Hand who gave the party the sigil keys to part of their teleportation circle network that you promptly handed to the authorities, amongst other things.

Previous threads: http://suptg.thisisnotatrueending.com/archive.html?tags=Jewels+of+Guldar
>>
Rolled 7 (1d20)

Right now we're in the middle of a fight against a group of four carnivorous plants in the forest near Sebury!

Bailey tries to cast a Fireball spell!

An evil force wracks her!

Rolling to resist it, DC 15
>>
Rolled 7, 12, 19, 2, 7 = 47 (5d20)

>>3560380

Bailey is paralyzed by the curse!

You attack the carnivorous plant with your sword a couple times!

Dandala shoots the carnivorous plant with her longbow landing a critical hit!

Ss'rath attacks the carnivorous plant with his spear!

Mary attacks the carnivorous plant with her mace but miss!

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

Three plants will bite you, Mary and Ss'rath and one plant will extend its tendrils to catch Selena. Rolling to hit DC 14 for you, DC 14 for Mary, DC 11 for Ss'rath and DC 9 for Selena.


What do you wanna do?
> Attack the nearest carnivorous plant with your sword twice (roll 2d20 DC 8)
> Attack the nearest carnivorous plant with your sword three times (roll 3d20 DC 12)
> Smite a carnivorous plant (roll 1d20 DC 8)
> Shoot a carnivorous plant with your crossbow (roll 1d20 DC 8)
> Write in
>>
Rolled 10, 16 = 26 (2d20)

>>3560388
>Attack twice
>>
Rolled 18 (1d20)

>>3560396

Bailey is trying to cast a fireball!

But the curse is making her arms heavy!

Rolling to see if she can resist the curse, DC 15
>>
Rolled 10, 20, 19, 11 = 60 (4d20)

>>3560408

Bailey casts a fireball at the carnivorous plants!

Rolling to see if they evade for half damage, DC 13
>>
Rolled 1, 1, 4, 2, 1, 1, 3, 3 = 16 (8d4)

>>3560414

Two plants evade for half damage. Rolling damage
>>
Rolled 1 (1d3)

>>3560414
>>3560416
>>3560396
The first plant takes 2 hits of fire damage from the blast!
The second plant takes 4 hits of fire damage from the blast!
The third plant takes 2 hits of fire damage from the blast!
The fourth plant takes 6 hits of fire damage from the blast!

One of the plants bites Ss'rath, rolling damage
>>
Rolled 13, 9, 2, 10, 2 = 36 (5d20)

>>3560396
>>3560420

Ss'rath is bitten by a carnivorous plant! He's lightly wounded!

You attack one of the plants a couple times with your sword!

Dandala shoots one of the plants with her longbow but miss!

Ss'rath attacks one of the plants with his spear a couple times!

Mary tries to hit one of the plants with her mace but miss!

Three plants will bite you, Mary and Ss'rath and one plant will extend its tendrils to catch Selena. Rolling to hit DC 14 for you, DC 14 for Mary, DC 11 for Ss'rath and DC 9 for Selena.

What do you wanna do?
> Attack the nearest carnivorous plant with your sword twice (roll 2d20 DC 8)
> Attack the nearest carnivorous plant with your sword three times (roll 3d20 DC 12)
> Smite a carnivorous plant (roll 1d20 DC 8)
> Shoot a carnivorous plant with your crossbow (roll 1d20 DC 8)
> Write in
>>
Rolled 3, 11, 15 = 29 (3d20)

>>3560426
>Attack three times

Do plants get two rolls on the tendrils grab? Four of them but you rolled 5 dice. Also do they have wood teeth for the bite?
>>
Rolled 4 (1d20)

>>3560436 they can shoot out two tendrils to grab people. they have sharp teeth of an unknown material, it doesn't look like wood.

Bailey is trying to cast a fireball but the evil force of the curse is making her fingers not move properly.

Rolling to resist the curse, DC 15
>>
Rolled 7 (1d20)

>>3560436
>>3560441

Bailey is paralyzed by the curse!

One of the plants grabs Selena with its tendrils and begins to reel her in!

Rolling to see if Selena manages to get free from the plant's tendril, DC 13
>>
Rolled 10, 12, 6 = 28 (3d20)

>>3560454

You attack one of the plants with your sword, killing it!

Dandala shoots one of the plants with her longbow!

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

Mary attacks one of the plants with her mace!

The plant reel Selena in and will bite her!

Three plants will bite Mary, Ss'rath and Selena. Rolling to hit DC 14 for Mary, DC 11 for Ss'rath and DC 5 for Selena.

What do you wanna do?
> Attack the tendril holding Selena (roll 2d20 DC 8)
> Attack the nearest carnivorous plant with your sword twice (roll 2d20 DC 8)
> Attack the nearest carnivorous plant with your sword three times (roll 3d20 DC 12)
> Smite a carnivorous plant (roll 1d20 DC 8)
> Shoot a carnivorous plant with your crossbow (roll 1d20 DC 8)
> Write in
>>
Rolled 7, 11 = 18 (2d20)

>>3560461
>Attack the tendril holding Selena

Maybe have Dandala cover her once freed the same way we're guarding Bailey
>>
Rolled 13 (1d20)

>>3560468

Bailey tries to cast a fireball!

The curse makes her limbs go limp!

She tries to resist it, rolling against DC 15
>>
Rolled 3 (1d3)

>>3560559

Bailey is paralyzed by the curse!

The carnivorous plant bites Selena, rolling damage.
>>
Rolled 2, 17, 14 = 33 (3d20)

>>3560561
>>3560468


Selena takes three hits worth of damage from the bite of the carnivorous plant! She's seriously wounded!

You attack the tendril holding Selena, severing it! She's now free from the carnivorous plant!

Dandala positions herself between the plant and Selena attempting to guard her against attacks from the plant!

Dandala shoots the carnivorous plant with her longbow landing a critical hit!

Ss'rath miss his attacks against the plants!

Mary attacks one plant with her mace but miss!

Selena shoots one carnivorous plant with her crossbow but miss!

Two plants will bite Mary and Ss'rath. One plant shoots a tendril at Dandala! Rolling to hit DC 14 for Mary, DC 11 for Ss'rath and DC 13 for Dandala.

What do you wanna do?
> Attack the nearest carnivorous plant with your sword twice (roll 2d20 DC 8)
> Attack the nearest carnivorous plant with your sword three times (roll 3d20 DC 12)
> Smite a carnivorous plant (roll 1d20 DC 8)
> Shoot a carnivorous plant with your crossbow (roll 1d20 DC 8)
> Write in
>>
Rolled 17, 11 = 28 (2d20)

>>3560561
Oh no

>>3560584
Attack twice. Dandala is tough and can handle herself.
>>
Rolled 20 (1d20)

>>3560596

Bailey tries to cast a fireball spell at the carnivorous plants.

But the curse is making her feel dizzy and lose concentration.

Rolling to resist the curse, DC 15
>>
Rolled 17, 1, 12 = 30 (3d20)

>>3560599

Bailey resists the curse and casts a fireball at the carnivorous plants!

Rolling to see if the plants dodge for half damage, DC 13
>>
Rolled 4, 1, 3, 1, 3, 2 = 14 (6d4)

>>3560601

One plant dodges for half damage, rolling damage
>>
Rolled 1 (1d3)

>>3560604

The first plant takes 4 fire damage from the blast! It dies!
The second plant takes 4 fire damage from the blast!
The third plant takes 5 fire damage from the blast!

One plant bites Ss'rath, rolling damage.
>>
Rolled 15 (1d20)

>>3560606


Ss'rath is lightly wounded by the plant's bite!

Dandala is caught by the plant's tendril! She tries to get free! Rolling against DC 13.
>>
Rolled 4 (1d20)

>>3560607
>>3560596


Dandala manages to get free from the plant's tendril!

You attack one of the plants twice!

Ss'rath miss his attacks on the plant!

Mary tries to hit one plant with her mace but miss!

Selena shoots one plant with her crossbow killing it!

The last plant tries to bite Ss'rath. Rolling to hit DC 11.

What do you wanna do?
> Attack the last carnivorous plant with your sword twice (roll 2d20 DC 8)
> Attack the last carnivorous plant with your sword three times (roll 3d20 DC 12)
> Smite the last carnivorous plant (roll 1d20 DC 8)
> Shoot the last carnivorous plant with your crossbow (roll 1d20 DC 8)
> Write in
>>
Rolled 9, 8, 5 = 22 (3d20)

>>3560615
>Finish the last one off with a sweet triple attack

Harvest the teeth
>>
Rolled 18 (1d20)

>>3560617

Bailey tries to cast a scorching ray spell.

The curse makes her feel too tired to cast.

Rolling to see if she can resist it, DC 15.
>>
Rolled 18, 13, 12 = 43 (3d20)

>>3560622

Bailey resists the curse!

Rolling to hit with the scorching rays, DC 8
>>
Rolled 1, 2, 1 = 4 (3d2)

>>3560625

All rays hit, rolling damage
>>
>>3560630


Bailey kills the last carnivorous plant with a scorching ray spell!

(You got 1 experience for surviving the fight against the carnivorous plants. You now have 103 experience. You'll level up once you reach 150 experience. You're currently level 4)

You then harvest the teeth of the carnivorous plants.

What do you want to do now?
> Resume looking for the druid
> Return to Sebury
> Write in
>>
>>3560638
>Resume looking
>>
Rolled 17, 12, 4, 2, 11 = 46 (5d20)

>>3560645

We decide to resume looking for Herzoflix

Rolling to see what we find


On a 1 or 2 we run into carnivorous plants, on a 20 we may find something.
>>
>>3560638
> Return to Sebury
> sell cloth for 3 months
>>
Rolled 3 (1d6)

>>3560651

We find another group of carnivorous plants, rolling to see how many
>>
>>3560654
Also,
> return to main city to heal Bailey
>>
>>3560660

We find three carnivorous plants wandering the forest!

What do you do?
> Run away from the carnivorous plants
> Attack the nearest carnivorous plant with your
sword twice (roll 2d20 DC 10)
> Attack the nearest carnivorous plant with your sword three times (roll 3d20 DC 14)
> Smite a carnivorous plant (roll 1d20 DC 10)
> Shoot a carnivorous plant with your crossbow (roll 1d20 DC 10)
> Write in
>>
Rolled 1, 11 = 12 (2d20)

>>3560664
>Attack twice
>>
>>3560667
You know if we dont heal Bailey the druid is going to wipe the floor with us.
>>
>>3560672
Fireballs won't be so useful against a single target so I'm not so sure
>>
>>3560664
>after killing plants
>Return to Sebury
> sell cloth for 3 months
>return to main city (i forget its name) and heal Bailey
>>
>>3560696
I'm definitely against selling cloth at that price
>>
>>3560689
Do u play this stoned... has a cult.
>>
>>3560699
I don't think they're with him at all times, or very strong/numerous
>>
>>3560750
But you dont know they are not. If they are they could down a party member if Bailey is incapacitated. Its a lot of risk for what?
>>
>>3560797
If there are too many we can run
>>
>>3560803
What if they have spells or plants that restrain us? Im not a master of logic but your actions make me look like Spock
>>
>>3560820
If they're that strong we're doomed with or without Bailey
>>
>>3560839
We are have trouble killing plants...
>>
>>3560845
We have trouble killing everything. Except innocent old men.
>>
>>3560867
Lol, and characters... 2k a drop.
>>
>>3560894
1k. Bailey was double that because her remains were devastated by the Phoenix. Mary and Uhtred were both revived for 1k.
>>
>>3560935
We dont have the funds to revive anyone. Becuase we wanted to give it to baby dragons.
>>
>>3560945
Better to give it to baby dragons than have baby dragons take it from us and also have to revive everyone.
>>
Rolled 19 (1d20)

>>3560667

Bailey tries to throw a fireball at the plants!

But the curse is making her lose her concentration!

Rolling to resist it, DC 15
>>
Rolled 13, 5, 15 = 33 (3d20)

>>3561002


Bailey throws a fireball at the plants!

Rolling to see if they dodge for half damage
>>
Rolled 3, 2, 1, 2, 4, 4 = 16 (6d4)

>>3561004

Two plants dodge for half damage, rolling damage.
>>
>>3560956
Theres a book I think will benefit you, The Art of Reason by David Kelley. I hope it helps fren.
>>
Rolled 4, 7, 5 = 16 (3d20)

>>3561005

The first plant takes 3 fire damage from the blast!
The second plant takes 3 fire damage from the blast!
The third plant takes 4 fire damage from the blast!

You attack one plant with your sword!

Dandala shoots one plant but miss!

Ss'rath attacks one plant with his spear!

Mary casts Spiritual Weapon! Her spiritual weapon hits one plant!

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

Three plants will bite you, Mary and Ss'rath. Rolling to hit DC 14 for you, DC 14 for Mary and DC 11 for Ss'rath.

What do you do?
> Attack the nearest carnivorous plant with your sword twice (roll 2d20 DC 8)
> Attack the nearest carnivorous plant with your sword three times (roll 3d20 DC 12)
> Smite a carnivorous plant (roll 1d20 DC 8)
> Shoot a carnivorous plant with your crossbow (roll 1d20 DC 8)
> Write in
>>
Rolled 18, 4 = 22 (2d20)

>>3561014
>Attack twice

>>3561006
Thanks, I'll look it up.
>>
Rolled 14 (1d20)

>>3561028

Bailey attempts to cast a fireball at the plants!

But her body is wracked by evil energy!

Rolling to resist the curse, DC 15.
>>
Rolled 18, 11 = 29 (2d20)

>>3561034

Bailey is paralyzed by the curse!

You attack the carnivorous plant with your sword!

Dandala shoots the carnivorous plant with her longbow, landing a critical hit!

Ss'rath attacks the carnivorous plant with his spear!

Mary attacks the carnivorous plant with her mace! Her spiritual weapon also attacks the carnivorous plant, killing it!

The two remaining plants attack Mary and Ss'rath, rolling to hit DC 14 for Mary and DC 11 for Ss'rath.

What do you do?
> Attack the nearest carnivorous plant with your sword twice (roll 2d20 DC 8)
> Attack the nearest carnivorous plant with your sword three times (roll 3d20 DC 12)
> Smite a carnivorous plant (roll 1d20 DC 8)
> Shoot a carnivorous plant with your crossbow (roll 1d20 DC 8)
> Write in
>>
Rolled 7, 19, 19 = 45 (3d20)

>>3561039
>Attack three times
>>
Rolled 7 (1d20)

>>3561042

Bailey tries to cast a fireball spell at the plants.

But negative energies make her body feels heavy.

Rolling to overcome the curse, DC 15
>>
Rolled 3, 3 = 6 (2d3)

>>3561042

Mary and Ss'rath been bit by the plants, rolling damage
>>
Rolled 11, 7 = 18 (2d20)

>>3561042
>>3561050
>>3561053

Bailey has been paralyzed by the curse!

Mary has been bit by the carnivorous plant! She's seriously wounded!

Ss'rath has been bit by the carnivorous plant! He's seriously wounded!

You attack the carnivorous plant a couple times with your sword!

Dandala shoots the carnivorous plant with her longbow!

Ss'rath attacks the carnivorous plant twice with his spear!

Mary hits the carnivorous plant with her mace! Her spiritual weapon hits the carnivorous plant!

The two remaining plants attack Mary and Ss'rath, rolling to hit DC 14 for Mary and DC 11 for Ss'rath.

What do you do?
> Attack the nearest carnivorous plant with your sword twice (roll 2d20 DC 8)
> Attack the nearest carnivorous plant with your sword three times (roll 3d20 DC 12)
> Smite a carnivorous plant (roll 1d20 DC 8)
> Shoot a carnivorous plant with your crossbow (roll 1d20 DC 8)
> Write in
>>
Rolled 9, 11, 20 = 40 (3d20)

>>3561063
>Another three attacks

Might need a prayer from Mary if they land any more hits
>>
Rolled 3 (1d20)

>>3561066

Bailey tries to cast a fireball at the carnivorous plants.

But negative energies weigh her down!

Rolling to resist the curse, DC 15
>>
Rolled 4 (1d20)

>>3561072
>>3561066

Bailey is paralyzed by the curse!

You land a critical hit on the carnivorous plant!

Dandala shoots the carnivorous plant with her longbow killing it!

Ss'rath attacks the carnivorous plant twice!

Mary attack the carnivorous plant with her mace! Her spiritual weapon hits the carnivorous plant!

The last carnivorous plant attacks Ss'rath, rolligng to hit DC 11.

What do you do?
> Attack the nearest carnivorous plant with your sword twice (roll 2d20 DC 8)
> Attack the nearest carnivorous plant with your sword three times (roll 3d20 DC 12)
> Smite a carnivorous plant (roll 1d20 DC 8)
> Shoot a carnivorous plant with your crossbow (roll 1d20 DC 8)
> Write in
>>
Rolled 4, 1, 18 = 23 (3d20)

>>3561074
>Finish it off with a glorious triple
>>
Rolled 18 (1d20)

>>3561084

Bailey tries to cast a scorching ray at the plants.

But the curse makes her hands too heavy to move!

Rolling to see if she can overcome the curse, DC 15
>>
Rolled 17, 18, 13 = 48 (3d20)

>>3561091

Bailey casts a scorching ray spell on the last carnivorous plant, rolling to see how many rays hit it, DC 8
>>
Rolled 1, 1, 1 = 3 (3d2)

>>3561096

all three rays hit it, rolling damage
>>
>>3561096
That was supposed to be my glorious triple
>>
>>3561098
>>3561084

Bailey casts a scorching ray spell on the carnivorous plant, dealing 3 hits of damage!

You attack the carnivorous plant with your sword, killing it.

We defeated the carnivorous plants!


We only have one more day worth of supplies.

What do we want to do?
> Resume looking for the druid
> Return to Sebury
> Write in
>>
>>3561102
> Return to Sebury
>>
>>3561102
>Return to Sebury

I guess we couldn't eat the carnivorous plants. RIP what I learned from dungeon meshi.
>>
>>3561107
>>3561114


We return to Sebury, all out of supplies.

Supplies for the road are in short supply in Sebury so the price is rather high (5 silver per person a day).

The costs for opening a silk shop in Sebury are 10 gold per month for renting the shop, 10 gold per month for hiring a shopkeeper, plus our own living expensives that will cost at the very least 18 gold per month at the cheapest inn in town, we think we could sell silk at 4-5 gold per yard around here. Hard to tell how fast we would sell our silk here though.

We have 90 gold and 231 yards of silk.

> Buy enough supplies for our two weeks trip to Valonde (42 gold)
> Buy a month's worth of supplies (84 gold)
> Open a shop to sell our silk (how many months?)
> Continue on our trip towards Valonde
> Write in
>>
>>3561128
>Buy supplies for the trip to Valonde and go there
>>
>>3561128
> Open a shop to sell our silk (how many months?)
3
>>
Rolled 1 (1d2)

>>3561132
>>3561138

1 - buy supplies and head to Valonde
2 - open a silk shop for three months
>>
>>3561128
>Make that 4
>>
>>3561139
We cant because we didnt pay the merchants guild.
>>
>>3561132
>>3561138
>>3561139


We buy enough supplies for our trip to Valonde.
We now have 48 gold.

We then travel to Valonde. The trip takes a couple weeks. It is rather uneventful.

We then head to the Scarlet Tankard to plan our next move.


> Enter the fountain portal to slay monsters
> Patrol the streets of the poorer districts looking for clues on the disappearances (how many weeks)
> Go after some component from Alion's list (which one)
> Visit the institute for arcane research looking for fetch quests
> Travel to Longdale to look for the second gem
> Write in
>>
>>3561132
Are you trolling...?
>>
>>3561146
>Visit the institute looking for fetch quests

>>3561151
No?
>>
>>3561154
+1 let see where this goes, I'm going to just eat a bag of popcorn and use all this salt i've got.
>>
Rolled 1, 1, 1, 1, 1, 1, 1 = 7 (7d2)

>>3561154
>>3561161

Rolling to see if the fetch quests changes

1 they're the same 2 they changed
>>
>>3561164

The wizard Akon needs hydra blood she will pay 500 blood for a large vial.

The wizard Saigon needs giant centipede venom. He's willing to pay 200 gold per pint of the stuff, up to four.

The wizard Hirish needs some adamantine. He's willing to pay 100 gold per pound of the stuff, up to 20 lb.

The wizard Gorick needs rare nuts that grow in the northern part of the elvish kingdom, he'll pay 100 gold per bucket full of the stuff, up to eight buckets.

The wizard Izoprix needs harpy feathers, he'll pay 300 gold for a sack full of them.

The wizard Atazz needs celestial ichor, she'll pay 500 gold for a large vial.

The wizard Fineas needs Pixie dust, he'll pay 200 gold per vial, up to five.

What will we do?
> Go after a hydra for Akon
> Go after a giant centipede for Saigon
> Go after adamantine for Hirish
> Go after rare nuts for Gorick
> Go after harpies for Izoprix
> Go after celestials for Atazz
> Go after pixies for Fineas
> Enter the fountain portal to slay monsters
> Patrol the streets of the poorer districts looking for clues on the disappearances (how many weeks)
> Go after some component from Alion's list (which one)
> Visit the institute for arcane research looking for fetch quests
> Travel to Longdale to look for the second gem
> Write in
>>
>>3561166
I can't believe none of them changed.

Find out if there's anywhere nearby that will buy silk for the same/similar prices we get in Valonde. Perhaps traveling a bit farther away from the Elvish kingdom? If not look into mining adamantine.
>>
>>3561176 Valonde is the local largest city and main trade hub, you won't find anywhere nearby where you can sell for the same price.


We decide to go after adamantine for Hirish.

"Well, where are we going to find adamantine Bailey?", says Selena.

"Adamantine is a fairly rare ore, it can be found in small pockets on various kinds of terrains. But I won't lie to you, our chance of finding a pocket of adamantine, even a small one, is pretty slim.", says Bailey.

We go talk to a local prospector and ask him about adamantine.

"You're looking for adamantine? You must be crazy! That's one of the rarest ores, if not the rarest! You might as well look for metal that falls from the sky, some say the whole supply of adamantine came from the sky, that's why it is only found in small pockets. I can come and help you for my usual rates but I warn you that my expertise won't change the fact that the chance of finding this ore is minimal. It might be months until you find anything, or even years, and once you find it it will likely be only a few pounds of the stuff. Go look for something more profitable like gold or silver, it will be more worth your while."

We have 48 gold

What are we going to do?
> Buy supplies (13 gold per week)
> Go look for adamantine on our own (for how long)
> Hire a professional prospector (5 gold per day)
> Give up the quest
> Write in
>>
>>3561195
>Give up on Adamantium

Hmm. Ok. Find out where nearby we can sell silk for the best price, Valonde excepted. Anywhere better than 4-5 gold locally?

Also I guess go to the merchants guild here, tell them we can't pay their bigass fee, and ask if there's an alternative way to get selling rights. Perhaps a 15-20% cut of our profits?
>>
>>3561207
Kek
>>
>>3561207 there's no table of prices for the various villages, we would have to actually travel places and ask, though it is unlikely that small places would pay very much

We give up on going after adamantine for Hirish.

We go to the merchants guild and tell them we can't pay their fee and ask if there's an alternative way to get selling rights, perhaps a 15-20% cut of our profits.

They tell us that to be allowed to sell in the city we must pay what we own the merchant's guild and we should have exercised some more forethought as when their emissary went to collect the fee we obviously had the money to pay for it.


What will we do?
> Go after a hydra for Akon
> Go after a giant centipede for Saigon
> Go after rare nuts for Gorick
> Go after harpies for Izoprix
> Go after celestials for Atazz
> Go after pixies for Fineas
> Enter the fountain portal to slay monsters
> Patrol the streets of the poorer districts looking for clues on the disappearances (how many weeks)
> Go after some component from Alion's list (which one)
> Visit the institute for arcane research looking for fetch quests
> Travel to Longdale to look for the second gem
> Write in
>>
>>3561221
Ooof. Guess they're willing to give up on our remaining product. I figured they'd take something over nothing.

Travel in the direction away from the elvish kingdom to the nearest city and sell there.
>>
>>3561239
Would that be where we just left?
>>
>>3561239
>Travel in the direction away from the elvish kingdom to the nearest city and sell there.

We only have enough money for 3 weeks worth of supplies, there are no cities within reach, only villages of varying sizes.

Then there's the issue that if we spend all the money on supplies for the travel we won't have enough to open a shop and pay our living expenses on whatever village we arrive at.

How do you suggest handling this issue?
>>
>>3561250
Really? No cities for 3 weeks of travel on a road that connects a major city to the elven kingdom? This may be our worst bad luck yet.

Hmmmmmmm.

Any pixies or giant centipedes nearby? With the increase in travel supply costs, getting harpy feathers might not even be profitable anymore.
>>
>>3561297

pixies can probably be found in the elvish kingdom
giant centipedes can probably be found in the mountains to the west or in the swamp to the south
>>
>>3561315
I think the mountains to the west were a month away, so they're definitely no good.

Elvish kingdom I think was two weeks away? Maybe three? Remind me please.

How far away is the southern swamp?
>>
>>3561324

The closest city of the elvish kingdom, Doloroth, can be reached in 2 weeks.

The southern swamp is close to the village of Beeton, about 3 weeks away.
>>
>>3561336
What happen if we run out of funds?
>>
>>3561336
Guess we'd better head to Doloroth
>>
Rolled 17, 6, 20, 15, 7, 4, 15, 14, 18, 6, 13, 1, 14, 13 = 163 (14d20)

>>3561340 You won't be able to keep adventuring.
>>3561345

You buy a couple weeks worth of supplies for 26 gold. You now have 22 gold.

Then you begin to travel towards Doloroth!

Rolling to see if you have any random encounters along the way
>>
>>3561348

Are you still looking for undead mobs?
>>
>sell silk
>>
>sell silk at closest town
>>
>>3561350
Yes
>>
Rolled 10, 18 = 28 (2d20)

>>3561356

On the third day of travel you find the tracks of an undead mob going off road and you follow it.

Rolling to see how many undead there are.
>>
Rolled 2 (1d2)

>>3561357

Let's see if there's a special undead

1 - special undead
2 - no special undead
>>
>>3561361
>>3561357

You find a mob of 28 zombies shambling around.

What do you wanna do?
> Try the trick with the wagons
> Attack the nearest zombie with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombie with your sword three times (roll 3d20 DC 9)
> Smite the nearest zombie (roll 1d20 DC 5)
> Shoot the nearest zombie with your crossbow (roll 1d20 DC 5)
> Write in
>>
>>3561364
> Try the trick with the wagons
>>
>>3561348
Do we start farming?
>>
Rolled 14, 6, 16, 1, 18, 12, 5, 8, 2, 12, 15 = 109 (11d20)

>>3561367
>>3561371 the group would probably disband for awhile and everyone would try to find gainful employment by themselves

We try the trick with the wagons on the mob of zombies again and they follow us mindlessly. It takes considerably more time to kill them all since Bailey keeps being wracked by the curse all the time but eventually the zombies stop getting back up.

We continue on our trip, rolling to see if we find anything
>>
Rolled 5 (1d6)

>>3561435

After 4 more days of travel we run into something, rolling to see what

1,2,3 zombies
4 bandits
5 hill giants
6 ???
>>
Rolled 3 (1d4)

>>3561436

let's see how many hill giants we run into
>>
>>3561436
>>3561441

We run into three hungry hill giants! They approach us, club in hand!

What will you do?
> Attack the nearest hill giant with your sword twice (roll 2d20 DC 10)
> Attack the nearest hill giant with your sword three times (roll 2d20 DC 14)
> Smite the nearest hill giant (roll 1d20 DC 10)
> Shoot the nearest hill giant with your crossbow (roll 1d20 DC 10)
> Write in
>>
Rolled 15, 9 = 24 (2d20)

>>3561462
> Attack the nearest hill giant with your sword twice (roll 2d20 DC 10)

Can't outrun the big stride
>>
Rolled 5 (1d20)

>>3561462
> Shoot the nearest hill giant with your crossbow (roll 1d20 DC 10)
>>
calling it a night
>>
Just realized that the link I posted in the OP was searching in the /tg/ archive. You still find the quest just fine but the interface doesnt allow you to vote. I think that if you follow this link instead you should be able to vote in the archive.
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Jewels+of+Guldar
>>
>>3561654
People use the archives?
>>
>>3561654
DM i was wonder is our reward for neglecting our funds, if it goes to 0 a 3 day pause on the game becuause our characters are work?
>>
Rolled 19 (1d20)

>>3562423 to read up on quests they want to catch up to I would think
>>3562511 if we run out of funds we can think of something along these lines, but I don't see why we would need to pause for 3 irl days, we could just say time has passed in game
>>3561473
>>3561478

Bailey is trying to cast a fireball spell at the hill giants, but she's wracked by the evil force of the curse!

Rolling to resist the curse, DC 15
>>
Rolled 9, 10, 2 = 21 (3d20)

>>3562582

Bailey resists the curse and casts a fireball at the hill giants!

Rolling to see if the hill giants evade for half damage, DC 13
>>
Rolled 1, 3, 3, 1, 4, 3 = 15 (6d4)

>>3562583

The hill giants don't avoid for half damage!

Rolling damage.
>>
Rolled 1, 18, 7, 10, 18, 4 = 58 (6d20)

>>3562585
>>3562585

The first hill giant takes 4 fire damage in the blast!
The second hill giant takes 4 fire damage in the blast!
The third hill giant takes 7 fire damage in the blast!

You attack one of the hill giants with your sword!

Dandala shoots one of the hill giants with her longbow, landing a critical hit!

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

Mary attacks one of the hill giants with her mace!

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

The hill giants were trying to reach Bailey but you stand in their way so they attack you instead! Two hill giants will attack you and one will attack Mary. Rolling to hit DC 10 for you and DC 10 for Mary. The hill giants attack twice.

What do you wanna do?
> Attack the nearest hill giant with your sword twice (roll 2d20 DC 8)
> Attack the nearest hill giant with your sword three times (roll 2d20 DC 12)
> Smite the nearest hill giant (roll 1d20 DC 8)
> Shoot the nearest hill giant with your crossbow (roll 1d20 DC 8)
> Write in
>>
Rolled 20, 4 = 24 (2d20)

>>3562622
>> Attack the nearest hill giant with your sword twice (roll 2d20 DC 8)
>>
Rolled 19 (1d20)

>>3562699

Bailey tries to cast a fireball at the hill giants.

But the curse is making her feel too tired to cast!

Rolling to resist the curse, DC 15.
>>
Rolled 4, 16, 14 = 34 (3d20)

>>3562709

Bailey overcame the curse and managed to cast a fireball!

Rolling to see if the hill giants dodge for half damage, DC 13
>>
Rolled 4, 1, 3, 2, 1, 4 = 15 (6d4)

>>3562711

Two giants dodge for half damage, rolling damage
>>
Rolled 2, 3, 3 = 8 (3d3)

>>3562622

two giants hit you with their clubs and one hit Mary, rolling damage
>>
Rolled 4, 15, 9, 11, 2, 15, 2 = 58 (7d20)

>>3562711
>>3562714
>>3562718

You take five hits worth of damage from the hill giant's clubs! You're now crippled, getting a +4 penalty on DCs and a -2 penaly on AC.

Mary takes 3 hits of damage from the hill giant club! She's now seriously wounded!

The first hill giant takes 5 fire damage from the fireball blast!
The second hill giant takes 3 fire damage from the fireball blast!
The third hill giant takes 5 fire damage from the fireball blast!

You attack the hill giant with your sword, landing a critical hit! You kill the hill giant!

Mary casts a prayer of healing!

Mary is now lightly wounded!
You're now seriously wounded! You're getting a +2 penalty on DCs.

Dandala shoots one hill giant with her longbow but miss!

Ss'rath attacks one of the hill giants twice with his spear!

The other two hill giants begin to flee!

Dandala shoots one of the hill giants with her longbow but miss!

Ss'rath throws a spear at the hill giant!

Mary shoots her crossbow at the hill giant but miss!

Selena shoots her crossbow at the hill giant, killing it!

Bailey tries to cast a scorching ray spell but is wracked by the curse and paralyzed!

You shoot the last giant with you crossbow!


The last giant manages to flee!

(You gained 3 experience for surviving the fight with the hill giants. You now have 106 experience. You'll level up once you have 150 experience. You're currently level 4)

One of the two giants we slayed was carrying a large sack with him. In his sack we found:

A half empty cask of ale
One alive sheep
A large iron cooking pot
A giant sized waterskin

Will we loot the giant's stuff?

We then resume our trip, rolling to see if we find anything else on our way to Doloroth
>>
>>3562742

We arrive at the elvish town of Doloroth!

We go to a tavern called the Broken Shield and Selena goes about with Dandala looking for information.

"Looks like the wizard Ethon has built another golem. He now has two medium sized golems, one stone golem and one iron golem. The creatures are still unproven in battle though, but he flaunts them as the ultimate fighting creatures and protectors of Doloroth. He must have sank thousands of gold coins worth of materials in the construction of each golem."

"Seems like Galemmir has acquired some phoenix feathers for he has crafted a number of wands of firebolt and seems pretty satisfied with himself. He fears that the town might be attacked by something immune to fire though so now apparently he's busily crafting wands of magic missile. Coincidentally or not he's after some pixie dust for his wands, he's offering 150 gold per vial. "

"We might find some escort work taking caravans from here back towards Valonde for about 100 gold for the couple weeks it would take us to get there, most merchants bet they can just outrun most threats on the way to Valonde but some, specially those hauling large amounts of precious stuff, are willing to pay for the added protection. They would also provide us with supplies while we're escorting them."

"We talked to some local druids asking where we could find some pixies and they told us there's a sacred glade a couple weeks travel away from here to the east where the pixies like to gather together to dance. They can fly and become invisible at will, even when attacking people, so nabbing them to harvest the dust might be difficult."

"We only have 22 gold and we kinda need more supplies if we are to travel anywhere. Luckily supplies around here are cheaper, at about 2 silver per person a day, but still we would only be able to afford about a couple weeks at most with our current funds."

> Buy a couple weeks of supplies (17 gold)
> Go after pixies
> Take a escort job heading back to Valonde
> Travel further inside the elvish kingdom (Lenoria, Lorione)
> Write in
>>
>>3562810
What's the temperament of pixies? Playful, mean, murderous? Can we negotiate for the dust? What are their combat capabilities?

If we butcher and eat the sheep we looted how long will it last us? Can we forage for food since there isn't a zombie plague here? Also what would our silk sell for out of curiosity?
>>
>>3562864
Could be all of those... there are many kinds of pixies.
>>
>>3562879
That's why I'm asking. The locals who live near them should know
>>
>>3562864
https://youtu.be/EhO5IOjT5JE
You can look up info for a general understanding. I look up the creatures so that I can know some what to expect... its only logical.
>>
>>3562900
No guarantee that OP didn't put his own unique spin on it though.
>>
>>3562864 the sheep would last you three days or so. none of you are trained foragers so it would be a difficult test to forage for food day by day, it would take at least eight hours per day foraging to get food for one day. if you fail the test you might accidentally eat something poisonous and get sick.

We ask around the locals what they know about the pixies, about their temperament, whether they are playful, mean, murderous, whether we could negotiate for the dust and their combat capabilities. We find a druid who seems knowledgeable about the pixies.

"Well, it is a mixed bag really. There are multiple small clans of pixies that group themselves by their general interests, one clan might spend a lot of time playing pranks on local animals, another might patrol their territory carrying their tiny bows shooting anything that comes too close, another might gather and prepare food for their friends. They meet at the sacred glade once every few days to dance and talk endlessly about whatever they have done and seen in the prior days. They have a queen who is a powerful spellcaster who often attends those dance parties. I reckon you're after their dust eh? Well, they don't take too kindly people wanting to grab them and shake them off to gather their dust. Resistance might range from them just flying away to you all being driven away from their territory under heavy arrow fire or even some magical spells if their queen is around. It is not too often that people succeed at gathering pixie dust, but the casualties are not very high. Just make sure you don't kill any pixies and they'll probably let you live - dead pixies don't produce any dust anyway, you'd wanna just knock them unconscious at most. They're rather fragile so don't go around casting fireballs on them and murdering scores of pixies unless you want to incur their collective wrath."

Our silk would fetch maybe 1 gold per yard around here.

What do we want to do?
> Buy a couple weeks of supplies (17 gold)
> Go after pixies
> Take a escort job heading back to Valonde
> Travel further inside the elvish kingdom (Lenoria, Lorione)
> Write in
>>
>>3563222
> Take a escort job heading back to Valonde

We don't seem to have enough food to make it to the pixies and back. Also no guarantee of success. This is why I wanted Selena to learn sleep.
>>
Rolled 15, 3, 18, 5, 20, 4, 6, 14, 5, 13, 10, 19, 1, 7 = 140 (14d20)

>>3563253

We decide to take a escort job heading back to Valonde. We're escorting two wagons packed full of elvish goods.

Let's see if the merchant will get his money's worth of protection, rolling to see if we find anything on the road.
>>
Rolled 3 (1d6)

>>3563315

Near the end of the journey we chance upon something, let's find out what

1,2,3 zombies
4 bandits
5 hill giants
6 ???
>>
Rolled 3, 13 = 16 (2d20)

>>3563317

We find a group of zombies shambling around in the road blocking our path
>>
Rolled 2 (1d2)

>>3563320

rolling to see if there's a special undead

1 - special undead
2 - no special undead
>>
>>3563320
>>3563322

We just find a group of 16 zombies shambling around in the middle of the road.

What are we going to do?

> Take the wagons off road and go around the zombies
> Try the trick with the wagons to slay the zombies
> Attack the nearest zombie with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombie with your sword three times (roll 3d20 DC 9)
> Smite the nearest zombie (roll 1d20 DC 5)
> Shoot the nearest zombie with your crossbow (roll 1d20 DC 5)
> Throw a bottle of holy water at the nearest zombie (roll 1d20 DC 5)
> Write in
>>
>>3563330
> Try the trick with the wagons to slay the zombies

I love this trick
>>
>>3563333

We tell the merchants to keep their wagons moving ahead of ours as we're going to have the zombies follow us so we can slay them from a safe distance. The merchants comply and we manage to eventually kill off all the zombies until they stop getting back up. The merchants compliment us for our cleverness and we continue on our trip towards Valonde.

We arrive at Valonde and the merchants pay us the 100 gold they promised us for the escort work.

We now have 122 gold.

We have a sheep we've been hauling around, it's been starved half to death, we could probably sell it for 1 gold, should we sell it?
> Sell the sheep
> Kill the sheep and eat it
> Keep the sheep
> Write in

We then head to the Scarlet Tankard to plan our next move.

> Buy supplies (about 13 gold per week)
> Enter the fountain portal to slay monsters
> Patrol the streets of the poorer districts looking for clues on the disappearances (how many weeks)
> Go after some component from Alion's list (which one)
> Visit the institute for arcane research looking for fetch quests
> Travel to Longdale to look for the second gem
> Write in
>>
>>3563371
> Sell the sheep
>go to nearest city and sell silk for 4 months
>>
>>3563371
> Kill the sheep and eat it
Lasts us three days, pretty sure that's worth more than 1 gold.

> Visit the institute for arcane research looking for fetch quests

Some have to have changed

> Check out the market for escort missions
>>
Rolled 1 (1d2)

>>3563377
>>3563385

1 - sell the sheep and go to nearest city and sell silk for 4 months
2 - kill the sheep and eat it visit the institute for arcane research looking for fetch quests check out the market for escort missions
>>
>>3563377
>>3563385
>>3563403

We sell the sheep for 1 gold. We now have 123 gold.

We decide to go to the nearest city and sell silk for 4 months.

We grab a map of the region and look at the nearest cities trying to decide which one to go.

The nearest village is Wastead, about a week away, it has less than two thousand inhabitants though, might not be the best place to sell silk.

The nearest village with a decent population is Sebury with over four thousand inhabitants, about two weeks away.

The nearest real city is about four weeks away travelling south, the capital of Faleroth, a walled city with tens of thousands of inhabittants called Huxford. We don't know much about the place just that it has a large standing army and houses the royal family of Faleroth.

How much supplies do we want to buy?
> One week of supplies (13 gold)
> Two weeks of supplies (26 gold)
> Four weeks of supplies (51 gold)
> Write in

Where do we want to head to go sell our silk?
> Wastead
> Sebury
> Huxford
> Write in
>>
>>3563441
> Sebury
>2 weeks
>>
Rolled 13, 11, 1, 16, 9, 4, 7, 14, 9, 13, 9, 20, 7, 15 = 148 (14d20)

>>3563447

We buy two weeks of supplies and head to Sebury! We now have 97 gold.

Rolling to see if we find something on the road
>>
>>3563441
> Four weeks of supplies (51 gold)
> Huxford
>>
Rolled 3 (1d6)

>>3563453

On the third day on the road we happen upon something, let's see what

1.2.3 - undead
4 - bandits
5 - hill giants
6 - ???
>>
Rolled 3, 9 = 12 (2d20)

>>3563457

We find a group of undead, let's see how many
>>
Rolled 2 (1d2)

>>3563459

let's see if there's a special zombie

1 - special zombie
2 - no special zombie
>>
>>3563459
>>3563461

We find a group of 12 zombies just shambling around.

What do we want to do?
> Take the wagons off road and go around the zombies
> Try the trick with the wagons to slay the zombies
> Attack the nearest zombie with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombie with your sword three times (roll 3d20 DC 9)
> Smite the nearest zombie (roll 1d20 DC 5)
> Shoot the nearest zombie with your crossbow (roll 1d20 DC 5)
> Throw a bottle of holy water at the nearest zombie (roll 1d20 DC 5)
> Write in
>>
>>3563463
> Try the trick with the wagons to slay the zombies
>>
>>3563463
>wagon trick

And since we're only two days into the trip, reconsider and go to Huxley. If it's a capital city we ought to get better prices than 4-5 gold there. With over 200 yards that's gonna add up to hundreds.
>>
>>3563471
Sebury should be fine.
>>
Rolled 11, 19, 18, 10, 11, 14, 11, 14, 16, 7, 17 = 148 (11d20)

>>3563467
>>3563471 we already decided to go to Sebury


We do the wagon trick and eventually mange to slay the zombies. We continue on our travel towards Sebury. Rolling to see if we find anything else on the rest of the trip
>>
>>3563482
Yea I hoped to convince other anon but I guess he's fixated on this. Oh well, not the most money we've lost.
>>
>>3563482

The rest of the trip transcurs uneventfully.

We arrive at Sebury! We head to the Azure Cup to plan our next move.

The costs for opening a silk shop in Sebury are 10 gold per month for renting the shop, 10 gold per month for hiring a shopkeeper, plus our own living expensives that will cost at the very least 18 gold per month at the cheapest inn in town, we think we could sell silk at 4-5 gold per yard around here.

We currently have 97 gold and 231 yards of silk. We came here intending to open a silk shop for 4 months. Do we confirm this?

> Confirm open a silk shop for 4 months
> Look for quests
> Write in
>>
>>3563502
> Confirm open a silk shop for 4 months
>>
Rolled 4 (1d6)

>>3563507

We open a silk shop for four months.

Let's roll to gauge the interest of the locals for our silk.

1 - The locals seem uninterested in buying silk (1d20)
2,3,4 - The silk market seems about normal for a place this size (1d50)
5 - The locals seem eager for our silk (1d100)
6 - People can't get enough of our silk (1d200)
>>
Rolled 27, 24, 43, 38 = 132 (4d50)

>>3563521

Now let's roll to see how much silk did we sell in four months
>>
Rolled 2, 2, 2, 2 = 8 (4d2)

>>3563526

and at what price
>>
>>3563526
>>3563528

We make 660 gold selling 132 yards of silk over four months. We spend 152 gold with upkeep, shopkeeper wages and our own living expenses. We now have 605 gold.

We still have 99 yards of silk.

What do you want to do next?
> Buy supplies (21 gold per week)
> Look for quests
> Travel somewhere
> Write in
>>
>>3563546
>Look for quests

Might as well. Though we should go back to Valonde and cure Bailey soon.
>>
>>3563546
> go back to volande heal Bailey
Do we have enogh funds to revome curse from Bailey and the armor? I know it was 300 to remove it from Bailey im not sure if that covers the armor as well.
>>
Rolled 1 (1d2)

>>3563548
>>3563552

>>3563548
>>3563552 The Remove Curse spell breaks the curse upon someone bound by the cursed item but it does nothing to fix the item itself. Only much more powerful spells could hope to fix a cursed item.


We got a tie

1 - look for quests
2 - go back to Valonde to heal Bailey
>>
>>3563584
how much to remove it from item. Also, can we use the armor if the curse was removed?
>>
>>3563584
Really? I thought Remove Curse nixxed items too. I was hoping that if we just fixed the armor, Bailey would no longer be afflicted.

What kind of spell would we need to fix the armor and how much would it cost?
>>
>>3563548
>>3563552
>>3563584


"The local tribe of kobolds keeps stealing from the villagers, they still offer 100 gold for us to get rid of them. They live in a cave complex, the villagers tried to raid the place once but it is full of traps so they gave up. There's more than twenty kobolds."

"Herzoflix and his cult of the Chosen of Nature have kidnapped a couple more people! Seems like there's no stopping them! Last time he was sighted he was surrounded by those horrible plant things! The locals raised the bounty on Herzoflix to 500 gold."

"The infestation of carnivorous plants has made the forest too dangerous for the local hunters to operate normally. The plants mindlessly consume all the game they can find with no concerns for sustainable management of the wild herds. They should soon starve to death!"

What do you want to do next?
> Kill kobolds
> Go after Herzoflix (how many weeks)
> Buy supplies (21 gold per week)
> Travel somewhere
> Write in
>>
>>3563598>>3563621
> travel to Kalonde
>>
>>3563596
>>3563598

Fixing a cursed item the way you two are imagining would imply changing the properties of an already existing magical item, the sort of spell capable of doing that is a miracle or a wish, it would cost you thousands of gold to have it cast for you if you found anyone willing and capable of casting it at all.
>>
>>3563621
> Travel somewhere
Valonde, cure Bailey. Better to go after the druid when his plants have starved, and we'd have to stake out the kobold cave for a while.


>>3563632
So it was made cursed? Wtf. Try selling it I guess.
>>
>>3563632
We might as well give it to intitute and keep our silk.
>>
Rolled 9, 6, 18, 19, 3, 18, 7, 15, 12, 5, 19, 13, 11, 5 = 160 (14d20)

>>3563628
>>3563638

We decide to travel to Valonde. We buy a couple weeks of supplies for the travel. We now have 563 gold.

Rolling to see if we find anything on the way there.
>>
>>3563661

The trip to Valonde was largely uneventful. We head to the Scarlet Tankard to plan our next move.

> Pay a wizard to Identify the cursed armor
> Pay a wizard to cast Remove Curse on Bailey
> Enter the fountain portal to slay monsters
> Patrol the streets of the poorer districts looking for clues on the disappearances (how many weeks)
> Go after some component from Alion's list (which one)
> Visit the institute for arcane research looking for fetch quests
> Travel to Longdale to look for the second gem
> Write in
>>
>>3563680
> Pay a wizard to cast Remove Curse on Bailey
>>
>>3563680
> Pay a wizard to cast Remove Curse on Bailey

> Visit the institute for arcane research looking for fetch quests

Is there like, a banking system?
>>
>>3563680
> Patrol the streets of the poorer districts looking for clues on the disappearances (how many weeks
>>
>>3563692
We talked about this in the second thread. There is no banking system.
>>
>>3563699
>use invisibility and have one member follow another. So their back is being watched so no one sneaks up on them
>>
>>3563702
Did we? I forgot.
>>
>>3563680
>2 weeks
>>
Rolled 2 (1d6)

>>3563690
>>3563692

We head to the institute for arcane research and ask around for a wizard who can cast Remove Curse on Bailey for us.

Akon says she can cast the spell for us, she asks for 300 gold for it. After hearing the story on how Bailey got cursed she warns us that the cursed item is attuned to Bailey and once she lifts the curse by casting Remove Curse on her it will attune to the next person that touches it, cursing that person. We might wanna store the cursed item somewhere safe before she lifts the curse, or even get it identified as nobody will agree to touch it to identify it after the curse is lifted from it. She tells us to get our preparations done and come back the following day as she needs to prepare the spell.

> Store the armor somewhere safe (where?)
> Ask Akon to identify the armor for us (she'll charge just 1d6x10 gold for it)
> Just come back the following day and have the curse removed from Bailey
> Write in
>>
>>3563736
> Ask Akon to identify the armor for us (she'll charge just 1d6x10 gold for it)
>>
>>3563736
> Ask Akon to identify the armor for us (she'll charge just 1d6x10 gold for it)
>>
>>3563743
>>3563745

We ask Akon to identify the armor for us and she says she'll prepare the spell for tomorrow.
We come back the following day and she Identify the armor.

Demon Spawner Full Plate
AC 18
Properties:

>While you wear the full plate you can speak and understand Abyssal, the language of demons.

>It causes the critical hit range of attacks against you to increase by 3 (usually it is 20 so it will be 17-20 in most cases).

>When you suffer a critical hit, it spawns a random demon, usually a Quasit, with a small chance of spawning something bigger like a Shadow Demon or a Barlgura. The demon is not under your control. It usually disappear after a minute, but there's a small chance that it will stay in the material plane for a year and a day.

>If you're attuned to the full plate but don't wear it you suffer a debilitating curse that paralyzes you in combat about 70% of the time.

We pay Akon 20 gold for identifying the item for us. We now have 543 gold.

Do we still want to remove the curse from Bailey?
> Remove the curse from Bailey
> Wait, we need to store the armor somewhere safe first (where?)
> Write in
>>
>>3563789
> Wait, we need to store the armor somewhere safe first (where?) At the institute or we can what for that portal to open an throw it in there... what ever is more convenient.
>>
calling it a night
>>
>>3563789
>Store the armor somewhere safe

Just have Bailey stuff it in a cheap sack.

Summoning demons isn't what we're about. If modifying the item is so hard, would it be easier to just disenchant it so it's nonmagical? Would mages at the institute be willing to buy it, and if so at what price? How hard would it be to destroy it?
>>
>>3564477
Hey other anon, would u be will to make compromises? Because having both of us play tug of war with the plot is going to get us nowhere. For the first compromise we can go after the druid when we are done here, then come back and use invisibility to patrol the stress. What do you say? Unless there is something else you would like to do. But I think we should try to work together.
>>
>>3564728
Sure. Only problem I have with patrolling is there's no money in it and our finances aren't in a good state. I'd like a buffer of 1000 gold before we do that.
>>
>>3564748
Ok, I like your plan.
>>
>>3563789
DM what is the cost of healing potions?
>>
>>3563800
>>3564477

We ask Akon about whether it would be feasible to disenchant the plate mail so it's non magical.

Akon patiently explains to us that the process of enchanting a magical item imbues the piece of equipment with powerful magical energies and that disenchanting the item would destroy it, leaving behind a tiny amount of magical residuum that could be useful for crafting new magical items.

She says that Saigon knows the spell for disenchanting magical items and could do it for us for a fee if we want the residuum for ourselves, he also might be interested in buying the cursed armor to destroy it and get the precious residuum for his own magical item recipes.

If the cursed item is destroyed the curse is lifted, although we shouldn't assume Saigon will destroy the item right away if we sell it to him, he might store it for months or even years until he needs the residuum for making a new item.

What do we want to do?
> Pay Akon to Remove Curse from Bailey
> Seek Saigon and ask him to disenchant the demon armor
> Seek Saigon and ask him if he wants to buy the demon armor
> Throw the demon armor in the fountain portal
> Just stuff the demon armor in a cheap sack
> Write in
>>
>>3564856
> Seek Saigon and ask him to disenchant the demon armor
>>
>>3564856
>Seek Saigon, tell him if he disenchants the armor RIGHT NOW he can have all the sweet sweet residuum.
>>
>>3564905
Anon we might be able to use the residuum. I could make our items more powerful.
>>
>>3564942
Alright, I feel like he'll charge a ton but it doesn't hurt to check.
>>
>>3564954
I agree, we should find how much he is charging.
>>
>>3564878
>>3564905

We go seek Saigon. Between his duties as council member and head of the institute for arcane research he's a very busy man. We only manage to get a minute of his attention late at night before he's going out to dine at a restaurant with some local representatives.

"Mister Saigon, we would like you to disenchant a cursed armor for us!", says Selena.

"Disenchanting a cursed armor? My dear, that would take four whole hours! I can't fit it in my schedule. Maybe in a month I could find the time to do it. I would have to charge you 600 gold for the inconvenience. I reckon you want the residuum then?"

"For how much would you be willing to buy the cursed armor?"

"Well, I could use the residuum myself but nowadays who has time to craft magical items. Still, I would buy it from you for 200 gold if you're really despaired to part with it. I might find the time to craft some magic items next year, some residuum would come handy."

"What if we let you keep all the residuum if you just destroy the cursed armor for us?"

"Well, that's one deal I could take! My schedule is still tight, you'd still have to wait about a month until I have time for it, but I could do it for you and keep the residuum."

Spending a month in the local inns would cost us at least 36 gold.

We currently have 543 gold.

What do we want to do?
> Sell something that we have to get 600 gold and have Saigon disenchant the armor so we can keep the residuum for ourselves (what do you wanna sell? diamond (50 gold), holy water (10 gold each, we have 13), silk (we're blacklisted by the merchant's guild but some merchants would still buy from us if the price is low enough, 1-3 gold per yard, we have 99), alchemist's fire (10 gold each, we have 3), horses (30 gold each, we have 4), wagons (15 gold each, we have 2)) (if we pick this option we need to get at least 636 gold because we need to pay for a month of living expenses)
> Have Saigon disenchant the armor and keep the residuum (spend 36 gold for a month of living expenses waiting for Saigon to have time for us)
> Sell the cursed armor to Saigon for 200 gold
> Write in
>>
Rolled 2 (1d3)

>>3565001

rolling price of silk just in case anyone wants to sell it
>>
>>3565001
>Have Saigon disenchant the armor and keep the residuum.

Don't just wait around for a month though. Travel back to the mountains for all those ingredients, or Serbury for a head start on finding the druid.
>>
>>3565013

Going to the mountains takes a month.
Going back and forth to Sebury also takes a month.

In either case you'd probably miss your appointment and would have to reschedule it, and who knows when would Saigon have time again.
>>
>>3565013
I agree we should keep residuum. But our mage is still down we could wait a month and have her at full power and reliable. We could sell silk in the mean time. Also we only have a little over 600.
>>
>>3565019
>Have Saigon disenchant the armor and keep the residuum.

Maybe the wording on this option wasn't clear, this one is for Saigon disenchanting the armor and keeping the residuum for himself
>>
>>3565018
We can't leave it with Saigon now and let him get around to it when he's free in a month?

>>3565019
I don't think keeping residuum is worth it at that price. Especially since we'd be losing money by selling silk. We know in a big city it can sell for 7-12. Why in the world would we sell it for 2 now? Missing out on 500-1000 gold.
>>
>>3565026
It made sense to me. I'm asking if we can't hand the armor over to Saigon right now and get on with our lives instead of waiting around for a month doing nothing. If we travel to the mountains in that time Bailey will be cured right when we arrive.
>>
>>3565029
Ok, what im look at is we can make more money. But we dont have any residuum. To me money is more expendable then residuum. I see your point on lossing out on 500-1000.
>>
>>3565035
I would agree to sell the cursed armor to Saigon for 100 gold, if he disenchants immediately.
>>
>>3565038
I think we should talk to Bailey about what she or other mages can do with residuum. We don't know enough about it to assign a value to it. It helps when crafting magic items, but clearly isn't essential because Bailey has made potions without it. Ask if the amount we'd get from this armor is worth 600 gold.

>>3565043
Very unlikely, he's got no free time for a month. Plus it's not like we need it to be immediate. Our next objective is weeks of travel away.
>>
>>3565052
I think said it could take him months or yrs to need it. Baileu could stay curses that whole time. Offering a discout gives him incentive to removing it sooner.
>>
>>3565068
Even if we sell it to him for free with the condition that he disenchants asap he wouldn't have time to do it for a month though
>>
>>3565102
Ok.
>>
Well, what do you guys want to do?

So far the only vote has been for
>>3565013
>Have Saigon disenchant the armor and keep the residuum

with the addendum of not waiting around for it, just dumping the armor with Saigon and hitting the road, either to the mountains or to Sebury


Is that what you all wanna do?
>>
>>3565119
>Have Saigon disenchant the armor and keep the residuum
I want a confermation that is removed. So wait the month
>>
>>3565123
I'll back for the sake of compromise
>>
>>3565123
>>3565138

We spend a month in the local inns waiting for the day Saigon will cast the spell to disenchant the cursed armor.

We now have 507 gold.

The day finally comes, we're admitted to Saigon's laboratory. Bailey carries the cursed armor there. Saigon then begins to perform the ritual and spends about four hours chanting. At some point during the chanting the plate mail begins to glow white hot and once he's done it crumbles into a tiny amount of fine silvery dust - the residuum. Saigon carefully collects all the residuum into a small vial.

"About a thousand gold worth of residuum!", Saigon says, satisfied with himself. "Your friend should be free from the curse now that the cursed item is destroyed."

What do we want to do next?
> Travel somewhere (where?)
> Buy supplies (about 13 gold per week)
> Enter the fountain portal to slay monsters
> Patrol the streets of the poorer districts looking for clues on the disappearances (how many weeks)
> Go after some component from Alion's list (which one)
> Visit the institute for arcane research looking for fetch quests
> Travel to Longdale to look for the second gem
> Write in
>>
>>3565169
Ok that's kinda annoying.

>Travel to Serbury to apprehend the mad druid

>Have Bailey explain magic item crafting and residuum
>>
>>3565169
What would you like to do anon?
>>
>>3565178
+1
>>
>>3565178
>>3565179
>>3565183

We ask Bailey to explain magic item crafting and residuum.

"Well, when a magic item is destroyed by a disenchant spell about a fifth of its enchanting cost can be recovered in the form of residuum. Residuum can be used in place of rare components when you are enchanting a magic item. You don't use residuum in potions and scrolls, you use it for enchanting things - wands, weapons, armor, this sort of stuff.

A cheap wand with 50 charges of a cantrip could be created for as little as 200-300 gold if we could find the components for it in the open market, its market price being about 350-400 gold or so if we can find a buyer. It would take me about four days to create a wand like that. More powerful wands are of course more expensive.

Enchanting a magical item can get much more expensive rather fast. A simple ring of protection +1 has a market price of about 2000 gold, if we could find the materials for it I could craft one for 1000-1500 gold. It would take me 20 days to craft it. A ring of protection +2 costs about 8000 gold. If we could find the material for it I could craft if for anything between 4000-6000 gold. It would take me 80 days to craft. More powerful magical items are even more obscenely expensive.

Some wizards make cursed items because imbuing a curse in the spell decreases the overall cost of the item. A +5 sword has a market price of a whooping 50,000 gold, but a cursed +5 sword that reduces your AC by 3 when you're wielding it would only cost 32,000 gold, still expensive but far more manageable. If you just add a few curses you can have a powerful item for cheap, with a few setbacks.

Oh, and having trained people helping you craft the items decrease the time it takes to craft it proportionately to the amount of people working on it. That's why most artificers have lots of apprentices - who is going to spend 500 days working on a +5 sword anyway?. The artificer himself still needs at the bare minimum to start the construction of the item and to give the finishing touch on the work so the spells will have his level as base and not the level of one of his apprentices."

We decide to travel to Sebury to apprehend the mad druid Herzoflix!

Sebury is two weeks away from Valonde.

We have 507 gold.

How much supplies are we going to buy?
> Two weeks (26 gold)
> A month (54 gold)
> Two months (108 gold)
> Three months (162 gold)
> Four months (216 gold)
> Write in
>>
>>3565295
> Two weeks (26 gold)

We can restock there. Hopefully prices have gone down by then.
>>
>>3565303
+1
>>
Rolled 4, 17, 16, 20, 15, 10, 18, 2, 4, 11, 9, 20, 5, 7 = 158 (14d20)

>>3565303
>>3565308

We buy a couple weeks worth of supplies and begin travelling towards Sebury!

Rolling to see if we find anything on the road.
>>
>>3565317

Are we still looking for zombie mobs?
>>
>>3565318
Yes, until we get those wight brains
>>
Rolled 8, 19 = 27 (2d20)

>>3565325

After four days on the road we find the clear signs that a zombie mob was shambling around in the road so we follow their tracks going offroad. After a few hours we locate them! Rolling to see how many zombies are there.
>>
Rolled 1 (1d2)

>>3565335

Rolling to see if there are special undead
1 - special undead
2 - no special undead
>>
Rolled 4 (1d4)

>>3565339

Rolling to see what kind of special undead we got in here

1 - Ghast
2 - Wight
3 - Flesh Abomination
4 - Zombie Knight
>>
>>3565335
>>3565344

We find a group of 27 zombies shambling around in the plains. There's a zombie knight amidst them, wearing a plate armor, mounted on a zombie horse and carrying a shiny blade.

What are you going to do?
> Try the trick with the wagons
> Attack the nearest zombie with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombie with your sword three times (roll 3d20 DC 9)
> Smite the nearest zombie (roll 1d20 DC 5)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 15)
> Write in
>>
>>3565367
> Try the trick with the wagons

I wonder if the zombie horse can keep up
>>
>>3565390
+1
>>
>>3565367
>Claim to be the original zombies
Zombies are stupid, this will make them our minions
>>
Rolled 15, 8, 9 = 32 (3d20)

>>3565390

We try the trick with the wagons.

As we begin to get the wagons into position the zombie knight comes full speed ahead of the zombie pack and attacks one of our horses with his sword twice. His horse also bites our horse.

What are you going to do?
> Attack the nearest zombie with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombie with your sword three times (roll 3d20 DC 9)
> Smite the nearest zombie (roll 1d20 DC 5)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 15)
> Write in
>>
Rolled 11, 3, 16 = 30 (3d20)

>>3565403
> Attack the nearest zombie with your sword three times (roll 3d20 DC 9)
>>
Rolled 5, 18, 19 = 42 (3d20)

>>3565403
That's a yes. Damnit.

> Attack the nearest zombie with your sword three times (roll 3d20 DC 9)

Thi would be the knight's horse, right? Kill that thing and we're set.
>>
Rolled 8, 10, 11, 12, 14, 7, 1, 16, 20 = 99 (9d20)

>>3565414
>>3565417

Bailey casts a fireball on the mass of zombies behind us, hitting 9 of them. Rolling to see if any evades for half damage, DC 15
>>
Rolled 2, 3, 2, 1, 3, 1, 4, 3, 1, 4, 3, 2, 2, 2, 3, 1, 3, 4 = 44 (18d4)

>>3565424

Two zombies evade for half damage, rolling damage
>>
Rolled 4, 10, 13, 6, 6, 5, 17 = 61 (7d20)

>>3565426

The first zombie dies in the blast!
The second zombie takes 3 fire damage in the blast!
The third zombie dies in the blast!
The fourth zombie dies in the blast!
The fifth zombie dies in the blast!
The sixty zombie dies in the blast!
The seventh zombie dies in the blast!
The eighth zombie takes 3 fire damage in the blast!
The ninth zombie dies in the blast!

Seven zombies died in the blast, rolling to see if they get back up, DC 10.
>>
NINTENDO

HIRE

THIS

MAN
>>
>>3565436
Lol +1
>>
Rolled 19, 14, 16 = 49 (3d20)

>>3565424
>>3565426
>>3565432

Bailey killed seven zombies with her fireball. However, three got back up!

The zombie knight and the zombie horse killed one of our horses!

You attack the zombie knight's horse a couple times with your sword!

Dandala shoots the zombie knight's horse with her longbow!

Mary shoots the zombie knight's horse with her crossbow but miss!

Selena is busy trying to drive the wagon!
Ss'rath is busy driving the other wagon!

The zombie knight attacks our other horse with his sword twice. His horse also bites our other horse.

What are you going to do?
> Attack the nearest zombie with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombie with your sword three times (roll 3d20 DC 9)
> Smite the nearest zombie (roll 1d20 DC 5)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 15)
> Write in
>>
Rolled 2, 3, 2 = 7 (3d20)

>>3565448
> Attack the zombie horse with your sword three times (roll 3d20 DC 9)

Ok lesson learned
>>
Rolled 9, 7, 8, 4, 4, 11, 17, 17, 7, 3, 19 = 106 (11d20)

>>3565454

Bailey casts a fireball at the mass of zombies coming after us. She hits 11 zombies.
Rolling to see if any zombies evade for half damage, DC 15
>>
Rolled 2, 2, 3, 4, 2, 3, 3, 4, 1, 1, 4, 3, 4, 3, 2, 1, 2, 4, 4, 1, 1, 4 = 58 (22d4)

>>3565463

Three zombies evade for half damage, rolling damage
>>
Rolled 7, 13, 2, 17, 5, 19, 7, 5, 13 = 88 (9d20)

>>3565463
>>3565467

The first zombie dies in the blast!
The second zombie dies in the blast!
The third zombie dies in the blast!
The fourth zombie dies in the blast!
The fifth zombie dies in the blast!
The sixth zombie takes 2 fire damage in the blast!
The seventh zombie dies in the blast!
The eighth zombie takes 2 fire damage in the blast!
The ninth zombie dies in the blast!
The tenth zombie dies in the blast!
The eleventh zombie dies in the blast!

Rolling to see if the nine dead zombies get back up, DC 10
>>
Rolled 5, 10, 18, 20, 13, 5, 19, 13, 20 = 123 (9d20)

>>3565454
>>3565474

Bailey kills nine zombies with her fireball! However, four zombies get back up!

You try to attack the zombie horse with your sword but miss.

Dandala shoots the zombie horse with her longbow but miss!

Mary shoots the zombie horse with her crossbow, killing it! But it gets back up!

The zombie knight and the zombie horse killed our second horse! Our wagon now lies motionless!

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

The zombie knight goes after our second wagon and attacks our third horse twice with his sword! His horse also bites our horse!

The zombies manage to reach our wagon and begin to swarm us, three zombies attack you and three attack Mary, rolling to hit DC 15 for you and DC 15 for Mary.

What are you going to do?
> Attack the nearest zombie with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombie with your sword three times (roll 3d20 DC 9)
> Smite the nearest zombie (roll 1d20 DC 5)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 15)
> Write in
>>
>>3565502
>have Selena and Ss'rath fight zombie knight
>>
Rolled 2, 12, 6 = 20 (3d20)

>>3565502
aaaaah
this is a knightmare

> Attack the nearest zombie with your sword three times (roll 3d20 DC 9)

Kill that horse, have the other wagon drive away or escape temporarily.

Have Mary repel the horde.
>>
>>3565502

Forgot to add the song of courage bonus, the DCs are 2 points lower
>>
Rolled 16, 7, 20 = 43 (3d20)

>>3565502
> Attack the nearest zombie with your sword three times (roll 3d20 DC 9)
>>
Rolled 2 (1d2)

>>3565508
>>3565510

1 - have Selena and Ss'rath fight zombie knight
2 - kill zombie horse, have the other wagon drive away, have Mary repel the horde
>>
Rolled 12, 5 = 17 (2d20)

>>3565510
>>3565515

A zombie bites you! You're lightly wounded!
Two zombies bite Mary! She's seriously wounded!

The zombie knight and the zombie horse killed our third horse!

You run to the zombie knight and attack his zombie horse, killing it! It gets back up!

You attack it again, killing it! It gets back up again!

You attack it a third time! It finally stays dead!

You then scream to Ss'rath "Escape with the wagon Ss'rath! Don't let him kill the last horse!"

Ss'rath goes full speed ahead, or at least as fast as he can go dragging a dead horse, and put some distance between the undead and the wagon with the last living horse.

You scream to Mary "Repel those undead Mary!"

Mary grabs her holy symbol and holds it high in the air, it shines with a bright light and a good chunk of the masses of undead get afraid of her, running away from her.

"There are too many!", she tell you, as the excess zombies dodge their fleeing peers and begin to make way towards us!

Bailey casts a scorching ray on the zombie knight, dealing 2 damage!

Dandala shoots one zombie with her longbow, killing it! It stays dead!

The zombie knight, seemingly upset at having lost his mount, attacks you with his sword twice! Rolling to hit DC 13.

What are you going to do?
> Attack the nearest zombies with your sword twice (roll 2d20 DC 3)
> Attack the nearest zombies with your sword three times (roll 3d20 DC 7)
> Attack the zombie knight with your sword twice (roll 2d20 DC 13)
> Attack the zombie knight with your sword three times (roll 3d20 DC 17)
> Smite the zombie knight (roll 1d20 DC 13)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 13)
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 13)
> Write in
>>
>>3565562
> Attack the nearest zombies with your sword three times (roll 3d20 DC 7)

Three different zombies. Better to save the knight with his monster AC for last.

Hey, his armor might not disintegrate this time.
>>
Rolled 12, 1, 1 = 14 (3d20)

>>3565562
>>
Rolled 19, 12, 5 = 36 (3d20)

>>3565562
>>3565574
Forgot to roll
>>
Rolled 5, 5, 16, 17, 20, 1, 7, 11, 18, 6 = 106 (10d20)

>>3565574
>>3565576
>>3565582

You run towards the zombies and attack a couple of them with your sword, killing them! They stay dead!

Dandala shoots one zombie with her longbow!

Mary shoots one zombie with her crossbow!

Bailey casts a Scorching Ray spell on the zombie knight, but miss all the rays!

The zombie knight runs towards Bailey and attacks her with his sword twice! Four zombies attack you, two attack Mary and two attack Dandala. Rolling to hit DC 15 for you, DC 15 for Mary, DC 14 for Dandala and DC 6 for Bailey.

What are you going to do?
> Attack the nearest zombies with your sword twice (roll 2d20 DC 3)
> Attack the nearest zombies with your sword three times (roll 3d20 DC 7)
> Attack the zombie knight with your sword twice (roll 2d20 DC 13)
> Attack the zombie knight with your sword three times (roll 3d20 DC 17)
> Smite the zombie knight (roll 1d20 DC 13)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 13)
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 13)
> Write in
>>
Rolled 6, 13 = 19 (2d20)

>>3565604
ok zombie knights are smart

>Engage the zombie knight, place yourself between it and Bailey. Attack twice.
>>
Rolled 5, 8, 2 = 15 (3d20)

>>3565604
> Attack the nearest zombies with your sword three times (roll 3d20 DC 7)
>>
>>3565613
+1
>>
Rolled 1, 13, 1, 14, 3, 11, 2, 7, 4, 15 = 71 (10d20)

>>3565613
>>3565614
>>3565617

Two zombies bite you! You're seriously wounded!

One zombie bites Mary! She's crippled!

The zombie knight hits Bailey two times! She's lightly wounded!

You fall back towards Bailey locking weapons with the zombie knight and pushing Bailey behind you!

A couple of zombies advance towards Bailey!

You attack the zombie knight with your sword! But he parries the attack with his own sword!

Dandala shoots one zombie with her longbow!

Mary casts a prayer of healing!
You're now lightly wounded!
Bailey is fully healed!
Mary is seriously wounded!

Bailey casts a scorching ray spell on the zombies! She damages three zombies!

The zombie knight will attack you twice with his sword! Two zombies will attack you, two will attack Bailey, two will attack Dandala and two will attack Mary. Rolling to hit DC 13 for you for the zombie knight, DC 15 for you for the zombies, DC 15 for Mary, DC 14 for Dandala, DC 8 for Bailey.

What are you going to do?
> Attack the nearest zombies with your sword twice (roll 2d20 DC 3)
> Attack the nearest zombies with your sword three times (roll 3d20 DC 7)
> Attack the zombie knight with your sword twice (roll 2d20 DC 13)
> Attack the zombie knight with your sword three times (roll 3d20 DC 17)
> Smite the zombie knight (roll 1d20 DC 13)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 13)
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 13)
> Write in
>>
Rolled 12 (1d20)

>>3565647
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 13)
>>
Rolled 20, 3, 4, 16, 15, 17, 6, 7, 10, 20 = 118 (10d20)

>>3565660

The zombie knight hits you with his sword once! You're seriously wounded!

One zombie bites Bailey! She's now lightly wounded!

You toss a flask of holy water at the zombie knight but you miss, it splatters on the ground harmlessly.

Dandala attacks one zombie with her sword!
Mary attacks one zombie with her mace!

Bailey casts a magic missile on the zombie knight dealing 1 damage!

The zombie knight will attack you twice with his sword! Two zombies will attack you, two will attack Bailey, two will attack Dandala and two will attack Mary. Rolling to hit DC 13 for you for the zombie knight, DC 15 for you for the zombies, DC 15 for Mary, DC 14 for Dandala, DC 8 for Bailey.


What are you going to do?
> Attack the nearest zombies with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombies with your sword three times (roll 3d20 DC 9)
> Attack the zombie knight with your sword twice (roll 2d20 DC 15)
> Attack the zombie knight with your sword three times (roll 3d20 DC 19)
> Smite the zombie knight (roll 1d20 DC 15)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 15)
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 15)
> Write in
>>
>>3565682
>healing hands on self
>>
Rolled 8 (1d20)

>>3565682
>Fight the zombie knight defensively
>>
Rolled 2 (1d2)

>>3565691
>>3565700

1 - lay on hands on yourself
2 - fight defensively
>>
Rolled 6, 7, 2, 12, 11, 10, 4, 3, 1, 14 = 70 (10d20)

>>3565691
>>3565700
>>3565712
One zombie bites you!
You're now seriously wounded!

Mary is bitten by zombies twice! She's now crippled!

Bailey is bitten by zombies twice! She's now seriously wounded!

You fight the zombie knight defensively managing to avoid one hit from him! You don't land a hit on him though.

Dandala attacks one zombie with her sword!
Mary attacks one zombie with her mace!

Bailey casts a magic missile spell on the zombie knight dealing 3 damage!

The zombie knight will attack you twice with his sword! Two zombies will attack you, two will attack Bailey, two will attack Dandala and two will attack Mary. Rolling to hit DC 13 for you for the zombie knight, DC 15 for you for the zombies, DC 15 for Mary, DC 14 for Dandala, DC 8 for Bailey.

What are you going to do?
> Attack the nearest zombies with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombies with your sword three times (roll 3d20 DC 9)
> Attack the zombie knight with your sword twice (roll 2d20 DC 15)
> Attack the zombie knight with your sword three times (roll 3d20 DC 19)
> Fight the zombie knight defensively (roll 1d20 DC 19)
> Smite the zombie knight (roll 1d20 DC 15)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 15)
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 15)
> Use your lay on hands ability (yourself, Mary, Bailey; two uses left)
> Write in
>>
>>3565726
> Attack the nearest zombies with your sword three times (roll 3d20 DC 9)

Different weak zombies. They're in range to bite us, so we should be able to hit them while guarding Bailey.

>>3565691
Pro tip - in combat, defensive fighting trumps healing because both negate one hit, but the fighting gives you a chance to hit back.
>>
Rolled 11, 19, 7 = 37 (3d20)

>>3565726
>>3565733

And of course I forget to roll
>>
Rolled 9, 3, 3, 9, 19, 17, 11, 8, 16, 19 = 114 (10d20)

>>3565733
>>3565735

One zombie bites Bailey! She's seriously wounded!

You attack a couple of zombies with your sword!

Dandala attacks one zombie with her sword!
Mary attacks one zombie with her mace!

Bailey casts a magic missile on the zombie knight dealing 3 damage!

The zombie knight will attack you twice with his sword! Two zombies will attack you, two will attack Bailey, two will attack Dandala and two will attack Mary. Rolling to hit DC 13 for you for the zombie knight, DC 15 for you for the zombies, DC 15 for Mary, DC 14 for Dandala, DC 8 for Bailey.

What are you going to do?
> Attack the nearest zombies with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombies with your sword three times (roll 3d20 DC 9)
> Attack the zombie knight with your sword twice (roll 2d20 DC 15)
> Attack the zombie knight with your sword three times (roll 3d20 DC 19)
> Fight the zombie knight defensively (roll 1d20 DC 19)
> Smite the zombie knight (roll 1d20 DC 15)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 15)
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 15)
> Use your lay on hands ability (yourself, Mary, Bailey; two uses left)
> Write in
>>
Rolled 6, 18, 19 = 43 (3d20)

>>3565747
> Attack the nearest zombies with your sword three times (roll 3d20 DC 9)

Jeez, these things are really hard to put down. Mary has another big heal in the wings, and maybe another repel?
>>
Rolled 15, 13, 10, 3, 1, 16, 6, 10, 4 = 78 (9d20)

>>3565757 the first repel is still in effect, seven zombies have fled from Mary. She could try it again to make a bunch more zombies flee.

Two zombies bite Mary! She's now incapacitated!

Two zombies bite Bailey! She's now crippled!

Mary casts a prayer of healing!

You're now lightly wounded!
Bailey is now seriously wounded!
Mary is now crippled!

Selena stops playing the song of courage and casts a healing word, healing Mary for one hit! Mary is now seriously wounded!

You attack two of the nearest zombies, killing them! However, one of them gets back up!

Dandala attacks one of the zombies with her sword!

Bailey casts a firebolt spell on the zombie knight but she miss!

The zombie knight will attack you twice with his sword! One zombie will attack you, two will attack Bailey, two will attack Dandala and two will attack Mary. Rolling to hit DC 13 for you for the zombie knight, DC 15 for you for the zombie, DC 15 for Mary, DC 14 for Dandala, DC 8 for Bailey.

What are you going to do?
> Attack the nearest zombies with your sword twice (roll 2d20 DC 3)
> Attack the nearest zombies with your sword three times (roll 3d20 DC 7)
> Attack the zombie knight with your sword twice (roll 2d20 DC 13)
> Attack the zombie knight with your sword three times (roll 3d20 DC 17)
> Fight the zombie knight defensively (roll 1d20 DC 17)
> Smite the zombie knight (roll 1d20 DC 13)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 13)
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 13)
> Use your lay on hands ability (yourself, Mary, Bailey; two uses left)
> Write in
>>
Rolled 17, 20, 17 = 54 (3d20)

>>3565778
> Attack the nearest zombies with your sword three times (roll 3d20 DC 7)
>>
>>3565778
I was gonna fight defensive but I can't argue with those rolls >>3565783
>>
>>3565757
The zombie knight might flee with another repeal spell.
>>
Rolled 6, 18, 14, 4, 9, 15, 12 = 78 (7d20)

>>3565783

The zombie knight lands a couple hits with his sword on you! You're now seriously wounded!

Dandala dodges the bite of one zombie!

Bailey is bitten by one zombie! She's now seriously wounded!

You attack three zombies with your sword, killing two of them! However, one of the zombies get back up.

Dandala attacks one zombie with her sword!
Mary attacks one zombie with her mace!
Selena shoots one zombie with her crossbow, killing it! It stays dead!

Bailey casts a firebolt spell at the zombie knight but she miss!

The zombie knight will attack you twice with his sword! One zombie will attack Bailey, two will attack Dandala and two will attack Mary. Rolling to hit DC 13 for you for the zombie knight, DC 15 for Mary, DC 14 for Dandala, DC 8 for Bailey.

What are you going to do?
> Attack the nearest zombies with your sword twice (roll 2d20 DC 3)
> Attack the nearest zombies with your sword three times (roll 3d20 DC 7)
> Attack the zombie knight with your sword twice (roll 2d20 DC 13)
> Attack the zombie knight with your sword three times (roll 3d20 DC 17)
> Fight the zombie knight defensively (roll 1d20 DC 17)
> Smite the zombie knight (roll 1d20 DC 13)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 13)
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 13)
> Use your lay on hands ability (yourself, Mary, Bailey; two uses left)
> Write in
>>
>>3565795

forgot to add the penalty from being seriously wounded, all your DCs are increased by +2
>>
Rolled 14 (1d20)

>>3565795
>Fight defensive

Maybe have Mary start as well, she's in rough shape and out of heals.

This encounter is tougher than most zombie fights. Ss'rath makes a big difference I guess.
>>
>>3565807
Can we have Bailey kill normal zombie so we all can gang up on the knight?
>>
>>3565798
>>3565811
This too, unless the knight looks like he's about to die from lack of structural integrity
>>
Rolled 9, 13, 12, 10, 14, 19, 14 = 91 (7d20)

>>3565807
>>3565811
>>3565818


You fight the zombie knight defensively avoiding one hit from him, but you don't manage to land a hit on him.

Dandala fights defensively and avoids being bitten by a zombie! She manages to land a hit on the zombie with her sword killing it! But the zombie gets back up!

One zombie bites Bailey! She's now crippled!

Selena casts a healing word on Bailey! Bailey is now seriously wounded!

Mary hits one zombie with her mace, killing it! However, it gets back up!

You tell Bailey "Attack the normal zombies!"

Bailey says "I'm out of spells, I only have firebolt now", then she casts a firebolt on one of the zombies, killing it! However, it gets back up!

The zombie knight will attack you twice with his sword! One zombie will attack Bailey, two will attack Dandala and two will attack Mary. Rolling to hit DC 13 for you for the zombie knight, DC 15 for Mary, DC 14 for Dandala, DC 8 for Bailey.

What are you going to do?
> Attack the nearest zombies with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombies with your sword three times (roll 3d20 DC 9)
> Attack the zombie knight with your sword twice (roll 2d20 DC 15)
> Attack the zombie knight with your sword three times (roll 3d20 DC 19)
> Fight the zombie knight defensively (roll 1d20 DC 19)
> Smite the zombie knight (roll 1d20 DC 15)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 15)
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 15)
> Use your lay on hands ability (yourself, Mary, Bailey; two uses left)
> Write in
>>
>>3565818
Im pretty sure holy water prevents them from reviving. We could have the party throw holy water.
>>
Rolled 6, 19, 12 = 37 (3d20)

>>3565824
>Attack the nearest zombies 3 times

>>3565836
Maybe have Bailey do it since she's out of spells
>>
>>3565862
Sure
>>
Rolled 2, 13, 6, 20 = 41 (4d20)

>>3565836
>>3565862

Dandala fights the zombies defensively. Still, one zombie bites her! She's lightly wounded.

One zombie bites Bailey! She's crippled!

You attack the nearest zombies hitting two of them! You kill them! They stay dead!

Dandala hits one zombie with her sword!
Mary hits one zombie with her mace!
Selena casts a healing word on Bailey! Bailey is now seriously wounded!

Bailey casts a firebolt spell on one of the zombies, killing it! It stays dead!

The zombie knight will attack you twice with his sword! Two zombies will attack Mary. Rolling to hit DC 13 for you for the zombie knight and DC 15 for Mary.

What are you going to do?
> Attack the nearest zombies with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombies with your sword three times (roll 3d20 DC 9)
> Attack the zombie knight with your sword twice (roll 2d20 DC 15)
> Attack the zombie knight with your sword three times (roll 3d20 DC 19)
> Fight the zombie knight defensively (roll 1d20 DC 19)
> Smite the zombie knight (roll 1d20 DC 15)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 15)
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 15)
> Use your lay on hands ability (yourself, Mary, Bailey; two uses left)
> Write in
>>
Rolled 12 (1d20)

>>3565882
> Fight the zombie knight defensively (roll 1d20 DC 19)
>>
Rolled 12 (1d20)

>>3565882
Ok yeah Mary definitely fights defensively this turn, us too. Past that I think we can all survive.
>>
>>3565886
+1
>>
Rolled 11, 17 = 28 (2d20)

>>3565885
>>3565886

You fight defensively and avoid one hit from the zombie knight. You don't manage to hit it though.

Mary fights defensively and manages to avoid being bitten by a zombie!

Dandala hits one zombie with her sword!
Selena shoots one zombie with her crossbow, killing it! It stays dead!

Bailey casts a firebolt at one zombie killing it! It stays dead!

The zombie knight will attack you twice with his sword! Rolling to hit DC 13.

What are you going to do?
> Attack the nearest zombies with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombies with your sword three times (roll 3d20 DC 9)
> Attack the zombie knight with your sword twice (roll 2d20 DC 15)
> Attack the zombie knight with your sword three times (roll 3d20 DC 19)
> Fight the zombie knight defensively (roll 1d20 DC 19)
> Smite the zombie knight (roll 1d20 DC 15)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 15)
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 15)
> Use your lay on hands ability (yourself, Mary, Bailey, Dandala; two uses left)
> Write in
>>
Rolled 14 (1d20)

>>3565908
> Fight the zombie knight defensively (roll 1d20 DC 19)

Pull the Bailey blade ward strat and occupy it while the crew kills it.

Hope it doesn't land 2 hits.
>>
Rolled 3 (1d20)

>>3565908
> Fight the zombie knight defensively (roll 1d20 DC 19)
Have Mary use healing hands on me.
>>
>>3565914
+1
>>
Rolled 12, 14 = 26 (2d20)

>>3565914
>>3565917
>>3565922


You fight the zombie knight defensively avoiding a hit from his sword.

Dandala tries to hit the zombie knight but miss!
Mary tries to hit the zombie knight but miss!
Selena tries to hit the zombie knight but miss!
Bailey casts a firebolt spell at the zombie knight, killing it! However, it gets back up!

The zombie knight attacks you twice with his sword, rolling to hit DC 13.

What are you going to do?
> Attack the nearest zombies with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombies with your sword three times (roll 3d20 DC 9)
> Attack the zombie knight with your sword twice (roll 2d20 DC 15)
> Attack the zombie knight with your sword three times (roll 3d20 DC 19)
> Fight the zombie knight defensively (roll 1d20 DC 19)
> Smite the zombie knight (roll 1d20 DC 15)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 15)
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 15)
> Use your lay on hands ability (yourself, Mary, Bailey, Dandala; two uses left)
> Write in
>>
Rolled 18 (1d20)

>>3565925
> Fight the zombie knight defensively (roll 1d20 DC 19)

Damnit team.
>>
>>3565929
+1
>>
>>3565929
>>3565937


You fight the zombie knight defensively avoiding one hit from his sword.

Dandala attacks the zombie knight but miss!
Mary attacks the zombie knight but miss!
Selena attacks the zombie knight but miss!
Bailey casts a firebolt spell at the zombie knight killing it! It stays dead!

There are seven more zombies still fleeing from Mary.

What are you going to do?
> Attack the nearest zombies with your sword twice (roll 2d20 DC 7)
> Attack the nearest zombies with your sword three times (roll 3d20 DC 11)
> Smite the nearest zombie (roll 1d20 DC 7)
> Shoot a zombie with your crossbow (roll 1d20 DC 7)
> Throw a bottle of holy water at a zombie (roll 1d20 DC 7)
> Use your lay on hands ability (yourself, Mary, Bailey, Dandala; two uses left)
> Write in
>>
>>3565947
We should heal up and clean up the rest of the zombie.
>>
Rolled 9, 6, 11 = 26 (3d20)

>>3565947
> Attack the nearest zombies with your sword three times (roll 3d20 DC 11)

Before this, have Selena and Mary heal up who they can while the zombies are still fleeing. Both should save a single heal just in case.
>>
Rolled 11, 15, 20, 7 = 53 (4d20)

>>3565959
>>3565960

Selena casts healing word on Bailey! She's now seriously wounded!
Mary heals you for 1 hit, you're seriously wounded.

The zombies are no longer fleeing from Mary! They begin to come towards us!

You move towards the zombies and attack one of them with your sword, killing it! However, it gets back up!

Dandala shoots an arrow at a zombie killing it! It stays dead!

Mary shoots a bolt at a zombie with her crossbow but miss!

Selena shoots a zombie with her crossbow killing it! It stays dead!

Bailey casts a firebolt at a zombie killing it! It stays dead!

Four zombies attack you! Rolling to hit DC 15.

What are you going to do?
> Attack the nearest zombies with your sword twice (roll 2d20 DC 7)
> Attack the nearest zombies with your sword three times (roll 3d20 DC 11)
> Smite the nearest zombie (roll 1d20 DC 7)
> Shoot a zombie with your crossbow (roll 1d20 DC 7)
> Throw a bottle of holy water at a zombie (roll 1d20 DC 7)
> Use your lay on hands ability (yourself, Mary, Bailey, Dandala; two uses left)
> Write in
>>
Rolled 13 (1d20)

>>3565998
o fuk

all on us?

We need to work on our party tactics

>Fight defensively
>>
>>3566012
Maybe we should have used the crossbow.
>>
>>3566016
I figured Dandala would go in with us to absorb some of the heat because she isn't too wounded and has high AC
>>
Rolled 3, 3 = 6 (2d4)

>>3566012

You fight defensively against the zombie mob, avoiding one zombie bite. You manage to land one hit on one zombie, killing it! It stays dead!

You're bitten by a zombie! It's a critical hit, you're now crippled!

Dandala shoots a zombie with her longbow killing it! It stays dead!

Mary shoots a zombie with her crossbow, killing it! However, it gets back up!

Selena shoots a zombie with her crossbow, killing it! It stays dead!

Bailey casts a firebolt at a zombie, killing it! It stays dead!

You have killed all the zombies!

(You have gained 1 experience for surviving the encounter with the zombies! You now have 107 experience. You'll level up once you get 150 experience. You're currently level 4)

We spend the rest of our healing spells patching up our party. We don't have enough so we'll have to wait until the next day to finish healing everybody, let's hope we don't turn into zombies in the mean time.

You then go loot the zombie knight. On him you find

1 - a ruined plate mail (still sells for 1d100 gold, or you could use AC 14)
2 - a rusty plate mail (still sells for 2d100 gold, or you could use AC 16)
3 - a good conditions plate mail (sell for 3d100 gold, or you could use it AC 18)
4 - his plate mail crumbles to dust, whatever spell was animating it destroyed the armor

1 - a normal sword (sells for 1d4 gold)
2 - a masterwork sword (sell for 2d100 gold, or you could use it, gives a +1 bonus to hit)
3 - a cursed sword (it curses a random party member)
4 - his sword crumbles to dust, whatever spell was animating it destroyed the sword
>>
Rolled 1 (1d5)

>>3566028

We find a good conditions plate mail with the zombie knight. Will you wear it?

We also find a cursed sword. Let's see who will the sword curse.

1 - Uhtred
2 - Dandala
3 - Bailey
4 - Selena
5 - Mary
>>
>>3566028
Woah hang on, let's not leave it to hope

We should still have healing potions, use those
>>
>>3566030
>>3566032

We decide not to leave not turning into zombies to hope and have our fill from Mary's healing potions stockpile. By the time we're finished healing everyone she only has one potion left.

As you were looting the zombie knight your hand brushes on his sword and it gets stuck in it!

You can't let go of the sword at all! With some effort you can change the sword from one hand to another or change the position with which you grip the sword but you can't just let it go!

We then go find Ss'rath. He's about a mile away with the wagon.

We now have only one horse left. Will we abandon the second wagon?

> Abandon the second wagon and continue our trip to Sebury
> Send someone back to Valonde to buy some horses (who? how many horses? horses cost about 75 gold each, we might need extra provisions as we only bought a couple weeks worth of supplies)
> Write in
>>
>>3566057
> Send someone back to Valonde to buy some horses (who? how many horses? horses cost about 75 gold each, we might need extra provisions as we only bought a couple weeks worth of supplies)
>>
>>3566057
Whats Uhtreds current armor and can he use this one. I think his ac is 18.
>>
>>3566057
> Send someone back to Valonde to buy some horses (who? how many horses? horses cost about 75 gold each, we might need extra provisions as we only bought a couple weeks worth of supplies)

not sword hand uhtred lmao

Dandala is probably the one I trust most to manage it solo
>>
>>3566070

Uhtred current armor is
Chain Shirt (AC 13)
his AC is 18 (13+2 dex + 2 shield +1 luck)
it already slows him down considerably, to the point he can't flee from most things

With the Plate Armor (AC 18)
his AC would be 21 (18 +2 shield +1 luck)
He'll get slower than a zombie wearing it though, it's hella heavy
>>
>>3566091
Would the armor benefit anyone in the party? Maybe Ss'rath?
>>
>>3566091
How slow would we be if we dripped the sheild and picked up an extra sword, if we had ambidextrous. Just a little slower?
>>
>>3566091
Can we train str to not be weighed down so hard?
>>
>>3566067
>>3566071

You have 481 gold.

So you want to send Dandala back to Valonde to buy horses?

How many horses do you want to buy?
> One horse (75 gold)
> Two horses (150 gold)
> Three horses (225 gold)
> Write in

And do you want to buy some extra provisions?
> Just one more week for the time it took for the trip back and forth to Valonde (13 gold)
> Two more weeks (26 gold)
> One month (54 gold)
> Two months (108 gold)
> Write in
>>
>>3566125
> Three horses (225 gold)
> Just one more week for the time it took for the trip back and forth to Valonde (13 gold)

Adventuring is tough...
Now we know to always kill the zombie horse first because knights retain enough int to focus the most vulnerable
>>
>>3566104 Ss'rath relies on his natural armor and dexterity, he's not all that interested in being weighed down by a plate armor. He doesn't even use a shield! You might start by convincing him to start using a shield if you're worrying about him not measuring up in terms of AC.
>>3566117 if you get ambidextrous you can make an extra attack per turn with your offhand, both of your attacks getting a -2 penalty. Without ambidextrous the penalty is -8.
>>3566118 maybe a few years of intense physical training could make you get strong enough not to be weighed down so hard but nothing you can do while adventuring I'm afraid
>>
>>3566138
Dang, level ups wouldn't get us there? I guess our only recourse is to have it enchanted to make it lighter or us stronger.

Or sell it.
>>
>>3566136
+1
>>
calling it a night
>>
>>3566138
When you say both attacks, is that say roll 3x on right then 3x left?
>>
I just realized I missed another spell that Bailey had used a couple times, it was Sending. Now Bailey's grimoire should be complete.

Bailey's Grimoire:

Cantrips: Light, Mage Hand, Firebolt, Blade Ward, Shocking Grasp, Prestidigitation, (6 pages)

1st level: Comprehend Languages, Magic Missile, Detect Magic, Feather Fall, (8 pages)

2nd level: Scorching Ray, Invisibility, Protection from Arrows, See Invisibility (16 pages)

3rd level: Tongues, Fireball, Lightning Bolt, Fly, Water Breathing, Dispel Magic, Sending (42 pages)


8 pages of of Red Hand Teleportation Circles sigils

6+8+16+42+8=80 pages, 20 to go
>>
>>3566166

I thought about it long and hard and decided that ambidexterity doesn't double the amount of hits you can make per turn, it only gives you one extra hit per turn with your off hand, reducing the penalty for fighting with two weapons from -8 to -2.

So if you got ambidexterity since you already got deft you'd be able to do three normal attacks at -2 penalty. Or do one extra attack at +4 DC for a total of 4 attacks. Or two extra attacks at +6 DC for a total of five attacks.
>>
>>3566267
Yeah that's how I figured it would work. It and our squishy companions are why I went tank route.
>>
>>3566688
Hey other anon I think we should take care of this curse before moving on. I know your eager to quest so am I. But this curse might manifest as crit damage or we might attack other players or something horrible. I would like to disenchante the the item and keep the residuum and we can sell the armor to offset the cost. I dont see any use use for the armor right now.
>>
>>3566757
K. Maybe identify it first? It could be just the forced hold that's the curse, and it's a +2 blade that we'd wanna keep.
>>
>>3566780
Sure we can identify it first. I looked through the text and I dont see it mentioning +2 blade. Where does it say that anon?
>>
>>3566805
Just a hypothetical. Bailey told us curses were worked into magic items to make outrageously expensive bonuses less costly. So if this one is cursed, it might have a powerful bonus worth keeping.
>>
>>3566805
Also if there's a way to figure out how much residuum an item will leave when disenchanted we should use it. Wouldn't be good if we paid 600 gold for the disenchant and only got 200 gold worth of residuum out of it.
>>
>>3566868
Sounds good. Also, if thats a larp, good larp, but ill keep playing.
>>
>>3566883
Larp? Live action role playing?
>>
Rolled 20, 19, 12, 2, 12, 20, 13 = 98 (7d20)

>>3566136
>>3566155

You send Dandala back to Valonde to buy horses. She buys three horses and provisions for one week.

We now have 243 gold.

Rolling to see if Dandala finds something on the road
>>
>>3567781
She is not looking for zombies alone
>>
Rolled 8, 12, 9, 17, 1, 15, 18, 13, 3, 4, 14 = 114 (11d20)

>>3567781

Dandala's trip is uneventful. She return to us with the horses and supplies.

While she was gone our old horses raise as zombies and we had to kill them.

We then continue on our trip towards Sebury.

Rolling to see what we find on the road.
>>
Rolled 2 (1d6)

>>3567794

After five more days on the road we find something

Let's roll to see what do we find
1,2,3 undead
4 bandits
5 hill giants
6 ???
>>
Rolled 9, 9 = 18 (2d20)

>>3567804

We find more undead, rolling to see how many
>>
Rolled 1 (1d2)

>>3567809

Rolling to see if there's a special undead
1 - special undead
2 - no special undead
>>
Rolled 4 (1d4)

>>3567813


Rolling to see what kind of special undead we got in here

1 - Ghast
2 - Wight
3 - Flesh Abomination
4 - Zombie Knight
>>
>>3567816
Love those ZK's.
>>
>>3567809
>>3567813
>>3567816

We find a group of 18 zombies shambling around in the road. There's a zombie knight amidst them, wearing a plate armor, mounted on a zombie horse and carrying a shiny blade.

What are you going to do?
> Try the trick with the wagons
> Attack the nearest zombie with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombie with your sword three times (roll 3d20 DC 9)
> Smite the nearest zombie (roll 1d20 DC 5)
> Shoot the zombie knight with your crossbow (roll 1d20 DC 15)
> Write in
>>
>>3567792
Can we focus our fire power on the ZK then wagon trick it?
>>
Rolled 2 (1d20)

>>3567826
> Shoot the zombie knight with your crossbow (roll 1d20 DC 15)
>>
Rolled 3 (1d20)

>>3567826
>Get off the wagons, everyone attacks the horse

>>3567828
Don't even need to.kill him, just his mount
>>
Ill be out for an hr
>>
Rolled 16, 18, 10, 7, 10, 17, 1, 15, 14, 10, 3, 7, 14, 19 = 161 (14d20)

>>3567828
>>3567835
>>3567838

You scream "Get off the wagons, everyone attack the horse!"

You all jump off the wagons and begin shooting at the zombie horse,

You try to shoot the zombie horse but you fumble with your crossbow, unable to use it due to the curse forcing you to keep holding the sword! Guess you'll have to fight in melee...

Dandala shoots the zombie horse with her longbow!
Mary tries to shoot but miss the zombie horse!
Ss'rath throws a spear at the zombie horse!
Selena shoots the zombie horse with her crossbow!
Bailey casts a magic missile at the zombie horse killing it! However, it gets back up!

The zombies close in on us and begin to swarm us! Three zombies attack you, three attack Mary and three attack Dandala. The zombie knight, his horse and two more zombies are going after our horses! Rolling to hit DC 15 for you DC 13 for Mary DC 12 for Dandala.

What are you going to do?
> Attack the nearest zombies with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombies with your sword three times (roll 3d20 DC 9)
> Smite the nearest zombie (roll 1d20 DC 5)
> Throw a bottle of holy water at a the zombie knight (roll 1d20 DC 15)
> Write in
>>
Rolled 20, 11, 19 = 50 (3d20)

>>3567980
> 3 attacks 3 zombies

Protect the horses. Have Mary repel the zombies going for them.
>>
Rolled 15 (1d20)

>>3568009

Two zombies bite you! You're lightly wounded!

One zombie bites Mary! She's lightly wounded!

One zombie bites Dandala! She's lightly wounded!

You yell "Protect the horses! Mary, repel the zombies going for them!"

Mary then run towards the horses and raises her holy symbol to turn the zombies away!

DC 11 she'll turn the zombies, DC 13 she'll also turn the zombie knight
>>
Rolled 6, 3 = 9 (2d6)

>>3568041

With a blinding flash of light Mary's holy symbol puts fear in the unliving undead's hearts, rolling to see how many zombies she makes run away, including the zombie knight and his horse.
>>
Rolled 16, 11, 1, 8, 17, 10, 2, 16, 18 = 99 (9d20)

>>3568052
>>3568041
>>3568009


The zombie knight attacked our horse with his sword and his zombie bitten it! Our horse falls to the ground incapacitated but not quite dead yet!

Two zombies attack our other horse! He falls to the ground incapacitated but not quite dead yet!

Then Mary uses her turn undead ability!

Seven zombies, the zombie knight and his horse are now fleeing from Mary!

You attack 3 zombies with your sword!

Dandala attacks one zombie with her sword!

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

Ss'rath attacks a couple zombies with his spear!

Bailey throws a fireball at the zombies, hitting six of them the zombie knight and his horse! Two zombies evade for half damage! The zombie knight takes 3 hits of damage! His horse is killed but gets back up! She kills all six of the other zombies in the blast! But four of them get back up!

Three zombies will attack you, three attack Dandala and three attack Ss'rath. Rolling to hit DC 15 for you, DC 14 for Dandala and DC 12 for Ss'rath!

What are you going to do?
> Attack the nearest zombies with your sword twice (roll 2d20 DC 3)
> Attack the nearest zombies with your sword three times (roll 3d20 DC 7)
> Smite the nearest zombie (roll 1d20 DC 3)
> Throw a bottle of holy water at a the zombie knight (roll 1d20 DC 13)
> Write in
>>
Rolled 16, 17, 1 = 34 (3d20)

>>3568080
>hit 3 zombies

We need like some horse armor if we keep running into zombie knights
>>
Rolled 18, 10, 17, 3, 7, 7, 1, 9 = 72 (8d20)

>>3568088

You're bitten by a zombie! You're now seriously wounded!

Dandala is fighting defensively and avoids being bitten by a zombie!

Ss'rath is bitten by two zombies! He's lightly wounded!

You attack a couple zombies with your sword!

Bailey casts a fireball hitting 8 zombies!

evade roll
16,7,13,3,11,10,17,9

2 zombies evade for half damage!

damage roll
1,4,2,3,3,3,1,1,2,4,3,4,4,1,1,3

The first zombie dies in the blast!
The second zombie dies in the blast!
The third zombie dies in the blast!
The fourth zombie takes 2 fire damage in the blast!
The fifth zombie dies in the blast!
The seventh zombie dies in the blast!
The eight zombie dies in the blast!

reviving roll
15,2,18,4,13,13,8

4 zombies revive!

Bailey killed a total of three zombies with her fireball!

Dandala fights back the zombie who bite her landing a hit with her sword!

Ss'rath attacks a couple zombies with his spear!

Mary shoots a zombie with her crossbow, killing it! However, it gets back up!

Three zombies will attack you, three attack Dandala and two attack Ss'rath. Rolling to hit DC 15 for you, DC 14 for Dandala and DC 12 for Ss'rath!

What are you going to do?
> Attack the nearest zombies with your sword twice (roll 2d20 DC 3)
> Attack the nearest zombies with your sword three times (roll 3d20 DC 7)
> Smite the nearest zombie (roll 1d20 DC 3)
> Throw a bottle of holy water at a the zombie knight (roll 1d20 DC 13)
> Write in
>>
>>3568120

forgot to apply the penalty for being seriously wounded, your DCs are 2 points higher
>>
Rolled 20 (1d20)

>>3568120
>Fight defensive

Still 8 on us? These things are 2 tuff
>>
Rolled 14, 1, 18, 18, 11, 13 = 75 (6d20)

>>3568127

You fight the zombies defensively, managing to avoid one hit from them! You land a hit with your sword on one zombie, killing it! However, it gets back up!

One zombie bites you! You're seriously wounded!

Dandala hits one zombie with her sword, killing it! It stays dead!

Ss'rath attacks a couple zombies with his spear, killing them! However, one zombie gets back up!

Mary shoots one zombie with her crossbow, killing it! However, it gets back up!

Bailey casts a scorching ray spell on the zombies, killing three of them! However, they all get back up!

Three zombies will attack you, two attack Dandala and one attack Ss'rath. Rolling to hit DC 15 for you, DC 14 for Dandala and DC 12 for Ss'rath!

What are you going to do?
> Attack the nearest zombies with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombies with your sword three times (roll 3d20 DC 9)
> Smite the nearest zombie (roll 1d20 DC 5)
> Fight defensively against the zombies (roll 1d20 DC 9, you get one free dodge)
> Throw a bottle of holy water at a the zombie knight (roll 1d20 DC 15)
> Write in
>>
Rolled 6 (1d20)

>>3568146
>defensive

Ok down to six
>>
Rolled 10, 20, 19 = 49 (3d20)

>>3568187

You fight the zombies defensively, avoiding the bite from one of them! But you don't land any hits.

One zombie bites you! You're crippled! You're getting a +4 penalty on DCs and -2 penalty on AC.

Dandala avoids the hit from the zombie by fighting defensively! She lands a hit on the zombie, killing it! However, it gets back up!

Ss'rath kills one zombie with his spear! It stays dead!

Mary shoots one of the zombie fleeing from her with her crossbow, killing it! It stays dead!

Bailey casts a scorching ray on the zombies, killing three of them! One of the zombies get back up!

Two zombies will attack you, one will attack Dandala. Rolling to hit DC 13 for you, DC 14 for Dandala.

What are you going to do?
> Attack the nearest zombies with your sword twice (roll 2d20 DC 7)
> Attack the nearest zombies with your sword three times (roll 3d20 DC 11)
> Smite the nearest zombie (roll 1d20 DC 7)
> Fight defensively against the zombies (roll 1d20 DC 11, you get one free dodge)
> Throw a bottle of holy water at a the zombie knight (roll 1d20 DC 17)
> Write in
>>
Rolled 9 (1d20)

>>3568201
> Fight defensively against the zombies (roll 1d20 DC 11, you get one free dodge)

oh god is that a crit I see
heals pls team
Selena pls
>>
Rolled 4, 6 = 10 (2d20)

>>3568207

You fight defensively against the zombies, managing to avoid one bite from it! You don't land any hits though.

Dandala fights defensively and avoids being bit by the zombies! She doesn't manage to hit any zombies though!

Ss'rath attacks the zombies a couple times with his spear, killing two! One of them gets back up!

Bailey casts a scorching ray spell on the zombies, killing two! But they get back up again!

Mary shoots one zombie that is fleeing from her with her crossbow, killing it! It stays dead!

Selena casts a healing word on you! You're now seriously wounded!

Two zombies will attack you. Rolling to hit DC 15 for you.

What are you going to do?
> Attack the nearest zombies with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombies with your sword three times (roll 3d20 DC 9)
> Smite the nearest zombie (roll 1d20 DC 5)
> Fight defensively against the zombies (roll 1d20 DC 9, you get one free dodge)
> Throw a bottle of holy water at a the zombie knight (roll 1d20 DC 15)
> Write in
>>
Rolled 10, 12, 3 = 25 (3d20)

>>3568231
> Attack the nearest zombies with your sword three times (roll 3d20 DC 9)

thanks sel
>>
>>3568259

You attack the nearest zombies with your sword a couple times killing them! However, one of them gets back up!

Dandala attacks one zombie with her sword, killing it! It stays dead!

Ss'rath attacks a couple zombie with his spear, killing them! One of them gets back up!

Mary shoots one zombie with her crossbow, killing it! However it gets back up!

Selena shoots one zombie with her crossbow, killing it! It stays dead!

Bailey casts a magic missile on one of the zombies!

There are now only one zombie, the zombie knight and his horse left, all fleeing from Mary.

What are you going to do?
> Attack the nearest zombies with your sword twice (roll 2d20 DC 5)
> Attack the nearest zombies with your sword three times (roll 3d20 DC 9)
> Smite the nearest zombie (roll 1d20 DC 5)
> Throw a bottle of holy water at a the zombie knight (roll 1d20 DC 15)
> Write in
>>
Rolled 18 (1d20)

>>3568274
> Smite the zombie horse (roll 1d20 DC 5)

how tf is it still alive
>>
Rolled 1, 4 = 5 (2d20)

>>3568279

You smite the zombie horse, killing it!

Dandala shoots at the last zombie with her longbow!

Mary shoots at the last zombie with her crossbow, killing it! It stays dead!

Ss'rath attacks the zombie knight a couple times with his spear but miss both hits!

Selena shoots at the zombie knight with her crossbow but miss!

Bailey casts a magic missile at the zombie knight dealing 3 damage!

The zombie knight will attack you with his sword a couple times, rolling to hit DC 13

What are you going to do?
> Attack the zombie knight with your sword twice (roll 2d20 DC 15)
> Attack the zombie knight with your sword three times (roll 3d20 DC 19)
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 15)
> Write in
>>
Rolled 17 (1d20)

>>3568295
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 15)
lol nice rolls
careful about his sword when we loot this time
>>
Rolled 17, 12 = 29 (2d20)

>>3568309

You throw a bottle of holy water at the zombie knight splashing it for 2 damage!

Dandala shoots the zombie knight but miss!

Mary shoots the zombie knight but miss!

Ss'rath throws a spear at the zombie knight but miss!

Selena shoots the zombie knight but miss!

Bailey casts a firebolt at the zombie knight dealing 2 fire damage! She kills the zombie knight! However, it gets back up!

It attacks you with his sword a couple times, rolling to hit DC 13

What are you going to do?
> Attack the zombie knight with your sword twice (roll 2d20 DC 15)
> Attack the zombie knight with your sword three times (roll 3d20 DC 19)
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 15)
> Write in
>>
Rolled 5 (1d20)

>>3568319
Aw seriously, the holy water needs to be the finishing blow to keep it dead?

fuck

>Fight defensively
>>
Rolled 7, 5 = 12 (2d20)

>>3568335

You fight the zombie knight defensively, avoiding its blow! You don't manage to hit it though.

Dandala shoots the zombie knight but miss!

Selena shoots the zombie knight and kills it! But it gets back up!

Mary shoots the zombie knight but miss!

Ss'rath throws a spear at the zombie knight but miss!

Bailey casts a firebolt at the zombie knight, killing it! But it gets back up!

It attacks you with his sword a couple times, rolling to hit DC 13.

What are you going to do?
> Attack the zombie knight with your sword twice (roll 2d20 DC 15)
> Attack the zombie knight with your sword three times (roll 3d20 DC 19)
> Throw a bottle of holy water at the zombie knight (roll 1d20 DC 15)
> Write in
>>
Rolled 12, 7 = 19 (2d20)

>>3568342
> Attack the zombie knight with your sword twice (roll 2d20 DC 15)
>>
Rolled 1, 2 = 3 (2d4)

>>3568347

You try to attack the zombie knight with your sword but miss.

Dandala tries to shoot the zombie knight and hits it, killing it! It stays dead!

You killed all the undead in the area!

(You gained 1 experience for surviving the fight against the undead. You now have 108 experience. You'll level up once you reach 150 experience. You're currently level 4.)

You heal all the zombie bites your group suffered. There were enough healing spell for everyone. You also heal your two horses who were hurt during the fight.

You then go loot the zombie knight. On him you find

1 - a ruined plate mail (still sells for 1d100 gold, or you could use AC 14)
2 - a rusty plate mail (still sells for 2d100 gold, or you could use AC 16)
3 - a good conditions plate mail (sell for 3d100 gold, or you could use it AC 18)
4 - his plate mail crumbles to dust, whatever spell was animating it destroyed the armor

1 - a normal sword (sells for 1d4 gold)
2 - a masterwork sword (sell for 2d100 gold, or you could use it, gives a +1 bonus to hit)
3 - a cursed sword (it curses a random party member)
4 - his sword crumbles to dust, whatever spell was animating it destroyed the sword
>>
Rolled 12, 4, 4, 18, 12, 2 = 52 (6d20)

>>3568351

You find a ruined plate mail and a masterwork sword!

Will anyone use one of these items?

You then continue on your trip towards Sebury, rolling to see if we find anything else on the way there
>>
>>3568351
If it was a cursed sword, it would still afflict a random party member even though we know to be careful now?

Is the ruined plate as heavy as the good plate?

Does anyone other than Uhtred even use swords?
>>
>>3568355
Woot loot
>>
>>3568355
>>3568360 yes


The rest of the trip to Sebury transcur uneventfully.

We head to the Azure Cup to plan our next move.

We have 243 gold. We're out of supplies.

What do we want to do next?
> Kill kobolds
> Go after Herzoflix (how many weeks)
> Buy supplies (21 gold per week)
> Travel somewhere
> Write in
>>
>>3568368
>See if there's a caster in town who can identify this cursed sword

>Catch up on news. The carnivorous plants died out yet?

If yes buy two weeks of supplies and go after the druid

If no kill kobolds
>>
>>3568368
Just to be clear someone has equipped the master sword? I think Mary or Dandala can.
>>
>>3568386
We should buy rope to help use out of traps and use invisibility on all party member to sneak up on them.
>>
>>3568388
After Dandala didn't follow us into melee that one time I paid attention and she usually uses a bow. Mary has her spirit mace. I think Uhtred might be the only sword wielder. Ss'rath might be able to, but he has his spears.
>>
>>3568393
I think party wide invisibility is a bit out of both our capabilities and our price range.

Rope's doable, though I'm not sure how many pitfalls they dug in the forest they supposedly revere.
>>
>>3568403
Selena and Bailey can cast it. I know Selena can cast it for free. Im not sure aboit Bailey.
>>
>>3568407
She wouldn't be able to prepare any level 2 spells if she wanted to cover everyone, so that means no scorching rays and no suggestion. Suggestion in particular I'm loath to give up because if Herzoflix does have his cult around him and they are notable, suggestion is a good way to deal with them.

Back to equipment, what we might want to suggest is having Dandala wear the good condition plate armor. She's all about the high AC life.
>>
>>3568388
>>3568393
>>3568395

Dandala uses a sword too. She tends to prefer her longbow to stay out of harms way but she'll use the sword and shield if she must.

Mary uses a steel mace. She might be persuaded to switch to use a sword but she prefers maces.

Ss'rath uses spears. It is unclear if he even knows how to use a sword.

Selena uses a short sword. She's not a mainline fighter so she doesn't really care for a better weapon.

Bailey uses a dagger. Well, she has a dagger, she doesn't actually use it much. She isn't interest in a sword.


Who do you want to give the masterwork sword to?
>>
>>3568414
Im talking about if attack kobolds.
>>
>>3568416
I think the best fit would be with Dandala.
>>
Selena can cast 3 level 2 spells a day.
Bailey can cast 3 level 2 spells a day.

Invisibility lasts up to 1 hour.

So you could make your whole party invisible for up to one hour a day if you really want.

Attacking or casting any other spells would break the invisibility.

They both would need to concentrate on maintaining the three spells for the duration, a rather difficult feat.

If they are attacked or otherwise subjected to some concentration disrupting circumstances they'd need to roll a concentration check or they would lose concentration and the spells would be dispelled.
>>
>>3568433
Cool, we could us this to sneak up on monsters!
>>
>>3568433
> give the master sword to Dandala.
>>
>>3568416
Let's give Dandala the sword, and ask if she wants to wear the nice set of plate armor.

Sell the ruined set.

>>3568423
That's actually a really good idea. I was thinking we'd need to camp outside the cave and ambush them, but we could just waltz right in. Only trouble is falling in automatic traps like pitfalls would give us away and probably disrupt invisibility.
>>
You need to decide when you want to do the whole invisibility thing in advance so that Bailey can prepare the invisibility spells in place of the usual scorching ray ones.
>>
calling it a night
>>
>>3568460
Ok, so we'll scope out the local situation first. If the plant army has grown to unsustainable sizes and starved to death, we'll prepare the normal scorching rays and go after Herzoflix. If the plants are still numerous and belligerent, we'll buy rope, prepare invisibility, and go after the kobolds. No matter what's up with the plants we'll look for a resource in town to identify the cursed sword Uhtred is stuck with.
>>
Rolled 55 (1d100)

>>3568451
>>3568457
>>3568473


We give the masterwork sword to Dandala!
We try to sell the ruined plate armor. Rolling for what price we get for it. Should we sell it for that price?


We ask Dandala if she's interested in using the plate mail that is in good conditions. She has a +4 dexterity bonus on her armor class and she wouldn't benefit from it using a plate armor plus she would be slowed down considerably as the armor is too heavy for her to use comfortably so she's not interested.

We ask around town for a spellcaster capable of identifying the cursed sword Uhtred is stuck with. We find an apprentice from the institute for arcane research who is on vacation and came visit his family who knows the Identify spell. He would be willing to cast the spell for us for a fee of 60 gold. Should we have the sword identified?

Selena asks around about the plant army situation, whether they have grown to unsustainable sizes and starved to death yet. The locals say that something else entirely happened - turns out that when the plants can't find meat for long periods of time they just root themselves somewhere and feed themselves off the sun like a normal plant. While they're rooted somewhere it is hard to tell they're a carnivorous plant, they look like any old plant, but they'll still shoot out their tendrils to grab anything that happens to pass nearby!

If we go after the kobolds we'll need one week of supplies as their cave is about three days away from town.

We have 243 gold. We're out of supplies.

What do we want to do next?
> Kill kobolds
> Go after Herzoflix (how many weeks)
> Buy supplies (21 gold per week)
> Travel somewhere
> Write in
>>
>>3569085
>identify curse
>kill druid
>>
>>3569085
>sell ruined armor
>identify sword, also try to have the apprentice let Bailey copy the identification spell. If possible just pay for the copying and have Bailey cast it
>buy 2 weeks of supplies and look for Herzoflix for that long
>>
Rolled 20, 11, 17, 8, 20, 19, 19, 7, 3, 13, 14, 14, 5, 14 = 184 (14d20)

>>3569090
>>3569103

We ask the apprentice if he would let us copy the identification spell and he says he would charge 600 gold to let us copy it. As we don't have that much money we settle for having him identify the cursed sword for us instead.

We sell the ruined plate armor for 55 gold!
We pay 60 gold for the apprentice to identify the cursed sword for us!

Cursed Sword of Life Stealing

> on a critical hit this sword gives you one extra hit of life, adding temporary hit points if you're at full health, up to double of your normal hits. The life draining properties don't work against undeads and constructs. The temporary hitpoints disappear after 24 hours.

> this sword is cursed the first person who grabs it cannot let go of it

We decide to go after the druid Herzoflix! We'll need to buy supplies as we don't have any.
We buy a couple weeks of supplies and go look for Herzoflix!

We now have 196 gold.

Rolling to see if we find anything. On a 1 we run into carnivorous plants, on a 20 we might find something.
>>
Rolled 1 (1d6)

>>3569111

On the first day looking for the druid we find something. Let's see what do we find.

1,2,3 - a vital essence site
4 - some Chosen of Nature
5 - Herzoflix himself
6 - ???
>>
>>3569111
>Two twenties and no 1's

Oh baby

Also this cursed sword might be worth keeping. We can still throw the handaxe with a single free hand, and that lifesteal seems hella handy
>>
Rolled 18, 5, 19, 6, 5, 18, 16, 6, 6, 18, 8, 6, 16 = 147 (13d20)

>>3569113

Hidden in the underbrush we find a vital essence site with a diamond and a bunch of improvised alchemical equipment, all hidden with dead leaves.

Will we loot the diamond?
Will we have Bailey cast dispel magic in it the following day?

We then continue looking for the druid, rolling to see what else we find.
>>
>>3569117

We don't find anything else for the rest of the time we spend searching.

We then return to Sebury.

What do you want to do next?
> Kill kobolds
> Go after Herzoflix (how many weeks)
> Buy supplies (21 gold per week)
> Travel somewhere
> Write in
>>
>>3569115
https://www.google.com/amp/s/amp.reddit.com/r/DnD/comments/3reuz2/dd_5e_chosen_of_deity_super_thread/
>>
>>3569117
> dispel diamond
> Go after Herzoflix 1 week
>>
>>3569117
Yes to loot and dispel

Another two weeks of supplies and searching

Is there any way to increase our finding chance? At this point we've spent a lot of time combing through the woods, we must have gotten more familiar with them and ruled out some locations.
>>
Also how much can we sell the diamond for? Prospect that baby.
>>
>>3569135
It was 50 gd.. i dont know if the price changes. On a side note we might want to consider keeping some because i think they are used in reviving spells maybe we can get a discount if someone gets killed.
>>
>>3569141
K. Trying to figure out if this search will pay off or if we're gonna spend more in supplies than we'll get in rewards.
>>
>>3569166
Yeah that make sense. Its probably not a large discount because diamonds are only 50g.
>>
Rolled 2 (1d2)

>>3569127
>>3569129 you don't know whether Herzoflix stays on one location or is on the run so you can't really rule out any locations. And a few short weeks are not enough to become familiar with the woods.
>>3569135 the diamonds we loot from Herzoflix vital essence sites seem to be worth about 100 gold. We can sell them for 20-80 gold depending where we sell them, usually they'll sell for 50 gold.

We loot the diamond and have Bailey dispel it.

We decide to buy supplies and go after Herzoflix for some more time

1 - go after herzoflix 1 week
2 - go after herzoflix 2 weeks
>>
Rolled 16, 16, 4, 1, 19, 13, 8, 6, 6, 1, 2, 1, 7, 5 = 105 (14d20)

>>3569215

We buy two more weeks of supplies and go after Herzoflix!

We now have 154 gold.

Rolling to see if we find something, 1 we find carnivorous plants, 20 we find something
>>
>>3569217
Ooof
>>
>>3569115
>We can still throw the handaxe with a single free hand

You can throw your axe with your offhand for a -8 penalty on the throw.

Or you can spend a turn changing the sword from your main hand to your offhand, but then the attacks with the sword would have a -8 penalty.
>>
Rolled 5 (1d6)

>>3569217

We're wandering through the woods when on the fourth day we happen upon a bunch of carnivorous plants, let's see how many.
>>
Rolled 20, 7, 4, 18, 19, 8, 4, 17, 10, 4 = 111 (10d20)

>>3569227

As we're walking past some plants a five of them shoot tendrils towards us, attempting to grab you, Mary, Selena, Bailey and Dandala!

Rolling to hit DC 14 for you, DC 14 for Mary, DC 13 for Dandala, DC 9 for Selena and DC 7 for Bailey.

What do you want to do?
> Attack the tendrils of the plant (roll 2d20 DC 10)
> Attack the nearest carnivorous plant twice (roll 2d20 DC 10)
> Attack the nearest carnivorous plant three times (roll 3d20 DC 14)
> Smite the nearest carnivorous plant (roll 1d20 DC 10)
> Throw your axe at the nearest carnivorous plant (roll 1d20 DC 18)
> Write in
>>
Rolled 9, 13 = 22 (2d20)

>>3569233
Well shit looks like we're all grabbed

>Attack the tendrils
>>
Rolled 14, 5, 16, 13 = 48 (4d20)

>>3569238

One tendril grabs you!
One tendril grabs Mary!
Dandala manages to dodge one tendril!
One tendril grabs Selena!
One tendril grabs Bailey!

You cut off the tendril holding you!
Mary tries to free herself from the tendril holding her but fail!
Dandala shoots one plant with her longbow!
Selena tries to free herself from the tendril holding her but fail!
Bailey tries to free herself from the tendril holding her but fail.

The plants begin to reel in Mary, Selena and Bailey!

The plants shoot in tendrils to grab you and Dandala! Rolling to hit DC 14 for you and DC 13 for Dandala.

What do you want to do?
> Attack the tendrils of the plant (roll 2d20 DC 10)
> Attack the nearest carnivorous plant twice (roll 2d20 DC 10)
> Attack the nearest carnivorous plant three times (roll 3d20 DC 14)
> Smite the nearest carnivorous plant (roll 1d20 DC 10)
> Throw your axe at the nearest carnivorous plant (roll 1d20 DC 18)
> Write in
>>
Rolled 14, 6 = 20 (2d20)

>>3569253
Ok looks like grabbing is happening no matter what

>Attack twice
>>
Rolled 5, 13, 15, 12 = 45 (4d20)

>>3569258

You run towards the carnivorous plant to attack it with your sword! The plant grabs you with a tendril! You land one hit on it with your sword!

Another plant grabs Dandala with two tendrils and begin to reel her in!

Dandala cuts one of the tendrils holding her but another is still holding her!

The plants reeling Mary, Selena and Bailey in got them close enough to bite them!

Mary tries to get free from the plant tendril and succeed!
Selena tries to get free from the plant tendril but fail!
Bailey tries to get free from the plant tendril and succeed!

Four plants will bite you, Mary, Selena and Bailey. Rolling to hit DC 10 for you, DC 14 for Mary, DC 5 for Selena and DC 7 for Bailey.

What do you want to do?
> Attack the tendrils of the plant (roll 2d20 DC 10)
> Attack the nearest carnivorous plant twice (roll 2d20 DC 10)
> Attack the nearest carnivorous plant three times (roll 3d20 DC 14)
> Smite the nearest carnivorous plant (roll 1d20 DC 10)
> Throw your axe at the nearest carnivorous plant (roll 1d20 DC 18)
> Write in
>>
Rolled 13, 1 = 14 (2d20)

>>3569265
>Attack twice
>>
Rolled 3, 2 = 5 (2d3)

>>3569268

the plants bite Selena and Bailey, rolling damage
>>
>>3569272
Aaaaah

How many tendrils for grabbing does each plant have? I thought it was two but we cut one and it still rolled twice on us. Is it possible to cut them all?
>>
Rolled 6, 5, 3, 14, 1, 7 = 36 (6d20)

>>3569268
>>3569272
>>3569277 you only cut a small section of the tendril to set yourselves free. the plants seem to be able to extend the cut tendrils further, or perhaps even regenerate them. cutting the plants' tendrils don't seem to damage the plants themselves. they only seem to be able to use two tendrils at a time, they might have more of them in reserve though.


Selena been bitten by the plant taking 3 hits of damage! She's seriously wounded!

Bailey been bitten by the plant taking 2 hits of damage! She's lightly wounded!

You attack the plant with your sword!

Dandala cuts off the plant's tendril holding her!

Bailey casts a fireball spell at the plants! Rolling to see if they evade for half damage, DC 18 because they are rooted in place.

evade rolls
14,4,8,17,3

No plants evaded for half damage

Rolling damage

damage rolls
3,4,3,3,2,4,1,2,1,3

The first plant takes 7 fire damage from the blast
The second plant takes 6 fire damage from the blast
The third plant takes 6 fire damage from the blast
The fourth plant takes 3 fire damage from the blast
The fifth plant takes 4 fire damage from the blast

Selena tries to get free from the plant's tendril but fail!

Four plants will bite you, Mary, Selena and Bailey.
Rolling to hit DC 10 for you, DC 14 for Mary, DC 5 for Selena and DC 7 for Bailey. One plant will shoot its tendrils towards Dandala, rolling to hit DC 13.

What do you want to do?
> Attack the tendrils of the plant (roll 2d20 DC 10)
> Attack the nearest carnivorous plant twice (roll 2d20 DC 10)
> Attack the nearest carnivorous plant three times (roll 3d20 DC 14)
> Smite the nearest carnivorous plant (roll 1d20 DC 10)
> Throw your axe at the nearest carnivorous plant (roll 1d20 DC 18)
> Write in
>>
Rolled 18, 11 = 29 (2d20)

>>3569286
Ugh. I don't suppose it's let go now that we ran in range? Probably not.

>Attack twice

Bailey should be ready to start spamming blade ward after fireball 2.

Are we getting temp hp from these things?
>>
Rolled 1 (1d3)

>>3569299 it didn't let go of you. blade ward only works against weapons, it doesn't work against plant bites. you didn't land any critical hits so you didn't get any temporary hp from it.

The plant bites Bailey, rolling damage
>>
Rolled 15, 15 = 30 (2d20)

>>3569311
>>3569299

Bailey is bit by one of the plants! She's lightly wounded!

Bailey casts a fireball at the plants!

Rolling to see if they evade for half damage

evade roll
19,14,3,18,11

Two plants evade for half damage, rolling damage

damage roll
1,1,4,2,3,1,2,2,2,1

The first plant takes 1 damage in the blast!
The second plant takes 6 damage in the blast! It dies!
The third plant takes 4 damage in the blast!
The fourth plant takes 2 damage in the blast!
The fifth plant takes 3 damage in the blast!

You attack one plant with your sword twice, killing it!

Dandala shoots one plant with her longbow!

Mary attacks one plant with her mace, killing it!

Selena tries to get free from the plant and manages to do it!

Ss'rath attacks one of the plants once with his spear!

Two plants try to bite Selena and Bailey. Rolling to hit DC 9 for Selena and DC 7 for Bailey.

What do you want to do?
> Attack the tendrils of the plant (roll 2d20 DC 10)
> Attack the nearest carnivorous plant twice (roll 2d20 DC 10)
> Attack the nearest carnivorous plant three times (roll 3d20 DC 14)
> Smite the nearest carnivorous plant (roll 1d20 DC 10)
> Throw your axe at the nearest carnivorous plant (roll 1d20 DC 18)
> Write in
>>
Rolled 6, 4, 9 = 19 (3d20)

>>3569311
Ok but the plants would give hp. Got it.

>Attack three times
>>
Rolled 2, 3 = 5 (2d3)

>>3569319

The plants bite Selena and Bailey, rolling damage.
>>
Rolled 11 (1d20)

>>3569319
>>3569343

The carnivorous plant bites Selena for 2 damage! She's crippled!

The carnivorous plant bites Bailey for 3 damage! She's seriously wounded!

You try to attack the carnivorous plants but miss!

Bailey casts a scorching ray spell on the carnivorous plant dealing 5 damage! She kills the plant!

Dandala shoots the carnivorous plant with her longbow but miss!

Mary casts a prayer of healing!
Bailey is now seriously wounded!
Selena is now seriously wounded!

Selena attacks the carnivorous plant with her short sword!

Ss'rath attacks the carnivorous plant with his spear twice!

The last carnivorous plant tries to bite Selena. Rolling to hit DC 9.

What do you want to do?
> Attack the carnivorous plant twice (roll 2d20 DC 10)
> Attack the carnivorous plant three times (roll 3d20 DC 14)
> Smite the carnivorous plant (roll 1d20 DC 10)
> Throw your axe at the carnivorous plant (roll 1d20 DC 18)
> Write in
>>
>>3569357
>lay on hands for Selena, and intercept further attacks if the plant survives this round
>>
Rolled 1 (1d3)

>>3569383

The plant bites Selena, rolling damage
>>
Rolled 17, 12, 2, 3, 6, 11, 13, 15, 6, 8 = 93 (10d20)

>>3569403

Selena is bitten by the carnivorous plant! She's now seriously wounded!

You lay on hands on Selena, healing one hit worth of damage! She's seriously wounded!

Dandala attacks the carnivorous plant with her sword!

Mary attacks the carnivorous plant with her mace but miss!

Ss'rath attacks the carnivorous plant with his spear twice, killing the plant!

All the carnivorous plants are dead!

(You gained 1 experience for surviving the encounter with the carnivorous plants. You now have 109 experience. You'll level up once you reach 150 experience. You're currently level 4.)

You then continue searching for Herzoflix in the forest, rolling to see if you find anything
>>
>>3569411

We don't find anything else for the rest of the time we spend searching.

We then return to Sebury.

We have 154 gold. We're out of supplies.

What do you want to do next?
> Kill kobolds
> Go after Herzoflix (how many weeks)
> Buy supplies (21 gold per week)
> Travel somewhere
> Write in
>>
>>3569411
Woot
>>
>>3569418
>Kill kobolds

Have Bailey prepare invisibility instead of scorching ray

Also buy some rope
>>
>>3569433
+1
>>
>>3569433
>>3569445

We decide to go kill the kobolds.

We buy a week of supplies and 150 feet of hemp rope. Do we want to carry the rope with us inside the kobold cave?

We now have 130 gold.

We head to the kobold's cave. After three days of travel we arrive there. Bailey prepared invisibility spells instead of the usual scorching ray.

We park our wagons half a mile away from where the caves are and go the rest of the way on foot.

We're about to arrive at the kobold's cave.

What do we want to do?
> Let's check the place out
> Let's cast invisibility spells on everybody (pick who Selena will cast invisibility on and who Bailey will cast invisibility on)
> Write in
>>
>>3569462
> Let's check the place out
> take the rope with us.
>>
>>3569462
Yes carry rope inside the cave. Cut it into 3 sections of 50 feet each.

Party wide invisibility before checking out the cave. SELENA covers Uhtred, Dandala, Selena. Bailey covers everyone else.
>>
>>3569462
Hey DM can you explain how you get a critical hit.
>>
>>3569485
> it might take use more them an hour to find them.
>>
Rolled 2 (1d2)

>>3569480
>>3569485

1 - check the place out
2 - invisibility on everybody
>>
>>3569487
Roll a 20 on attack

>>3569492
I promise if we wander in visible they will spot us first and then it won't matter because they'll all be behind walls with murder holes for spearing us, and paths to their living area will be blocked off by boulders.
>>
>>3569487

your critical hit range is 20
you must roll a 20 when attacking some creature to get a critical hit
>>
>>3569507
Hmm so if you increase crit does that mean the range increases exp 18-20 on a roll?
>>
>>3569480
>>3569485
>>3569501
>>3569524 when you level up you can pick increased crit range as one of your abilities


We take the ropes with us.

We have Selena and Bailey cast invisibility spells on all of us.

Selena casts invisibility spells on Uhtred, Dandala and on herself.
Bailey casts invisibility on Ss'rath, Mary and on herself.

We then move towards the kobold's cave.


We decide to check the place out.

It's a cave with a large opening on the side of a steep hill in the middle of a forested area. It is completely dark inside, we can only see about twenty feet inside the cave, as far as the light of the day reaches inside it. The passage seems to wind downwards slightly, maybe about 5 or 10 degrees. The entrance cave seems to be natural. There's space for a couple people to fight side by side, or maybe six to eight kobolds.

We enter the cave walking in this order

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

and after walking about twenty feet we are in complete darkness and can't see anything anymore. Only Dandala can see in the dark and she whispers "There are two kobolds ahead in front of a tunnel. There are two more tunnels, one to the left and one to the right."

We hear the kobolds saying something in the dark in some language we don't understand. They probably heard Dandala.

> Continue walking in the dark straight towards the kobolds
> Follow the wall to our right towards the right tunnel
> Follow the wall to our left towards the left tunnel
> Write in
>>
>>3569543
>Go back to entrance cave and reorganize to Uhtred, Dandala, Selena, Bailey, Mary, Ssrath. Have Dandala tug your sleeve to communicate in the future.

>Follow the left wall towards the left tunnel
>>
>>3569554
+1
> kill kobolds and go down that tunnel.
>>
>>3569557
Killing them drops invisibility, you sure?
>>
Rolled 1 (1d2)

>>3569554
>>3569557

1 - follow the left tunnel
2 - kill kobolds and go down the left tunnel
>>
>>3569568
I was thinking that they would be infont of their home tunnel.
>>
>>3569554
>>3569557
>>3569571


You go back to the entrance and reorganize. You're now walking in this order

Uhtred, Dandala, Selena, Bailey, Mary, Ssrath

You tell Dandala to tug your sleeve to communicate in the future. There's no way to relay complex information like that but she agrees.

We decide to follow the left wall towards the left tunnel.

The tunnel is rather small, we barely have enough room to crawl through it, the kobolds must have escavated it for themselves to use it.

As we're passing through a section of the dark tunnel we happen into a trap! Roll 1d20 to see if you notice it in time, DC 15
>>
Rolled 13 (1d20)

>>3569577
Hopes and prayers
>>
Rolled 2 (1d3)

>>3569579

As you're crawling through the tunnel you scratch yourself in a bunch of spikes placed in there! While the spikes don't deal much damage seems like they are coated in some potent poison! You get 1d3 poison damage.

The spikes are scattered for a section of about three feet in the tunnel. It ain't easy to avoid it, you must crawl glued to the wall. As you pass you notice some holes in the walls, probably murderholes the kobolds must have made, but they are not manned right now. You grab on them for support and manage to crawl beyond the poison spikes trap.
>>
Rolled 5, 17, 15, 15, 6 = 58 (5d20)

>>3569589

It's rather difficult to crawl through the spiked section without hurting yourself on the spikes; the holes on the wall offer some support but you might slip and fall on the spikes!

Rolling to see if everybody makes it in one piece, DC 8 for Dandala, Selena, Bailey, Mary, Ssrath
>>
Rolled 1, 2 = 3 (2d3)

>>3569592

Dandala and Ss'rath slip and fall on the poisoned spikes!

Rolling damage.
>>
>>3569589
>>3569592
>>3569594

After getting past the trap you continue down the tunnel.

After about a couple hundred feet or so the tunnel ends into another larger cave. You can't see a thing. Dandala tugs at your sleeve.

What do you wanna do?
> Walk straight into the darkness
> Follow the right wall
> Follow the left wall
> Write in
>>
>>3569602
> Follow the left wall, for no particular reason.
>>
>>3569602
> Write in
Can we hear anything?
>>
>>3569611
>>3569614

Paying close attention you can hear the sounds of footsteps on the stone floor. Seems like there are kobolds in this cave room!

Following the left wall you find a large boulder near it; and a few feet after it you find another tunnel excavated close to the tunnel you just came from.

> Enter the tunnel you just found
> Continue to follow the left wall
> Follow the right wall instead
> Write in
>>
>>3569617
Ok when I said tug our sleeve it was meant to be a signal to huddle heads together so she could whisper right in our ear. Do this and ask what she sees.
>>
>>3569622

You ask what Dandala sees.

She tells you "There are eight kobolds in this cave. This place seems to be some kind of armory, there are lots of spears in racks. There are three tunnels other than the one we came from, two near the one we came from and one on the opposite wall to the right."

We tried to make this exchange as silent as possible but seems like the kobolds heard us talking.

Dandala says "The kobolds grabbed their spears and began talking to each other, spreading around the room and taking spear jabs at the air. Two are pushing the large boulder in front of the tunnel we just came from. One ran into the tunnel to the right."

What are we going to do?
> Follow the wall and enter the tunnel to the left
> Follow the wall and enter the tunnel to the right
> Try to move past the kobolds with spears into the back tunnel to the right
> Write in
>>
>>3569646
>Follow the wall and enter the right tunnel

Damn they have good ears. I figured Dandala was whispering to the whole party last time but I guess not.

Also they're hella paranoid.
>>
>>3569646
>>3569647
To clarify, I want to follow the kobold leaving the room. Just noticed there's two right tunnels.
>>
>>3569647
If we can take over their armory, the Kobolds might be at a disadvantage.
>>
>>3569661
They probably have more...
>>
>>3569661
True, but if they block off their main living area then we're screwed. If following this guy doesn't pan out we should come back here and do what we can, but right now we're still invisible so we should try to get as deep as possible before blowing it.
>>
>>3569646
> kill kobolds and take control of their armory
>>
>>3569683
Ok +1
>>
Rolled 17, 7, 6, 6, 19, 16, 15, 3, 7, 13 = 109 (10d20)

>>3569647
>>3569657
>>3569661
>>3569664
>>3569683
>>3569690


We try to make our way towards the back tunnel through which the kobold just ran away but five kobolds wildly jabbing with their spears are between us and that tunnel.

Since you are in complete darkness and can't see your attackers you can't defend yourself properly so you get a -4 penalty on your AC. Rolling to hit you DC 10.
Since you're invisible and they don't really know where you are I'll roll twice as many dice and pick the worst result of each pair.
>>
>>3569694

Seemingly by chance alone one kobold lands a hit on you! You're now seriously wounded!

Feeling the hit and seeing his spear come out bloodied the kobold begins screaming something you can't understand.

All the other kobolds continue to jab their weapons wildly at your general direction while screaming loudly.

What are you going to do?

> Try to push past them and begin crawling through the tunnel the kobold fled through
> Fall back follow the wall and take the tunnel to the left
> Fall back follow the wall and take the tunnel to the right
> Write in
>>
>>3569706
And we just blew it

>Attack the kobolds
>>
>>3569731

"We blew it, attack the kobolds everyone!", you scream.

You decide to attack the kobolds!

You're still in the dark, you can't see your oponnents so you must roll twice as many dice and I'll pick the worst of the pair.

What will you do?
> Attack the nearest kobolds with your sword twice (roll 4d20, DC 9)
> Attack the nearest kobolds with your sword three times (roll 6d20, DC 13)
> Smite the nearest kobold (roll 2d20 DC 9)
> Throw your axe at the nearest kobold (roll 2d20 DC 17)
> Write in
>>
>>3569765
>Be the big guy and light a torch so everyone else can see.
>>
>>3569774

I don't see how you could light a torch with a single hand, you can't drop your sword to do it it is cursed.

Besides, lighting a torch takes longer than a single turn.
>>
>>3569785
You are correct. Stupid curse. I would be willing to take more than a single turn to do it though, disadvantaged rolls are rough.

>Attack at the one that stabbed you and shouted.
>>
Rolled 4, 14, 16, 18, 8, 10 = 70 (6d20)

>>3569785
>>3569795
With rolls edition, triple attack
>>
Rolled 1, 7, 6, 2, 12, 19, 6, 17 = 70 (8d20)

>>3569799

You attack the kobold that stabbed you and shouted, killing it with your sword!

Bailey casts a light cantrip, bathing the whole scene in light!

Dandala attacks one kobold with her sword, killing it!

Ss'rath miss his attacks on the kobolds.

Selena shoots one kobold with her crossbow killing it!

Mary attacks one kobold with her mace but miss!

The four remaining kobolds attack you and Ss'rath with their spears, two each! Rolling to hit DC 14 for you and DC 11 for Ss'rath. They have advantage on their rolls due to a racial trait, so I'll roll twice as many dice and pick the best rolls of each pair.

What will you do?
> Attack the nearest kobolds with your sword twice (roll 2d20, DC 9)
> Attack the nearest kobolds with your sword three times (roll 3d20, DC 13)
> Smite the nearest kobold (roll 1d20 DC 9)
> Throw your axe at the nearest kobold (roll 1d20 DC 17)
> Write in
>>
Rolled 16, 11, 6 = 33 (3d20)

>>3569834
Forget Bailey's got the light cantrip, feel silly now. She's the big guy.

>Attack the nearest kobolds three times
>>
>>3569843

Two kobolds stab Ss'rath! He's seriously wounded!

You attack one kobold, killing it with your sword!

Dandala attacks one kobold with her sword, killing it!

Mary attacks one kobold with her mace, killing it!

Ss'rath attacks one kobold with his spear, killing it!

All the kobolds in the room are dead!

What do you want to do next?
> Take the tunnel to the left
> Take the tunnel to the right
> Take the back tunnel the kobold fled into
> Push the boulder out of the way and return the way we came from
> Write in
>>
>>3569854
> Take the back tunnel the kobold fled into
>>
>>3569854
>Push the boulder out of the way in case we need to beat a hasty retreat, then go down the back tunnel
>>
>>3569881

We begin to crawl into the back tunnel the kobold fled into.

After crawling for awhile we get to another trap!

Roll 1d20 to notice it in time, DC 10
>>
Rolled 6 (1d20)

>>3569891
>>
Rolled 3 (1d3)

>>3569894

You don't notice a pit trap in time and you fall in it, taking one hit of damage from the fall.

On the bottom of the pit there were spikes laced with poison! You get 1d3 poison damage. Rolling damage.
>>
>>3569906

You take 4 damage from the trap, you're now incapacitated!

Will you climb out of the pit going forward or backwards?
> Forward
> Backwards

You then notice that there are murderholes by the sides of the pit as well! They seem to be manned by kobolds right now! Anyone who tries to avoid falling into the pit by trying to crawl close to the side walls will likely be attacked by the kobolds!

What should we do?
> Tell everybody to crawl forward
> Tell everybody to fall back
> Tell everybody to try shooting the kobolds behind the murder holes
> Write in

Your sword doesn't fit through the murderholes! Neither does your axe! You can't use a crossbow with one hand either! You can't attack the kobolds.

And what will you do?
> Lay on hands on someone (yourself, Dandala, Ss'rath)
> Write in
>>
>>3569906
oh boy
poison sucks
>>
>>3569930
>> Lay on hands on someone (yourself, Dandala, Ss'rath)
self

>Go backwards, tell others to go back.

This one is probably blocked off, lets try the left and right tunnels
>>
>>3569940

You climb out of the hole going backwards and tell everybody to go back.

You lay on hands on yourself.

Selena casts a healing word on you.

Mary heals you for one hit of damage.

You're now seriously wounded.

We crawl back towards the cave room we just left.

What do you want to do next?
> Take the tunnel to the left
> Take the tunnel to the right
> Take the tunnel towards the pit trap and the murderhole
> Push the boulder out of the way and return the way we came from
> Write in
>>
>>3569951
> Take the tunnel to the left

hoping desperately that this is behind their lines enough that traps aren't in place
>>
>>3569951
>heal team
>>
Rolled 1 (1d2)

>>3569958
>>3569964

1 - take tunnel to the left
2 - heal team
>>
>>3569970
I can support Mary using a prayer now before we go
>>
>>3569958
>>3569964
>>3569970
>>3569973 ok

Mary casts a prayer of healing!

You're now lightly wounded!
Ss'rath is lightly wounded!
Dandala is fully healed!
You take the tunnel to the left.

After crawling through it for awhile you find some holes into it; you identify those as the murderholes the kobolds use to attack us from behind the walls. This must be one of the side tunnels they use for manning the murderholes.

After going for a few hundred feet the tunnel gets to a dead end.

We crawl back to the cave room we just left.

What do you want to do next?
> Take the tunnel to the right
> Take the tunnel towards the pit trap and the murderhole
> Push the boulder out of the way and return the way we came from
> Write in
>>
>>3569980

> Take the tunnel to the right

Maybe some got trapped in here? Worth a check. If nothing, return to the cave entrance.
>>
>>3569998

We crawl into the right tunnel. Similarly to the left tunnel we find a bunch of holes dug into the walls, clear signs that this too is a side tunnel used to man the murderholes. This tunnel also ends in a dead end after a few hundred feet.

We crawl back to the cave room we just left.

What do you want to do next?
> Take the tunnel towards the pit trap and the murderhole
> Push the boulder out of the way and return the way we came from
> Write in
>>
>>3570009
> Push the boulder out of the way and return the way we came from
>>
>>3570009
> Take the tunnel towards the pit trap and the murderhole
>>
Rolled 2 (1d2)

>>3570012
>>3570013

1 - push the boulder out of the way and return the way we came from
2- take the tunnel towards the pit trap and the murderhole
>>
>>3570012
>>3570013
>>3570017

We take the tunnel towards the pit trap and the murderholes.

Seems like the kobolds are still manning the murderholes.

What are we going to do?
> Try to crawl past the pit trap
> Try to shoot the kobolds at the murderholes
> Try to smash the wall to get to the kobolds
> Write in
>>
>>3570020
> Try to smash the wall to get to the kobolds
>have everyone do this tell we break through.
>>
>>3570020
>>3570025
I'll back, but isn't Mary the only one with a proper smashing weapon? Unless we all kept those maces from fighting skeletons.
>>
>>3570025
>>3570029 they're at the wagon

The only point where it seems somewhat feasible to try breaking the wall is at the murderholes themselves where the wall is thinner, everywhere else it seems pretty pointless without some mining tools and a lot of time and at that particular spot there's barely enough room for one person to try and smash at the walls, we couldn't all try to do it at the same time.

Anyone trying to do it would probably be targetted by the kobolds while trying to smash the walls.

Do you want to try to break the walls anyway?
> Try to smash the wall to get to the kobolds
> Have someone else try to do it (who?)
> Do something else
> Write in
>>
>>3570029
Yeah next time we should get pickaxes or sometging...
>>
>>3570046
> Have someone else try to do it (who?)
Mary
>>
Rolled 7, 7, 3, 15, 2, 1, 20, 14, 16, 1, 6, 3 = 95 (12d20)

>>3570051

We change the order in which we are crawling, you put Mary at the front, now we're going in this order

Mary, Uhtred, Dandala, Selena, Bailey, Ssrath

Then you have Mary try to smash the wall of the murderhole to get to the kobolds.

The kobolds immediately begin attacking Mary with their spears. Six kobolds with spears attack Mary, since it is a tight tunnel and she doesn't have much room to dodge she gets a -4 on her AC. Rolling to hit DC 10. Rolling two dices for each kobold and picking the best roll of each pair because of racial trait giving them advantage on rolls.
>>
Rolled 2 (1d20)

>>3570056

Now rolling to see if Mary manages to break the wall, DC 19
>>
>>3570056
>>3570058

Mary takes 4 damage from the kobold's spears! She's now seriously wounded!

She doesn't manage to break the wall.

What should she do?
> Keep trying
> Move forward past the pit trap
> Retreat
> Write in
>>
If we beak the wall these guys are toast... but its a 10% probability....
>>
If we push past, the tunnel is probably blocked... so this is our only option. What do think anon?
>>
>>3570073
I don't think the chances are good. 10% success and they actually got unlucky with their hit rolls, she should have taken 5-6. What I was thinking is we scope out the rest of the cave, and then lie in wait to ambush them when they think we're gone.

>>3570063
>Retreat
>>
>>3570079
I dont think its going to be that easy. I think it boils down to breaking this wall or ending the mission. But im willing to try what you suggested.
>>
>>3570079
You know whats a good idea for next time, we could throw molotov cocktails at there holes.
>>
>>3570091
Ok well if that's what it boils down to the mission should be ended. Mary can survive one more turn of trying before we run out of heals. Maybe two. Best case scenario is we have 19% chance of getting in. I don't think the ambush plan is too bad though, they can't stay holed up forever. Kobolds gotta eat.


Oh, what we could do is loot their armory and bring it all back to the wagons too.


>>3570117
I think if that worked, Bailey would be able to just fireball them.
>>
>>3570132
Bailey cant do strikes when she uses cantip? She would be able to beak through
>>
>>3570147
Not sure what you're trying to say here. I meant if a Molotov would work, a fireball would work. But fireballs haven't come up as an option so I assume they just can't fit through the holes
>>
>>3570177
Bailey has the ability to resist melee attacks, if she goes to the murderholes she wont get hit. But u dont think she can make an attack while using this spell. Soo she could break through if she can land hits on the wall.
>>
>>3570212
I*
>>
calling it a night
>>
>>3570212
Oh yeah no, spamming blade ward is a full time job. She'd get hit approaching the wall and retreating from it, and wouldn't be able to smash it.
>>
>>3570224
Hmmm can she cast it on someone else?
>>
>>3570233
I don't believe so, OP will have to confirm. If she can I'm all for tanking Mary up and giving her another go at that wall.
>>
Bailey could cast a Fireball at the murderholes if you retreat to give enough room for the explosion and put her at the front so she have clear line of fire, I didnt include it in the prompts because there was no way to cast it safely with everybody in the way. The kobolds would get a bonus on the save from the nearly full cover and would take half damage on a fail and no damage on sucess. They have so little hp that half damage is enough to kill them so its a dodge or die scenario.

Blade Ward can only be cast on self. She cant do other actions while casting It.

If you have any more doubts ask away, I'll answer them later.
>>
>>3570301
How feasible would it be to come back with pickaxes and mine our way through the thicker part of the wall where there aren't murderholes to get into the tunnels?
>>
>>3570496

It would likely take quite some time to mine your way through the thicker part of the wall.

The kobolds don't use supports on their tunnels, if you dig through it you're likely to cause a cave in, I'd roll for every hour you're digging to see if you cause a cave in, if you cause one tons of stones fall on top of your party damaging some or all of you and they'd need to be removed before you can continue digging.
>>
>>3570815
Ok, for now let's reorganize and have Bailey fireball the murderholes.

Does this world have dynamite or other forms of explosives?
>>
Rolled 14, 18, 12, 20, 9, 5 = 78 (6d20)

>>3570832 the dwarven lords of the east might have some sort of explosives but in any case they're highly secretive about it. there are no explosives readily available on the market nor are recipes for them known.

You retreat and reorganize. The order you're crawling is now

Bailey, Mary, Uhtred, Dandala, Selena, Ssrath

Bailey casts a fireball at the murderhole!

Rolling to see if the kobolds dodge the fireball! DC 9 due to near total cover.
>>
>>3570832
+1
But i would like to add
> heal Mary using healimg hands from Mary and half from Selena. And tame another swip at that wall.
>>
>>3570839

The kobolds jump for cover in time!

Only one kobold dies in the blast!

What do you wanna do?
> Try to crawl past the pit trap
> Try to shoot the kobolds at the murderholes
> Try to smash the wall to get to the kobolds
> Throw another fireball at the kobolds
> Crawl back through the tunnel we came from
> Write in
>>
>>3570844
Yeah I dunno about that. The fireball only killed one. Let's heal her up while Bailey throws another one, and see how successful shot 2 is.

>>3570849
>Throw another fireball
>>
Rolled 7, 8, 14, 1, 1 = 31 (5d20)

>>3570852

Bailey throws a second Fireball at the murderholes!

Rolling to see if the kobolds dodge, DC 9
>>
>>3570859
Ok yeah, send mary back in with uhtred and selena behind to provide heals
>>
>>3570859
>>3570861 please specify the order you want to reorganize the people in, this post is too confusing. bear in mind reorganizing people inside this tight tunnel takes time, the kobolds might act in the mean time


Four kobolds die in the fireball blast!

What do you wanna do?
> Try to crawl past the pit trap
> Try to shoot the kobold at the murderholes
> Try to smash the wall to get to the kobolds
> Crawl back through the tunnel we came from
> Reorganize the order of the people (specify new order)
> Write in
>>
>>3570866
Ok forget the reorganization for now. Better to move while the sole survivor kobold is shell shocked.

>Try to smash the wall to get to the kobolds
>>
>>3570874

We decide to try to smash the wall to get to the kobolds.

Bailey is in the front but she's kinda weak, for her the DC to smash the wall is 20.

> Have Bailey try to smash the wall
> Have Bailey move past the pit so that Mary can try to smash the wall
> Write in
>>
>>3570880
>Have Bailey move past the pit so Mary can do it.

Yeah this is what I was afraid of.

Mary can use a prayer while Bailey moves.
>>
Rolled 1 (1d20)

>>3570882

Bailey begins to crawl past the pit!

The kobold attack her with his spear through the murderhole! Rolling to hit DC 3.

Mary casts a prayer of healing!
Ss'rath is fully healed!
Uhtred is fully healed!
Mary is lightly wounded!
>>
Rolled 8 (1d20)

>>3570886

The kobold miss Bailey!

Mary then gets in position to start bashing the wall!

The kobold attacks Mary with his spear! Rolling to hit DC 10.
>>
Rolled 3 (1d20)

>>3570890

The kobold miss Mary.

Rolling to see if Mary manages to bring down the wall, DC 19.
>>
>>3570886
Hahaha

I wonder what the Dc would be to catch his spear and yank it away.

>>3570893
Ooof, I guess everyone is rolling low.
>>
>>3570893

Mary fails to breach the wall!

The kobold behind the wall is screaming loudly in some language we don't understand.

What do you wanna do?
> Have Mary keep trying
> Have everybody crawl past the pit
> Try to shoot the kobold at the murderholes
> Crawl back through the tunnel we came from
> Write in
>>
>>3570896
> Try to shoot the kobold at the murderholes
>>
Rolled 12 (1d20)

>>3570900

You tell Mary to try to shoot the kobold at the murderholes!

Mary grabs her crossbow and tries to aim at the creature!

Rolling to see if she can hit it, DC 16
>>
Rolled 5 (1d20)

>>3570901

She miss the kobold.

The kobold tries to attack her with his spear again, rolling to hit against DC 10.
>>
>>3570902


The kobold miss Mary!

The kobold is still screaming loudly.

What do you wanna do?
> Have Mary keep trying to bash the walls
> Have everybody crawl past the pit
> Try to shoot the kobold at the murderholes
> Crawl back through the tunnel we came from
> Write in
>>
>>3570903
> Try to shoot the kobold at the murderholes
>>
Rolled 19 (1d20)

>>3570905

Mary tries to shoot the kobold at the murderholes again! Rolling to hit DC 16
>>
>>3570907

Mary kills the kobold at the murderhole with a shot from her crossbow!

What do you wanna do?
> Have Mary keep trying to bash the walls
> Have everybody crawl past the pit
> Crawl back through the tunnel we came from
> Write in
>>
>>3570911
> Have Mary keep trying to bash the walls
>>
Rolled 10 (1d20)

>>3570912

Mary keeps trying to bash the walls!

Rolling to see if she can bring it down, DC 19
>>
>>3570907
Oof. If only that was a wall breaking roll.

>>3570911
>Keep trying to break through the walls.

We should get several rounds before reinforcement arrives. Plus we occupy their armory so they might not even have spears.
>>
>>3570915

Mary fails at bashing down the walls.

We can hear hurried footsteps in the murderhole tunnels, more kobolds are coming!

What do you wanna do?
> Have Mary keep trying to bash the walls
> Have everybody crawl past the pit
> Crawl back through the tunnel we came from
> Write in
>>
>>3570917
>Keep trying
>>
Rolled 19 (1d20)

>>3570920

Mary keep trying to bash the walls!

Rolling against DC 19
>>
Rolled 8 (1d10)

>>3570921

Mary breaches the right wall!

Rolling to see if it causes a cave in, a 1 is a cave in
>>
YES
>>
>>3570921
>>3570923

Mary breaches the right wall!

She's faced with three kobolds who were pushing the corpses of their fallen comrades aside in order to man the murderholes. Seeing Mary breaching the wall they drop the bodies and begin to run away!

What should we do?
> Crawl through the murderhole tunnel after the fleeing kobolds (new order Mary, Bailey, Uhtred, Dandala, Selena, Ssrath)
> Have everybody crawl past the pit
> Crawl back through the tunnel we came from
> Write in
>>
>>3570929
>follow them

Since Bailey is on the other side of the pit she should be able to jump in anywhere in the order. Can we move her to behind Uhtred? If not that order is fine.
>>
>>3570931 ok

We begin to crawl through the murderhole tunnel after the fleeing kobolds.

The new order in which we are crawling is

Mary, Uhtred, Bailey, Dandala, Selena, Ssrath

We crawl for awhile until we find the end of the tunnel. We arrive in time to see the kobolds closing it with a large boulder!

There are murderholes on the left side of the tunnel in front of the boulder. You suppose the kobolds meant to use them from this side not the other side but they are manning them from the other side right now.

What are you going to do?
> Have Mary push the boulder
> Try to break the wall
> Shoot at the kobolds behind the murderholes
> Write in
>>
>>3570938
Boulder is already in place? We are too late? Damn.

There's no rush now. At least we'll have the advantage since we're on the right side of the murder holes. Go back and grab spears from the dead kobolds/armory, and have 5 people man the murderholes while one pushes the boulder.
>>
>>3570943

We're too large for that many people to man the murderholes. One people could man it.
>>
>>3570948
Dang, I thought the sides were set up differently. Can we tell how many kobolds are manning it and if they're armed?
>>
>>3570953

There are at least three kobolds they have spears.
>>
>>3570958
Ok. Retreat back to the armory and camp there. Bailey needs more fireballs.
>>
>>3570965

You retreat back to the armory and camp there.
You heal the rest of the people who still were wounded and prepare for a long rest.

It will take at least eight hours, confirm?

> Yes, take a long rest at the kobold's armory.
> No, let's do something else
> Write in
>>
>>3570977
Make sure we have a couple people on watch. Dandala could be a super bro and check the main entrance occasionally to make sure they aren't up to anything. Otherwise confirm.
>>
Rolled 7, 6, 3, 1, 3, 2, 5, 10 = 37 (8d10)

>>3570980

Ss'rath and Dandala stand on watch as the rest of the party takes a long rest to regain their powers.

Dandala go check the main entrance occasionally to make sure the kobolds aren't up to anything.

Rolling to see if she finds anything when she goes out to check, 1 she finds something
>>
Rolled 6, 10, 1, 11, 13, 3, 13, 2, 4, 9, 6, 5, 16, 12, 11, 15, 2, 5, 19, 14 = 177 (20d20)

>>3570982

After about four hours when Dandala goes check on the main entrance she's jumped by a group of ten kobolds with spears!

Rolling to hit DC 13. The kobolds have advantage due to a racial trait so I'll roll twice as many dice and pick the best roll of each pair.
>>
>>3570984
Oh geez

She needs to work in her stealth

Definitely scream and flee
>>
Rolled 16, 8, 2, 4, 5, 4, 6, 5, 12, 19, 9, 6, 12, 1, 2, 17, 6, 15 = 149 (18d20)

>>3570984

Dandala evades one hit from the kobolds!

Dandala takes 4 hits worth of damage from the kobolds spears! She's seriously wounded!

Surrounded, she has no choice but to defend herself. She screams loudly for help. She kills one kobold with her sword.

The remaining kobolds attack her. Rolling to hit DC 13.
>>
Rolled 8, 11, 9, 19 = 47 (4d20)

>>3570987

Ss'rath hears the scream and goes see what is going on with Dandala.

The rest of the team is sleeping. Rolling to see if they wake up, DC 14. If they stop their rest now they won't recover their spells though. Rolling for Uhtred, Selena, Bailey and Mary
>>
>>3570988

Mary wakes up with Dandala screams and go after her to see what is going on.
>>
>>3570988
Wait seriously they won't wake up the rest of us? The only one who needs this is Bailey
>>
Rolled 2, 12, 6, 15, 14, 7, 1, 7, 7, 9, 15, 6, 11, 18, 4, 9 = 143 (16d20)

>>3570987

Dandala fights defensively but still takes 3 hits of damage from the kobolds! She's incapacitated!

She kills one more kobold with her sword!

Ss'rath and Mary are crawling through the tunnel and will still take a couple more turns to arrive.

The remaining 8 kobolds attack Dandala. Rolling to hit DC 13.
>>
>>3570992

The kobolds deal 3 hits of damage on Dandala!

Dandala had 1 hit of life left!

Dandala is dead!

The kobolds grab Dandala's corpse and carry it with them!

When Ss'rath and Mary arrive at the cave entrance they don't find Dandala anymore!

What do you wanna do?
> Wake up everybody
> Resume the long rest
> Write in
>>
>>3570995
Big oof.

>Have Ssrath and Mary hurry after the kobolds. They're small creatures dragging a big body, they can't have gotten far.
>>
>>3571004

They don't know which way the kobolds went though, if inside the cave, which tunnel they went, or outside the cave and if so in what direction.

You can try to guess where they went if you want.
> Inside the cave the tunnel in the middle
> Inside the cave the right tunnel
> Outside the cave towards the north
> Outside the cave towards the south
> Outside the cave towards the east
> Outside the cave towards the west
> Write in
>>
>>3571017
They got completely out of sight and hearing range in two rounds? Ok.

>Resume the long rest
>>
>>3571021 it's dark they can't see anything

We resume the long rest.

After four more hours Uhtred, Bailey and Selena regain their spells. Mary doesn't regain her spells because she interrupted her long rest.

It's night now.

What do you want to do?

> Crawl through the pit trap tunnel
> Crawl through the murderhole tunnel
> Take some other tunnel (tunnel in the middle in the entrance, tunnel in the right in the entrance)
> Write in
>>
>>3571030
>Crawl through the tunnel we were trying to get through before the rest. Bailey in front so she can fireball it.
>>
>>3571033

We crawl through the murderhole tunnel.

We arrive at the end of the tunnel and we find it has a boulder in it blocking the path but there are no kobolds at the murderholes.

What do we do?
> Push the boulder
> Break the wall
> Take the pit trap tunnel instead
> Write in
>>
>>3571036

The order we're crawling is

Bailey, Uhtred, Mary, Selena, Ssrath
>>
>>3571036
>Push the boulder
>>
>>3571044

With some effort Bailey pushes the boulder out of the way.

We then enter a larger escavated cave with a low ceiling, we can only walk on it crouched, you guess it is the right size for kobolds. There are a bunch of cracked clay pots and broken spears scattered around. There's a deep hole in a corner where water somewhat clean seems to be stored. A corner of the walls is covered in some smelly goo. The place is large enough that it could be the living area for the kobolds but... where are they?

There are seven tunnels going out of this room total, four that you presume are murderhole tunnels, one that is the pit trap tunnel, one that you assume is the tunnel of the middle from the entrance and another tunnel in the back of the room. There are a few boulders near the tunnel entrances that could likely be used to block them.

What do you want to do?
> Take the tunnel of the middle
> Take the back tunnel
> Check the murderhole tunnels
> Write in
>>
>>3571059
>Check the murderholes
>>
>>3571062

You go check the murderhole tunnels.

They seem to be the same as the others that you have checked before, running parallel to the main tunnel, getting thinner walls where the murderhole openings are to be made.

In the tunnel of the middle there seems to be murderholes in the end of the tunnel and at two separate spots - perhaps two traps that the kobolds placed there?

What do you want to do?
> Take the tunnel of the middle
> Take the back tunnel
> Take the left tunnel at the entrance
> Write in
>>
>>3571066
>> Take the left tunnel at the entrance

I meant the right tunnel at the entrance, you already explored the left one
>>
>>3571066
>Back tunnel
>>
>>3571093

We take the back tunnel.

It opens into a smaller excavated cave room with a couple broken barrels, some torn sacks and a bunch of rotten grain. There's a small patch of mushrooms growing in there too.

What do you want to do?
> Take the tunnel of the middle
> Take the right tunnel at the entrance
> Write in
>>
>>3571105
>middle tunnel
>>
>>3571115

We take the middle tunnel.

In it we find a couple traps - a pit trap and a poison spike trap. There are murderholes by each of the traps.

What do you want to do?
> Take the right tunnel at the entrance
> Write in
>>
>>3571122
>laat tunnel
>>
Rolled 1 (1d6)

>>3571138

We go check the right tunnel at the entrance.

The tunnel winds downwards in a 30 degree slope for about four hundred feet then opens up into a larger cave where the kobolds were haphazardly mining something. There's still a lot of ore scattered around. From the ore we can tell that what they were mining was

1,2,3 copper
4 tin
5 iron
6 silver

Seem like the kobolds are no longer inside this cave complex!

What do you want to do?
>>
>>3571144
>Search the surrounding area
>>
>>3571151

We go around the forest at night with Bailey providing us light with her cantrip searching for the kobolds.

There are footprint marks from them everywhere.

We find some tracks and follow them.

After tracking for about an hour we find the spot where the kobolds were headed, about half a mile away from their cave!

At the spot where we left our wagons we find dozens of kobolds footprints. Seem like while we were resting the little things found our wagons, loaded all their stuff in them and fled the area!

What do you want to do?
>>
>>3571156
Lmao
>>
>>3571156
Huge oof. Don't suppose we can follow the wagons?
>>
>>3571173

The tracks are clear, the wagons were headed west.

You can follow their tracks, but bear in mind you're on foot with no supplies following wagons pulled by horses that you don't know when will stop. You don't even have water on you, so you could follow them for maybe a couple days before thirst gets the best of you.
>>
>>3571185
Can we stock up on water from the cave?
>>
>>3571185
How far away is Sebury?
>>
>>3571185
>stock up on water from cave
>take lines of coke, track wagons day and night
>>
>>3571185
Real question DM can we buy caltrops?
>>
>>3571192 you could, but you don't have a place to store the water though.
>>3571194 about three days away on wagon, so about five or six days away on foot.


you could try crafting clay vases to hold some water, or patching one of the cracked clay pots in the kobold's cave

the kobolds were getting water from somewhere, there's probably a small stream nearby
>>
>>3571216 maybe in a big city, most villages wouldn't have anyone selling it
>>
If we want Dandala back... and thats if they havent eaten her. We have to go now. If we go back to the village she is lost. I think we should try to acquire water and follow the wagons.
>>
>>3571236
Yeah, just wanted to know.

>>3571217
Piece together some clay pots, fill them with cave water, and set out
>>
>>3571243

We piece together some clay pots, fill them with cave water and begin to follow the wagon tracks.

We keep following it all day for about a week and we notice kobold dropping by the sides of the tracks. Seems like the kobolds are not stopping even to relieve themselves.

"They must have a very specific location in mind they're rushing towards, somewhere they think they'll be safe, maybe a larger tribe.", says Bailey.

We're starving. We could keep going for another week. Another two weeks would push us to our very limits though.

> Continue following the tracks for another week
> Find the nearest village, we need food
> Write in
>>
>>3571260
>Keep going
>>
>>3571265

We spend another week following the wagon tracks.

The kobolds seem to have kept the same pace of not stopping for anything, there's no telling how farther away from us they must be already.

"We're starving... we need food badly. Another week of this and we're going to die!", says Selena.

"The village of Knedale is nearby ... well, relatively nearby. We could reach it in about a week.", says Bailey.

> Continue following the tracks for another week
> Head to Knedale to get some food
> Write in
>>
>>3571276
Hmm. You said we could spend 8 hours a day foraging to feed ourselves in non zombie plagued areas. Let's do that, since it's still faster than going a week out of our way.
>>
>>3571310

I said you could attempt to do it in the elvish kingdom with their lush forests.

The local vegetation doesn't lend itself well to your foraging efforts. You can still try anyway but the difficulty would be higher, there's still the risk of eating something you shouldn't and poisoning yourself and you'd likely take longer than 8 hours a day to do it.

Anyway I'll be afk for a few hours.
>>
>>3571336
Let's try
>>
>>3571340

You decide to try foraging to stave off your hunger.

Rolling against DC 16. If you fail by 4 or less you think you found something edible but it is actually poisonous and you'll get sick. On a success you get 1d4 half rations. On a critical success (a 20) you get twice as many rations.

Each person of the group can roll one foraging attempt per day, it takes 4d6 hours, you can roll the dice or just forage for 14 hours a day.

Who should attempt foraging?
> Uthred
> Bailey
> Selena
> Ss'rath
> Mary
> Everybody

Roll 1d20 for every person who you want to go foraging.
>>
>>3571660
I dont like these odds anon...
>>
>>3571668
You want to go to the village instead?
>>
>>3571660
Can we have half the partu go to the nearest town and buy supplies and bring them back on horse back?
>>
>>3571688
I dont think we have the funds for this..
>>
Woah a third
>>
Well consider the following.

You've been for two weeks without food already, you're suffering heavy penalties including
>disadvantage on all rolls
>speed reduction
>hit points halved
if you go another week without food you'll probably be too weak to move and then you'll die.
>>
>>3571712
> Alright go to the village I guess
>>
>>3571712
We should have picked up that kobold poop it probably was Dandala, could we have revived her from it?
>>
>>3571715
+1
>>
>>3571715
>>3571721 I don't think you can revive someone using the poop from a monster who ate the person
>>3571722

We decide to head to Knedale.

After one week of dragging ourselves towards the village we arrive there more dead than alive.

We'll take a couple weeks of good food and lots of rest to recover from having been starving nearly to death.

We have 130 gold.


> Rest for a couple weeks (21 gold)
> Buy supplies (11 gold per week)
> Look for quests
> Write in
>>
>>3571730
>write ask locals about kobolds.
>>
>>3571715
I think Dandala is lost FOREVER (sandlot voice)
>>
>>3571735


We ask the locals about kobolds.

"Kobolds? No, we've had some trouble with ogres, trolls and giants, but we haven't seen any kobolds in awhile."

We have 130 gold.

> Rest for a couple weeks (21 gold)
> Buy supplies (11 gold per week)
> Look for quests
> Write in
>>
>>3571745
Lol

What happened to your persistence when getting Bailey back?
>>
Anon these kobolds are either going to thier main tribe or to a dragon... in both cases we would be walking into a world of hurt...
>>
>>3571749
>Buy eleven weeks of supplies and keep following the kobolds

>>3571759
You were willing to fight a dragon over 500 gold before though? What changed?
>>
>>3571757
I dont see an out on this one. This might be a party killer.
>>
>>3571761
Kobolds worship dragons... it might be a full grown dragon. Often a dragon will have kobolds subjected. The dragon i wanted to fight was young... giving us a chance of beating it.
>>
>>3571764
>>3571775
Lot of might's in there. The least we could do is confirm that it is impossible.
>>
>>3571777
Im not saying no... im just telling you whats probably going to happen.
>>
>>3571761
>Buy eleven weeks of supplies and keep following the kobolds

Are you sure?

If you do not rest for a couple weeks and go back to travelling straight away you'll keep suffering these effects >>3571712 even though you have food now as your bodies didn't get the opportunity to fully recover from being in a state of deep starvation.
>>
>>3571780
K
>>
>>3571785
>Rest for a single week, buy as many supplies as we can afford and then go
>>
Rolled 2 (1d4)

>>3571793

You rest for one week and buy 10 weeks of supplies then go after the kobolds.

Since you didn't rest properly you're still suffering from
>disadvantage on all rolls
>speed reduction

You walk for a week towards where you think the kobold tracks were.

Let's see if you can find them

1 - you can't find the tracks
2 - it rained and the tracks disappeared
3 - you find the waning tracks, spotty and a bit hard to follow but still there
4 - you find the tracks deep as the day they were made
>>
>>3571812

Looks like the rain erased the tracks, you don't know where the kobolds went.

What do you wanna do?
>>
>>3571812
>Keep going in the direction they were leading
>>
>>3571826
+1
I would like to add
If we dont find anything, go to the neares town in that direction and have them ask if there are any gnome in the area.
>>
>>3571826
>>3571831 Knedale was the last village before the mountains


You keep walking towards the west.

You walk for three weeks until you reach the western mountains.

You still have six weeks of supplies.

What do you wanna do?
>>
>>3571838
>Look for caves
>>
>>3571838
DM just count me as backing
>>
Rolled 2, 6, 13, 5, 18, 10, 19 = 73 (7d20)

>>3571857
>>3571867

You decide to look for caves in the mountains.

The mountains are a fairly dangerous place to be though, there's a good chance something else will find you as you look for caves.

Rolling for the first week.

On a 9 or 10 you find caves. 1, 2 or 3 is random encounters, 19 or 20 we find a herd of wild mountain goats.
>>
Rolled 14 (1d20)

>>3571921

On the first day wandering on the mountains we happen upon something, let's see what.


1,2 - goblins (roll for quantity)
3,4 - orcs (roll for quantity)
5 - kobolds (roll for quantity)
6 - trolls (roll for quantity)
7 - ogres (roll for quantity)
8 - giants (roll for kind and quantity)
9 - fire beetles (roll for kind and quantity)
10 - harpies (roll for quantity)
11 - poisonous critters (roll for kind and quantity)
12 - hydra
13 - dragon (roll for type and age)
14 - basilisks (roll for quantity)
15 - gryphons (roll for quantity)
16 - duergars (roll for quantity)
17 - roc
18 - wyvern
19 - exotic monsters (roll for kind and quantity)
20 - ???
>>
Rolled 1 (1d4)

>>3571923

1 - an old lone basilisk expelled from its lounge to fend for itself
2 - 1d4 basilisks
3 - a group of 2d4 basilisks
4 - a large group of 4d4 basilisks
>>
>>3571933

We find a very large basilisk; before we avert our gaze we can see it has long been past its prime, being an ancient individual.

Since we're already rolling at a disadvantage if we choose to fight with our closed eyes we'll take a -8 penalty on our rolls on top of the disadvantage.

We're also with a speed penalty, and since you and Mary wear armor that slow you down fleeing might prove tricky.

What do you wanna do?
> Try to run away from the old basilisk
> Attack the basilisk with eyes open
> Attack the basilisk with eyes closed
> Write in
>>
>>3571955
Hang on let me google basilisks real quick.
>>
>>3571955
Ok so I think we can take it, but what would we gain? It's not carrying loot, we'd get maybe one exp, and the blurb about how it's old and got kicked out made me feel bad for it. I say we just

>Try to run away
>>
Rolled 1 (1d2)

>>3571963

We try to run away but Mary and Uhtred are not fast enough to flee from the basilisk!

Let me roll to see what the basilisk will do.

1 - The old basilisk decides there are too many people for him to fight and let you flee
2 - The basilisk is too hungry and pursue the slow prey biting one of you two
>>
Rolled 5, 10, 3, 13, 5, 15 = 51 (6d20)

>>3571979

The old basilisk doesn't give chase and you get away!

Rolling to see what you find during the rest of the first week on the mountains.

On a 9 or 10 you find caves. 1, 2 or 3 is random encounters, 19 or 20 we find a herd of wild mountain goats.
>>
Rolled 3 (1d8)

>>3571984

On the third day of the first week on the mountains we find a cave, rolling to see what we find on the cave.

1 - nothing, the cave is empty
2 - just a mountain lion den littered with mountain goat carcasses
3 - the home of some trolls
4 - the lair of a dragon
5 - the home of some kobolds
6 - entrance to a duergar settlement
7 - the lair of some exotic monsters
8 - ???
>>
Rolled 3 (1d4)

>>3572006

Rolling to see how many trolls

1 - 1d4 trolls
2 - 2d4 trolls
3 - 3d4 trolls
4 - 4d4 trolls
>>
Rolled 4, 1, 1 = 6 (3d4)

>>3572017
>>
>>3572027


As we're exploring the cave we hear the sound of footsteps coming from three different tunnels around us. Six trolls pour forth from the tunnels from three different directions surrounding us!

You have disadvantage on all rolls so you must roll twice as many dices and pick the worst of the pair.

What are we going to do?
> Try to flee from the trolls
> Attack the nearest troll with your sword twice (roll 4d20 DC 12)
> Attack the nearest troll with your sword three times (roll 6d20 DC 16)
> Smite the nearest troll (roll 2d20 DC 12)
> Write in
>>
>>3572031
> Try to flee from the trolls

We barely handled six one time, but we had Dandala and were at full health.
>>
>>3572047
If you keep playing like this you are going to kill the party.
>>
Rolled 17, 18, 10, 4, 14, 11, 16, 18, 11, 14, 13, 4, 12, 20, 20, 16, 3, 13 = 234 (18d20)

>>3572047

We try to flee from the trolls but we are too slow!

Three trolls attack you and three attack Mary. Rolling to hit DC 11 for you and DC 11 for Mary.
>>
Rolled 2, 1, 1, 2, 1, 1, 2, 2, 1 = 13 (9d2)

>>3572055

The trolls land 9 claw attacks, rolling damage
>>
>>3572054
You think we should attack the trolls?

ngl, after what happened with Dandala it feels like the party is doomed no matter what. The only way to survive is to retire.
>>
>>3572055
>>3572063

Uthred takes 9 hits of damage from the trolls!

Uthred had 8 hits of life!

Uhtred is dead!

Mary takes 13 hits of damage from the trolls!

Mary had 8 hits of life!

Mary is dead!

Uhtred is dead, who do you want to control in battle?
> Bailey
> Selena
> Ss'rath
>>
>>3572073
>Bailey
>>
>>3572067
It seems unwise to go after Dandala..
You have next to no chance of finding her and bringing her back. Cut your losses short, learn when to fold your hand.
>>
>>3572082
It was the same when Bailey died.
>>
>>3572088
Nope
>>
>>3572075

You're now controlling Bailey!

What do you want to do?
> Try to flee from the trolls
> Attack the nearest troll with your dagger (roll 2d20 DC 12)
>Cast a spell (cantrips: light, mage hand, firebolt (roll 2d20), blade ward; magic missile x3; scorching rayx3(roll 6d20); fireball x2(you can catch all the trolls))
> Write in
>>
>>3572097
>Try to flee

>>3572090
Held in the home of an enemy we couldn't hope to beat? Yeah, it kinda was.
>>
>>3572099
The party was at full capacity
We knew our enemy
We knew the location
We had gold
We had a plan
Very differnt scenario
>>
Rolled 6, 6, 9, 1, 14, 2, 16, 16, 5, 14, 3, 6, 9, 13, 13, 19, 14, 2 = 168 (18d20)

>>3572099

You try to run away from the trolls but after a short run they catch up with you!

Four trolls attack Bailey and two attack Ss'rath.

Rolling to hit DC 4 for Bailey and DC 8 for Ss'rath.
>>
Rolled 2, 2, 2, 2, 2, 1, 2, 1, 1 = 15 (9d2)

>>3572109

the trolls land 9 claw attacks rolling damage
>>
>>3572108
The party was at full capacity? Bailey was dead lmao.
>>
>>3572124
Cuz you wanted to fight a phoenix...
>>
>>3572127
I'm pretty sure I just voted to go after the feathers. I expected another choice in how to go about it, not a post from OP that said you go there and barge into it's nest and it throws a fireball at you, what now?
>>
>>3572109
>>3572112

Bailey takes 15 damage from the trolls!

Bailey had 10 life.

Bailey is dead!

Ss'rath takes 6 damage from the trolls!

He's incapacitated!

Selena casts invisibility on herself and flee!

The trolls then finish off Ss'rath.

The trolls try to track Selena by the smell but she manages to get out of the cave and put some distance away before the spell runs out; when it runs out she casts it a couple more times just to be safe.

Selena makes her way back to Knedale.

She doesn't have a single coin to her name, she doesn't have the gem key to the jewel of Guldar, she doesn't have any more companions, but at least she still have her life. There's no way she alone can recover their corpses or acquire all the money to revive them all without them so she won't even try.

After travelling for what? Six years? With a band of companions going after the fire jewel of Guldar and accomplishing nothing it is finally time to go back to her life as an errant minstrel going from village to village telling tales for a living.

Do you want to continue the adventure of Selena, the errant minstrel?
> Yes, let's continue the adventure of Selena
> No, let's roll a new character
> Write in
>>
calling it a night
>>
>>3572139
Let follow Selena adventure as she whores herself out doing horrible act of depravity for a single schmeckle just to servive.
>>
>>3572139
> No, let's roll a new character
>>
>>3572768


Okay so we're going to roll a new character. We accumulated 109 experience, let's lose 10% since we died.

That still leaves us with 98 experience. That's enough for a third level character, almost getting to fourth level.

What kind of character do we want to play?

> An elvish ranger (pick ambidextrous or rapid shot; pick a favored enemy to get a +2 bonus against; you're a trained tracker; you're a trained forager; you have a +3 attack bonus; you fight with a sword (or two if ambidextrous) and a longbow and wear a leather armor)
> An ex-soldier (you have deft, attacking twice per turn; you have a +3 attack bonus; you have warrior technique +2 (once per turn you can choose to perform an attack that deals +1d2 hits of damage to a creature; you fight with sword and shield and wear a chainmail)
> An apprentice wizard (you know 6 cantrips and 6 spells; you can prepare 4 cantrips, 2 first circle and 1 second circle spells per day and cast prepared cantrips at will; you have a +1 attack bonus; you can brew potion, scribe scrolls and craft magical items; you have a dagger and a grimoire)
> A young cleric (you must choose a deity to worship; you can prepare 4 cantrips, 3 first circle and 2 second circle spells per day, one spell of each level being related to your deity, and you can cast cantrips at will; you can convert prepared spells into cure wounds spells; you can turn undead three times a day; you can create holy water; you have a +2 attack bonus; you have a holy symbol; you fight with a mace and a shield and wear a chainshirt)
> An undescript adventurer (pick three powers, or six minor abilities, to create an unique class for your adventurer)
> Write in
>>
Rolled 1 (1d3)

>>3572839
Rolling for character
1 elf
2 mage
3 cleric
>>
>>3572843
Elf ranger it is!
>>
>>3572843
Mmahh... sorry, i would the cleric.
>>
>>3572848
>>3572853

Which one?
>>
>>3572867
A young cleric
Im just looking up abilities and deities.
>>
>>3572871

Well, looks like there's only one vote for this decision as usual. Then...

You are a young cleric!

Pick name and gender.

Also pick which deity you worship:
> Goddess of Abundance (you must prepare Create or Destroy Water and either Consecrate or Make Whole everyday)
> God of Justice (you must prepare Detect Evil and Good and Zone of Truth or Spiritual Weapon everyday)
> God of the Sun (you must prepare Guiding Bolt and Continual Flame or Blindness/Deafness everyday)
> God of Trade (you must prepare Sanctuary and Augury or Calm Emotions everyday)
> Goddess of the Sea (you mus prepare Create or Destroy Water and either Summon Monster II (squid or shark) or Resist Energy everyday)
> Goddess of Knowledge (you must prepare Detect Evil and Good and Zone of Truth or Augury everyday)
> Write in
>>
>>3572902
Name Skol
Gender male
Deity Angharradh
>>
>>3572914

I'm not using forgotten realms deities so if you're going to write in a deity pick its sphere of influence and which spells of first and second circle you must prepare everyday within reason.
>>
>>3572914
So far this is whay i have
lvl 1 spells. Healing word, inflice wounds (debating last one)
Lel2 spell. Prayer of healing. ( thinking about lesser restoration, im not completely sure what it does, it removes poison and othere afflictions?)
And for cantrips. Spare the dying, not sure about the rest
>>
>>3572920
Can I pick war domain?
Sheild of faith
Magic wepon
>>
>>3572927

We just need one for the first level and two for the second level.

But first you must pick the deity's sphere of influence so we can see if the spells you're picking even make sense.

Since you're picking healing spells I assume your write in deity is some sort of goddess of healing?
>>
>>3572927
>>3572934

Pick a sphere of influence for your deity. What is your deity the deity of?

Then after you know that you can choose the most appropriate spells.
>>
>>3572943
The deity of war.
The spells related to this deity
lvl 1 Sheild of faith
Lvl 2 Magic wepon
>>
>>3572950

Alright so there's shield of faith (+2 on AC)

Magic weapon is a level 1 spell though.

It is the one that gives a +1 bonus to attack and damage (the damage bonus gives 10% chance that your attacks give one extra hit of damage).

So choose between shield of faith and magic weapon and

Pick a couple different spells for level 2.

May I suggest spiritual weapon and bull's strength (the strength bonus gives you 20% of chance that your attacks deal one extra hit of damage)?
>>
>>3572968
Cool, im making lunch ill be off for about an hr.
>>
>>3572968
I'll go with your suggestion and sheild of faith.
>>
>>3573075

Alright, so you are Skol, the cleric of war!

You must prepare everyday the spells Shield of Faith and either Spiritual Weapon or Bull's Strenght.

You can prepare 4 cantrips, 3 first circle spells and 2 second circle spells.

You can cast your prepared cantrips at will.

These are the cantrips available for you, pick four to be your default loadout:

>Guidance: creature you touch can roll 1d4 and add to ability check, lasts one minute
>Light: object you touch sheds bright light in 20 foot radius and dim light for an additional 20 feet, last one hour
>Mending: repairs a single break or tear in an object you touch smaller than 1 foot
>Resistance: creature you touch can roll 1d4 and add to saving throw, lasts one minute
>Sacred Flame: target must succeed on DC 12 dexterity save or take one hit of radiant damage
>Spare the Dying: you touch a creature that has 0 hits of life, the creature becomes stable. (normaly it must pass a constitution test DC 11 every turn and each failure adds 10% chance of dying. A 20 on the test makes it become stable.)
>Thaumaturgy: you manifest a minor wonder, a sign of supernatural power, one of the following effects within range (30 feet): your voice booms up to three times as loud as normal; you cause flames to flicker, brighten, dim or change color; you cause harmless tremors in the ground; you create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunger, the cry of a raven, or omninous whispers; you instantaneously cause an unlocked door or window to fly open or slam shut; you alter the appearance of your eyes; the effects last for up to one minute; you can have up to three instances of the spell active at the same time for three different effects.

As for the first and second circle spells, you have access to pretty much whatever cleric spells you want, you just pray to your deity and it grants the spell to you, so pick any two first circle spells and one second circle spell for your default loadout. You may want to pick spells different than cure wounds since you can just convert any prepared spell into cure wounds at will as a default cleric ability.

Once we figure out your default spell loadout we can begin our adventure!
>>
>>3573088
Spare the dying
Sacred Flame
Light
Resistance
>>
>>3573106

Do you want me to make a list of first and second circle spells for you to pick from?
>>
>>3573113
Yes please
>>
>>3573116

Here's a list of first and second circle spells. If you want some other spell that is not on this list ask me about it, it is probably available.

1st circle

>Bane: up to three creatures within range (30 feet) make a Charisma save DC 12, targets that fail must roll 1d4 and subtract the number rolled from the attack roll and saving throws for the duration of the spell (up to 1 minute)

>Bless: up to three creatures within range (30 feet) add 1d4 to their attack roll or saving throw until the spell ends (up to 1 minute)

>Command: you speak one word to a target in range (60 feet) and if it fails a DC 12 wisdom save it must follow the command on its next turn. Doesn't work on undead, if the target doesn't understand your language or if your command is directly harmful to it. Usual commands are: Approach; Drop; Grovel; Halt

>Create or Destroy Water: you create up to 10 gallons of clean water within range (30 feet) in an open container or make it fall as rain in a 30-foot cube extinguishing exposed flames in the area; or you destroy up to 10 gallons of water in an open container, or fog in a 30-foot cube within range.

>Cure Wounds: a creature you touch regains 1 hit of life

>Detect Evil and Good: for the duration (up to 10 minutes) you know if there is an aberration, celestial, elemental, fey, fiend or undead within 30 feet of you, as well as where the creature is located; and you know if there is a place or objecte within 30 feet that has been magically consecrated or desecrated. The spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt.

>Detect Magic: for the duration (up to 10 minutes) you sense the presence of magic within 30 feet of you; you see a faint aura around any visible creature or object that bears magic and you learn its school of magic, if any. The spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt.

>Detect Poison and Disease: for the duration (up to 10 minutes) you can sense teh presence and location of poisons, poisonous creatures and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature or disease in each case. The spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt.

>Guiding Bolt: You make a ranged attack against a target within range (120 feet). Ona hit the target takes 1d4 hits of radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

>Healing Word: target up to 60 feet away regains 1 hit of life

>Inflict Wounds: make a melee touch attack, on a hit target takes 1d3 necrotic damage
>>
>>3573325


>Protection from Evil and Good: until the spell ends (up to 10 minutes) one willing creature you touch is protected against certain types of creatures of your choice: aberrations, celestials, elementals, fey, fiends or undead. The protection grants the following benefits: creatures of the chosen type have disadvantage on attacks against the target; the target can't be charmed, frightened or possessed by them; if the target is already charmed, frightened or possessed by such a creature the target has advantage on any new saving throws against the relevant effect.

>Purify Food and Drink: all nonmagical food an drink within a 5-foot-radius sphere centered on a point of your choice within range (10 feet) is purified and rendered free of poison and disease

>Sanctuary: you ward a creature within range (30 feet) against attack. Until the spell end any creature who targets the warded creature or use a harmful spell against them must first make a Wisdom saving throw DC 12. On a failed save the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature this spell ends.

>Shield of Faith: a shimmering field appears and surrounds a creature of your choice within range (60 feet), granting a +2 bonus to AC for the duration (up to 10 minutes)

>Bless Water: makes holy water. Costs 25 gold in components.

>Cause Fear: target creature with less than 10 hits of life makes a DC 12 save. On a success it gets -2 on attacks and saves for one turn. On failure it flees from you for 1d4 rounds.

>Comprehend Languages: you understand all spoken and written languages for the duration (1 hour)

>Entropic Shield: Ranged attacks against you have 20% miss chance for the duration (1 minute per caster level)

> Summon Monster I: calls extraplanar creature to fight for you for the duration (1 round/level), can be a celestial dog, celestial owl, celestial fire beetle, celestial porpoise, celestial badger, celestial monkey, celestial dire rat, fiendish raven, fiendish monstrous medium centipede, fiendish monstrous small scorpion, fiendish hawk, fiendish monstrous small spider, fiendish octopus, fiendish small snake.
>>
>>3573327

2nd circle

> Aid: You bolster you allies with toughness and resolve. Choose up to three creatures within range (30 feet), each target receives one extra temporary hit point for the duration (8 hours).

>Augury: By using some divinatory tool worth at least 25 gp you receive an omen from an otherwordly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The possible omens are: Weal, for good results; Woe, for bad results; Weal and Woe, for both good and bad results; and Nothing for results that aren't especially good or bad. The spell doesn't take into account any possible circumstances that might change the outcome such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing a long rest there's a cumulative 25% chance that you'll get a random reading.

>Blindness/Deafness: You can blind or deafen a foe. Choose a creature you can see within range (30 feet), if it fails a DC 12 Constitution save if is affected. On the end of each of its turns it can make a new save, on a success the spell ends. It lasts for up to one minute.

>Calm Emotions: You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range (60 feet) must make a charisma saving throw DC 12 on a fail any effect causing the creature to be charmed or frightened ends; or indifferent about creatures of your choice that it is hostile towards. The indifference ends if the target is attacked or harmed by a spell or witness any of its friends being harmed. When the spell ends (up to one minute) the charmed or frightened effects resume or the creatures become hostile again.

>Continual Flame: a flame of brightness equivalent to a torch springs forth from an object you touch. It looks like a regular flame, but creates no heat and doesn't use oxygen. It lasts until dispelled. It consumes ruby dust worth 50 gp to be created.

>Bear Endurance: for the duration (up to 1 hour) target have advantage on constitution checks. You also gain 2 temporary hit points.

>Bulls's strenght: for the duration (up to 1 hour) targets carrying capacity doubles, you have advantage on strenght checks and you have 20% chance of dealing 1 extra damage on melee attacks

>Cat's Grace: for the duration (up to 1 hour) target have advantage ib dexterity checks and doesn't take damage from falling 20 feet or less if it isn't incapacitated.

>Eagle's Splendor: for the duration (up to 1 hour) target have advantage on Charisma checks

>Fox's Cunning: for the duration (up to 1 hour) the target has advantage on Intelligence checks

>Owl's Wisdom: for the duration (up to 1 hour) the target has advantage on Wisdom checks

>Find Traps: You sense the presence of any trap within range (120 feet). The spell merely reveals that a trap is present, you don't learn the location of each trap.
>>
>>3573329

>Gentle Repose: You touch a corpse or other remains, for the duration (10 days) the target is protected from decay and can't become undead.

>Hold Person: One humanoid you can see within range (60 feet) must suceed on a DC 12 Wisdom save or be paralyzed for the duration (up to one minute.) At the end of each of its turns the target can make another wisdom save, on a success the spell ends.

>Lesser Restoration: You touch one creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed or poisoned.

>Locate Object: Describe or name an objecte familiar to you. You sense the direction to the object's location as long as that object is within 1000 feet of you. If the object is in motion you know the direction of its movement. The spell can locate a specific object known to you as long as you have seen it up close within 30 feet at least once; alternatively it can locate the nearest object of a particular king. The spell can't locate an object if any thickness of lead blocks a direct path between you and the object.

>Prayer of Healing: up to six creatures of your choice that you can see within range (30 feet) regain 2 hits of life

>Protection from Poison: you touch a creature, if it is poisoned you neutralize the poison, if more than one poison afflicts the target you neutralize one poison you know is present or you neutralize one at random. For the duration (one hour) the target has advantage on saves against being poisoned and it has resistance (can add 1d4 to saves) against poison damage.

>Silence: For the duration (up to 10 minutes) no sound can be created within or pass through a 20 foot radius sphere centered on a point you choose within range (120 feet). Any creature or object entirely inside the sphere is immune to thunder damage and creature are deafened while entirely inside it. Casting spells with verbal components (most spells) is impossible there.

>Spiritual Weapon: you create a floating spectral weapon that lasts for the duration (1 minute) that attacks your foes. The weapon uses your combat stats and deals 1 hit of damage with each attack. The weapon can take whatever form you choose.

>Warding Bond: You and the target you touch must wear a pair of platinum rings worth at least 50 gp each. While within 60 feet of each other you gain a bonus of +1 to AC and saves for the duration (1 hour). Each time the target takes damage you take half of the damage that was intended for the target in his place. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.
>>
>>3573332

>Zone of Truth: You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range (60 feet). Until the sphere ends (10 minutes) a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma save against DC 12, on a fail a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its save. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

>Consecrate: you fill a 20 feet radius area with positive energy. Turn undead attempts get a +3 sacred bonus. Undeads in the area get a -1 penalty on attack rolls, saves and a 10% chance of dealing 1 damage less per attack. Undead cannot be created or summoned into a consecrated area. If the consecrated area contain an altar, shrine or other permanent fixture dedicated to your deity the modifiers are doubled. If the area contains similar fixtures dedicated to a different deity none of the effects apply but you cut off the connection with the associated deity or power. This spell consumes a vial of holy water. It lasts for 24 hours.

>Resist Energy: target you touch gets resistance to the first hit of damage it takes from any given source for the duration (1 hour) of a damage type of your choice amongst these: acid, cold, electricity, fire or sonic. Resist energy absorbs only damage, the subject could still suffer side effects.

>Summon Monster II: calls extraplanar creature to fight for you for the duration, one from the 2nd level list or 1d3 from the 1st level list no more than 30 feet apart, they stay for 1 round per caster level. You can summon celestial giant bee, celestial giant bombardier beetle, celestial riding dog, celestial eagle, devil lemure, fiendish squid, fiendish wolf, fiendish monstrous large centipede, fiendish monstrous medium scorpion, fiendish shark, fiendish monstrous medium spider, fiendish medium snake.
>>
I think that's about it.

If you think there's some spell that should be on this list and isn't tell me and I'll add it.

If you think some spell needs clarification on its effects ask me.
>>
Lvl 2
Prayer of healing
Lesser restoration
Lvl1
Detect Evil and Good
Bless
Healing word
>>
>>3573379

Well, it's been established you're a cleric of war so...

You must prepare everyday the spells Shield of Faith and either Spiritual Weapon or Bull's Strength.

Being a third level cleric you have 2+1 spells of first circle and 1+1 spells of second circle, the +1 spells must be the obligatory spells from your deity domain.
>>
>>3573400
Does this work?
Lvl 2
Prayer of healing

Lvl1
Detect Evil and Good
Healing word
>>
>>3573451

Sure!

And which will be the second level domain spell, Spiritual Weapon or Bull's Strength?
>>
>>3573453
Spiritual Weapon
>>
>>3573106
>>3573451
>>3573458

So your default spell loadout is:

Cantrips:
Spare the Dying
Sacred Flame
Light
Resistance

1st circle:
Detect Evil and Good
Healing Word
Domain spell: Shield of Faith

2nd circle:
Prayer of Healing
Domain spell: Spiritual Weapon


You can change it any time, you just need a long rest (8 hours) and to pray for one hour and you can pick whichever spells you want from the spell lists I posted, but these will be your default unless you specify otherwise.

Is that correct?
>>
>>3573497
Cool, looks good.
>>
>>3573515

You're Skol, the cleric of war. You've been trained in the major temple of war at the capital of the kingdom of Eregion, the city of Abalar, a city with impossibly tall wall erected with magic protecting over a hundred thousand of inhabitants, guarded by more than a thousand armed men.

The kingdom of Eregion is at war with the kingdom of Belone to the east over a very mineral rich mountainous region in the frontier between the two kingdoms that is also claimed by the dwarvish kingdom further east - but the dwarves tend to claim pretty much any underground wealth as their own anywhere and haven't sided with any pf the waring nations so far, their major cities being further to the east than Belone so their claim on the land is very weak.

Settlers from both kingdoms have been sent to the region in the past decades and skirmirshes escalated into a full blown war when Belone sent their knights to exterminate three villages of Eregion loyal subjects two years ago. The king then sent four hundred men to the region and destroyed a couple of Belone villages; since then, several battles have ensued with both sides losing lots of troops and civilians, and the riches from the region, various deposits of gold, silver, and platinum, being siphoned by both nations in turn as they manage to temporarily secure the mining sites.

Eregion was once the capital of the empire founded by Guldar centuries ago; he didn't spend much time in the capital though as he spent most of his life expanding the frontiers of the empire. You unavoidably heard about the jewels of Guldar, the fabled magical items that allowed the great leader to perform his conquests. You did your own research on those gems, reading up on the story of how the archmage Darius managed to find the three gem keys for the air jewel of Guldar and defeat the air guardian to get to the jewel and you came to the conclusion that the all jewels of Guldar would follow a similar pattern - there would be three gem keys that once brought to an altar would unlock a portal to a guardian who once defeated would let you acquire the jewel. It came to your attention quite by chance that in the contested region between Eregion and Belone a small altar of unknown purposes was found with three small round crevices and after exhaustive research you concluded that it was the location of the altar for the earth jewel of Guldar.

With a lead like that you decided to keep pursueing that line of research further and within three months you raised several hypotheses for the locations of the gem keys for the earth jewels of Guldar bases on the various books you read on the subject:
>>
>>3573717

A wizard named Aldor some three hundred years ago reportedly had a gem with the description of the gem key you're looking for. He had a tower in Penketh, two months away to the Southeast near the frontier with Belone. Maybe his descendents still have it?

A group lead by a paladin was slain by hags in a swamp near Willowdale a month away in the south. Their wizard reportedly had a magical item with the description of the gem key you're looking for.

A blue dragon named Lamazian reportedly has a magical orb that matches the description of one of the gems in his hoard. He lives somewhere near Ardglass two months away to the northeast.

A ruined castle near Frostford a month away to the east filled with undead could have housed a wizard named Oprix who is said to have possessed one of the gem keys. The gem could still be there.

A group lead by a wizard was slain by trolls near Whiteridge a month away to the west, reportedly they had one of the gems.

Your leads might be good or might be bogus, but they're all you have so far. When you tell the hierophant about your plans to go after one of the jewels of Guldar he says "Many a man lost their sanity or their very lives pursueing those jewels. Maybe they're sealed away for a reason. Be careful out there."

Still, you're dead set on acquiring one of those fabled artifacts for yourself!

You currently have 255 gold. You have a holy symbol, a chain shirt, a mace, a shield and a flask of holy water. You have no supplies.

Specified travel times are on a wagon with a pair of draft horses, on foot you'll take at least twice as long, on horseback you'll take a little less time.

What do you wanna do?
> Travel to Penketh to check if Aldor's descendents have the gem key
> Travel to Willowdale to slay the hags and see if the paladin's group had the gem key
> Travel to Ardglass to loot Lamazian's hoard looking for the gem key
> Travel to Frostford to search the undead filled castle for the gem key
> Travel to Whiteridge to slay trolls and see if the wizard had the gem key
> Buy a riding horse (75 gold)
> Buy a pair of draft horses and a wagon (135 gold)
> Buy supplies (3 gold per week)
> Try to find companions
> Look for quests
> Write in
>>
calling it a night
>>
>>3573725
> Try to find companions
> Look for quests
>>
>>3573725
What are my options for a shield, I remember there being another shield that available. I'm also thinking about getting a long bow.
>>
>>3573804
>>3574296

You consider your options for a shield.

There are tower shields available in the market.
A tower shield offers a +4 bonus on AC instead of a +2 bonus from a common shield, but its encumbrance gives you a -2 penalty on attack rolls.
A tower shield costs 30 gold.
You could sell your old shield for 2 gold.

You consider acquiring a longbow.
A longbow would cost you 50 gold.
A quiver would cost you 1 gold.
20 arrows would cost you 1 gold.

> Buy a tower shield
> Sell your old shield
> Buy a longbow
> Buy a quiver
> Buy arrows (how many)
> Write in

You decide to look for quests. In a city the size of Abalar there's gotta be something to do. You head to one of the local taverns, a place called the Hooded Dragon and begin asking around for information.

You hear about a shady figure who is peddling scrolls with forbidden magic and items to cheat on their exams to students of the royal academy of magic. That's all kinds of illegal, you may get a reward from the local guard if you bring him to justice.

A gang of thieves from the Copper district has been vandalizing and stealing from the merchants in the Silver district. The local guard been having a hard time identifying the criminals. They attack under cover of the night and steal everything that isn't bolted to the ground! There are at least seven thieves. They are wanted dead or alive, there's a reward for their capture (depends how many of them you catch).

A local innkeeper swears he saw a murloc in the sewers! The locals are concerned and raised 100 gold that they are offering to anyone who can go into the sewers and slay the murlocs.

The Royal Academy of Magic have quite a few powerful wizards, they might have fetch quests if you go there and ask them.

The Mercenaries Guild charges an one time fee of 50 gold for membership then a 10% fee on the payment received from all quests gotten through their channels. They're largely sought after by merchants for escort missions and to a lesser extent by wizards for fetch quests.

The Royal Guard of Eregion might have quests for you involving espionage, sabotage and attacks on the Belone kingdom. They might be interested in employing an individual or small team capable of performing surgical strikes behind enemy lines where a large army would have trouble reaching.
>>
>>3574421

You decide to try to find companions.
Where are you going to look for companions?
> In the local taverns
> In the local temples
> In the libraries of the Royal Academy of Magic
> In the halls of the Mercenaries Guild
> In the Royal Guard barracks
> In the markets
> In the Copper district slums
> Write in
What do you wanna do?
> Travel to Penketh to check if Aldor's descendents have the gem key
> Travel to Willowdale to slay the hags and see if the paladin's group had the gem key
> Travel to Ardglass to loot Lamazian's hoard looking for the gem key
> Travel to Frostford to search the undead filled castle for the gem key
> Travel to Whiteridge to slay trolls and see if the wizard had the gem key
> Go after the forbidden magic peddler
> Go after the gang of thieves
> Go after the murloc
> Visit the Royal Academy of Magic looking for fetch quests
> Subscribe to the Mercenary's Guild (50 gold)
> Visit the Royal Guard Barracks looking for quests
> Buy a riding horse (75 gold)
> Buy a pair of draft horses and a wagon (135 gold)
> Buy supplies (3 gold per week)
> Try to find companions
> Look for quests
> Write in
>>
>>3574422
> look for companions In the libraries of the Royal Academy of Magic
>>
>>3574434

You decide to go look for companions in the libraries of the Royal Academy of Magic.

Everybody in there seems to be rather busy with something or another, doing their or private research; you find it hard to approach anyone.

Then a wizard in the brown robes of an apprentice talks to you.

"Hey mister, are you lost or something?"

"No I'm not lost. My name is Skol, the cleric of war. In fact, I've been looking for companions to go with me in a quest to look for one of the jewels of Guldar."

"Jewels of Guldar eh? Sounds like high level stuff. Well, I've applied with six different archmages for apprenticeship in their towers and was rejected by them all. Six of them! Can you believe it? I finished the basic classes so without an apprenticeship with a higher level wizard I kinda of ran out of things to do here in the Academy. In lieu of an apprenticeship I might travel around as a journeyman and get the experience I need in the field before I can don the red robes of a wizard. I might travel with you if you need some arcane support. The name is Efeus."

(Efeus is a level 3 wizard. Do you want him in your party?)

What do you wanna do?
> Travel to Penketh to check if Aldor's descendents have the gem key
> Travel to Willowdale to slay the hags and see if the paladin's group had the gem key
> Travel to Ardglass to loot Lamazian's hoard looking for the gem key
> Travel to Frostford to search the undead filled castle for the gem key
> Travel to Whiteridge to slay trolls and see if the wizard had the gem key
> Go after the forbidden magic peddler
> Go after the gang of thieves
> Go after the murloc
> Visit the Royal Academy of Magic looking for fetch quests
> Subscribe to the Mercenary's Guild (50 gold)
> Visit the Royal Guard Barracks looking for quests
> Buy a riding horse (75 gold)
> Buy a pair of draft horses and a wagon (135 gold)
> Buy supplies (3 gold per week)
> Try to find companions
> Look for quests
> Write in
>>
>>3574478
>Accept Efeus into the party.
>>
>>3574478
> look for companions in the Royal Guard barracks
>>
>>3574483
>>3574485

You accept Efeus into the party!

Efeus has a dagger, a staff and a grimoire.

Efeus default spell loadout is
Cantrips:
Firebolt
Mage Hand
Light
Shocking Grasp

1st Circle:
Burning Hands
Sleep

2nd Circle:
Flaming Sphere

Efeus Grimoire:

Cantrips: Mending, Prestidigitation, Firebolt, Mage Hand, Light, Shocking Grasp (6 pages)

1st Circle: Magic Missile, Burning Hands, Identify, Sleep (8 pages)

2nd Circle: Flaming Sphere, Invisibility (8 pages)

6+8+8=22 pages, 78 to go

You decide to go look for companions in the Royal Guard barracks.

You arrive there and look around, seems like they're doing tests for admitting new recruits into the royal guard, a few strong looking warriors are in the waiting line.

After awhile you see one warrior come out of the testing building with a grim look on his face and you go talk to him.

"Hello, I'm Skol the cleric of war, I've been looking for companions to go with me on a quest to look for one of the jewels of Guldar."

"I don't know anything about no jewels of Guldar sir. I tried to get into the Royal Guard but apparently I don't have enough experience to get in. They got the nerve to suggest I apply for the army or the town guard instead. If I wanted to be a soldier or a town guard I would have applied in the army or the town guard, goddamnit! My older brother, Girard, got in eight years ago and even managed to go through officer school, so I thought, hey, I might have a shot, maybe it runs in the family. But my small time experience shooing wolves, killing orcs and goblins apparently ain't good enough for the Royal Guard. I haven't had much time to think what I'm gonna do since they didn't let me in, maybe some mercenary work. I guess I could follow you in your mission mister, I suppose wandering around with a cleric gotta be safer since you can patch me up with your healing spells and all. My name is Darius, pleased to meet you."

(Darius is a level 3 warrior. Do you want him in your party?)

What do you wanna do?
> Travel to Penketh to check if Aldor's descendents have the gem key
> Travel to Willowdale to slay the hags and see if the paladin's group had the gem key
> Travel to Ardglass to loot Lamazian's hoard looking for the gem key
> Travel to Frostford to search the undead filled castle for the gem key
> Travel to Whiteridge to slay trolls and see if the wizard had the gem key
> Go after the forbidden magic peddler
> Go after the gang of thieves
> Go after the murloc
> Visit the Royal Academy of Magic looking for fetch quests
> Subscribe to the Mercenary's Guild (50 gold)
> Visit the Royal Guard Barracks looking for quests
> Buy a riding horse (75 gold)
> Buy a pair of draft horses and a wagon (135 gold)
> Buy supplies (5 gold per week)
> Try to find companions
> Look for quests
> Write in
>>
>>3574585
>Accept Darius into party!
>>
>>3574585
> look for companions in the halls of the Mercenaries Guild
>>
>>3574590
>>3574592

You decide to accept Darius into the party!

Darius is a Warrior

Warriors have 50% more extra hits of life per level rounded up ( +2 on level 3, so +5 instead of +3 for a total of 9 instead of 7), the warrior technique ability (deal extra damage with an attack, improve on every odd level, since he's level 3 it is currently on +2 dealing +1d2 damage), better attack bonus (+1 per level, for a total of +3 on level 3) and deft (can attack twice per round).

Darius wear a chainshirt, and wields a sword and a shield.

You decide to go look for companions in the halls of the Mercenaries Guild.

A lot of burly types go around the place asking the clerk for work. One person draws your attention though - it is a woman carrying a longbow with a wolf next to her screaming at the clerk.

"I can't believe you gave that job away! I told you I was going to get a team for it, I just needed a couple more days!"

"Excuse me, but you postponed it for two whole weeks, the client couldn't wait any longer!"

"C'mon, you know killing giants is my thing, how could you do that to me!?"

"I'm sorry, but you'll have to be able to get teams together faster if you want to take big jobs like that lady."

She seems very mad at the clerk and is about to leave when you go talk to her.

"Excuse me, I'm Skol the cleric of war. I've been putting a team together to go after one of the jewels of Guldar."

"Jewels of Guldar? I don't know who you think you are but you're punching way above your league, no offense. The guy who managed to nab one of those was an archmage wasn't he? Oh well, I've been out of work for months now because I can't get a team together to do the juicier mercenary works of the guild, if you can get enough people together then maybe we can go do something profitable before we go after those jewels. I reckon such a endeavour will take some money huh? We might as well run some mercenary work for a few months to get used to each other and to raise some coin before going all out and going after those jewels. My name is Alana, the ranger. And this little puppy here is Roger."

(Alana is a level 4 ranger. Do you want her in your party?)

What do you wanna do?
> Travel to Penketh to check if Aldor's descendents have the gem key
> Travel to Willowdale to slay the hags and see if the paladin's group had the gem key
> Travel to Ardglass to loot Lamazian's hoard looking for the gem key
> Travel to Frostford to search the undead filled castle for the gem key
> Travel to Whiteridge to slay trolls and see if the wizard had the gem key
> Go after the forbidden magic peddler
> Go after the gang of thieves
> Go after the murloc
> Visit the Royal Academy of Magic looking for fetch quests
> Subscribe to the Mercenary's Guild (50 gold)
> Visit the Royal Guard Barracks looking for quests
> Buy a riding horse (75 gold)
> Buy a pair of draft horses and a wagon (135 gold)
> Buy supplies (7 gold per week)
> Try to find companions
> Look for quests
> Write in
>>
>>3574626
> accept Alana
>>
>>3574626
> look for companions in the local taverns
>>
>>3574638
>>3574640


You decide to accept Alana into the party.

Alana is a ranger

She has Rapid Fire (can shoot twice per turn with her longbow), she's a trained tracker, she's a trained forager, she has favored enemy: Giants (gets a +2 bonus on attacks rolls and saves relating to giants, and 20% chance of dealing 1 extra hit of damage on giants per attack), she has an animal companion (a wolf named Roger, 4 hits of life, AC 14, +4 to hit with bite), and can cast 1 first circle spell per day from the following list:

1st circle:

> Alarm: choose a door, window or area within range (30 feet) no larger than 20-foot cube. Until the spell ends (8 hours), an alarm alerts you whenever a tiny or larger creatures touches or enters the warded area. When you cast the spell you can designate creatures that won't set off the alarm. You can choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 second within 60 feet.

> Animal Friendship: choose a beast you can see within range (30 feet). If it fails a wisdom save it is charmed by you for the duration (24 hours)

> Cure Wounds: touch a creature heal 1 hit of life

> Detect Magic: for the duration (up to 10 minutes) you sense the presence of magic within 30 feet of you; you see a faint aura around any visible creature or object that bears magic and you learn its school of magic, if any. The spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt.

>Detect Poison and Disease: for the duration (up to 10 minutes) you can sense the presence and location of poisons, poisonous creatures and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature or disease in each case. The spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt.

>Fog Cloud: you create a 20-foot-radius sphere of fog centered on a point within range (120 feet). The sphere spreads around corners and its area is heavily obscured. It lasts for the duration (up to 1 hour) or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

> Goodberry: up to ten berries appear in your hand and are infused with magic for the duration (24 hours). Eating a berry has 10% chance of healing 1 hit of life. A berry produces enough nourishment to sustain a creature for one day.

> Hunter's Mark: you choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends you deal an extra hit of damage to the target whenever you hit it with a weapon attack and you have advantage on any check you make to find it. If the target drops to 0 hit points before the spell ends (up to one hour), you can mark a new creature.
>>
>>3574784


> Jump: you touch a creature. The creature's jump distance is tripled until the spell ends (1 minute)

> Longstrider: you touch a creature. The target's speed increases by 10 feet per turn until the spell ends (1 hour)

> Speak with animals: you gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you with a charisma test.


Alana usually prepares Hunter's Mark.

Alana wears a leather armor and carries a sword and a longbow.


You decide to go look for companions in the local taverns.

You find a shady hooded figure in a corner, it is a woman wearing a black leather suit with a crossbow and a shortsword strapped to her. She's talking to another woman, this one wearing a breastplate and carrying a spear and a shield. You go talk to them.

"Hello, I'm Skol the cleric of war. I'm getting a team together to go after one of the jewels of Guldar.", you say.

"Jewels of Guldar? Wasn't Guldar some ancient king? Are you headed to go loot a tomb or something? I'm not one to refuse a share in a nice loot pile! Well, I'm not doing anything lately anyway, might as well go check the place out with your team. You may need someone who know their way around traps and can unlock doors. Also you never know when you might need to take an enemy by surprise, I suppose I could help with that too. I'm Delilah, pleased to meet you."

"Well, I guess if Delilah is on board with going after some fabled artifact from a bygone age I might as well join you team too mister Skol. I've been travelling with Delilah for quite awhile and we became fast friends, I keep her safe and she watches my back, we've been through a lot together. I could join your group if Delilah is also joining. My name is Joane."

(Delilah is a level 3 rogue. Joane is a level 4 warrior. Do you want them in your party?)

What do you wanna do?
> Travel to Penketh to check if Aldor's descendents have the gem key
> Travel to Willowdale to slay the hags and see if the paladin's group had the gem key
> Travel to Ardglass to loot Lamazian's hoard looking for the gem key
> Travel to Frostford to search the undead filled castle for the gem key
> Travel to Whiteridge to slay trolls and see if the wizard had the gem key
> Go after the forbidden magic peddler
> Go after the gang of thieves
> Go after the murloc
> Visit the Royal Academy of Magic looking for fetch quests
> Subscribe to the Mercenary's Guild (50 gold)
> Visit the Royal Guard Barracks looking for quests
> Buy a riding horse (75 gold)
> Buy a pair of draft horses and a wagon (135 gold)
> Buy supplies (9 gold per week)
> Try to find companions
> Look for quests
> Write in
>>
>>3574786
DM is there a limit of how many ppl I can have in the party?

Im not getting a very trusting vibe from these two. Can I tell them "we need to think if we want to add them, can we talk again tomorrow?"

> equip Zone of Truth for the rest of companion selection. And use it while talk to perspective new members.
>>
>>3574842
>is there a limit of how many ppl I can have in the party?
Are you trying to recruit an army or something?

You tell Delilah and Joane. "We need to think if we want to add you to the party, can we talk again tomorrow?", they tell you they'll be in town for another week or so, we have that much time to make our mind.

You decide to prepare Zone of Truth in place of Prayer of Healing for the rest of companion selection and use it while talking to prospective new members.

What do you wanna do?
> Travel to Penketh to check if Aldor's descendents have the gem key
> Travel to Willowdale to slay the hags and see if the paladin's group had the gem key
> Travel to Ardglass to loot Lamazian's hoard looking for the gem key
> Travel to Frostford to search the undead filled castle for the gem key
> Travel to Whiteridge to slay trolls and see if the wizard had the gem key
> Go after the forbidden magic peddler
> Go after the gang of thieves
> Go after the murloc
> Visit the Royal Academy of Magic looking for fetch quests
> Subscribe to the Mercenary's Guild (50 gold)
> Visit the Royal Guard Barracks looking for quests
> Buy a riding horse (75 gold)
> Buy a pair of draft horses and a wagon (135 gold)
> Buy supplies (9 gold per week)
> Try to find companions
> Look for quests
> Write in
>>
>>3574935
>go back to talk to Delilah and Joane
>>
>>3574992

You go back to talk to Delilah and Joane.

As you go talk with them you cast your Zone of Truth spell.

"Wait, why are you casting a spell on us?", asks Delilah.

"To make sure you're telling the truth.", you say.

"Well, excuse me? If there's not even a minimum of basic trust between us I'm not sure I even want to continue this conversation, let alone go adventuring with you. If you can't trust us enough even to hold a conversation how are you going to trust us in the field of battle? Guess this is not going to work. Let's go Joane, let's get out of here.", says Delilah.

"Well, Delilah is right. If there's no trust between us we can't be companions. It's a shame, really, I was hoping something good would come out of this. Good luck on your quest mister Skol.", says Joane.

What do you wanna do?
> Travel to Penketh to check if Aldor's descendents have the gem key
> Travel to Willowdale to slay the hags and see if the paladin's group had the gem key
> Travel to Ardglass to loot Lamazian's hoard looking for the gem key
> Travel to Frostford to search the undead filled castle for the gem key
> Travel to Whiteridge to slay trolls and see if the wizard had the gem key
> Go after the forbidden magic peddler
> Go after the gang of thieves
> Go after the murloc
> Visit the Royal Academy of Magic looking for fetch quests
> Subscribe to the Mercenary's Guild (50 gold)
> Visit the Royal Guard Barracks looking for quests
> Buy a riding horse (75 gold)
> Buy a pair of draft horses and a wagon (135 gold)
> Buy supplies (9 gold per week)
> Try to find companions
> Look for quests
> Write in
>>
>>3575126
Oh man. I thought zone of true would be more covert.
Can I apologize and say it was a miss understanding and I hope they can forgive me. I just wanted to screen people entering our group. And that i would like them to join us.

>If thats not possible, end zone of true and look for companions at the market.
>>
>>3575156 well it was right there in the spell description that the targets are aware of it. I'm afraid they're no longer interested in being part of our group.

You decide to stop using Zone of Truth on prospective companions.

You decide to go look for companions at the markets.

As you move about through the various stalls you find a bald hulking man with a blue tattoo on half of his face carrying a huge greataxe buying supplies for travel from one of the local merchants. You then go talk to him.

"Hello, I'm Skol the cleric of war. I'm putting together a team to go look for one of the jewels of Guldar. Would you like to join?"

"Jewels of Guldar? I don't know what those are. I'm a simple man, I've been travelling alone, hitchhiking with merchants in exchange for the protection my greataxe can afford, but the roads are dangerous and I recognize the advantages of being in a group. You're a cleric you say? So you could patch me up good after I get hurt in battle huh? It might be good for me to travel with a cleric, and since you're a cleric of war and not a wussy cleric of peace or something like that you will understand the way of the barbarian, to charge into the face of danger everytime! It almost gets me killed everytime but almost is not enough to bring me down, no sir. I'll travel with you and your foes will be my foes brother, and my greataxe will drink their blood! My name is Grognar, by the way."

(Grognar is a level 2 barbarian. Do you want him in your party?)

What do you wanna do?
> Travel to Penketh to check if Aldor's descendents have the gem key
> Travel to Willowdale to slay the hags and see if the paladin's group had the gem key
> Travel to Ardglass to loot Lamazian's hoard looking for the gem key
> Travel to Frostford to search the undead filled castle for the gem key
> Travel to Whiteridge to slay trolls and see if the wizard had the gem key
> Go after the forbidden magic peddler
> Go after the gang of thieves
> Go after the murloc
> Visit the Royal Academy of Magic looking for fetch quests
> Subscribe to the Mercenary's Guild (50 gold)
> Visit the Royal Guard Barracks looking for quests
> Buy a riding horse (75 gold)
> Buy a pair of draft horses and a wagon (135 gold)
> Buy supplies (9 gold per week)
> Try to find companions
> Look for quests
> Write in
>>
>>3575215
Pass on the barbarian.
> In the Copper district slums
>>
>>3575239
Im looking for another warrior and (other companion, not a barbarian they are to unpredictable, over aggressive. I dont want to have to heal him all the time)...
>>
>>3575239

You decide against recruiting Grognar to your party. "Well, I guess I'll keep travelling alone then. Good luck on finding your jewels!", he says.

You decide to go look for companions in the Copper district slums.

You wander around this poorer part of town where sex workers, thugs, thieves but also laborers too poor to afford better housing dwell looking for someone who seems the adventuring kind. You're approached by lots of beggars, sex workers and drug dealers as you go through the seedier parts of town, but you dismiss them. You then find what must be the cheapest tavern in town, the Bloody Dagger, and head in. A bunch of criminal looking types eye you as you enter. You get a drink at the bar then you catch sight of a shady figure drinking alone in a corner who strikes you as the adventuring kind. You approach him.

"Hello mister. I'm Skol, the cleric of war. I've been looking for companions to go with me looking for one of the jewels of Guldar."

"The jewels of Guldar you say? Hah! You'd have more luck stealing from that archmage who got one than trying to get one for yourself. Everybody who goes after these jewels ends up mad or dead. But you got a group you say? Eh, there's safety in numbers. I've been meaning to get some honest work, life in the slums is pretty rough and I've just recently cleared my debt to the local crime syndicate so I wanna start fresh somewhere else. If you have a place for someone like me in your little party then I'll follow you. The name is Cyre."

(Cyre is a level 2 rogue. Do you want him in your party?)

What do you wanna do?
> Travel to Penketh to check if Aldor's descendents have the gem key
> Travel to Willowdale to slay the hags and see if the paladin's group had the gem key
> Travel to Ardglass to loot Lamazian's hoard looking for the gem key
> Travel to Frostford to search the undead filled castle for the gem key
> Travel to Whiteridge to slay trolls and see if the wizard had the gem key
> Go after the forbidden magic peddler
> Go after the gang of thieves
> Go after the murloc
> Visit the Royal Academy of Magic looking for fetch quests
> Subscribe to the Mercenary's Guild (50 gold)
> Visit the Royal Guard Barracks looking for quests
> Buy a riding horse (75 gold)
> Buy a pair of draft horses and a wagon (135 gold)
> Buy supplies (9 gold per week)
> Try to find companions
> Look for quests
> Write in
>>
>>3575319
>add Cyre
>>
>>3575319
> look for a worrior at taverns or academy. Then we are done!
>>
>>3575351
>>3575359

You decide to add Cyre to the party!


Cyre is a rogue

He has sneak attack (every odd level it improves by +1; since he's level 2 it deals +1 hit of damage; when surprising or flanking a creature); he has trapfinding ability (detect, disable and with a good enough roll analyze and bypass without disabling it mundane and arcane traps); and evasion (when targetted by a spell or ability that allows a reflex save for half damage, with a fail in a reflex check takes half damage, with a success takes no damage).

You decide to go look for a warrior at the taverns or academy.

After spending some time looking you find a young looking blonde man wearing a chainshirt, carrying a shield and wielding a spear in one tavern. You go talk to him.

"Hello, I'm Skol the cleric of war. I've been putting together a team to go after one of the jewels of Guldar. Would you like to join us?"

"Jewels of Guldar? Wasn't Guldar the founding king of this nation? This is a powerful artifact you're seeking. A quest like that might takes years, friend. I think I could see myself joining a group like that, yes. But we should probably go after other objectives first, to get some more experience and fill our pockets with loot before we go after the artifact proper, you know what I mean? The name is Julian."

(Julian is a level 2 warrior. Do you want him in your party?)

What do you wanna do?
> Travel to Penketh to check if Aldor's descendents have the gem key
> Travel to Willowdale to slay the hags and see if the paladin's group had the gem key
> Travel to Ardglass to loot Lamazian's hoard looking for the gem key
> Travel to Frostford to search the undead filled castle for the gem key
> Travel to Whiteridge to slay trolls and see if the wizard had the gem key
> Go after the forbidden magic peddler
> Go after the gang of thieves
> Go after the murloc
> Visit the Royal Academy of Magic looking for fetch quests
> Subscribe to the Mercenary's Guild (50 gold)
> Visit the Royal Guard Barracks looking for quests
> Buy a riding horse (75 gold)
> Buy a pair of draft horses and a wagon (135 gold)
> Buy supplies (11 gold per week)
> Try to find companions
> Look for quests
> Write in
>>
>add Julian
>buy tower shields and equip with it.
>>
>>3575446
>Equip Julian with it
>>
>>3575446
>>3575449

You decide to accept Julian into the party.

Julian is a Warrior

Warriors have 50% more extra hits of life per level rounded up ( +1 on level 2, so +3 instead of +2 for a total of 7 instead of 6), the warrior technique ability (deal extra damage with an attack, improve on every odd level, since he's level 2 it is currently on +1 dealing +1 damage), better attack bonus (+1 per level, for a total of +2 on level 2) and deft (can attack twice per round).

Julian wear a chainshirt, and wields a spear and a shield.

You buy a tower shield and gift it to Julian for him to use in place of his old shield. He thanks you and begins using the new shield.

You now have 225 gold.


What do you wanna do?
> Travel to Penketh to check if Aldor's descendents have the gem key
> Travel to Willowdale to slay the hags and see if the paladin's group had the gem key
> Travel to Ardglass to loot Lamazian's hoard looking for the gem key
> Travel to Frostford to search the undead filled castle for the gem key
> Travel to Whiteridge to slay trolls and see if the wizard had the gem key
> Go after the forbidden magic peddler
> Go after the gang of thieves
> Go after the murlocs
> Visit the Royal Academy of Magic looking for fetch quests
> Subscribe to the Mercenary's Guild (50 gold)
> Visit the Royal Guard Barracks looking for quests
> Buy a riding horse (75 gold)
> Buy a pair of draft horses and a wagon (135 gold)
> Buy supplies (13 gold per week)
> Look for quests
> Write in
>>
When we go into combat I would like the party to already know to have Darius, Julian and Skol in that order up front to act as a buffer for the more "squishy" characters. Then Cyre, Efeus, and Alana in the back. Im pretty sure the wolf has low health so can we have it stay back and defend those three.
>>
>>3575464
Can you tell me a little bit about the Mercenary's Guild?
>>
>>3575474

The Mercenary's Guild is an ancient institution, almost as old as the city itself. Most adventurers join it since it is a good source of quests. It is lead by a council of seven of the oldest members who decide important matters for the guild, like resources allocation and whether to open new chapters. New council members are chosen by the old member every ten years or when one of them dies, to be eligible you must have been a member of the guild for at least twenty years. It has chapters in several of the major cities in the kingdom, and oddly enough in a few key villages too. Most merchants in the kingdom don't chance hiring random groups of adventurers for escort missions and instead seek the services of people from the Mercenary's Guild as they have the reputation of getting the job done. The guild expects its members to be resourceful and organize themselves into groups for the more difficult missions, but in exceptional cases the guild may arrange for members with skills particularly suited for some mission to be added to other groups temporarily in order to increase the odds of success of the mission.
They charge a flat tithe of 10% from all the quests gotten through their channels. Most of the money goes into hiring the clerks who attend the chapters and wizards mainly for Sending spells to keep information up to date between the chapters.

Besides giving out quests the Mercenary's Guild in an agreement with some local temples also offer a service of pre-paid resurrection - you pay them 5000 gold and they'll send a team to recover your remains from your last known location and have you resurrected in case you die. The service expressly doesn't cover: dragon lairs, beholder caves, the open seas, transformation into undead, anywhere outside the borders of the kingdoms friendly with Eregion and whichever cases in which the remains for one reason or another cannot be recovered or correctly identified. You have to keep the nearest chapter of the guild informed of your whereabouts, if a team is dispatched because you failed to keep the guild informed about where you went you're subjected to a fee of up to 3000 gold depending on how much effort was wasted by the team on trying to recover your non-existent remains or the contract will be void. You might contract with an specific group to recover your remains outside of the usual coverage of the pre-paid resurrection plan but the prices are likely to be steep.

You can also create new quests with the guild if there's something you need done. Usual rewards range from 100-5000 gold before the tithe, rewards lower than that are unlikely to attract anyone, and rewards higher than that are usually reserved to high level quests that might take months or even years until you find anyone competent and willing to undertake them.

You must be part of the mercenary's guild to create new quests so a great many deal merchants and civilians are also members of the guild.
>>
calling it a night
>>
>>3575569
> Subscribe to the Mercenary's Guild (50 gold)
> see what quests they have to offer.
>>
>>3575569
> I would also like to buy a tower shield for myself and equip it. Sell old shield.

At the end of a battle have Skol cast Detect Evil and Good. I chose this spell because I want him looking for magic items.
>>
>>3575569
Can all worriors wear plate armor or is there a restriction on this?
>>
>>3575603
>>3575826 wouldn't the spell to detect magical items be Detect Magic
>>3576655 yes all warriors can wear plate armor

You buy a tower shield for yourself and equip it. You sell your old shield.

You decide to subscribe to the Mercenary's Guild and see what quests they have to offer.

You now have 147 gold.

Upon subscribing to the Mercenary's Guild they make your register and the clerk says that it might take three to six months for your name to be registered in all the chapters of the Guild. You receive a dog tag with the Guild's insignia, your name and an identification number and a complimentary bronze dagger.

You then peruse the jobs they have available:

"Escort work to the village of Mouthfallor near Blackburn, about nine weeks away to the east, in the contested zone with Belone. The work entails escorting one wagon with a high value cargo to Mouthfallor, stopping at that village for two weeks for negotiations, then heading back to Abalar with a new high value cargo. The convoy won't make stops along the way to ressuply in neither trip. Resupply in Mouthfallor is possible, albeit costly since it is a frontier village. Expected amount of mercenaries for this job is anything from 4 to 12. Payment is 2400 gold. Must bring your own wagon. Must provide your own supplies."

"Corpse retrieval: sir Percival the royal knight was last heard off near the city of Fernsworth, about four weeks away to the northeast, going to clear out a cave with trolls. He hasn't reported to the local chapter in three months so he's presumed dead. He was reportedly carrying a +1 breastplate, and a +1 shield, those items are to be retrieved together with his corpse if possible. He had companions at the time but they were not covered by the pre-paid resurrection contract so looting their stuff is free game. Successful retrieval of his corpse and the listed magical items entitles to a reward or 3000 gold. If for some reason the items cannot be recovered the reward decreases to 1000 gold. Recommended group size: at least 6 people."

"Wanted dead or alive: the cutthroat leader of a band of veteran highwaymen known as "Snagglepuss", who terrorizes the eastern trade and supply routes to the eastern front is wanted dead or alive. A reward of 2000 gold has been placed on his capture or confirmed execution."

"Escort mission of one wagon with high value cargo to the elvish kingdom, about three months away to the southwest, possible young green dragon encounter near the frontier. Two stops of one week each to resupply, at Caister a month away and again at Sharpton, two months away. Final stop at Lenoria, where the caravan will stay for six months negotiating wares. Possibility of new contract for the way back after those six months if the group is still in the area for the same price. Payment is 3600 gold. Expected group size at least four people. Must bring your own wagon. Must provide your own supplies."
>>
>>3576802
"Escort mission for grain caravan consisting of 20 wagons filled with grain headed to Armskirk, near Penketh, about 9 weeks away to the southeast near the frontier with Belone. Caravan will make no stops along the way. Supplies provided - we hope you like gruel! Expected group size at least four people. Payment is 600 gold."

"Wizard seeks bodyguards for small scale mining operation: Through divination managed to locate a small vein of adamantine, but it is in the middle of gnoll territory near Sharpton, about eight weeks away. The group is to provide escort for a team of ten civilian miners to the location, for the duration of the mining operation, then back towards Abalar. Duration may vary, but the mining shouldn't take longer than a month. Expected group size is at least four people. Must provide your own supplies. Payment is 1000 gold."

"Merchant travelling with a couple wagons will follow this course: first stop at Lybster in the southeast, 1 month away, then stop at Penketh, 2 months away, then two months travelling to Blackburn in the east and stopping there, then 2 more months travelling to Ardglass in the northeast and stopping there, then 1 month travelling to Fernsworth and stopping there, then back to Abalar. Each stop will be a full month. Must provide your own supplies. Payment is 2000 gold."

"Item retrieval: a group of adventurers was killed by frost giants in the mountains near Penketh, the wizard of the group had a wand of fireball, that's the item that should be retrieved. Any additional loot from the group is free game. Reward is 4000 gold."


What do you wanna do?
> Travel to Penketh to check if Aldor's descendents have the gem key
> Travel to Willowdale to slay the hags and see if the paladin's group had the gem key
> Travel to Ardglass to loot Lamazian's hoard looking for the gem key
> Travel to Frostford to search the undead filled castle for the gem key
> Travel to Whiteridge to slay trolls and see if the wizard had the gem key
> Go after the forbidden magic peddler
> Go after the gang of thieves
> Go after the murlocs
> Escort merchant to Mouthfallor
> Retrieve sir Percival's corpse
> Go after Snagglepuss
> Escort merchant to elvish kingdom
> Escort grain caravan to Armskirk
> Protect wizard's mining operation
> Escort travelling merchant
> Retrieve fireball wand
> Visit the Royal Academy of Magic looking for fetch quests
> Subscribe to the Mercenary's Guild (50 gold)
> Visit the Royal Guard Barracks looking for quests
> Buy a riding horse (75 gold)
> Buy a pair of draft horses and a wagon (135 gold)
> Buy supplies (13 gold per week)
> Look for quests
> Write in
>>
> can you pease change the loadout to detect magic.
> I noticed Cyre didnt list a weapon, if he dont have one. Give him the dagger
> Escort grain caravan to Armskirk
>>
>>3576854
Doesn't *
>>
>>3576854

I forgot to list Cyne's equipment.

Cyne has a short sword and a crossbow. He wears leather armor.
>>
>>3576858

*Cyre
>>
Rolled 13, 3, 19, 12, 9, 7, 5, 19, 14, 6, 19, 9, 16, 9, 8, 5, 3, 16, 3, 1, 19 = 215 (21d20)

>>3576854

You change your default spell loadout, instead of detect evil and good you prepare detect magic now.

You decide to take the mission to escort the grain caravan to Armskirk.

The caravan master, a certain Rewyn, a middle aged man with a prominent gut, says to us

"First time with the guild huh? Grain caravans are not very high profile, we shouldn't have too much trouble with bandits, but there's always the stray goblin or orc band that might cause some trouble in the road. And we never know when weirder things can show up, we're headed to the eastern side of the kingdom near the mountains and you surely know that mountainous areas are home to all kinds of nasty creatures."


We then hit the road, you take your seats on some of the wagons of the convoy and we depart towards Armskirk.

Rolling to see if there are random encounters in the first three weeks, 1 is a random encounter.
>>
Rolled 6 (1d6)

>>3576888

On the twentieth day of travel we find something on the road. Let's see what we find.

1 - just some wildlife, we can move on
2 - goblins
3 - orcs
4 - bandits
5 - hill giants
6 - exotic monsters
>>
Rolled 3 (1d6)

>>3576902

We find an unnusual creature, let's see what it is

1 - cockatrices
2 - nothics
3 - hell hounds
4 - manticore
5 - minotaurs
6 - fire elemental
>>
Rolled 1 (1d4)

>>3576942

We find hell hounds! Let's see how many.
>>
>>3576947
>>3576947

We find a lone hell hound roaring blocking the path of our convoy. We could almost mistake it for a wolf if it weren't for the creature's size and fiery eyes!

"Bloody hell, a hell hound? These things have a firebreath! It's not quite as strong as a dragon's one but in groups can be quite deadly. Luckily there's only one.", says Alana.

"Damnit! Aren't these things immune to fire? All my offensive spells are fire based! Well, I could try getting close enough to that thing to touch it for a shocking grasp.", say Efeus.

What do you wanna do?
> Attack the hell hound with your mace (roll 1d20 DC 13)
> Attack the hell hound with your mace twice (roll 1d20 DC 17)
> Cast a spell (cantrips: spare the dying, sacred flame (roll 1d20), light, resistance; 1st circle: detect magicx1, healing wordx1, shield of faithx1; 2nd circle: prayer of healingx1, spiritual weaponx1)
> Tell everybody to charge towards the hell hound
> Tell everybody to scatter so that we're not all caught in its firebreath
> Tell everybody to maintain formation (Darius, Julian and Skol in the front, Cyre, Efeus and Alana in the back)
> Write in
>>
>>3576996
> Tell everybody to scatter so that we're not all caught in its firebreath
>shield of faith on Cyre
>>
Rolled 20, 11 = 31 (2d20)

>>3577013

You tell everyone to scatter so that we're not all caught in the hell hound's firebreath.

As we run around the beast spews its flames! It targets you, Cyre and Julian.

Rolling to save for half damage for Cyre and Julian, DC 12. Cyre has evasion so he succeeds on a fail and takes no damage on a success.

Please roll 1d20 to save for half damage, DC 12.
>>
Rolled 12 (1d20)

>>3577031
>>
Rolled 1, 2, 1, 1 = 5 (4d3)

>>3577031
>>3577049

Cyre evades the firebreath and takes no damage!

Julian fails to evade the firebreath and takes full damage.

You evade for half damage!

Rolling damage, first you then Julian.
>>
Rolled 10 (1d20)

>>3577053

You take 2 damage from the firebreath! You're lightly wounded!

Julian takes 2 damage from the firebreath! He's lightly wounded!

The hell hound then attempts to bite Efeus. Rolling to hit DC 7.
>>
>>3577056

The hell hound deals two damage on Efeus with his bite, one from the bite and one from fire!

You cast shield of faith on Cyre! He is now receiving a +2 bonus on his AC.

Efeus try to cast a shocking grasp but fail!

Darius had ran away and was too far to attack the hell hound.

Cyre is getting in position to flank the hell hound together with Julian.

Alana shoots the hell hound with her longbow, landing one hit!

Julian attacks the hellhound with his sword landing a critical hit!

What do you wanna do?
> Attack the hell hound with your mace (roll 1d20 DC 13)
> Attack the hell hound with your mace twice (roll 1d20 DC 17)
> Cast a spell (cantrips: spare the dying, sacred flame (roll 1d20), light, resistance; 1st circle: detect magicx1, healing wordx1, shield of faithx0; 2nd circle: prayer of healingx1, spiritual weaponx1)
> Tell everybody to charge towards the hell hound
> Tell everybody to get in formation (Darius, Julian and Skol in the front, Cyre, Efeus and Alana in the back)
> Write in
>>
Rolled 7 (1d20)

>>3577063
> spiritual weapon

Do I need to roll on this?
>>
>>3577063
As a heads up ill be off line June 28 - July 8. I'm going on a camping trip, but ill come back to this thread.
>>
I've been unexpectedly busy today and I won't have time to keep running
>>
>>3577449
I was wondering if I could get a list of items and prices I can buy at Abalar? I'm sure the list is quite extensive so i'm currently interested in weapons and armor and healing potions. I just want to know what my options are.
>>
Rolled 2, 3, 18, 20, 16, 19, 3, 9, 4, 8, 6, 8, 20, 16, 9, 2, 20, 17, 19, 5, 11, 9 = 244 (22d20)

>>3577088
>>3579011 a bit late to go shopping, we're on the road now. when or if we return to Abalar I may compile such a list.

The hellhound tries to bite Efeus again but miss.

You cast Spiritual Weapon! Your spiritual weapon tries to hit the hellhound but miss!

Efeus tries to cast a shocking grasp but fail!

Darius run to the hell round and uses his warrior technique but miss the hellhound!

Cyre is now flanking the hell hound! He sneak attack it, dealing 2 damage!

Alana shoots the hell hound twice!

Julian uses his warrior technique on the hellhound dealing 2 hits of damage! The hellhound dies!

(You gained 1 experience on the fight against the hellhound! You now have 99 experience. You'll level up once you reach 100 experience. You're currently level 3.)

You then heal the wounded members of the party with a prayer of healing.

"Do you think there are more of that thing?", ask Efeus.

"If there were more they would have attacked us. These things are pack creatures much like wolves. I wonder where it came from, these things don't occur naturally.", says Alana.

We decide to continue on our trip.

Rolling to see if we find anything else on the next three weeks.
>>
Rolled 6, 12, 17, 16, 5, 6, 8, 5, 6, 2, 3, 2, 12, 12, 2, 10, 20, 12, 11, 14, 7 = 188 (21d20)

>>3579195

The next three weeks are largely uneventful, we find some caravans coming the opposite way, we stress a little fearing ambushes from bandits but they were just common merchants hauling their cargo back to the capital with their respective escorts.

"So far the trip has been quite nice, let's hope our luck holds.", says Darius.

Rolling to see if we find anything on the last three weeks.
>>
>>3579201

Except for that minor encounter with a hell hound we had a quite uneventful trip. We arrive at Armskirk and the merchant pays us the 540 gold of our reward (he already made the 10% deposit with the guild). We divide the gold amongst ourselves.

You now have 237 gold.

What do you wanna do?
> Buy supplies (26 gold per week)
> Look for quests
> Travel somewhere
> Write in
>>
>>3579213
>change out sleep for magic missile
>change out spiritual weapon and bull's strength
>look for quest
>>
>>3579213
Can the gold we make go to a communal fund?
>>
>>3579243
>>3579249 your companions see no reason why should we make a communal fund

You ask Efeus to prepare magic missile in place of sleep spell and he complies.

You start preparing bull's strength in place of spiritual weapon.

You then begin to look for quests. You all go around asking for information and then meet on a tavern called the Silver Flask.

"The local miners are distressed because a profitable silver mine about a week away from town has been taken over by Belone miners! They've been mining unchecked for two whole months! The miners want us to get the Belone miners out of the mine by any means necessary, they'll pay us 500 gold if we can liberate the mine. There are more than thirty miners in there, they are armed and dangerous!"

"The locals got information that a large grain caravan with twenty wagons is headed to the village of Darthmoor in Belone, about two weeks away. Some people in town want to intercept the caravan and steal the grain to sell here in Armskirk. They got a large group of about twenty five villagers willing to play the role of highwaymen to man the wagons, but they are worried about whatever escort such a large caravan might have. If we're on board with defeating the escort of the caravan they'll pay us 20% of the proceedings from selling the grain."

"Every six months or so a wagon filled with silver leaves the village of Darthmoor headed to the capital of Belone, Cabuhr. If we could intercept that wagon we'd be made! We got intel that their next shipment is due in about two months so we should have time to prepare if we want to steal their cargo. Of course such a critical shipment will have a strong escort we'll have to defeat in order to get to the cargo."

"Similarly a wagon filled with silver leaves this village once or twice per year towards Abalar. The next shipment is due in four months or so. They still haven't found a suitable group to escort their caravan so we could volunteer. Such a trip is likely to be significantly more eventful than hauling grain though, as every bandit group in the area will be wanting to make it big by robbing a wagon full of silver. Payment would be 1200 gold. They expect us to have our own wagon and provide our own supplies."

"There is a wizard who lives in a tower in the mountains in the middle of the contested zone a week away from here, he might have quests for us if we go over there ask him. The locals say he's crazy. He seems to be neutral in the conflict between Eregion and Belone. He buys supplies in this village once or twice per year, although it is unclear what is his source of income."

What do you wanna do?
> Liberate the silver mine
> Rob the grain caravan
> Rob the silver caravan
> Escort the silver caravan
> Go ask the wizard for quests
> Buy supplies (26 gold per week)
> Stay in town (13 gold per week)
> Travel somewhere
> Write in
>>
>>3579496
> Buy supplies 5 week
>>
>>3579496
> Rob the grain caravan
>>
I think I mentioned it before but


Specified travel times are on a wagon with a pair of draft horses, on foot you'll take at least twice as long, on horseback you'll take a little less time.
>>
>>3579623
>Buy a wagon with a pair of draft horses
>>
>>3579623
> actually can you bump up the supply to 6 weeks

And im probably going to want to explore what quest the wizard has to offer.
>>
>>3580774
Just to clarify explore wizard after robbing grain.
>>
>>3579536
>>3579539
>>3579641
>>3580774


A wagon in this village costs 50 gold.
A pair of draft horses in this village cost 150 gold.

If you buy them you cannot afford the six weeks of supplies (156 gold).

Do you want to ask your companions to split the cost of the supplies?
>>
I've been kinda busy lately and I'll likely be busy for the rest of the week so I might not be able to run long sessions for awhile.
>>
>>3582191
No worries.

Can we have them pitch in for the wagon/horses and supplies?
>>
>>3582194
If you do run a session, should I check around this time?
>>
>>3582211

this would be the time I'm usually finishing a session, I usually begin them some eight hours earlier
>>
>>3582223
Any runs today DM?
>>
>>3587847
Ill be around in about 1 hr to see if ur running today.



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