] Nearly three hours ago you took the Trailway towards Phandalin from The Triboar Trail. You are traveling with several new companions; Dayni (whom you rescued from Klarg the Bugbear in the Cragmaw Hideout) and her sister Darsley and her brother-in-law Colt. Darsley and Colt were still searching for Dayni when you reunited them. Sildar (whom you also rescued from the Cragmaws) is also with you and destined to Phandalin. L’Khifrey Albrek-Roethorn had been traveling with you from Neverwinter when you were ambushed. When you went in search of the captive Gundren and Sildar, she went on ahead to Phandalin – anxious to meet with her father.
] The shadows have been stretching for several hours now and you expect you have between 2 and 3 hours of light in the day. The Trailway between Triboar Trail and Phandalin is about 11 miles and the last 9 have traversed largely grassy hills with the occasional copse of trees. Neverwinter Forest can still be seen rising up behind you and the Sword Mountains cover the horizon to the South. The weather has been pleasant and warm – a fitting day for Mirtul. Ahead of you there is a thickly forested hill and the Trailway begins gaining elevation. The smell of decaying timber is particularly strong and you notice that all of the trees on this hill are near ebony in their greenish color – there are no bright greens or reds in view.
] As the Trailway rises, you all hear an animal screech echo through the dark forest. [Nature or Survival Check]
Result Table
1-10 |
The powerful screeching sound is unreconizable to you and it is difficult to determine where it is coming from |
11-15 |
The powerful screeching sound is unreconizable to you but you can tell the beast making it is a long way off in the distance of the dark wood to the West |
16+ |
The powerful screeching sound is likely that of an Owlbear hunting prey. You can tell that the Owlbear is about 2-3 miles West of your location. Owlbears, you recall, primarily hunt at night in the dark. |
Deynn]
(1d20) Survival 8 +5 = 13
] The powerful screeching sound is unreconizable to you but you can tell the beast making it is a long way off in the distance – somewhere in the dark wood to the West
Deynn] “What a terrifying sound. At least is sounds to be a long ways off. You ever heard anything like that Roonoo?
Roonoo]
(1d20) Survival 12 +5 = 17
] The powerful screeching sound is likely that of an Owlbear hunting prey. You can tell that the Owlbear is about 2-3 miles West of your location. Owlbears, you recall, primarily hunt at night in the dark.
Roonoo] “Sounds like an Owlbear to me. Terrifying is the appropriate word. It is about 2 or 3 miles in that direction. It must be hungry… as I recall they only hunt at night.”
] Sildar “I’ve never encounted an Owlbear… but from the stories I’ve heard, I never want to. Lets pick up our pace for a while – just to ensure we do not become somethings dinner.”
] As you reach the treeline, the Trailway begins to level off. As you step into the forest, it feels like stepping into a cold night directly from a summers day. The musk of rotting wood and fungus fills your senses. There is another screech to the West – this one sustained.
Deynn] “Need a torch Sildar? It is dark for human eyes in here.”
] Sildar “Appreciate the thought – I will keep one in hand.”
] Dayni “Not only dark, but cold…. Especialy without my clothes… this cloak could be a lot thicker, and maybe a bit longer right now.” She smiles at Deynn as she bundles herself tighter and steps in closer to Deynn, as if for some warmth.
] There is no obvious exit – the Trailway seems to just lead deeper into darkness. You walk as quickly as you can along the cartwheel ruts in the forest floor. About a mile into the Darkwood, you see a creature in the way ahead of you in the path – about the size of a large dog. It seems to be playing… jumping up and pouncing down on some imaginary prey. Before you can get any closer, it whips its head your way, nostrils in the air. It comes bounding playfully towards you. As it gets closer you see it has a thick coat of white feathers and a awkwardly flat face.
Roonoo] “Owlbear! It’s a baby Owlbear! ”
] Darsley “It looks like it wants to play… and it is kind of cute.”
] The baby Owlbear begins exploring your scents, one by one… excitedly working its way through your group.
Deynn] “We don’t want to be anywhere near this cub when Mama comes back.”
] Dayni “What do we do?”
] Colt “Why don’t we just kill it. If we had time, we could carve off a tendays worth of meals judging from the size if him.”
] Darsley “Colt! He is just a baby!”
Deynn] “Colt may be right… but lets just slowly move on… ignore him and maybe he will find a new plaything. Don’t run… it may trigger prey instincts.”
] You all begin walking without giving the baby Owlbear any attention, but it seems fascinated with you and follows you like a puppy. You then hear another screech – this one much closer, much louder. It rings your ears.
Roonoo] “That would be mama… Ready yourselves!”
[()]
] The Large Monstrosity is upon you in under a second. It leaps down upon Roonoo, slashing vicious claws across your back. [()] (Roonoo takes 18 Dmg)
Initiative
Init |
Char |
AC |
ATK |
HP |
19 |
Colt |
14 |
+5 1d6 +3 |
25 |
11 |
Sildar |
19 |
+6 1d8 +4 (*2) |
58 |
10 |
Darsley |
18 |
+5 1d8 +3 |
24 |
8 |
Roonoo |
17 |
+7 1d8 +7 |
33 15 23 |
7 |
Deynn |
17 |
+6 1d4 +4 |
27 |
6 |
Owlbear |
13 |
+7 1d10 +5 (*2) |
70 65 45 18 00 |
] Colt attacks the giant beast from a blindspot on its hind [()] and Sildar steps to the other side, Longsword poised [()]
] Darsley pulls her unarmed and unarmored sister back from the combat and casts Sanctuary over her
Roonoo] The pain of my wound convinces me this needs to end quickly. I attack the Owlbear with my Blackthorn and then Flurry of Blows
(1d20) Attack 17 +7 = 24 [Hit] Dmg 7 +7 = 14
(1d20) Attack (Flurry 1) 14 +6 = 20 [Hit] (1d4) Dmg 2 +4 = 6
(1d20) Attack (Flurry 2) 11 +6 = 17 [Hit] (1d4) Dmg 3 +4 = 7 +6 +14 = 27 total
] The Owlbear lets out a screech sound more ear shattering than the previous as you batter it with blows. Feathers fly as it screams.
Deynn] I dislike having to do this, but I’ve got to get the Mama’s attention away from the others… “Hey Mama! Over here! Come save your baby!” I attack the baby Owlbear and then take Patient Defense – hoping to draw the mama to attack me
(1d20) Attack 19 + 6 = 25 [Hit] (1d4) Dmg 3 +4 = 7
] The baby Owlbear, as you turn towards it, appears confused about what is happening. When you leap towards it and strike it in the face with your fist, it lets out a loud yelp and turns and runs into the forest.
] Does the tactic work? Does mama Owlbear turn her attention to you?
([]) No
] The Owlbear is fiercely focused on Roonoo and attempts a bite attack [()] which Roonoo successfully dodges. It once again swipes with a massive claw of talons [(0] but misses.
] Colt and Sildar attack again from flank positions. [()] Their blades find vulnerable targets on the massive creature. It attempts to leap forward away from the pain of the rear attacks but it faulters and falls in the Trailway. As the last feather floats to the ground, you all hear another screeching somewhere deep in the Darkwood to the West.
Roonoo] “That would be Papa… I might guess. We should be hurrying away from here.”
] Darsley “Hold still one moment Roonoo… allow me to heal that gash on your back.” (1d8 +4) “Sorry I cannot do anything about your shredded clothing.”
Roonoo] “I will need a new robe… it happens more than you might think… Thank you.”
] As you continue through the Darkwood towards Phandalin, you hear the other Owlbear just once more but never see it. About two miles into the forest you see a bridge which crosses a chasm in the earth of the hill. It appears from above that the hillside was split apart. You can hear the sound of streaming water in the dark below and judge the distance to be at least 100 foot down – and probably more.
] Colt “This rip in the earth extends for miles in both directions. This is the only crossing. I have heard several stories about the Rent in Darkwood Hill. Some say it was a natural occurance. Others say it was not here when Phandalin was raided by the orcs over 500 years ago – that some powerful magic split the hill in order to protect against the onslaught. Still others say that the Darkwood Hill was once home to a great evil mage who summoned creatures from the shadow planes – up from the depths of the Rent. There are similar stories which try to explain when the forest here is so dark.”
Deynn] “It is quite amazing isn’t it. The bridge seems quite sturdy, but I would not want to linger over that fall for long…”
Roonoo] “Afraid of heights there Deynn?”
Deynn] I smile at Roonoo in the dark “It would seem so friend… heights and depths…”
Roonoo] “Then let us be moving on.”
] As you finish crossing the bridge, your Blackthorn staff happens to catch something on the ground as you walk. It skitters across the ground in front of you Roonoo.
Roonoo] “What?” I take a look
] You see a smooth round stone attached to a leather cord. There is an emblem carved into – a clover with four leaves.
Roonoo] “Curious thing this. Take a look Deynn. Think someone lost a good-luck charm?.” I hand the necklace to Deynn
Deynn] “I’ve not seen this emblem before. Whoever lost it would probably like to have it back I would think… We should take it to the townmaster when we get a chance.”
] Dayni, who has been standing close by you Deynn, “That looks like Garaelle’s necklace. Can I see it?” Without hesitation she says “I am certain it is Garaelles… How could she have left it behind? And out here? Sister Garaelle is a friend of ours. I will see that it is returned to her.” She reties the broken leather cord and drapes it around her neck and then closes the cloak back up around her body.
] A short distance from the bridge, the Darkwood forest begins to thin and the light of the late day warms you. The trailway begins sloping down right at the treeline. Below you catch your first glimpe of the village of Phandalin nestled in small valley. The town consists of about forty simple log buildings, some of these built upon the old fieldstone foundations of the Old Phandalin. You see, scattered around the living town, old ruins of ancient homes and buildings. There are crumbling stone walls covered in ivy and briars all around the outside edges of the village. On the far side you see larges fields of grain and other crops and on the North-West edge of town there is a large orchard that appears well-kept. The town itself divides along the trailway you have been following and widens into main street of sorts which winds through the town and climbs up a hill to the East where you seen the ruins of a grand manor house on a hillside.
] Sildar “My friends, let us secure lodgings. I’m told the Stonehill Inn is quaint and comfortable… and honestly, I am eager for some comfort just now.”
] You walk down the hill and enter into the village. To your right, you hear the unmistable racket of a hammer on anvil and assume it the building must hold a blacksmith. On your left you see a building with a sign reading “Barthens Provisioning”. You notice a familiar cart and a pair of oxen behind the building and you think you catch a glimpse of Belteb sleeping in the back of the now-empty wagon. In front of the provisions shop, you see a man with an impressive red-winged falcom perched on his forearm, talking to two boys. One looks to be a teenaged human and the other a young halfling of maybe ten years. They are both both fascinated with the falcon and appear to be riddling the falconer with questions about it.
] Colt, who is walking ahead of everyone, waves at the falconer. “Hiya Sy. These boys giving you the troubles?”
] Sy “Hey Colt! Darsley… Where’s…” he spots Dayni who is walking close beside you Deynn “Oh… there you are. Hi Dayni! How are you?” You get the impression from the way that his face lights up that he has an thing brewing in his chest for Half Elf you rescued from the clutches of Klarg.
] Dayni “Hi Syrinx. I’ve been better, but really glad to be home. I will tell you about it later. How is Rosefire today?” she says looking at the falcon on Sy’s arm.
] Sy “She is getting hungry. I need to go feed her soon… but I am waiting to deliver a very important message.” He sort of looks around as if to imply a secret… “We have a High Priestess coming… can you believe it!?! A High Priestess of Selune visiting Phandalin! I wonder if it has ever happened before. I’ve been waiting here all forenight to greet and welcome her and her acolytes.”
Colt] “A High Priestess? What would she want with Phandalin?”
Sy] “No idea. Most of the message is written in symbols I’ve never seen before… must be secrets of the moon temple eh?… I just know it is important she receives it immediately.”
Colt] Turning around to you two and Sildar says “Well you three better get yourselves a room right away, who knows if there will be any rooms left after the big wig priestess arrives in town.”
Roonoo] I say to the boys and the falconer… “That cart back there… it arrived a while ago with supplies for Gundren Rockseeker. Any chance Gundren has been here to take possession?”
Teenage boy] “I’ve not seen Gundren for some time now. Belteb helped me unload and went down for a nap. Oh, there was a lady… arrived with him. I pointed her to the Stonehill.”
Deynn] “Could you point us as well?”
] As he starts to turn and raise a pointer, a lean and balding shopkeeper steps out of the trading post “Thistle… I could use your help with… Oh hiya Carp. Hows that beautiful mother of yours?” he says to the young Halfling
] Carp “She’s good Mr. Elmar. She was angry this morning though, boy ever!”
] Elmar “Getting in trouble again lad? What did you do this time Carp? ”
] Carp “Oh, it wasn’t me ser. It was Arlonel… He left mama’s farm to join up with them bully buys at the Sleeping Giant.”
] Elmar “He joined the Redbrands?!? Dretchhole Dogs! They have taken all our coin and now they are taking our kids? Someone has to put them down! ”
] Sy “Oh! Hey Colt… will you tell Wahler I have a message for him? When you see him? He’s been invited to play a Summer Festival in Leilon.”
] Colt turns back to Syrinx. “Wahler has been lost Sy. We will need a wagon and some help to recover his body tomorrow.”
Deynn] “We would help… we will help if possible.”
Roonoo] “Agreed. But now for cups. I was ready for cups at the last turn. Are ye with me boys? And gurls – you lot are welcomed too.”
] Darsley “Perhaps some time later, we need some rest.” The three of them continued on ahead, past the Stonehill Inn and beyond the Center Well shrine.
] An hour later you were checked in with two rooms at the Stonehill Inn, sitting a nice cozy palor eating stew and drinking ales together with L’Khifrey Albrek-Roethorn. Sildar made all the arrangements and paid all the costs. You met the innkeepers wife, Trilena Stonehill. Her husband Toblen and their son Pip, she said, were on a errand and should be back soon. Inside the common area there are several other small groups of folk drinking and talking and eating. Trilena is the keep here as well. Khi-khi is explaining what she has learned to Sildar.
] Khi-khi “Father was here for several months, staying at the Townmaster Hall just two doors down from the Stonehill Inn.”
] Sildar “I shall begin my investigation there. Have you already met with this townmaster?”
] Khi-khi goes on to explain that she had met Harbin Wester only briefly. She learned from him only that her father was interested in the Tresendar Manor on the hill to the East. It was shortly that when he disappeared. “Mister Wester also said father was last seen the day before the mercenary group began to arrive in town – as though a day would prove the Redbrands had nothing to do with it. He is afraid of them and I doubt he will be much help.”
] Sildar “Still, he is the only sort of government this frontier village has. He’s already made some agreements with the Lords Alliance to help bring law and order to Phandalin. Did you notice there is not even a single guard in town?”
] The barkeep Trilena replenishes your drinks and clears some bowls from your table.
Deynn] “It sounds to me like these Redbrands are the only law right now.”
] Trilena “Thel stood up to them. Nearly took his woodcarving axe to one of their skulls… we were so proud of him that day. But then they started harrassing Mirna at their shop, leering at her and making all kinds of vulgar and nasty threats. They must of packed up and left in the middle of the night – we haven’t seen them or their children for nearly a tenday now. Those Redbrands may run us all out of town before long.”
] A young lady wearing a colorful quality dress is sitting at the table next to you with an older woman. “The Redbrands hassle everyone in town and extort coin from us. I’m thinking of leaving too but I don’t know where we will go or how we will get there. The Redbrands have made it impossible to stay and difficult to leave.”
Roonoo] “Once we find Gundren, perhaps we can do something about these dirty punks.”
Deynn] “Agreed. Sildar… We should find out what their real numbers are in town and who the head of the snake might be so we can cut it off.”
] The lady sitting close by overhears this and says “You know there is one person these Redbrands don’t hassle or extort… I can’t say that Hallia is the snakes head, but there must be some reason they don’t give her trouble right?”
Deynn] “Who is this Hallia?” I ask
] “Hallia Thornton – she runs the Miners Exchange. Cold-hearted that one… prettiest woman in town but every man in town knows not to step beyond business with her.”
Roonoo] “Speaking of pretty, that is a fine weave you are are wearing. As you can see, I’ll be in need of new garments. Does this town have a good weaver needing to earn some coin?” I turn to show her the shredded robe on my back.
] Freda “That would be me. My name is Freda and this is my mother Marbelan. I don’t know that we have much on the shelf for you right now, but I can start on something for you first thing tomorrow. Come by the Coster and I’ll get your measurements. Oh… wait…” She fished through an inside pocket and pulls out a measuring tape. “If you want, I can save you the trip and gather numbers here and now.”
Roonoo] I stand up and hold my arms out. “What service! Thank you.” After she measures me, I get my coin bag out. “Never had a custom-made robe before…” I fish out a platinum coin and hand it to Freda. “Will that pay the cost?”
] Freda “Oh my… ten times over. A single gold coin will suffice.”
Roonoo] “No it won’t – not when I’m feeling appreciative. And judging from your own wearings, you are a highly skilled weaver and I should expect to pay more for your services.”
] Freda “You are too kind friend. I will have a new robe ready for you by Forenight tomorrow. I have a stall inside the Lionshield Coster.”
Deynn] “Lionshield Coster… is not that the name on the stolen cargo Dayni was looking for?”
] Freda “Linene has had 2 shipments of inventory disappear. I told her it had to be them Redbrands. She was offering a reward for their return but I don’t know how she was going to pay it.”
Roonoo] “Goblins have those shipments. They ambushed us too, and took our friend. Colt and Darsley and Dayni lost a friend today too… killed by Goblins.”
] Freda’s face is changed with concern and worry “This friend of Colt’s, it wasn’t Wahler… please say it wasn’t?”
Deynn] “Yes, I am sorry to tell it was. They are planning to take a wagon out tomorrow to retrieve him.”
] Freda begins to weep and the look of concern turns to expressions of grief. She excuses herself and leaves the inn, face in hands.
Deynn] “Perhaps we should allow Wahlers friends to be the ones to share news of his loss. Freda was obviously close to Wahler – she should not have heard of his death from a stranger.”
] Sildar “Wise insight Deynn. We have, it seems, shared all the news that is fit to share tonight, and then some. I shall find my way to a bunk. Good rest to you all.” He gets up from the table and climbs the stairs up the rooms. L’Khifrey also excuses herself for the night.
Deynn] We do the same
Roonoo] After finishing what ale stands on the table… I do the same.
] The night goes by peacefully and you awake refreshed. The two of you return to the common area for a morning meal. It is quite loud with many conversations. You notice that most of the folk filling the common room are likely locals. Sildar and Khi-khi are already at a table and wave you over.
] Sildar “From here, I go to find the Townmaster and find out what I can about these Redbrands. What will you do Deynn? Roonoo?”
Deynn] “I was considering next steps… and it seems our greatest priority right now remains finding Gundren.”
] Sildar “I would agree. There remains details which I am unable to share… but I can affirm that finding Gundren and his maps is a very high priority for all of us – likely for all of Phandalin.”
Roonoo] “The unfortnate bit is… our highest priority has no real leads. We don’t even know where to look for Gundren!”
Deynn] “I was thinking about that too… Sildar… you said that the female Drow said something about a king?”
] Sildar “Yes. I have no idea what she meant, but she said “I have a date with a king” after removing my bindings. What do you think it might mean?”
Roonoo] “We questioned a goblin who could speak common – in fact it is how we found you… but it said something about a king too. Do you remember Deynn?”
Deynn] “You are right! I had forgotten… it was a king something or other which told Klarg to capture Gundren!”
Roonoo] “And his maps… the goblin said the king ‘ told Klarg to capture the Dwarf named Rockseeker and that they must get his maps.’ What was the kings name? Blast! I cannot remember.”
Deynn] “If a king is ordering Cragmaw Chief – Klarg – around… maybe it is as simple as “the King of the Cragmaws”? If so… then the cave where we found Klarg is probably not their main base.”
] Sildar “It was still morning when a large group of the Cragmaws took Gundren away yesterday. It is reasonable to assume he was taken to this other base – to see this Cragmaw King.”
Roonoo] “That could be anywhere – only the Goblins might know. ”
Deynn] “Brilliant Roonoo! You just gave us a next step…. We need a translator to join us on a trip back to the Cragmaw case – someone who can speak Goblin. While we are there, we can help Dayni and her crew retrieve the Lionshield Coster shipments and help bring back the body of Wahler for ceremony.”
Roonoo] “Good plan then. Where do we find someone who speaks Goblin?”
Deynn] “We just start asking around….” I wave Trilena over to our table. “Good morning Mrs Stonehill. We find ourselves in need of someone who might know how to speak with Goblins… can you point us in some direction?”
] Trilena “Certainly not myself friend! But let me think… we don’t have any of the erudite types around here. Daran, I understand… used to be quite the adventurer of the Realms… could be he knows something helpful.” She looks around the room. “Haven’t seen him yet today but I expect we will before long. You can also ask my husband, Toblen, if he has any ideas.” She points to the male human behind the Innkeeper desk.
Deynn] I go ask Toblen.
] Toblen “Goblin-speak eh? I didn’t know Goblins had a language all their own… shows what I know! But… Reidoth would know that. In fact, I dare say he knows all what there is to know around these parts. And you are in luck! He is in town – or he was… I just saw him last night over at the Alderleaf’s farm. It seems he never hangs around for long visits, but you might catch him having morning meal with Qelline if you’re lucky.” Toblen then gives you easy instructions for reaching the Alderleaf farm.
Deynn] “Thank you Toblen. We shall make our way with haste.”
] As you exit the Stonehill Inn, you notice Syrinx running up the street towards Barthens Provisioning. You hear his Falcon Rosefire cry from above as it circles Phandalin. You walk South past the Center Well Shrine and notice it is actually called the Shrine of Luck.
Roonoo] “Say… I think this day could use a little luck… can we spare a second to ask a blessing?”
Deynn] “Not sure I know how to address Tymora for a blessing. I hestitate to offend. I wonder if Dayni ever returned the necklace to the Tymora Priestess… maybe she can help us.”
Roonoo] “Later. For now, just do what I do.” I go to the well and drop to a knee. “Goddess Tymora, our Lady of Luck. We have friends depending on us today – we could use a blessing from your hand.”
] You hear a bubbling of water down within the well and then a small splash as a large silver coin flies straight up into the air above the well.
Roonoo] “Quick – catch it before it falls back in!” [Sleight of Hand Check]
Result Table
1-10 |
The coin spins high in the air. It seems to float for the briefest moment and then drops back down into the well with a splash. Your hands swipe at it on its way but miss. |
11-16 |
The coin spins high in the air. It seems to float for the briefest moment and then drops back down just in time for your hand to grasp it and reel it in. |
17+ |
The coin spins high in the air. It seems to float for the briefest moment and then drops back down right into your waiting hand. As you catch it, you hear more bubbling and another coin flies straight upwards out of the well. |
Deynn]
(1d20) Sleight of Hand 16 +4 = 20
] The coin spins high in the air. It seems to float for the briefest moment and then drops back down right into your waiting hand. As you catch it, you hear more bubbling and another coin flies straight upwards out of the well.
Roonoo] “I’ve got it!
(1d20 Sleight of Hand 2 +4 = 6
] The coin spins high in the air. It seems to float for the briefest moment and then drops back down into the well with a splash. Your hands swipe at it on its way but miss.
Roonoo] “Or not! Let us have a looksee?”
] The large silver coin has an image of a beautiful smiling lady on one side and a clover with four leaves on the other.
Deynn] “This side is just like the stone you stumbled on in the forest yesterday… look!”
Roonoo] “So it is… I’ve heard of Tymora’s coins before… no idea how to use it though.”
Deynn] “Seems pretty straight forward… when we need some luck we flip the coin to see if we are granted some? Could it be that easy?”
Roonoo] “But which side is good luck… and what is the other side going to do to us.”
Deynn] “Good questions both… maybe one side is just ‘good’ luck and the other is ‘really good’ luck? Is that too much to wish for?”
Roonoo] “I suppose we will find out when we do… eh Deynn?”
] On your left as you continue towards the Alderleaf farm, you see the Townmaster Hall across from a trading post with the now familiar emblem of the Lionshield Coster. It is a quiet morning in Phandalin. You notice a few folk out of doors and you receive a friendly nod or two as you pass. At the end of the lane, you see a large farm on the right, flowing up into the surrounding South-Eastern hills. There is a small farm house in front and several sheds scattered around the property. You see just a few workers out tending the fields in the hillside. As you approach, a familiar young Halfling boy comes running out of the house to meet you.
] Carp “Good Waking!” he says to you brightly
Deynn] “Good Waking Carp.”
] Carp “You are the ones from last night yea? Came in with Colt?”
Roonoo] “That be us. We come here this morning looking for a man name of Reidoth. Is he still around by luck?”
] Carp “No. He was here last night but he must’ve left while I was asleep. Mother might know where.”
Deynn] “Great, we will ask her. Is she in?”
] Carp “Mother is working the land. We have short hands right now… Arlonel left us so mother had to wake up extra early today.” He turns and looks into the fields and points out the figure of a small woman working a row of greens about 300 steps away. “There she is. This way!” and he begins running up the slopes ahead of you.”
] When you catch up to him he is already telling his mother about you. She is an attractive Halfling woman with long reddish hair in a thick braid. She is wearing a green dress with a dirt colored apron. Her strong hands are covered in dirt that she wipes on to her apron as you approach.
] Qelline “Good Waking friends.” She says to you. “Carp tells me you are looking for our favorite Druid? I can’t say for certain, but I expected to see him return by now.”
Roonoo] “We would seek him out… where might we look though?”
] Qelline “He was helping me with…” she takes another look at the both of you. “you got nothing do with them Redbrands do you?”
Deynn] “No, not a chance of it. I am Deynn and this is Roonoo. We are here from Neverwinter trying to help our friend Gundren.”
] Qelline “Oh, Gundren! My very favorite He-Dwarf.” she pauses and looks to Roonoo and gives you a slightly wily smile “Not that I cannot have another mind you… How is Gundren?”
Roonoo] “Not in good places to tell it. He is captive to a gang of goblins… and we were hoping your druid friend Reidoth would be able to help us find him and bring him home.”
] Qelline “Oh my! Dire news! Well I will tell you what I know… Reidoth was passing through yesterday on his way back to Thundertree. Over a forenight meal I got to pissying about losing another one of our boys to them Redbrands that have the town hostage. He started asking me things like ‘How many are they?’, ‘Who leads them?’, ‘Where do they stay?’. I couldn’t answer any of his questions” Carp cuts in
] Carp “I know! I know!”
] Qelline “Mind yourself Carp. Allow me my words.” she looks back to you. “Sorry… well… Reidoth said he would try to help if he could. It was Last Shadow when he left. I made a room up for him thinking he would be back but no sign.”
Deynn] “Funny… just last night I was asking the same questions about the Redbrands as we were having our evening meal. Carp, you said you know something about all this?”
] Carp “I know where the red bullies stay! I can show you!”
] Qelline “Oh no you won’t! Not in a nargazing Carp. Just tell Deynn and Roonoo what you know.”
] Carp “Most everyone knows to stay away from the Sleeping Giant these days… unless they want trouble with the bullies. I saw them at the manor on the hill too though – a bunch of red bullies went in.”
] Qelline “That place has been a dust pile for years Carp – not even a roof on the place any more.”
] Carp “No no… not the part above ground… the part below. They went in through a tunnel. There” he points North and East towards the manor up on the hill. “See that rock wall below the manor? They went in through – into a tunnel that goes under the manor.”
Deynn] “Thank you Carp – that is very helpful. These red bullies sound very dangerous so please mind your mothers concern and stay far away from them and this manor until something can be done to make Phandalin safe again.”
] Qelline “We all want that Deynn. Some of these Redbrands though… some are just boys looking for excitement… I hope that they don’t have to pay too high a price for their misdeeds… if you understand my meaning.”
Deynn] “I think do, and I share the hope with you. We will help if we can, but I promise it will not be a slaughterfest if I can at all prevent it.”
Roonoo] “This one is telling true… why he spared even Goblins their lives… healed one up even… never thought I would see that follow on.”
Deynn] “Our thanks you to Qelline… and to you Carp. We must show haste now. Good grace to you both.”
] Qelline “Sun and Moon light your way.” and she returns back to working the ground. As you are walking away you hear her say to Carp “Back to your books now kiddo.” and the young Halfling races past you towards the house. He waves “See you later friends!”
Deynn] “Well I had thought the issue with the Redbrands would hold until we found Gundren, but we may have to act on their threat sooner than later. I say we go the Townmaster Hall and find Sildar, let him know what we learned and that we go to investigate what is under the manor on the hill.”
Roonoo] “Good plan.”
] You walk back up the lane towards where Sildar should be meeting with the Townmaster. As the Center Well Shrine comes into view ahead, you see a large group of men dressed in shabby red cloaks circling around what appears to be two small young girls, one dressed in a bright flowing white dress and the other in a similar dress of black silken material. One of the Redbrands grabs to pull the white dress up – as if to look under – the girl answers with warning kick and then leaping fist into the face of the rude boy.
Appreciation & Collaboration
] You have been traveling west on your way to the ruins of a small named Conyberry. You are on your first official mission out in the world and away from your monastery in High Forest. Your teacher, Eldera Aeri, arranged for you to travel with a High Priestess of Selune – Abarissi Garvett – as a guard and assistance. After witnessing the slaughter of a waystop town called Calling Horns, you made your way further South, through Yartar and Triboar. You have spent two nights sleeping outdoors since leaving Triboar and now Conyberry is just a few miles ahead.
] Abarissi says “There are some… details… about our next task which I have been reluctant to share with you. We will be meeting Sister Garaelle from the temple of Tymora in Phandalin… as I told you before… but we will be joining her to meet with another… Agatha. It will be dangerous for all of us… Agatha can be moody I am told. Sister Garaelle assures me that if the price is right, she will barter peacefully and give us the information we need about the last known location of Bowgentles Spellbook.”
Leely] “Who is Agatha? She doesn’t sound dangerous…”
] Abarissi “Agatha is a ghost… well… more than that… a banshee. A quite powerful banshee. Sister Garaelle has been exceedingly brave to meet with her twice already in order to discover her price. It took many Mooncirc’s to track down the relic she demanded as payment. I now carry this relic – a black pearl that is used to control a very powerful magical device – one that has been missing for a long time. We can only assume Agatha has this device, else why would she want the missing pearl, but we do not know what she might do with it. We do know, however, what the Red Wizards will do with Bowgentles Spellbook should they achieve it.”
Ileel] “It sounds like we best keep our arrows in their quiver? Or should we be ready to fight this Agatha?”
] Abarissi “We all should keep our weapons and our tongues in their sheathes. Honestly, I do not know how much damage your arrows could do. A Banshee is not fleshly, though magical weapons might possibly affect her. If possible, stay in lit areas… if she attempts to persuade us into darker shadows, do not follow… she is weaker in daylight. If she wants us in darkness, it is only because she plans our destruction. If it comes down to violence, I would ask that the two of you prioritize getting Sister Garaelle to safety.”
Leely] “But we were sent to protect you!”
] Abarissi “You were sent to help me, and you certainly have done that… You were also sent to learn how to be a protector and one important lesson about being a protector is knowing who needs the protecting most. Sister Garaelle has already risked much for our welfaring, I dislike asking her to risk any more. Besides, if any of the four of us stand a chance of surviving a violent conflict with a Banshee – it is probably me.”
Ileel] “You said we should also keep quiet and not speak?”
] Abarissi “Sister Garaelle brokered this bandy… we are meeting her because she believes Agatha will only honor the agreement if she mediates it. We would risk not only losing what we seek, but possibly also our lives if we say anything out of turn. We will meet her in the ruins of Conyberry and then travel together into the forest to Agathas Grove. It is a mile or ”
] After another hour of travel, you turn Westward off of the the Triboar Trail towards the Forest of Neverwinter. The overgrown trail narrows and begins to gain some elevation upward. The surrounding forest suddenly transforms into a graveyard of thick tree trunks blackened by fire into standing corpses. The devastation appears fairly recent, there is barely any sign of recovery in the area. As you traverse the area, you notice the silence as if it were screaming. Up on a hill side ahead, you see the ruins of Conyberry with a bold 50 foot cliff face as a backdrop. The forest is thick and green atop the granite wall. Many of the wooden buildings appear to have been caught up in flames. You see a channel running through the town, a dry river with its rock wall boundaries still standing. There are a few stone structures still standing but blackened and open to the sky. You can smell the aftermath of fire strongly as you approach the first remnants of the village.
Leely] “What happened here!?!”
Ileel] “I assume you mean besides the fire…”
Leely] “No… I mean the fire. What happened, I wonder, to start such as devastation?”
] Adalissi “Sister Garaelle has said nothing of the town ruins being destroyed by fire. I would only be guessing, but it looks like the surrounding forest was ablaze and engulfed what was left of the village. Sometimes these things are started naturally, by lightening perhaps… but often they are the result of campfires left to burn.”
Leely] “Or dragons!?”
] Adalissi “Or dragons… or their ilk… but usually people… We are behind schedule but only by a few hours. Sister Garaelle was expecting us early on this day, and we arrive as shadows stretch. My guess is that we will find her in one of the stone foundations.”
Ileel] We explore the ruins. I keep my bow in hand – “I feel like this place would be the perfect home for the worst kind of monster.”
Leely] “I would say that your feelings are right on mark sister. Dare we call out for Sister Garaelle?”
] Adalissi directs her mount to a slight gallop and begins down the main road of Conyberry. She calls out “Sister Garaelle!” several times.
Ileel] “Sister Garaelle!” I call out as I ride Nalya around the left side of Conyberry towards the cliff wall.
Leely] “I guess we are spliting up then… Sister Garaelle!” I ride Aylan around the right side, along the border between the town and the burnt-out forest. My sword is unsheathed and ready for conflict.
] It takes only a few minutes to circle the blackened ruins. There is no sign of anyone or anything living in the village. You gather back together near a stone town on the back side of the town. The square structure is about 25 feet high. Its outside walls have been licked by flames. If there had been a door, there is only now an open entrance. There appears to be enough of a parapet on top to view the entire area.
] Adalissi “No sign of Garaelle. It is likely she also is just late. We should wait a while for her.”
Leely] “Do you think the ghost did this? Destroyed the village?”
] Adalissi “From all historical accounts that I read, Auglathla was a fierce protector of Conyberry, and its people respected her. But as I said… she is also known to be a particularly moody one, so who knows. Her grove is several miles into the thick from here but she is known to appear anywhere in Neverwinter Forest.”
Ileel] “I wonder if this tower can still be climbed? Perhaps it would be a decent lookout to watch for Sister Garaelle.” I look inside the tower.
] It does not appear the fire found its way inside. You see a series of aged wooden stairs leading up to a wooden platform at the top of the tower. Along the walls you see the remnants of a small bygone armory. You see scattered pieces of heavy armor – most of it rusted away. There are a few useless swords and a long pike with a steel needle still affixed. In the far corner there is a barrel with half a dozen unstrung bows – which may or may not survive another stringing. There is an old practice target next to the barrel – the center circles still visible. There are some crates lining one wall. Several have been bashed open but a few remain sealed and stacked atop a long narrow crate. The staircase is quite aged, but you see no indication that it would not hold your weight.
Ileel] “I’m going up to take a look around.” And I enter and begin climbing the stairs – carefully… mindfully.”
] The structure is solid under your slight weight. At the top, you can see the entire town ruins and the burnt forest to the South and East. To the West you see acres of blackened hillside farmland that also appears to have been caught in the recent blaze. You see no signs of life anywhere except to the North above the cliff wall. You can see there are a few plateaus in the cliff where small homes still stand. You also identify a pathway leading upward beyond the plateaus that looks like it travels to the top and into the deeper Forest of Neverwinter.
Ileel] I go back down to the others. “No sign of anyone. I think I found the path into Neverwinter Forest from here – it wraps around the cliff wall that way.”
] Adalissi “Good. We have just a couple hours of daylight left. We should wait for Garaelle no more than an hour and then start to head back to the Triboar Trail. We want some distance between us and Agatha before last shadow.”
Leely] “What is Sister Garelle went ahead from here? Maybe she is already at Agatha’s Grove?”
] Adalissi “Unlikely. Our communication was quite clear. We meet in Conyberry at Forenoon of Day Six in The Melting. She was the one who arranged the specifics and told me not to go further without her – else we risk the outcome.”
Leely] “That makes sense. Wait we shall then.”
Ileel] “If no one minds, I will get in some practice while we wait. I found an old target board in the armory. Its been days since I spent any time in practice.” I pull out the target and its stand.
] Inside the base of the tower, you retrieve the target. You notice that there is also a full quiver inside the barrow holding the unstrung bows.
Ileel] I inspect the arrows to see if they are good enough for practice.
] The arrows are thick with dust, but the flights appear to be in good shape still. While you are lifting the quiver from the barrow, something catches your eye. On one of the unstrung bows you notice an ornamental ring just above the grip and riser. It appears to be ancient design and made of an unknown metal.
Ileel] “Nice.” I say to myself. I pull the bow with the fancy ring from the barrel. I carry it, the quiver and the target outside and begin to practice.
Leely] “Since we have some down time…” I pull out the Moonglare emblem given to me by Ryliatha. “You said you might be able to teach me something about this emblem?”
] Adalissi “If it is what I think, it can summon your Spirit Guardians to protect you. As a Priestess of Selune, I have learned from the Silver Queen herself how to do this without the aid of a magical item. I expect you will have to spend some time in meditation with the emblem… Did your Lady Aeri teach you this?”
Leely] “Yes, we have had some practice in this. Where do these Spirit Guardians come from?”
] Adalissi “There is much mystery there – but they are bound to your bloodline. The Spirit Guardians I call upon are far different from the ones you might call upon. Your childrens children will have the same guardians – assuming they will be able to call them. Your mothers mothers and your fathers fathers would have all had access to the same Spirit Guardians as well.”
Leely] “I don’t remember our father or our other. Eldera Aeri knew very little about them – only that they brought Ileel and myself to the Wild Queens Temple at the directive of Meiliki herself. I suppose the magical circlets embedded in our infant foreheads meant no further questions needed to be asked.”
] Adalissi “Yours is quite a story, and I am honored to be a small part of it. There is another thing or two which you need to be aware of… if you call upon the Spirit Guardians in a true time of need, they will appear in force and show no mercy to any threats against you and protect any who are with you. If you call upon them friviously… you, your sister, or anyone else, will not be protected from the damage they can do – so choice carefully when to call upon them. Also… they reflect something of your own nature. I fully expect, should you ever need to summon them, that they will appear as beings of immense beauty and light. Some in this world, however, will only summon dark monsters if that is what reflects off of their heart. ”
Leely] “Wow, you were not exagerating when you said this was a powerful emblem. Ryliatha is going to be sorry she gave it to us.”
Ileel] Overhearing the conversation… I say with a bit of a snipe… “I imagine her father will be more sorry.”
] Adalissi “It was a beautiful act… Ryliatha knew you gave her the most precious gift – her own life – and I think it was right of her to return that gift with something precious. Still… I suspect you may want to one day seek her out in High Forest and place the gift back in her hands – if only to offer another precious gift… friendship.”
Leely] “Sometimes I forget you are a High Priestess… and then you say something like that. I am truly favored to be able to hear your wisdom Adalissi.”
] The next hour goes by rather silently from there except for the repeating ‘thunk’ of Ileel’s arrows sinking into the wooden target. Occasionaly the three of you hear an odd sound out in the burnt forest. It sounds like a critter, or perhaps a bear, clawing at the blackened bark of the remains of a tree. The sound is dim, as if fairly far off from the village and you never see any sign of a living creature.
Ileel] “I will take another lookout from the tower… and then I think it will be time to go.” I return the target to the base floor but keep the quiver of arrows and the bow with the fancy ring around it. Then I go up and look across the area to see if there is any sign of Sister Garelle. [Perception Check]
Result Table
1-10 |
No sign of Sister Garaelle.
You see nothing beyond what you noticed last time you viewed the area from the tower. |
11-15 |
No sign of Sister Garaelle.
You once again hear that faint scratching and clawing sound in the burnt wood. You cannot see the critter responsible, but you do get a better sense of where it is coming from. As you look in that direction, a large chunk of charcoled bark falls off of one of the trees about a thousand yards from the edge of the town ruins. |
16+ |
No sign of Sister Garaelle. You once again hear that faint scratching and clawing sound in the burnt wood. You cannot see the critter responsible, but you do get a better sense of where it is coming from. As you look in that direction, a large chunk of charcoled bark falls off of one of the trees about a thousand yards from the edge of the town ruins.
As turn to go back down the stairs, you hear the faint sounds of horses galloping somewhere back towards Triboar Trail – perhaps even heading up the narrow trail towards Conyberry or, more likely, the horses are traveling the Triboar and the sound of their pace is carrying. |
Ileel]
(1d20) Perception 9 +5 = 14
] No sign of Sister Garaelle. You once again hear that faint scratching and clawing sound in the burnt wood. You cannot see the critter responsible, but you do get a better sense of where it is coming from. As you look in that direction, a large chunk of charcoled bark falls off of one of the trees about a thousand yards from the edge of the town ruins.
Ileel] I return to the others and tell them what I saw and heard.
] Adalissi “We best be on our way. I fear something has happened to Sister Garaelle and we must hurry to reach Phandalin and discover what.” She mounts her horse and starts back towards the Triboar.
Leely] “Aylan!” I call my magical dire wolf to me.
] Aylan appears as if he had just been around the corner of one of the buildings. Nalya also appears. As the three of you are just about to the the ruins behind you, you hear the sound of galloping horses coming towards Conyberry up from the Triboar Trail.
Ileel] “Riders! Heading our way fast.”
Leely] “Could it be Sister Garaelle?”
] Adalissi “Maybe – but we were not expecting her in group of 4 or 5.”
] Just as Adalissi finishes saying this, 5 riders come into view downhill from where you are. They are racing through the burnt wood – a single right in front and two by two behind.
Ileel] I feel suspicious rather than trusting and look for a place within range to watch with my bow ready.
] There is burned out home just 30 feet to your left. The stone foundation remains and rises about 5 feet above the ground.
Ileel] “I am behind you.” I say as I try to duck into the burned out home without being noticed by the oncoming riders [Stealth Check]
Result Table
1-5 |
You successfully enter into the burned out home but manage to bump into a charcholed frame timber. It falls into the dirt and dust within the foundation, sending a small cloud into the air which was likely seen by the oncoming riders |
6+ |
You successfully enter into the burned out home without being seen. |
Ileel]
(1d20) Stealth 9 +8 = 17
] You successfully enter into the burned out home without being seen.
Ileel] I draw an arrow and hold an action to fire if the riders prove a threat.
] Within moments the riders are charging up to Leely and Adalissi. The lead is a male human – he draws a polished longsword and holds it high in the when he reaches you and yells “We are Ransor’s Rally! And we are here to kill…” he looks back and forth at the two of you.. “Which one of you are Agga Tatha the Winter Witch?”
Leely] I draw my sword and stand poised in front of Adalissi. “Neither one of us Ser Scrag!”
] The lead rider looks confused. From nearly 10 feet away, you can already smell the heavy weight of alcohol on his breath. The other riders have pulled alongside. To his right there is a cat-person with a holstered rapier and a stringed instrument of some kind on his back. He wears a bright velvet tunic on his torso and a curious look on his face. Beside him there is a female Dwarf, a warhammer slung across her back. She looks like someone just told her a joke – her eyes squinted and her mouth stretching upward towards her ears. On the left side of the human you see a female half elf with long darkhair in a thick braid and dark serious eyes. She is drawing a short sword from her hip. Beside her is a large redish-orange reptile sort of humanoid with two large horns protruding over his head from above his eyes. He also looks amused, but childlike… you get the impression of him, frightening as his appearance may be, as that of a little boy riding a pony at the fair. Both of his large weapons, a Great Axe and a Greatsword remain holstered.
] The Tabaxi speaks up “These girls aren’t even dead Andlen… and they have done nothing to us. Put your sword away friend.”
] Andlen “We are here to kill the Ghost of Neverwinter Forest! Tell us where the banshee is or we will start with you.”
] Adalissi “We too are here to find the Ghost of Neverwinter Forest! We did not! And so we cannot tell you what we do not know!” then she leans forward to you Leely and whispers “These drunken fools are going get themselves dead in a hurry if we don’t stop them… help them”
Leely] “We are protectors. From the sight and smell of you, we have some work to do here. Turn back ye knap sacks and save yourselves from ruin!”
] Andlen barely seems to understand you, but picked up on being called a knap sack… “How dare you little girl!” and he kicks his mount to charge you – leading with the point of his longsword.
Ileel] I release my nocked arrow and taint the ammo
(2d20 Attack) 17 +7 = 24 [Hit] (1d6) Dmg 4 +5 = 9 + (1d8 Necro) 8 = 17… 11/28 [Massive Dmg roll 2]
[()]
] You see Ileel’s arrow strike Andlen square in the chest – a streaking trail of black essence lingers and the human falls backward. [()] The horse spooks and rears, throwing Andlen to the ground in a heap.
] The Dwarf with the short black hair laughs loudly seeing Andlen take an awkward fall. “Block Noggin! Can’t ya stay in yer saddle!?” she yells coursely, drunkenly. The Tabaxi is startled and concerned – “Andlen!”. He draws his rapier and leaps down of his horse to stand between you and this fallen friend. The Dragonborn hiccups loudly and begins to unmount his horse, though it is not clear he is aware of what is happening. The Half Elf in the purple body wrap looks angry. She puts her feet on the saddle under her and leaps towards you Leely – sword arm cocked. [()] She miscalulates the maneuver and tumbles to a kneeling position right in front of you. [Opportunity attack for Leely]
Leely] I step back, using Dodge in case she attempts another lunge. “Wait!” I yell. Recognizing that the Tabaxi is the only one really sober enough to reason with, I make eye contact with him…”Wait! We don’t want to hurt anyone else!” I say it loudly enough to know Ileel heard me. I step towards the cat-man. “Let me heal your friend while I can? Please?” I sheathe my sword but keep it in hand in case I need to defend. “Please?”
Ileel] I ready another arrow.
] The Half Elf has gotten to her feet and has stepped to the side of the Tabaxi. “What think you Nekari?”
Leely] “My sister is just waiting to fire another death arrow- but she is waiting on you…Lower your blades if you want to live. ”
] Nekari the drunken Half Elf is insensed beyond reasoning “How dare you!” and she makes a striking move forward leading with her blade.
Ileel] Seeing another charge, I loose another tainted arrow
(2d20a) Attack 18 +7 = 25 [Hit] (1d6) Dmg 3 +5 = 8 (1d8 Necro) 5 +8 = 13 Total 13/14 [Massive Dmg]
] The arrow strikes dead center in the chest of the Half Elf and protrudes out her back by several inches. The Dwarf stops laughing when she sees her friend skewered. She spins with surprising grace and stops with her battleaxe unsheathed and ready for combat. She steps towards you Leely, dropping the axe around and behind her – its momentum swings overhead and comes crashing down towards you. [()] You step, almost absentmindedly, out of the way and the axe clangs off a large rock.
Leely] I step right into the Dwarf and attempt to place my hand over her face, releasing light into her eyes
(1d20) Attack 16 +6 = 22 [Success] (1d8) Dmg 5/28 Radiant
] You successfully blind the black-haired Dwarf. She yells and grabs at her eyes with both of her hands, dropping the Battleaxe.
Leely] I turn back to the cat man. “Put your blade away now! My sister surely has you marked for her next death arrow.”
] The Tabaxi throws the rapier to the ground and raises both hands. “I yield!” he yells out into the ruins. “No more death arrows! Please!”
Leely] I step over the Half Elf to see if she is yet alive.
] Nekari’s eyes look up at you. There is still a crateful of anger on her face. She is losing blood quickly.
Leely] I use Healing Touch to try and stablize her
(1d8) Healing 6 HP
] The wound magically knits and the blood stops flowing. (7/14) Nekari falls unconscious.
Leely] “She has a chance. Now let me see to this one…” I try to heal the human
(1d8) Healing Touch 4 (5/28)
] There is no visible sign of success in the unconscious face of the young man, but he is still breathing. The Dwarf, meanwhile, has started running off in a panic. “Brin!” The Tabaxi yells. “Calm yourself Brin!” and he runs after her. The Dragonborn has his head down on the saddle of his horse – he appears to have passed out.
] Adalissi “Well that could have gone better… but you handled yourself well Leely. ”
Leely] “They really thought they were going to go up against Agatha and not die?”
] Adalissi “Alcohol muddles the mind, making reality seem unreal and unreality… real. You were right to protect them from their own folly.”
] The Tabaxi is guiding the Dwarf back towards the horses. She remains blind but is calmer.
Ileel] I am content to stay hidden with an arrow nocked for now… this party is too difficult for me to trust still.
Leely] I go over to them the Tabaxi and the Dwarf “How is she?”
] Tabaxi “Blind! She is blind!” he says with a bit of a slur, revealing his own intoxication. “Why would you blind her!?!”
Leely] “I am certain you would rather be extracting her axe from my skull right now… but I would rather her blind. It was a small burst – should be temporary.”
] Adalissi “These two little girls gave you all a good cracking.”
Leely] “Yeah! You have been blessed by High Priestess of Selune – seeing how she did not have to release her strength to stop you!”
] The Tabaxi halts and looks to Adalissi “High Priestess…? Of Selune…?” he drops to a knee and begins begging forgivenness of her.
] Adalissi “You appear to be the only one of five to retain your senses. Who are you?”
] “Stitch” the Tabaxi says quickly. “Stitch in a Sock… my mother calls me Socks but to everyone else I am Stitch.”
Leely] Curious about the instrument he carries, I walk around him and ask “What is this thing on your back?”
] Stitch “My instrument? It is a Mandolin. It makes music. I am, or rather, I was… a student at Wintertalon. My mother, she reveres the Silver Lady greatly. That I have offended a High Priestess of the Moon Maiden… mother will never forgive.”
Adalissi] “And who is your mother?”
] Stitch “Teacher Elmtree. Elm Tree by a River is her full name, but I’ve only ever heard her called Teacher Elmtree. She is Head Schoolmistress of Lore at Wintertalon.”
] Adalissi “I will not tell her what has happened… but your shame will not be for having offended me but for letting your friends die stupid. You should hurry them to aid. These two both need to have a deep arrow extracted. We will help you get them on their horses but then you must race them to a temple. Triboar is as close as any that I know of. Save your friends Stitch… I will want to learn did all to that end.”
] Last Shadow is near as you help get Andlen and Nekari strapped to the back of their horses and they depart. The Dragonborn has fallen to the ground and cannot be awoken, even with swifts kicks… the blind Dwarf has agreed to sit with him until he revives.
Ileel] “We probably have less then an hour to gain distance from Conyberry and find safe place to rest.”
Leely] “I can keep going through the night… if you do not think it unwise in these parts.”
Adalissi] “Generally… it hardly ever safe to travel by night… but then we are in a rush. The Nightsky Queen shine upon… and we may be able to travel covertly. The Triboar Trail is well-traveled so we need not fear losing our way.”
Ileel] “We will be fine. Let us get moving.”
Appreciation & Collaboration
___________________________________
Item: Viffo’s Breath
Type |
Bow Ring |
Rarity |
Legendary |
Attune? |
Temporary |
Prereqs |
Fey Ancestry |
___________________________________
Item Description:
When this beautifully engraved ring is affixed to a bow, each arrow fired from the bow has a possibility of becoming magically endowed with Viffo’s Breath – which adds additional Force damage to a successful strike.
Bow Ring requires attunement only temporarily – to magically affix the solid bow ring to the bow, the user must attune to it. Once attuned, it is a simple act of will to embed the bow ring. Only those with Fey Ancestry may attune to the Bow Ring.
When using Viffo’s Breath, on a successful attack, roll 1d6. If result is 5 or 6, Viffo’s Breath is activated. Add nd6 Force damage where “n” equals your proficiency bonus.
___________________________________
Item Levels:
This items power increases with the users proficiency bonus
___________________________________
Backstory:
Viffo was an ranger from centuries ago – a member of the personal guard of the Moonlit King, a fey lord from another time and place. How it ended up dust-covered in a barrel in Conyberry is anybodies guess.
___________________________________
RECAP
] The two of you were escorting a wagon of supplies from Neverwinter to Phandalin. Along the way you met a Half Elf Drow named Koza and agreed to travel the distance together. Sildar and Gundren travelled ahead of you to the mining town in need of some haste – the result of some political matter they did not yet share. On the 3rd day of your travel you turned Eastward on the Triboar Trail and several hours later you discovered the scene of a previous ambush – two dead horses, where you were yourselves ambushed by several Goblins of the Cragmaw tribe. In questioning one of the Goblins, you discovered that Sildar and Gundren were taken captive and were being held in the Cragmaw Hideout – deep in a hilly region of Neverwinter Wood. Along the way you met a small group of adventurers who were seeking to recover a lost shipment of goods for the Lionshield Coster of Phandalin but instead lost half of their party. Wahler Rishian was found dead in a Goblin spike pit and Deyni Serpayko remains missing. You agreed to keep a watch for Deyni as you continued to the Cragmaw hideout. Outside the hideout cave, you successfully took out the guards (who were distracted by lunch). From within the cave, you began to hear the barking of alarmed dogs.
] You press against the rock face next to the cave entrance, planning to ambush any Goblins which exit in response to the alarm. The barking continues, it sounds like several large dogs, maybe even wolves. [()] After several minutes of barking, nothing exits the cave. The barking continues.
Roonoo] I take a peek inside the cave.
] You see the trail continue into the cave alongside the right bank of the running stream. It looks and sounds like the barking is coming from a large open chamber on the right about 100 feet into the cavern. Several hundred feet further, you see the stream bend around to the right, further into the hillside.
Roonoo] I whisper… “I think the barking is coming from a room just inside the cave. Since they are not charging us, I assume they are caged. The cave goes back much further beyond this room however… maybe we will get lucky and find Gundren keeping the puppies company. Let’s go”
] A few uneven steps lead up into the chamber. The stench of animal shit assaults your noses as you reach the opening. Inside, you see 3 wolves chained to spikes which are driven into the base of a stalagmite. The barking and snarling intensifies as the wolves see you.
Deynn] “I have an idea. Be right back.” I go back and grab the sack full of meat which was on the platform with the Goblins. I show Roonoo and Koza when I return… “Wolves are always hungry right?” I go back into the chamber with the wolves and try make friends with the Goblins lunch. [Animal Handling check]
Deynn]
() 2d20a Animal Handling 12 +4 = 16 [Success]
] The wolves calm down after eating the food you gave them. They look at you with suspicion still and occasionally bare their teeth your way, but they are no longer fighting to break free of their chains to attack you. In the far end of the chamber you notice a steep fissure that leads to a natural chimney opening. At the base you see a large pile of rubbish that looks to have been thrown down through the fissure.
Roonoo] “Well… plaguedust! No Gundren here. I knew it wouldn’t be that easy.”
] Koza “I scouted further ahead…” As she enters the kennel chamber you realize that you had not even noticed she left. “There is another guard – a single Goblin – keeping a lazy watch from a makeshift bridge right around the corner. There are at least several others beyond that from the echoes I hear.” Deynn, your passive insight again tells you that Koza is ar more skilled than she has let on.
Deynn] “You are really in your own element now, aren’t you Koza.” I say with a smile. “I was just considering whether it is worth trying climb through that fissure up there, but with your skills, perhaps the direct approach is best. What say you Roonoo? Climb through a garbage shute or take the straight-on?”
Roonoo] “You would never get me into that smelly hole Deynn, and you know it!”
Deynn] “Straight-on it is. Care to lead the way Koza?”
] The three of you continue a little further into the cave alongside the stream.
] Koza “Hold back, let me take out the guard.” She nocks an arrow and positions herself. [()] Her arrow flies. She waits a half a moment then turns back to you with a sly smile. “Ready?”
Deynn] We follow Koza further into the cave.
] You approach the ricketdy bridge, made of odd bits of mishaped wood and held together by fraying ropes. You see a dangling Goblin leg off to the left – Koza’s arrow was quick. The bridge connects two dark tunnels about six feet above you. Just beyond the bridge the stream is running down a rocky incline and making a good deal of noise. You begin to hear what Koza’s ears picked up from a distance – Goblin speak. It sounds more like Goblin squabbling actually. It is coming from further upstream.
] Koza whispers back to you… “There are at least 3 Goblins beyond that slope, maybe more. One sounds larger than the others. They argue about alliances… I think… One says he is ferocious… the other says he is a coward… cruel… but cowardly”
Deynn] “You understand Goblin?” This Drow girl is surely a mystery, I think to myself.
] Koza ignores the question. “We can charge up there blind, or we can try to draw them down to us.”
Roonoo] “I am ready either way.” I say as quietly as possible as I spin my blackthorn staff before me.
Deynn] “How might we draw them down with fully alerting them?”
] Koza “I have an idea… ready?” She makes a quick motion with the fingers on her right hand and four small lights appear behind you. They all submerge into the running stream and then, one by one, they travel upstream slowly, causing the water to take on an eerie glow in the dark cave. Three of them remain in the streams incline while one flows gently around the bend towards the sound of Goblin voices [Deception Check]
Result Table
1-10 |
The lights in the water alarm the Goblins and there is a ruckus. Suddenly you hear the sound of an immense amount of water gushing and huge wave comes flowing down stream at you. |
11-15 |
Three Goblins appear from around the bend at the top of the incline, staring curiously into the water of the stream. As they round the bend, they see you. |
16+ |
Two Goblins appear from around the bend at the top of the incline, staring curiously into the water of the stream. As they round the bend, they seem fascinated with the lights and do not even notice you. |
] Koza
() 1d20 Deception 15 +7 = 22
] Two Goblins appear from around the bend at the top of the incline, staring curiously into the water of the stream. They walk down the crude steps alongside the stream, fascinated with the phenomena and never even see you.
] Koza looses an arrow [()] which spears the Goblin (02) furtherest from you.
Roonoo] I leap towards the other Goblin (01) and attack with my staff
() 2d20a Attack 20 Crit
] The first Goblin hears the arrow whiz by and thump into Goblin behind it. As it turns back to understand what it heard, your blackthorn staff comes crushing straight downward into its head. The crack of skull bone echoes through the cavern as the body tumbles down the remaining stairs to rest at the feet of Koza. She gives it a brief kick to test for life – there is none.
] Koza readies another arrow and points ahead. You see the magical lights raise to hover on the surface of the water and begin to vibrate. You see two more figures come to investigate, a Goblin and a Hobgoblin. Koza shoots another arrow – at the larger of the two (Hobgoblin01) [()] and it strikes just above the waist.
Deynn] I attack the Hobgoblin, rushing up the stairs to deliver a leaping uppercut
() 2d20a Attack 20 Crit
] You see Koza’s arrow sink into the Hobgoblins belly as you rush forward. The Hobgoblin starts to make an angry yelling noise but is silenced as your fist drives up under its chin, snapping its neck backward unnaturally.
Roonoo] I attack the other Goblin
() 2d20a Attack 7 +7 = 14 [Miss]
() 2d20a Attack (kick) 2 +5 = 7 [Miss]
] The smaller Goblin panics at the realization of what is happening and scrambles to get back up the steps. Your staff barely misses, striking rock instead, and your attempt at a follow-up kick finds only air as the Goblin skitters away. [()] Before Koza can nock another arrow, the Goblin disappears from sight around the cave wall ahead.
Deynn] I chase after the Goblin
Roonoo] I give chase as well
] As you turn the corner, you see a large pool of water that has been dammed up by large collapsible walls. The Goblin has started yanking at the supports, trying to release the water.
Deynn] I race to grab him and pull him away from the trap. [Athletics]
() 1d20 Athletics check 17 +4 = 21 [Success]
] You successfully pull the Goblin away before it can release the water trap. You spin the Goblin around to face the incoming Roonoo
Roonoo] I attack and try not to hit Deynn in the process
() 2d20a Attack 11 +7 = 18 [Hit]
] You send the end of your staff into the chest of the Goblin like a spear, crushing its ribcage. The Goblin goes limp in Deynn’s hands.
] The large cavern contains two massive pools of water that appear to be fed from an underground source – you see a stream falling out of rock above the pool on the far Eastern side. The sound of the falling water is quite loud in the large chamber. A fieldstone wall serves as a dam to separate the pool into two sections. A wide exit from the cavern can be seen on the far South-East side of the cavern from which you can see the waving light of a large fire. To the West there is a small tunnel which obviously leads to the bridge crossing.
Roonoo] I whisper “Wow, there is a thing unexpected. That much water would nearly fill the passage below. Anyone else feel like seeing this water trap release? Preferably, of course, from above and not below.”
] Koza “I might guess that makeshift bridge would not survive… we might need it still.”
Roonoo] “Right you likely are… still… how fascinating it would be yes?…”
Deynn] “Gundren and Sildar may be just ahead where the fire is. We should try to get a look inside before we charge in… I have an idea. Hold back for a moment – and you might watch that tunnel.” I slip into the pool of water and swim to the East side and try to peer over the rock barrier into the area with the fire.
] You successfully reach a position where you can see into the fire-lit chamber. You can see two more Hobgoblins standing just inside the entrance. It appears to be another large chamber. On the far side of it you can see stacks of crates and barrels. The fire is just out of sight but you see a small Goblin dressed in rags walk towards it carrying a large chunk of wood to feed it. You hear a loud bellowing and witness the Goblin bounce backwards and fall to the ground. It scrambles on hands and knees back to the East side of the room and out of your sight.
Deynn] I swim back to the other side and climb out of the pool. “There are at least three large combatants within the chamber. Two stand guard just inside the door. The third, I might guess, is their chief… what was the name we got?”
Roonoo] “Glark… I think… or Glarg… something like that. How do you want to play this one? More trickery?”
Deynn] “We have had good luck so far with the trickery… The water is deep enough to hide in… if you don’t mind getting wet, maybe we can distract the two guards, get them to chase Koza’s lights down stream to where they will find the other bodies. With continued luck they will search further down towards the kennel, giving us time to take out their chief. What say you?”
Roonoo] “Tricky indeed. And I could probably use a bath anyway.”
] Koza smiles at you “Yes, yes you could.” She climbs into the pool and starts to swim quietly.
Deynn] I get back into the water as well and swim back to the far side.
Roonoo] I join them
] Koza again motions with a hand and four glowing lights appear. “Watch this… I’ve been praticing this one…” The lights come together and vary their intensity. They vaguely resemble a humanoid in shape. The lights begin to move and pulse, nearly simulating walking. “Now, throw a rock or something near the entrance and get out of sight.” [Deception Check]
Result Table
1-10 |
The two Hobgoblins inside the fire-lit chamber do not notice anything and do not move |
11-15 |
The two Hobgoblins hear the sound of the thrown rock and exit the chamber to investigate. Koza causes the Dancing Lights to begin to run away back down the steps into the cave passage below. One of the Hobgoblins follows after the lights but the other stands at the entrance and keeps watch |
16+ |
The two Hobgoblins hear the sound of the thrown rock and exit the chamber to investigate. Koza causes the Dancing Lights to begin to run away back down the steps into the cave passage below. Both Hobgoblins give chase and disappear around and down the turn in cave passage. |
] Koza
() 1d20 Deception 10 +7 = 17
] The two Hobgoblins hear the sound of the thrown rock and exit the chamber to investigate. Koza causes the Dancing Lights to begin to run away back down the steps into the cave passage below. Both Hobgoblins give chase and disappear around and down the turn in cave passage. You hear a large gravely voice yelling something in Goblin from the fire-lit chamber.
] Koza steps out of the water and says to you “I’ve got another idea. Fifty-fifty it goes our way…. Let us hope he is not actually ferocious. Wait ready just outside the chamber and watch for the other two. I will signal you for help if I need it.” Within a step or two, you notice that Koza’s entire demeaner changes. Suddenly she seems an entirely different woman – tall, commanding, with the feminine swagger of a queen. She sets her bow and quiver against the cave wall of the chamber entrance and boldly walks in. You hear her speaking loudly in Goblin. The gravely voice responds, quiet and submissive-like. There are a couple short exchanges – difficult to hear over the subterrainean waterfall behind you.
] Moments later, Koza reappears dragging a bare young Half Elf girl roughly by the hair until she exits the chamber. She smiles when she sees you… “Not fericious… coward… but we may still need to kill him. This, I think, would be the sister Deyni. I know where Sildar and Gundren are as well.” She picks up her bow and quiver. “The other two should be returning in just a second – do not turn your back on Klarg while we fight them.” She tells Deyni to hide in the pool until it is safe. “Here they come.” She turns and looses an arrow before you can even see her target. [()] Just as the first Hobgoblin steps around the turn of cavewall, it walks right into Koza’s arrow. The other Hobgoblin runs right into the first as it jumps back – an arrow stuck square in its chest.
Deynn] “Roonoo – help Koza. I’ve got Klarg.” I position myself on the far side of the entrance to Klargs chamber. I Ready an action – if Klarg comes out, I will attempt to Grapple him.
Roonoo] I move down to the West side of the pool chamber and attack the Hobgoblin (01) Koza hit
(2d20a) Attack 18 +7 = 25 [Hit] (1d8) Dmg 8 +7 = 15
(2d20a) Attack (kick) 14 +6 = 20 [Hit] (1d4) Dmg 2 +4 = 6
] You deftly close the distance to the Hobgoblins. An overhead strike with your Blackthorn staff breaks the Hobgoblins face. You take a jump-step of the cave wall and deliver the edge of your foot to the side of its head. It staggers a few steps and falls dead into the cavern stream.
Init |
Char |
AC |
ATK |
HP |
21 |
Koza |
18 |
+8 1d6 +5 |
40 |
13 |
H01 |
18 |
+4 1d8 +2 |
28 18 0 |
13 |
H02 |
18 |
+4 1d8 +2 |
28 18 10 0 |
12 |
Roonoo |
17 |
+7 1d8 +7 |
33 27 6 4 |
7 |
Klarg |
19 |
+6 1d8 +4 (*2) |
60 36 |
2 |
Deynn |
17 |
+6 1d4 +6 |
27 |
] Koza fires another arrow at the other Hobgoblin (02) [()] but misses. She then positions herself along the Southern cave wall near the tunnel and looks to you Deynn. She gives you an odd sort of nod.
] The other Hobgoblin recovers from the surprise quickly and draws its longsword on Roonoo [()] With a powerful thrust of the large blade, it draws blood (Dmg 6).
Roonoo] “Ogre Bells! That must be repaid.” I return the attack
(1d20) Attack 15 +7 = 22 [Hit] (1d8) Dmg 3 +7 = 10
(1d20) Attack (Kick) 4 +6 = 10 [Miss]
] You hear bones crack as your staff connects with the armored rib case of the Hobgoblin. The beastly humanoid yells something Goblin that echoes thru the chambers.
Deynn] I hold my action, Ready to grapple Klarg still.
] Koza takes one large step away from the wall and down to one knee while simultaneously drawing her bow towards the Hobgoblin [()] Her arrow flies true, skimming the top of Roonoo’s head, it sinks into the shoulder of the beast. It rages with the pain and attacks Roonoo again [()] but only succeeds in striking the rock of the cavern wall.
Roonoo] I continue
(1d20) Attack 12 +7 = 19 [Hit] (1d8) Dmg 3 +7 = 10
] You manage to strike the Hobgoblin in the same spot, sending splintered ribs shooting through its internal organs. Blood spurts from its nose and mouth as it drops to knee.
Roonoo] I deliver a killing blow with a hammer fist “The Black summons you Kakniffr!”
(1d20) Bonus Attack (Punch) 18 +6 = 24
] You bring your hammer fist down onto the back of it head and it crumples into a ball and slowly rolls to one side.
] Just as Roonoo is sending his opponent to the deepest pit, Klarg emerges from his chamber with a longsword in hand – looking Westward toward Roonoo and the dying Hobgoblin.
Deynn] I attempt a Grapple and, if successful, a pindown
(2d20a) Grapple 18 +4 = 22 vs 15 +3 = 18 [Success]
(2d20a) Pindown 17 +4 vs 5 +3 = 8 [Success]
] The large bugbear never even sees you as you grapple him from behind. You lock his arms and bring him down to the ground. You are both Restrained currently.
Deynn] “Roonoo! Bring that big stick of yours!”
Roonoo] I turn back to see Deynn wrapped around a Bugbear. “Gladly! I will bring my weapon too!” I move over to Deynn and Klarg and attack
(2d20a) Attack 13 +7 = 20 [Hit] (1d8) Dmg 4 +7 = 11
(2d20a) Flurry of Blows (1) 18 + 4 = 22 [Hit] (1d4) Dmg 2 +4 = 6
(2d20a) (2) 16 +4 = 20 [Hit] Dmg 3 +4 = 7 (Total 24 )
] The Bugbear chief of the Cragmaw tribe grunts under your barrage of undefendable blows. It struggles to break free of the grapple
1d20 Athletics 6 +3 = 9 vs 10 +4 = 14 [Fail]
Deynn] “Nice try my smelly friend.” I hold the pindown.
Roonoo] I spear the chief with the end of my Blackthorn
(2d20a) Attack 17 +7 = 24 [Hit] (1d8) Dmg 6 +7 = 13
(2d20a) Attack (kick) 13 +6 = 19 [Hit] (1d4) Dmg 4 +4 = 8 (Total 21)
] Klarg continues to struggle even as Roonoo is beating the life from him
1d20 Athletics 18 +3 = 21 vs 18 +4 = 22 [Fail]
Deynn] “There now… Calm yourself… Why strain your seams? Speak Common? Want to live?”
] “Klarg speak.” He says. “Want live.”
Roonoo] “Don’t tell me we would let him go! ”
Deynn] “I don’t suppose we should. But Klarg speak… Klarg wants to live… Got your rope handy Roonoo? Let’s tie him up while we decide what to do.”
] The Half Elf who was hiding in the pool jumps up out of the water. “Kill him! Better… Let me kill him!”. She stamps over to you, sheer naked and dripping wet, and [()] plants a heel kick into Klargs skull.
Deynn] “Wait! Just wait friend. We need information.” I spin the pindown around to block any further blows with my own back
Roonoo] I grab a rope and begin tying him.
Deynn] “Koza, you said you knew…”
] You look over to where Koza was positioned but see no sign of her.
Deynn] “Koza? Hey!” I yell… “Where did you go?” With Klarg tied, I release the grapple and stand up to look around.
] Koza is not to be found.
Deynn] “Did either of you see where she…”
] You hear loud screaming coming from the tunnel that leads to the bridge. Seconds later, a handful of Goblins rushes into the chamber, scimitars ready for action.
Roonoo] “More Goblins! Ready yourselves!”
] The attacking Goblins ignore you and begin hacking feverishly at Klarg. His blood sprays and paints the Half Elfs bare skin red as she stands close – watching the violence with a slightly giddy look on her face.
] The Goblins begin dancing around the shreded corpse and chanting something in Goblin. From the tunnel emerges a stripped and bloodied Sildar. He is favoring one leg and holding a twisted arm.
Deynn] “Sildar!” I run over to help him. “Thank Firemane! You still live!”
Roonoo] “What of Gundren? Is he still with you?”
] Sildar struggles to speak, but slowly tells you that Gundren was taken away early this morning – he does not know where. One of the Goblins, taller and larger than the others and wearing brand new chainmail armor, drops his sword at your feet and begins saying something in Gobin speech.
] Sildar “That is Yeemik. I believe he is thanking you for making him the new chief of the Cragmaw tribe. He actually protected me – prevented Klarg from killing me.” When the Goblin hears his name, he brightens a bit and touches his face “Yeemik!”
Deynn] I thank the Goblin with a nod and a smile.
] Yeemik returns your smile with a distorted grin. He looks to Sildar and Deyni and then begins directing the other Goblins into action. Several run into Klargs chamber and return with clothes and Sildars armor and weapon. They also bring a thick cloak of deep blue color to the Half Elf.
Deynn] “You are severely injured Sildar. Let me try to heal you some.” I grab my pack and remove both flutes. I play my Willow flute and heal (4d4) all within hearing.
] Sildar appears to stand a bit straighter. You hear a splash as Deyni jumps back into the pool and begins washing the blood from her skin. Sildar explains what just happened… “I was being held in the chamber on the side of the bridge – guarded by Yeemik and these others. A Drow came and begin speaking with Yeemik. I could not understand what they said, but she seemed to rile them up to fight. I thought I was going to be slaughtered but then they all ran from the room. She untied me and told me to go find my friends.”
Deynn] “Did she say anthing else? Did she tell you where they took Gundren?”
] Sildar “No, at least I don’t think so… she just said ‘I have a date with a king’ and was gone in a blink. Who is she?”
Deynn] “That is a very good question – one I hope to to answer someday. We met her at a waystop – Peldons Passerthru – just last night. I think she got herself beaten up by a group of Half Orcs just to embed herself in our party… its hard to explain. I could not see any motive so I took her at her word. Now it appears she was seeking something… something she just learned I assume, which is why she is gone. I hope to see her again… but perhaps I should not.” I turn towards the Half Elf woman.
] You catch sight of the Half Elf is climbing gracefully back out of the pool. She sees your eyes upon her as she picks up the blue cloak and, with no hurry, covers herself in it.
Deynn] I take the other flute that belonged to Wahler over and hold it up for her. “You must be Deyni? Your sister is searching for you.”
] Deyni “Wahlers flute!? How did… what.. What has happened to Wahler?”
Roonoo] “I’m sorry to tell it lass, but we found his body on our way here.”
Deynn] “My name is Deynn K’Vyll. This is Roonoo and this old man is our dear friend Sildar.”
] Deyni “Well met everyone. I thought you dead Sildar, they way they dragged your body out of here earlier.”
] Sildar “I feared for what would happen to you young miss. I’m sorry I was powerless to halt the cruelty – against us both.”
Deynn] “We shall see you both safely to Phandalin for a good long rest. L’Khifrey should already be in town with Belteb and Darsla and Colt will meet us on the way.”
Roonoo] “What of Gundren? Can we not yet learn where he was taken?”
Deynn] “Do any of us speak Goblin? Or have the magic to understand Goblin?” I look around at my companions.
] Sildar and Deyni shake their heads.
Roonoo] “Don’t look at me… never crossed my mind to speak to a Goblin before I met you… do not you know…”
Deynn] “It is a first for me as well Roonoo…” I look to the Goblins… “Common? Any of you speak Common?”
] The Goblins are mostly unaware you are even speaking to them. A couple look at you and tilt their heads like a puppy dog trying to understand what the master wants. None reply.
Deynn] “Then there is little to do except trust Koza to find him.”
Roonoo] “Unless Koza is trying to kill him. Remember… I saw the drow before and thought she was watching Gundren.”
Deynn] “Oh, I am almost certain she was. And I am fully certain she is something other than she says… something more skilled… and more dangerous. But we do not know what motivates her… maybe it is this ‘king’ she said she has a date with.”
] Deyni “Are you talking about the drow that just pulled me by the hair like a dog?”
Deynn] “Yes… and that is another thing I am curious about… did you see the exchange between Koza and Klarg? We only overheard… can you describe what you saw?”
] Deyni “I could not understand any words, but she came in and started commanding it, talking down to it. Klarg cowered almost immediately. I got the impression she was his boss. When she pointed at me, her face was angry, scalding angry. Klarg let me out of that dretchin cage and she started dragging me out. You saw the rest.”
Deynn] “Before she walked in there, she said she had a 50/50 gamble and told us to wait outside. It was really odd, but her entire demeanor just shifted into another person… her posture, her facial expressions, even her walk changed – like she was putting on another person.”
Roonoo] “It was a clever ruse… and she did save you girly. It might not have appeared so at first, but she got you out of harms way. She knew we were on the lookout to help Darsley’s sister and must have recognized you. That whole situation could have gone down very differently were it not for the Drow.”
] Deyni “Clever indeed. Give her my thanks if you do see her again. And I owe the same each of you .” She walks over to Sildar and gives him a kiss. “I saw your concern for me in there. I could not stand to watch the violence done to you. I am glad you still live.” Then she turns to you Roonoo and gives you a kiss. “And thank you master Dwarf. My kind are often not even allowed eye contact from your kind… and yet I am alive and free because of your actions.”
] Then she steps over you Deynn “And my thanks to you as well.” she opens her arms and embraces you with a tight hug before kissing you as well. Then, before you can offer any response, she turns back and says “I found what we were looking for, the Lionshield Coster shipments. This cloak proves it… look at the Lionhead emblem – this is from the stolen shipment we were being paid to recover. I have no idea how I am going to transport it to Phandalin, but at the very least I can return to Linene Graywind with the knowledge of its location.”
Deynn] “Darsley and Colt will meet us down at the Triboar, but you are right, you will need a larger force to move all these crates down through the hills… you will not get a wagon up here. Speaking of moving down the hill, we should begin to make our way.”
] Sildar has been putting the last of his armor on… “Don’t you want to take a moment to explore Klargs trove in there? There is much more than just the Lionshield Coster shipment. And theres more across the bridge where the drow girl found me.”
Deynn] “I have what I need, thanks. These were all stolen goods anyway. Perhaps the rest can eventually be returned.”
Roonoo] “Are we just going to leave these shit-eaters alive to ambush more shipments tomorrow? To kill more horses?”
Deynn] “Good point Roonoo… I do not know. Goblins are what they are in this part of the world… bandits and killers looking for fresh victims… but I cannot see us just murdering them. Any ideas Sildar?”
] Sildar “These few Goblins are not the full remainder of the tribe. I’d say there were about a dozen more that left when they took Gundren. Most of them were of the larger variety. I’m with Deynn though, I will not be a party to an outright slaughter. Unless they decide to attack us on the way out when they think our backs are turned… I say we let them be for now. When we get to Phandalin, I will message my fellows in the Lords Alliance for some guidance.”
Deynn] “Agreed. And I think we all know better than to turn our backs on them. Shall we make our way?”
Appreciation & Collaboration
___________________________________
Chinpit’s Cudgel
Type |
Weapon (Club) |
Rarity |
Legendary |
Attune? |
No/Yes |
Prereqs |
None |
___________________________________
Item Description:
This short club appears as wood, but is actually fashioned of an unknown type of metal. It is ‘carved’ with ancient runes. It was once a powerfully enchanted weapon, but something happened to its magic and today it is a weak shadow of its former power. It will only sometimes deploy its magical enchantment.
Fickle Magic. Whenever you successfully attack with this weapon, roll a 1d4 to determine if its magic will deploy.
1d4 |
Result |
1-2 |
Nothing happens |
3 |
1d6 Force Damage added |
4 |
2d6 Force Damage added and target experiences uncontrolable fear of the cudgel and runs as far away as possible. (Recovers next turn) |
___________________________________
Item Levels:
This is how Item behaves in higher levels
___________________________________
References:
Links out to sources about similar items or lore etc
___________________________________
___________________________________
Player Character Basics: Ileel
___________________________________
Ability Scores:
Str |
10 |
+0 |
Int |
16 |
+3 |
Dex |
18 |
+4 |
Wis |
16 |
+3 |
Con |
10 |
+0 |
Cha |
10 |
+0 |
___________________________________
Skills, Senses, Languages:
Saving Throws: |
Str +3, Dex +6 |
Skill Proficiencies: |
Acrobatics +6, Stealth +8, Investigation +5,
Nature +5, Perception +5, Survival +5 |
Tools and Kits |
Tools and Kits |
Senses: |
Darkvision 60ft, pPerception 15 |
Languages: |
Common, Elvish, Sylvan |
___________________________________
Actions:
Weapon |
Attack |
Damage |
Type |
Extra |
Meilikki’s Bow |
+7 |
1d6 +5 |
Piercing |
Ranged 80/120 |
Unarmed |
+6 |
1d4 +4 |
Bludgeoning |
Melee |
___________________________________
Feats:
Ki Save |
Ki save DC = 14
( 8 + proficiency bonus + Wisdom modifier) |
Flurry of Blows. |
1Ki. After Attack Action, make two unarmed strikes as a Bonus Action |
Patient Defense |
1Ki. Take Dodge Action as a Bonus Action |
Step of the Wind |
1Ki. Take Disengage or Dash Action as a Bonus Action |
Deflect Missiles |
Reaction. Deflect or catch ammunition when hit by ranged attack. Reduce damage by 1d10 +7 (Current)
1Ki. Return caught ammo with attack |
Mask of the Wild |
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. |
Chameleon |
+2 bonus to stealth checks to hide as a result of the enchanted silk robes |
___________________________________
Magic:
Dark Mantle |
The silk garment is able, upon the will of its wearer, to form a shroud of darkness as if affected by a form of the Darkness spell. The sheds a shadow with a 5-foot radius making the wearer nearly invisible in dim and dark environment. All attacks against the shrouded have disadvantage. |
Meilikki’s Bow |
+1d8 Necrotic Damage added to successful ranged attack. Up to 3 times per full charge of weapons energy store (equal to hit die – 3d8). |
Viffo’s Breath |
On a successful attack, roll 1d6. If result is 5 or 6, Viffo’s Breath is activated.
Add 2d6 Force damage (increases with proficiency bonus.) |
] You are currently traveling west on the Evermoor Way, skirting the northern edge of High Forest and the southern edge of the Evermoors. You are accompanying Addalisi Garvett, high priestess of Selune, on a mission to Conyberry to discover the whereabouts of a powerful artifact – the spellbook of Bowgentle – before the dark forces of the Red Wizards can. Addalisi is traveling on horseback and the two of you are riding your magical companions, Nalya and Aylan. The days Last Shadow is fast approaching. Several miles ago you passed a turn-off to the south with a sign marked Noanar’s Hold. Addalisi suggested pushing on to a waystop village named Calling Horns rather than seeking shelter in the hold.
] Addalisi “The White Hart Inn, I have heard, is a beautiful place and I would love to visit someday… but there have been too many rumors of troubles in that place and we must hurry our way. The Calling Horns is merely a stopover village with the most basic accomodations, but it is right on the Evermoor Way. We should reach it very shortly after nightfall.”
Leely] “Maybe someday when you visit White Hart, we can join you!”
] Addalisi “I would like that.”
Ileel] I look to my left… “High Forest has pulled away from the road quite a distance… otherwise we could have just found a safe tree for tonights shelter.”
] Addalisi “I think I would prefer a hot meal and then a warm bed with a nightcap – if it be all the same.”
Leely] “What is a nightcap?” I ask
] Addalisi “I mean only a strong drink. It helps me sleep.”
Leely] “Oh… I see. It is like putting on a sleeping cap… only in your head instead of on it… right?”
] Addalisi smiles at you Leely… “I suppose that is as accurate an idea as any could provide. Yes… it is like a sleeping cap inside my head.”
Leely] “A warm meal sounds wonderful right now. Maybe some chunk bread with warmed butteroil and toasted clayfruit… yum-yummy. ” I cast Light Shroud to brighten the surrounding area as we travel.
] Your silk robes begin to glow with radiant light, brightening your immediate aura intensely and an area with dim 40 feet around you.
Ileel] “Ouch! That is brightful! Thanks for the warning Leely…” I push Nayla forward a little to escape the blinding presence of my sister.
Leely] “Oops! Sorry! I forget still what an assault that can be on others eyes. I have learned how to stretch the light further out than I used to…”
] Addalisi seems impressed by your white silk robes. “That is quite a garment Leely. I noticed earlier how it shaped itself tight around you but I didn’t suspect magic. Can your black robes do the same Ileel?”
Ileel] “Yes. But not exactly…” I cast Shadow Shroud.
] A dark aura hides you. If it were not for Leely’s light, you would be functionally invisible.
] Addalisi says “Wow – that is quite a trick. Where did you find these garments?
Leely] “We made them! Our circlets showed us how. Sort of… I mean, well… it is hard to describe really. But this is just normal silk from the forest. Lady Aeri told us to search out some Firesilk from silkworms that live deep within mountains that still flow with fire. If we can find enough Firesilk, who knows what we can make – Lady Aeri says it is magical to begin with… combined with our circlets it could be most powerful.”
] Addalisi says “So Aylan and Nalya… are they somehow connected to your circlets as well?”
Ileel] “We believe so, yes. We were born on the Day of Meilikki’s Wild Ride. The story we have been told is that she witnessed our births… and that she touched our foreheads as they emerged from our mothers… from her… er… belly. Anyhow these crowns appeared. Mine black and Leely’s white. Meilikki told our mother to wean us and then dedicate us to protect her temple in The High Forest, and until now, we have lived only there at the Wild Queens Forest Temple.”
Leely] “We are going to be protectors!” I say with all the giddy glee I can muster.
] “I might say you have already proven to be so…” Addalisi says. “I am glad your Lady Aeri reached out to me. I was going to hire some sellswords to protect this mission, but I have a feeling Meilikki herself had other ideas.”
Ileel] “I have a feeling you can take care of your self quite well Addalisi. You appear to be our age, yet no one, I suspect, becomes a high priestess in their twenties. You carry yourself like one of our revered elders – not our peers – so I assume there is more to your story. Not that I am being nosy… just observing really.”
] Addalisi “You are perceptive Ileel. I was born nearly 70 years ago… in Hillsfar, on the on the southern coast of the Moonsea. Half of my life I spent in… well let me just say I spent it somewhere else. Here in the Realms, I am truly about 30 years old give or take some.”
Leely] “As High Priestess you must know Selune personally right? I mean… is that how it works? What is she like? I mean… is she nice to talk to? like you? ”
] Addalisi “I do have some stories I can tell, but perhaps at another time. Look – I think those lights are coming from our waystop.”
] Still a few miles ahead, you see a small grouping of buildings backlit with torches. As you get closer, just within a mile of the small settlement, you begin to hear screams accompanied by the sounds of a desperate battle.
Leely] “Trouble!” I speed up Aylan
Ileel] “Wait! Leely! Keep your head!” I chase after her on Nalya.
] Addalisi speeds up her mount and follows. Ahead on the road you see a small group of people running away from The Calling Horns. In the town light you can make about about 5 people scrambling your way. You see then a very large creature exit the town behind them. With surprising speed it catches up to the fleeing villagers and cuts them down. Then it begins to run east on the roadway towards you. Within seconds you can see a large troll, over 9 foot tall, enter into the light being spread by Leely’s garment.
Init |
Character |
AC |
ATK |
HP |
19 |
Addalisi |
20 |
|
110 |
12 |
Ileel |
18 |
|
24 |
10 |
Troll |
15 |
+6 2d6+3 |
84 67 60 70 64 47 57
43 31 16 26 06 00 |
8 |
Leely |
18 |
|
24 13 |
] You hear Addalisi evoking a spell and in-between you and the troll, you see a large spectral-silver chain appear, floating in the air. It lashes out at the charging troll. [()] The massive chain whips at the charging troll and the force impact halts it. The chain then wraps around the troll, restraining it.
Ileel] As soon as I am within range, I release an attack against the troll
() 2d20a Attack 11 +7 = 18 [Hit] Dmg 2 +5 = 7
] Your arrow flies true and plants itself into the chained-up troll.
Ileel] I look around for a blind within range
] There are no trees within your combat range. There is, along the left side of the roadway, a grouping of boulders jutting from the ground – the largest rock reaches about 7 feet high and is 25 feet away from the troll currently.
Ileel] I use the rest of my movement to position myself, with Nalya’s help, on the boulder blind.
] You successfully position yourself. The 9 foot troll struggles against the massive spectral chain restraining its movement [()] but does not manage to break free.
Leely] I draw my Serpier blade and attempt to run the thing through
() 2d20a Attack 6 +7 = 13 [Miss]
() 2d20a Attack (Kick) 13 +6 = 19 [Hit] Dmg 2 +4 = 6
] Addalisi holds the spiritial weapon in place and casts Bless on the both of you.
Ileel] I loose another arrow, this time with some necrotic taint added
() 2d20a Attack 12 +7 = 19 [hit] Dmg 5 +5 = 10 +7 (necrotic 1/3) = 17
] The troll, arms and legs wrapped in a ghostly chain, tries to bite at Leely who is now within range [()] and is successful (11 hp dmg). It remains restrained.
Leely] “Kak! That hurt! You dretchbag!” I attempt another stabby-stabb with a kick and then circle around and out of the range of it teeth
() 2d20a Attack 15 +7 = 22 [Hit] Dmg 4 +5 = 9
() 2d20a Attack (kick) 18 +6 = 24 [Hit] Dmg 1 + 4 = 5
] Your flexible blades snakes its way into the flesh of the troll and as you withdraw it, you spin back and land a heel kick near the entry wound. You successfully escape the range of its bite.
] From her right hand, Addalisi conjures a short sword made of moon light and attacks the troll. [()] The blade slashes through the rubbery troll flesh, spilling green guts and angering the giant. “Fire! We will need fire to defeat it!” She yells at both of you as she pulls back out of range of the monster.
Ileel] I fire another arrow
() 2d20a Attack 17 + 7 = 24 [hit] Dmg 5 +5 = 10 +5 (necrotic 2/3) = 15
] The raging troll does not seem to notice the additional arrow plunge into its body. It thrashes about trying to break free [()] but cannot get its arms or legs out from the magical chain.
Leely] “I will get fire!” I yell as I pull a torch from my pack and attempt to light it.
] You manage to successfully light the torch. You can see the open flesh of the troll heal together as it struggles in the binding chain [()]
] Addalisi strikes again with her silver blade of light, hoping to keep the wound open or create a new one [()] and she does critical damage to the troll. She ducks and swings around the troll to step near Leely. “Set its guts on fire Leely! It will never die otherwise!”
Ileel] I aim another arrow, seeking an open would to target.
() 2d20a Attack 11 +7 = 18 [Hit] Dmg 7 +5 = 12
] Your attack found a vulnerable spot was successful enough to drop it to the ground.
] Addalii says to Leely “Quick, while it is down! Burn it! Burn it now!”
Leely] I charge in with the lit torch and attempt to burn the troll at it gaping rubbery wounds
[()]
] You successfully set the guts of the troll aflame. You watch as it begins to burn from the inside out. As you are all about to breathe a sigh of relief, you suddenly recognize that there have been continued screams coming from the small village.
] Addalisi “There must be other trolls still in town!”
Leely] “Others! I barely survived one troll.”
] Addalisi “Right! We were lucky as it was. I can only use that chain against one… an unrestrained troll just might enjoy us for dinner.”
Ileel] “Let me scout ahead first! With some idea of what we are up against, we may be able to help them still.” I call Nalya and leap from my rocky perch to her back. Then we race towards town stealthily. [Stealth Check]
1-5 |
Another troll was chasing behind the other one. You run smack face right into it as it is running towards your party. |
6-14 |
You ride up onto the main entrance of Calling Horns. You see two other trolls searching for more villagers to kill. One of the trolls begins to sniff in your direction. Seconds later it bolts towards you like a rampaging gorilla, swinging off its knuckles. |
15-20 |
You ride up around the northern side of Calling Horns, away from the main entrance. You see one troll searching for more villagers to kill. It seems to be searching with its nose, shiffing into buildings and alley ways. There are bodies all around the village center. You hear just a few more screams from the other side of town, and from the sounds, you assume other villagers were found by another troll. |
Ileel]
() 1d20 Stealth Check 12 +8 = 20
] You ride up around the northern side of Calling Horns, away from the main entrance. Peering over the rudimentary stone wall that surrounds the small village, you see one troll searching for more villagers to kill. It seems to be searching with its nose, shiffing into buildings and alley ways. There are bodies all around the village center. You hear just a few more screams from the other side of town, and from the sounds, you assume other villagers were found by another troll.
Ileel] I race back to Leely and Addalisi and report what I saw. “If there are any villagers left to save there is very little time for them. Not sure we would have a chance against two at the same time.”
Leely] “Maybe I could draw one of the trolls away while you two take down the other?”
] Addalisi “Risky… and pointless if there is no one left alive in the village. Perhaps they will just move on soon. Lets get closer and watch their movements.”
Ileel] “We must stay downwind… they seemed to be searching with their smellers. And douse your light Leely. ”
Leely] I douse Light Mantle and follow the others closer to the village.
Ileel] “This way, around to the north end.”
] This time you see two trolls. They seem to be circling around the well in the center of the small village – hunting someone or something by smell – almost frenzied in their search. The place is littered with corpses and pieces of corpses. You judge at least 40 people have died here, maybe more. Among the corpses, you see one very large corpse. It appears to be smoking as if embers burned inside of it.
] Addalisi whispers “Look, another troll lies dead. The villagers put up a fight it seems, but we are too late to save any.”
Leely] “Now what?” I whisper
Ileel] “They are still searching for something. Could someone be hiding in the well? Look how they circle it.”
Leely] “If there is, we should do something!”
] Addalisi “An attack would be unwise. We would only join the dead.”
] As Addalisi is still whispering, you feel a short surge of wind on your faces. It reeks of blood and shit and something else you cannot describe, something pungent and foul… your eyes begin to sting.
] Addalisi “Ahg! Do you smell that? What it is?”
Leely] “Its awful whatever it is.”
]] Ileel] The foreign stench mingled with blood triggers a memory. I was out gathering springberries with Eldera Alnineen. She was teaching me how to forage in the forest… what to look for and what to avoid. I was still very young and had rarely stepped outside the boundary of the forest temple. I heard a sound like thick cloth ripping, as I recall, and I darted towards it to explore. Before Eldera Alnineen could call me back I found myself slipping into a small pool of red mud. In the branches a above, a Hunting Griffon was tearing at some large prey it had just killed. Blood dripped down into my face as I looked up into the tree, trying to understand what I was seeing. The Hunting Griffon surely noticed me but was content with the meal in its claws. Eldear Alnineen was only seconds behind me. I remember hearing her sword pull from its shealth as she came into the scene. She pulled me up and backed us slowly and silently away from the forest predator. Once a safe distance back, she asked if I was ok. I wiped blood from my face … “What is this red juice?” I asked. Eldera Alnineen spent the afternoon teaching me about death. It seemed unreal to me, as I recall. To be a living being and then to just not be… to be dead… it just seemed unreal.
] As you watch two Trolls continue to search for… you assume more victims, there is movement that catches your eye to the left of the Calling Horns Lodge. Another Troll lumbers into the village followed by four people. No, five, another crawls behind them. Their movements are slow and uncoordinated, unnatural. As they pass through the light of a fire, you can tell some are missing arms.
Ileel] “Necromancy…” I whisper amazed
] Adalissi “It is the Troll we just put down, but you are right… it is not simply regenerated… it is dead and not dead. Moon Mistress shelter us.”
Leely] “What do we do?…” I reach to unsheath my blade and lean forward. “We must destroy them right?”
] Adalissi “Let us be patient Leely. Let us be hidden and watch. One Troll alone is a fair match – we would certainly not survive a charge into that fight.”
] The incoming Troll jerks into an attacking run towards the other two Trolls, as if someone had yanked on its leash. The humanoids follow. Within seconds the other two Trolls are under attack. As you watch, there is more movement near the lodge. Several of the villager corpses lift themselves and stumble with speed towards the combat. Ten seconds later another small group of corpses exit the lodge and join the others. Soon the two living Trolls are deluged with clawing corpses.
Ileel] “That can only mean a Necromancer is here… Right?”
] Adalissi “It can only mean that. We are not safe even hidden here. We must away ourselves.” She begins to move back away.
Leely] “Even I know there is a line between brave and stupid.” and I slowly pull back away from my perch.
Ileel] “Single file. Keep me between yourselves and the village so my Dark Mantle hides you.”
] Before you get too many steps away, you hear a loud voice from the village. “Rise me grubs… rise fer Moogwa, dhy soon queen. Lift dey dead corpseys in wershap fer Moogwa de Bog Witch.” The accent is foreign, nearly obscure. Taking a quick glance back, you see five more figures walking into the center of the village. Four large creatures of bone – the size of trolls, but with hardly any flesh. Between them is a Bullywug wearing a sheer cloth around her waist. She carries a tall scepter with a spiked circle affixed atop. You hear her frogish cackle as she motions more corpses to rise from the ground.
Leely] “The Necromancer!” I exclaim a little to loudly
Ileel] I quickly shush my sister. “Hurry! But carefully!”
[()]
] There is no indication that anyone in the village heard you. You successfully sneak away from Calling Horns, back to where Adalissi secured her horse in the outskirts. “Remain in whispers. Voices may carry with the breeze and we dare not be discovered now.”
Leely] “Well, so much for wearing nightcaps inside our heads tonight.”
Ileel] “We are retreating from a Bullywug with a small army of undead… and you are worried about missing out on drinks?”
Leely] “Not really sister… not really. My head swims with shock and fear actually.”
] Adalissi whispers “As does mine friend. We are still far from safety.”
Ileel] “What do we do? If this Moogwa and her undead remain in Calling Horns, we dare not travel any further East. Perhaps we retrace our steps back? Perhaps this White Hart Inn?”
Leely] “Shouldn’t we warn them about what we saw?”
] Adalissi “We should continue to watch for a time and see what we might see. You are correct, if they stay in the village, we will have to retreat, or find a long way round. If they move on – I would like to observe their direction at least, so let us find a high spot to watch from.”
Ileel] I look around in the dark for some high ground.
] Just to the North, deeper towards the Evermoors, you see a shadow of large boulders that might provide some vantage.
Ileel] “There. Those rocks. It may not be much but those rocks may be the highest ground around.” I lead the way there.
] As you crawl up to the tops of the rocks, you can see but the still burning fires, just hints of movement inside the village. Adalissi casts Owl’s Wisdom on the both of you to enhance your ability to perceive what is happening. Suddenly you can sense movement within the dark landscape directly to the North of Calling Horns.
Leely] “They are walking straight into the Evermoors, there. Their movement is Northward. Adalissi, would you know if there are any other towns or villages North of Calling Horns”
] Adalissi “I do not. In our maps, there is nothing known North of here until you pass the Evermoors… Nesme is on the Northern edge of the Evermoors, along the River Subrin. It is far off I believe… and Orcs have control there last I heard.”
Ileel] “Wild Queen help us all if this Moogwa adds an army of Orcs to her rot-gang.”
] Adalissi “When we reach Yartar, I will get a message out warning others of what we have seen here tonight.”
] The entire number of undead villagers disappears further into the moors beyond your enhanced perception. The light from the fires within Calling Horns is also dying down.
Leely] “I say we wait a little while longer then go in to explore the town, see what we can learn.”
Ileel] “I will scout ahead once again – just to ensure no danger remains.” I ride off on Nalya to circle the town.
] With the exception of a few dancing flames, Calling Horns is still and silent. You do not see any corpses whatsoever – all have walked or crawled away under the mighty necromancy of Moogwa the Bog Witch. Adalissi and Leely soon join you just outside the lodge of Calling Horns
] Adalissi says “Someone will come along sooner or later and loot any valuables left behind here. It might as well be us. There may not be much to find, but let us look around.”
Leely] “I’m going to look around inside the lodge. See if I can find anything… maybe a clue to what happened here.” I enter cautiously, sword drawn.
Ileel] I investigate what I can in this village
] Investigation Roll Table
1-10 |
You find only makeshift weapons scattered on the ground where the villagers fought for and lost their lives just a short while ago. |
11-15 |
You find some common jewelery and a few small coin pouches, totalling 48gp. |
16-20 |
On the back side of the provisioner shop you locate a supply wagon – still covered with a canvas tarp. Under the tarp you discover full crates and barrels of supplies. There is food and drink still unloaded along with various other provisions… wool blankets, several lengths of rope, torches, etc. There are no weapons or ammunition. |
20+ |
It occurs to you that none of the weapons you found scattered on the ground are “professional grade” like a guard would certainly wield, leading you to wonder where all the guards were – or if there even were any guards present |
Ileel]
2d20a Investigation 20 +5 = 25
] None of the weapons on the ground are worth anything – mostly improvised from tools. You do not see any shields or weapons which might have belonged to guards… Perhaps Calling Horns did not have a hired guard? Inside some of the structures you find seven common looking rings and jewelery and a few coin pouches with close to 50 gp in various coins. Behind the provisioner shop, you find a covered wagon full of common supplies – still unloaded.
Ileel] “Do you notice? There are many weapons left behind but none of any significance… It is as if Calling Horns did not have any guard in place.”
] Adalissi “Coud it be that these weapons remain with the bodies of the undead?”
Ileel] “Possible… My suspicion may mean nothing whatsoever.”
] Leely enters the Inn at Calling Horns, which is the largest building in the village. The main room of the bottom floor is like a rustic lodge with multiple fire pits and cushioned seating all around. There is a bar on the North side of the room. The place is empty and mostly in order – it appears little violence entered here.
Leely] I look for papers or books or any such thing to discover what I can.
] You discover from records that someone named Lady Tamalin is the owner of the Inn at Calling Horns. You also find a small rolled note informing Lady Tamalin that the accommodations in Yartar for her and her guard of 11 men has been secured. Behind the bar you find an unlocked coin box with 80 gold. There is also a cudgel next to the coin box. It appears to be wood with intricate carvings. (Chinpits Cudgel)
Leely] I pick up the cudgel and take a closer look.
] The surface is designed as if it were wood, but you can feel it is actually metal. There are no blemishes or marring on the weapon, as if it were brand new or never actually used as a weapon, but you sense the object has a deep history beyond discovery. The short club is heavy in your hand and feels well-balanced. There is a leather strap at the handle.
Leely] “Curious thing… I like the feel of it.” I say to the empty room. Then I go outside and tell the others what I found.
] As you rejoin the others you overhear talk between Ileel and Adalissi about the town guard.
Leely] “Oh there is a guard. They are in Yartar with Lady Tamalin – the proprietor of the lodge – probably runs the whole town I might guess. If this note I found means anything, she left the village unprotected for some reason. I also found a coin box – not a very heavy one… but look! Isn’t this just interesting! Where do you think these designs come from?”
] Adalissi takes a glance at your new cudgel. “Dwarven, most likely. My first guess is Shield Dwarves, maybe from Mirabar or Mithral Hall. It is fine craftsmanship. It might even be enchanted. Keep a hold of that and we will try to get it identified further.”
Leely] “There are plenty of clean empty beds in the lodge… dare we sleep in the site of such a massacre while the blood still seeps?”
Ileel] “What other choice do we have. I will take first watch.”
Appreciation & Collaboration
] You have been traveling The High Road from the city of Neverwinter to settlement of Phandalin for over 2 days. With you is L’Khifrey Albrek-Roethorn, the daughter of Iarno Albrek of the Lords Alliance, and a Half-Elf Drow woman named Koza who you saved from being beaten to death by a couple of half-orcs in camp last night. A Half-Elf named Belteb is the owner of the cart hauling supplies. You expect to reach your destination by nightfall and meet up with Gundren Rockseeker and Sildar Hallwinter. The Triboar Trail is slow going compared to The High Road as it winds through rocky areas in the far-foot of the Sword Mountain. For the past 4 hours you have seen one ambush opportunity after another – it is a perfect terrain for bandits to do what they do to travelers and supply carts like yours. You have been on high-alert all day, stopping frequently to scout ahead.
] Currently, Roonoo is standing on the back of the cart keeping watch from behind and to the sides. Daine is walking along in front of the cart. The cart driver, Belteb, is more focused on his own feedbag than the two Oxen pulling the cart. As you round a bend you see trail blocked ahead of you by two dead horses. You can see each appears to have arrows sticking out of it. The terrain on either side of the Triboar Trail here is raised with dense high thickets leading into a forest on the North side and some rocky areas on the South side towards the Sword Mountains.
Deynn] I turn back to Belteb “Hold the cart! The road is blocked ahead. Could be an ambush spot. Best take some cover while I check it out.”
Roonoo] I move crates and barrels around so that Khi-Khi, Koza and Belteb can take cover in the back of the cart. Then I ready my shortbow – ducking behind a barrel (3/4 cover).
Deynn] I slowly walk towards the horses blocking the road, keeping close watch on the thickets to the North and the South.
[()]
] You do not see or hear anything on either side of the trail. As you get closer to the horse corpses, you see both have several black-feathered arrows sticking out of each. The horses seem familiar to you, one a large tan-colored Palomino and the other a small black mare. The saddlebags have been looted and tossed. You also notice leather cylindrical map case empty and lying on the ground.
[()]
] A barrage of arrows comes at you from either side of the trail. One of the attackers is clumsy about it and gives away it’s position in the thicket as it fires an arrow. Most of the arrows miss you entirely but two find their target
Deynn] I use my Reaction to catch one of the arrows (Deflect Missiles) and hurl it back at the attacker that gave away it’s position.
() 1d20 Attack 1 [Crit Fail]
] You instinctively snatch one of the incoming arrows out of the air and spin to fling it back at the creature you saw firing. It misses its target however and the maneuver allowed another arrow to graze you (5dmg)
Init |
Character |
AC |
ATK |
HP |
22 |
Roonoo |
17 |
+7 1d8+7 |
33 |
19 |
G01 |
15 |
+4 1d6+2 |
9 |
19 |
G02 |
15 |
+4 1d6+2 |
9 |
17 |
G03 |
15 |
+4 1d6+2 |
9 |
17 |
G04 |
15 |
+4 1d6+2 |
9 |
13 |
Deynn |
17 |
+6 1d4+6 |
27 |
12 |
G05 |
15 |
+4 1d6+2 |
9 |
12 |
G06 |
15 |
+4 1d6+2 |
9 |
09 |
HG01 |
18 |
+3 1d8+1 |
15 04 00 |
09 |
HG02 |
18 |
+3 1d8+1 |
15 08 |
08 |
Koza |
17 |
+7 1d6+5 |
24 |
08 |
Khi-Khi |
14 |
|
24 |
Roonoo] I fire an arrow at the same attacker which gave away its position (G02)
() 1d20 Attack 15 +6 = 21 [Hit] Dmg 4 +6 = 10
] Your arrow evokes a death squeal from the thicket. You all hear a few brief words of fright. Roonoo, you recognize the language as Goblin but do not understand the words. There is the sound of a small body falling into the thicket. Another round of arrows fly.
[()]
] Two arrows are launched towards Roonoo but miss, thunking into the wooden crates. Three more arrows attack Deynn from the North side and you both see a Goblin step out of cover to make the shot. (G04) One of the arrows hits you Deynn.
Deynn] I use a Reaction to catch the arrow and fling it back at the Goblin out of cover.
() 1d20 Attack 18 +6 = 22 [Hit] Dmg 4 +6 = 10
] You hurl the caught arrow at the visible Goblin and it pierces its throat, spraying blood over the surrounding area.
Deynn] I use my Movement to run into the North side thicket and look for the other attackers. I yell to Roonoo “Stay with them – watch the South side”. Once inside the wooded area, can I see any other Goblins?
() 1d20 Perception 18 +6 = 24
] You see two other Goblins on the North side. (G01, G03) When they see you, they both panic and pull back into the more heavily wooded area.
] The Goblins on the South side (G05, G06) both fire towards Roonoo, but both arrows strike the Oxen. One glances off the shank of one Ox and the other is stabbed in the side. The Oxen begin pulling forward to escape the arrows.
Roonoo] “We are about to lose our cover!” I crouch down, dropping both the shortbox and my robe and picking up my Blackthorn. As the cart pulls closer to our attackers, I tell Belteb to stay down then I leap into the thicket on the South side.
[()]
] You jump from the moving cart. The close distance of the attack did reveal the hiding spots of two Goblins (G5, G6) They are crouched in the thicket about 15 feet apart from each other.
Roonoo] I rush after the closest Goblin (G6) and attack with my staff
() 1d20 Attack 14 +7 = 21 [Hit] Dmg 2 +7 = 9
] The goblin falls under a single powerful blow.
Roonoo] I use the rest of my movement to rip thru the thicket towards the other Goblin to engage it in combat and I use my Bonus Action for Aggression Tactics
[()]
] You successfully Intimidate the Goblin (G05 Crit fail) and it drops its shortbow and makes a high-pitched squeak. Seconds later you smell the unmistakable reek of Goblin shit.
] The panicing oxen continue to jerk the cart forward and Belteb tries to regain control with the reins. From the roadway just beyond the two dead horses, two Hobgoblins rush towards the cart. “Look!” yells Khi-Khi, “more coming at us!” Koza fires an arrow at one of them (HG01) [()] but the hobgoblin bats it away with its sword. Khi-Khi fires off Magic Missle at the same (HG01)
Deynn] I note the direction the two escaping Goblins are running thru the forested area and I try to calculate where I might stop them using Tree Stride. [Insight Check] I reach behind me to touch my flute and cast Tree Stride.
Result Table
1-5 |
You zig left while the Goblins zag right… they are lost from your sight |
6-13 |
You successfully determine the direction the Goblins will flee, but not their pace. You leap from tree to tree to your determined location but the Goblins are far ahead of you still |
14+ |
You successfully plot a pathway through the larger trees and step out of a large oak just a few feet in front of the scrambling Goblins, surprising them with your sudden appearance. |
Deynn]
() 1d20 Insight 14 +6 = 20
] You successfully plot a pathway through the larger trees and step out of a large oak just a few feet in front of the scrambling Goblins, surprising them with your sudden appearance.
Deynn] I attack the nearest Goblin (G1)
() 2d20a Attack 16 + 6 = 22 [Hit] Dmg 3 +6 = 9
] You land a fist powerfully into the nose of one of them (G1) and its face crumples inward. Its body falls dead.
[()]
] The other Goblin tries to halt its forward progress while also reaching for its Scimitar. The effort fails badly and it trips and falls prone at your feet, its weapon only halfway out of the sheath.
Deynn] I disarm the creature and check for any other weapons hidden on it, then I restrain the fallen Goblin then I start dragging it back to the road.
] Belteb manages to get the oxen to stop just before the two dead horses lying in the roadway. Khi-Khi and Koza are both still in the back of the wagon. The Hobgoblins mount an attack against [()] Koza from the right side of the wagon but she deftly escapes the long blades. She fires her bow at short range and spears one of them while Khi-Khi launches another round of her Magic Missle spell at the other. The beast falls backwards – apparently overwhelmed by the magical assault.
] Back on the South side of the road, Roonoo is engaged with the final Goblin (G5). (It is currently in a Shaken status and has -3 penalty on all Attacks and Saves and attacks against it have Advantage.) It looks confused about what is happening and seems unsure whether to draw a weapon or run.
[()]
] The Goblin uses Disengage to bolt away from you. Do you allow it to escape or pursue it into the Southern woods.
Roonoo] I chase after it, afraid it might alert others and return with backup.
] It begins to outrun you through the rocky terrain, but it runs into an area where it needs to climb about 8 feet up a rocky surface or turn around. In panic, it tries to climb.
[()]
] As you catch up to the Goblin, it has failed to climb far enough to get over the rocky hurdle.
Roonoo] I grab it and throw it to the ground. “Should I let you live or end your smelly life?” I ask it, not really expecting it can understand Common.
] “Live! Live!” The Goblin says and it throws its weapons and a small pouch onto the ground. “Let live!?”
Roonoo] “You speak Common? Perhaps I will let you live then.” I grab the pouch and drag the Goblin back to the cart.
] Khi-Khi and Koza have just finished dropping the other Hobgoblin when you both reach the roadway with your goblin captives. Roonoo, as you approach the cart you get a good look at the two dead horses in the roadway… you recognize the small black mare as Queen a’ Mine – the same horse you sold to Gundren just a few days earlier. The other is Sildar’s Palomino mount.
Roonoo] “That is Queen a’ Mine! And I recognize Sildars Palomino as well.” I am angry at the Goblins for killing the horses and now I think the Goblin who shit himself is no longer worthy of mercy… but I want to question him first to see if Gundren and Sildar are still alive.
] It is not an easy conversation, but you learn from the Goblins minimal Common that Sildar and Gundren were captured, not killed. They were taken to the hideout cave. When asked where the hideout was, the goblin pointed in roughly the same direction that the other two Goblins were fleeing towards when Deynn stopped them. You also learn that there lots of others in the tribe. They call themselves the Cragmaw. A Bugbear named Klarg is boss… they all hate Klarg. The only other thing you learn is that someone named King Grol told Klarg to capture the Dwarf named Rockseeker and that they must get his maps.
Roonoo] Once I think we got everything from the Goblin, my anger is so under pressure that I bash its head in and kick it to the side of the road.
Deynn] “Hey… That was not… necessary. Roonoo… while we are working together… I request that we would discuss things like when we are done questioning an informant, and perhaps… how to be done with them.”
] Koza looks at Deynn with a puzzled expression but remains silent.
Roonoo] “I understand, and I’m… I’m willing to have such discussions. I am just filled with anger at the moment for the killing of the horses. I sold that black mare to Gundren just days ago – she was a beautiful creature, unlike these kak-eating scavengers.”
Deynn] “I understand and I share your anger. Let’s keep this one alive – he just may help us get Sildar and Gundren back alive. It nothing else, we will walk him in front of us as a short shield.”
] The tied up Goblin appears to be oblivious to your words, but he looks back and forth between you and Roonoo. He obviously fears he will soon meet the same fate as his tribe-member just did. Using the ox, you clear away the corpses of the two horses and ask Belteb if he wants to continue toward Phandalin alone while they go after Gundren and Sildar or should they find a place to hide both he and the cart until they return. Belteb wants to risk the road rather than hang around. He will meet you in town. Khi-Khi seems conflicted… she is anxious to rescue Sildar from the goblins, but also to find her father. She decides to go with Belteb rather than join the assault on a goblin hideout. Koza is willing to join you in the search for your friends.
] As the cart pulls away with Belteb and Khi-Khi, the remaining captured Goblin silently directs you to a hidden trail just off the Triboar which leads North.
Deynn] We follow the trail and force the Goblin to lead the way at the end of a rope.
] You walk the ascending dirt trail for nearly 3 miles. Along the way, the Goblin quietly walks around a hidden snare trap, making it obvious and easy to trigger without incident.
Roonoo] “Keep an eye on the beastie… he seems none-to-concerned with whether we walk into one of his traps.”
Deynn] “Right. At least we can assume that the presence of traps means we are on the right trail.”
Roonoo] “I am not assuming that much…” I laugh “But I am assuming there will be more traps ahead for us.”
] Less than a mile further you watch as the Goblin walks around a pit in the ground and looks down into it for a second and then just keeps walking. You see that the pit was a trap that has triggered, its false ground falling inward. Looking down into the pit, you see a young man, possibly Half Elf, obviously dead, with spikes protruding through its body. The blood glistens on the spikes.
Deynn] “Hold up!” I yank on the Goblins rope leash. “This poor fellow only just met this fate – look at the blood, it is still fresh.”
Roonoo] “Hey Kakstain! What do you know about this?”
] The Goblin makes eye contact with you but remains staid and silent.
Deynn] “It feels dishonorable to just leave his body impaled like that. If we had time, I’d say we should give him a proper burial.”
Roonoo] “We expect to be heading back this way once we liberate Gundren and Sildar… we can show due-honor to the stranger then.”
Deynn] “I agree with your reasoning Roonoo, it is sound, but my heart cannot walk away from this sight.”
] Koza “What honor is owed a complete stranger? For all we know, it was honor that threw him down there… Do you bury every corpse you come upon in this violent world?”
Deynn] “I know it seems strange. It is the way of The Abbey to show honor when and where there is any opportunity. Please allow us to at least pull him from the spike pit and cover his body with some branches in the forest. It will take only minutes and I will not have to carry the odium of grim actions for months. If there is time ample afterwards, we will provide a proper burial.”
Roonoo] I pull my rope from off my pack. “Your reasoning is also sound friend, whatever his honor, we should not damage ours. Koza, can you gather a few thick branches while we extract our unknown chum here?”
] The two of you pull the body from the spike pit. It is indeed a Half Elf, apparently quite young, perhaps only still in his second decade of life. His body has deep slashes apparent – the fall into the pit spikes may not have been the only cause of death. He has a cheap rapier strapped to his waist and extremely worn leather armor around his chest. In his left hand is a fine looking flute, made of an exotic wood with intricate carvings inlaid with silver.
] Koza “That instrument looks to be expensive, perhaps we could use it to earn some gold for our troubles.”
Deynn] I hand the flute to her “You are correct – it is a fine instrument. How much do you think we could get for it?”
] Koza looks it over and says “Hmmm… it appears to be real silver for the inlay. Maybe as much as 50 or 60 gp?”
Deynn] “I will give you a hundred for it.” I fish out 10 plat from my pouch and make the trade. “Roonoo – do you want a cut?”
Roonoo] I look at Deynn as if trying to understand him… “No friend, I do not need of any.”
] Koza “You are a strange one Deynn. As you seem quite serious… and I – quite skint… I will accept your coin.” She hands the flute back to you and pockets your platinum. “I suppose I should not call you strange though… I probably owe my life to your oddity… who else would stand in to defend a drow from being beaten to death.”
Deynn] “There are surely others.” I remember suspecting her of actually killing the Half Orc at camp which started that beating. I remember wondering if she somehow calculated my willing involvement. I consider calling her on it but change my mind and decide to be subtle. “You gave me opportunity to show you honor Koza. I am just glad I did not have to bury you as well.” I drag the body into the undergrowth near the pit and cover it with the branches Koza gathered. I kneel and offer a silent prayer to Nobanion for the boy and for those who will miss him. “There, that did not take long.”
Roonoo] “Takes me longer to void the old bowels… and I dare say – both feel worth the while.”
] You continue forward another mile. The trail begins to switchback steeply up an incline with heavy undergrowth making it difficult to see very far ahead.
[()]
] The Goblin ahead of you reaches a sharp turn and you lose sight of him for just a second. You hear a brief yelp from the Goblin and you see it fall back into your view and into the undergrowth. There is an arrow sticking out of its chest.
Deynn] “Ambush! Find cover!”
] The heavy thickets hide the source of the attack from you. You can see the Goblin remains alive but is losing blood as it scrambles back towards you.
] Koza has her bow drawn and ready. “That arrow”, she whispers, “is not the same as the ones the Goblins attacked us with. It could be the source is no enemy of ours.”
Deynn] “Good observation Koza. You are probably right.” I say quietly. Then I raise my voice. “We are no friend to Goblins! What be you?”
] A voice calls down “We are no friends to Goblins either!” He sounds young with a slight tremble to his words.
Roonoo] “Then we have no reason to harm you unless you intend injury upon us.” I yell.
] Another voice, a female, calls out “We seek only to find our friends.”
Deynn] “We seek the same, two friends were captured by Goblins and taken this way up into hills. Shall we put away our weapons?”
] You overhear brief whispers and then the male voice says “Agreed. We shall trust.”
Roonoo] “We shall trust as well.”
] Moments later, two young Half Elves walk around the switch turn. “I am Darsley and this is my husband Colt. We were attacked by a large group of Goblins and had to scatter. We were seperated. We are looking for two friends, my sister and another.”
Deynn] I pull out the flute from the Half Elf. “Does this belong to your friend?”
] Colt “Yes! That is Wahlers flute! Where did you find it?”
Roonoo] “We are sorry to tell… we found the body of a Half Elf lad a short ways back. We provided what service we could for him – expedient but reverent.”
] Darsla “What of Deyni? My sister?”
] Koza “No sign of another. The trail has been heaviliy traveled, I would not have been able to make out one set of feet from another. I expect Goblins would have disposed of both bodies together if both were there… it is worth holding to hope Darsley.”
Deynn] I look at Koza, at first with a little shock that she would be less-than-delicate, and then that she would be encouraging hope in the next breath. “I agree with Koza, there remains reason for hope. Our two friends were captured and carried into these hills… an elder Human and a crimson Dwarf. You poked a fine hole into our guide here. We were not certain whether we could trust him to lead us to our friends but he is all we have at the moment.”
] Colt “We have seen no others, I am sorry. As for sticking a Goblin, I am tempted to finish the job now, but I see you have it restrained. I did not notice that when I loosed my arrow upon it.”
Deynn] “We shall try to recover.” I attempt to remove the arrow from the Goblin body and apply a bandage. [Medicine Check]
Result Table
1-10 |
You extract the arrow, loosing a quick fountain of blood. The Goblin groans as life leaves it forever . |
11-16 |
You extract the arrow and successfully apply bandages to stop the bleeding. The pain of the extraction causes the Goblin to fall unconscious. |
17+ |
You successfully extract the arrow and apply bandages. The Goblin motions to ask for some water but remains silent |
Deynn]
() 1d20 Medicine 12 +3 = 15
] You extract the arrow and successfully apply bandages to stop the bleeding. The pain of the extraction causes the Goblin to fall unconscious.
Deynn] “Looks like we have lost our guide for the time being.”
Roonoo] “Don’t tell me we are going to carry it with us like a baby. Are we sure it is not faking?”
Deynn] “No, and no. But I think we must leave him restrained so he does not awake and alert his tribe. Colt, Darsley … how much further up the trial have you been?”
] Darsley “Not much. These switchbacks continue for ways and then the trail opens a bit and appears to circle round into a rocky valley. From there, we do not know. We turned back thinking Wahler and Deyni would not have gone any further without us, they must returned to the Triboar, we thought… Now I just don’t…” she becomes silent – worry and sadness have stifled her.
Roonoo] I look to Colt “None of our business I know… but can I ask what the four of you were doing out here in the first place?”
] Colt “The Lionshield Coster has hired us to locate and return a shipment of supplies. A tenday ago their wagons were ambushed on the Triboar below. The driver and guard were slain. 500 gold was offered for the recovery. Seemed simple enough… but it proven to cost us much.”
Deynn] “We were also ambushed while guarding a supply wagon. This Goblin was one of our attackers so it would appear you were on the right track. I propose the two of you continue back down to the main trail in search for your sister. She may have gotten lost off-trail. We will continue forward in search of our friends. If we encounter Deyni, we will help restore her to you. Hopefully we can all be safely in Phandalin before nightfall. We will catch up to you there.”
] Darsley “See you back on the Triboar, or at the Inn if it starts to get dark on us. I hope one of us finds Deyni alive – we have been through so much… too much to die at the grubby hands of Goblins.”
Deynn] “Here, Wahlers flute. You should keep it.”
] Darsley “No, you hold on to it. If you find Deyni, you can show it to her like you did with us.”
] You travel another mile or so Northward along the trail as it traverses a shallow valley. Tracks show the trail turn uphill again and the forest around you starts becoming less dense. The sun is high in the sky and elevation gain has caused both of you to break a sweat. Koza has been sheltering her eyes – the bright sun challenging her. Up ahead you see the hillside rise into rock faces. You begin to hear the sound of running water.
Deynn] I stop walking and whisper “Roonoo, do you hear that? A stream up ahead – and I am getting thirsty.”
Roonoo] “Let’s approach with caution – it’s been a while since we have seen any traps and one is long overdue.” I begin cautious approach forward. [Stealth Check *3]
Result Table
1-5 |
A short barrage of arrows flies out of the thicket to your right. |
6-14 |
I thorny vine catches your ankle and you stagger forward, making enough noise to be heard by any close by |
15+ |
You successfully reach the stream without making a noise |
Roonoo]
() 1d20 Stealth 17 +4 = 21 [Success]
Deynn]
() 1d20 Stealth 11 +6 = 17 [Success]
] Koza, you suddenly notice, has been exactingly silent with her every step the entire hike. Even blinded by the sun, you realize she never took a mistep or caused any noise at all with her footfalls. You can see a heavy brook streaming out from a large rock face. The location where it exits is still hidden from your view by a large grouping of dense trees. The trail turns right and follows the edge of the stream towards the jutting rock formation – you see no sign of a trail on the other side of the stream.
Roonoo] I point and whisper “I think we are here… This must be the Cragmaws cave hideout – the trail leads right up stream.” I slowly begin following the stream.
] Just as you begin alongside the thicket which was obscuring the cave mouth from view, you both hear what sounds like squabbling coming from behind the leaves and branches.
Deynn] I tap Roonoo and point into the thickets, then motion to Koza that we follow around.
] As you reach the opening of the cave, you can see a rickety wooden platform has been raised inside the thicket. The squabbling continues – obviously from atop that platform.
Roonoo] I point at the legs of the platform and silently propose we yank both legs from one side of it, causing the stink-things to fall right towards us for a beating.
Deynn] I nod in understanding and agreement.
] Koza steps alongside the rock wall just outside of the cave entrance and nocks an arrow in readiness for the fall of whatever is hiding up on the ricketdy platform. The legs pull from the ground easily and just as planned, two very surprised Goblins slide right towards you. An arrow from Koza’s bow pierces one even as it falls into your view.
Roonoo] I attack the pierced one with my Blackthorn staff
() 2d20a Attack 8 +7 = 15 [Hit]
Deynn] I deliver a thrusting heel kick to the other Goblin.
() 2d20a Attack 20 Crit [Hit]
] Both Goblins are barely aware of what is happening before they are crushed by your surprise attacks. They each have a pouch with some small coins, a dagger and a shortbow with some arrows – black-feathered – same as you previously saw on the trail. They had apparently eating lunch – you find a grimy sack full of near-rancid meat and entrails and what looks like some sort of bread with a thick growth of green fungus. The sound of the platform falling was loud enough to attract some attention from within the Cragmaw hideout cave – you begin to hear the sound of vicious barks raising alarm.
Deynn] “Quick – against the wall. We may be able to surprise any running out of the cave.”
Appreciation & Collaboration
“Books are themselves, a uniquely powerful magic.”
___________________________________
NPC: [Khi-Khi (L’Khifrey Albrek-Roethorn)]
This NPC is a Human Wizard. She is 28 years old. A student of The Arcane School of Lore or Order of Scribes
___________________________________
Description:
This is how NPC appears to others
[ImageLink]
___________________________________
Roleplaying:
The NPC speaks and behaves this way. How to best bring NPC to life when playing them.
___________________________________
Objective and Motivations:
This is what NPC wants and what motivates them to get it
___________________________________
Background:
Her father is Iarno Albrek
___________________________________
Combat Tactics:
This is how NPC prefers to engage in combat, if they do at all.
___________________________________
Items Inventory:
The things in the pack and on the back
___________________________________
References:
Links out to sources about character class, race, etc.
___________________________________
___________________________________
___________________________________
NPC Basics:
Race and Size |
Human |
Alignment |
LG |
AC | HP |
13 | 24 |
Speed | Lvl |
25 | 3 |
___________________________________
Ability Scores:
Str |
+0 (10) |
Dex |
+1 (12) |
Con |
+2 (14) |
Int |
+4 (18) |
Wis |
+1 (12) |
Cha |
+0 (10) |
___________________________________
Skills, Senses, Languages:
Saving Throws: |
Int +6, Wis +3 |
Skill Proficiencies: |
Arcana +6, History +6, Investigation +6, Religion +6 |
Senses: |
pPerception 11 |
Languages: |
Languages Many… |
___________________________________
Actions:
Weapon |
Attack |
Damage |
Type |
Extra |
Dagger |
+3 |
1d4 +1 |
Slashing |
Melee |
Weapons |
|
|
|
|
___________________________________
Feats:
FeatThing. |
When the thing happens… roll. |
___________________________________
Magic:
Spell Slots. |
Level 3: Cantrips 3, 1st level 4, 2nd level 3 |
Magic Missile |
RefLink. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. |
Acid Arrow |
RefLink. A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. |
https://www.dndbeyond.com/posts/959-wizard-101-order-of-scribes-from-tashas-cauldron
https://www.dndwiki.io/subclasses/order-of-scribes
Order of Scribes (UA)
This subclass was published on May 12th, 2020.
Magic of the book—that’s what many spellcasters call wizardry. The name is apt, given how much time wizards spend poring over their spellbooks, penning theories about the nature of magic, and exploring the farthest recesses of libraries. It’s rare to see a wizard traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.
Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries in tomes and scrolls so that wizardry can flourish. And while every wizard values their spellbook, a scribe in the Order of Scribes dedicates themself to magically awakening their book, turning it into a trusted companion. All wizards study their spellbooks, but a wizardly scribe talks to theirs!
Wizardly Quill
2nd-level Order of Scribes feature
As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:
- The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
- The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.
- You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.
This quill disappears if you create another one or if you die.
Awakened Spellbook
2nd-level Order of Scribes feature
Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.
While you are holding the book, it grants you the following benefits:
- You can use the book as a spellcasting focus for your wizard spells.
- When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with the damage type of another spell in your spellbook, as your spellbook magically alters the spell’s formula for this casting.
- When you cast a wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.
If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you’re attuned. At the end of the rest, your spellbook’s consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.
Master Scrivener
6th-level Order of Scribes feature
Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.
The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.
Manifest Mind
10th-level Order of Scribes feature
You are now able to conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral construct, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice). The spectral mind has a number of hit points equal to your wizard level plus your Intelligence modifier, and it uses your Armor Class and saving throw modifiers.
While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the its senses, instead of your own, until your concentration ends (as if concentrating on a spell).
Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from you, if it drops to 0 hit points, if you die, or if you dismiss it as a bonus action.
One with the Word
14th-level Order of Scribes feature
Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While you are holding the book and its spectral mind is manifest, you can take an action to cause the two of you to teleport, swapping places. You can teleport in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Moreover, if you die but at least one spell remains in your Awakened Spellbook, you can return to life 1 minute later within 5 feet of the book. You revive with 1 hit point. Then roll 3d6. The book loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll’s total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination.
Thereafter, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. The only way to restore your ability to cast one of the lost spells is through the wish spell, which can restore one spell to the book per casting.
From <https://www.dndwiki.io/subclasses/order-of-scribes>
Order of the ScribesTCoE
If you want to collect every wizard spell every published (like me), Order of the Scribes is a great choice. They get some unique capabilities to address many challenges commonly faced while adventuring, but they’re not focused on any one small part of wizardry. Rather, Order of the Scribes is a sort of generic wizard subclass that emphasizes, complements, and celebrates some of the best things about being a wizard (like collecting all of the spells).
Order of the Scribes has a unique balancing mechanic: knowing more spells makes you more powerful. Sure, rituals work for any wizard, and having access to more spells makes you more able to adapt to challenges. But Order of the Scribes goes beyond that. Having an abnormally large number of spells in your spellbook allows you to change the damage type of spells, and at high levels to negate damage by temporarily blocking off access to spells in your spellbook. Due to these unique mechanics, you’re dependent on learning as many spells as you possibly can. Expect to spend gold and time putting spells into your spellbook at every opportunity.
Unfortunately, that unique capability comes with risk. The Wizard learns a total of just 44 spells by the time they reach 20th level unless you can add additional spells to your spellbook. Depending on the game you’re in, you may never get access to ways to add more spells to your spellbook (other wizards’ spellbooks, spell scrolls, etc.). In campaigns which take place in the wilderness or in a megadungeon, Order of the Scribes is a risky choice. In games set in cities with libraries or wizard schools, easy access to spellbooks will make the Order of the Scribes effective, reliable, versatile, and fun. If you don’t know the nature of the campaign, check with your DM before you commit to this. You will eventually get access to things like teleportation and then you may be able to go looking for sources of new spells, but you probably don’t want to suffer the total absence of options until that point.
Taken as a whole, Order of the Scribes is very much the “wizard’s wizard”. If you like the Wizard and you’re comfortable with the mechanics which make the Wizard great, Order of the Scribes is a great choice. But if you’re looking for an easy route to a powerful character that works in any campaign, Order of the Scribes isn’t what you’re looking for.
- Wizardly Quill: Copying a spells normally takes two hours per spell level. This reduces that time considerably. Time spent learning spells is typically handled “off screen”, but if you’re tracking Downtime this means that you can copy 60 times as many spells in the same amount of time as other wizards.
The quill also allows you to vandalize stuff for free. The ink doesn’t magically adhere to things, but given time you could scribble over every book in a library, rendering them illegible until you decide to erase your scribbles. Tragically, the free ink doesn’t make it free to add more spells to your spellbook, so expect to spend the bulk of your money on copying new spells.
- Awakened Spellbook: The ability to change the damage type of your spells makes it much easier to use damage spells. Look for spells which deal damage types that are rarely resisted like Force (Magic Missile, Disintegrate), Thunder (Shatter), Psychic, Necrotic, and Radiant damage. If you know enough spells and know your enemies’ resistances, you may go your entire career without dealing damage to a creature which has resistance to that damage type. But, again, you need to learn as many spells as possible to get the most out of this feature, so if your DM doesn’t give your access to more spells you may struggle to make this work.
The third benefit lets you cast a ritual more quickly once per day. That’s great for options like Detect Magic and if you need them in a hurry, but hopefully you won’t need it often.
- Manifest Mind: Similar in many ways to Arcane Eye, though certainly less subtle since it’s not invisible. This allows you to examine distant objects, peek around corners, keep watch in two places at once, and even explore small spaces where you can’t physically fit. It even has Darkvision even if you don’t, so it can serve in place of your own eyes in dark places. Think of it like one of those quadcopter drones, but your controls only work out to a range of 300 feet and you can shoot fireballs through it.
You also gain the ability to cast spells using your spectral mind as the origin point. This allows you to cast spells while you’re safely behind cover, or to deliver short-range spells like Burning Hands or Thunderclap without the risk of being in near-melee range and potentially even without the targets being aware of your presence. However, the number of times you can do this per day is small so look for other ways to solve the same problems if you can.
- Master Scrivener: Since you can’t share this (the scroll is unintelligibile to anyone else), this is basically just a free spell per day. Find your favorite 2nd-level spell with a decent effect for being upcast to 3rd level. You don’t need to have the spell prepared, so this is good for spells with long durations which you know you will cast, but which you won’t cast more than once.
- One with the Word: Advantage on Arcana checks is really nice, especially if you’re using the rules for identifying spells presented in Xanathar’s Guide to Everything and if your DM allows you to use skill checks to identify monsters and their weaknesses.
The second benefit of this feature allows you to entirely negate sources of damage. However, this comes with a steep cost and a gamble. First, it eats your Reaction, so consider using Shield or Absorb Elements if either of them will suffice. Second, it dismisses your Spectral Mind, so you’ll need to re-manifest it as a Bonus Action on a later turn.
Third, and most important, you temporarily lose access to some of the spells in your spellbook. This is honestly a pain to track, but it’s also easy to mitigate this cost. By learning a huge number of spells, you can accumulate enough spell levels worth of unused spells that you may be able to use this numerous times in succession. Just keep in mind that at an average of 10.5 spell levels, you need to spend an average of 525gp learning the spells to fuel a single use.
Finally, if you roll the 3d6 and roll more spell levels than you can spend, you’re immediately reduced to 0 hit points. This can prevent you from immediately dying due to massive damage because the original damage is still prevented, but if the original damage wasn’t going to knock you down to 0 you’re going to feel silly for knocking yourself out because you don’t know enough spells.
From <https://rpgbot.net/dnd5/characters/classes/wizard/subclasses/>
flutesloot.com
Order of Scribes Wizard: D&D 5e Analysis and Roleplaying Ideas – Flutes Loot
About The Author
14-17 minutes
Featured Order of Scribes Wizard image credit to Wizards of the Coast’s book Tasha’s Cauldron of Everything.
Disclaimer: This article contains affiliate links that add gold to our coffers.
You are an Order of Scribes Wizard behind on your studies. Finding a quiet corner of the tavern, you retrieve your magic quill and begin to transcribe a spell scroll into your spellbook. “Oh, that’s a good one,” says your spellbook. “I’ve been gaining a lot of weight from the substantial spells you have been discovering.” You reply, “The Order will be pleased with our progress. Surely they’ll allow me access to the deeper secrets in the vaults as a reward for my diligence.” Tavern patrons glance at you curiously as your quill seems to scribe with a mind of its own while you openly converse with your book.
Upon realizing the scene you’re creating, you suggest to your book that it’s time to get a room. “I’m flattered, but maybe buy me dinner first,” jabs your paged companion as you roll your eyes and get up from the table. As you walk to your room, you wonder if the Order of Scribes Wizards will allow you to trade your spellbook for a less-cheeky model…
Suddenly, the tavern explodes in a fiery blast that reduces everyone to ash. Everyone except you. At the last moment, your spellbook’s manifested mind transformed into a watery bubble that shielded you from harm. You look around, horrified at the mayhem and carnage. “We seem to have caught the attention of powerful enemies,” you say. Your spellbook replies with fatigue in its voice, “It would seem so. We can’t afford to drop our guard.”
Playing an Order of Scribes Wizard
You’ve decided to play an Order of Scribes Wizard, and you want to explore the roleplaying potential of the subclass. I intend to help you in your exploratory process to maximize the fun when you play a scrivener. I’ll explore the lore and provide ideas for getting the most out of your Scribe Wizard features and lore.
The term ‘scrivener’ is a recurring word, so let’s define it: “a professional or public copyist or writer; notary public.” You’re basically Jerry from Parks and Rec (just kidding, kind of).
This subclass practically roleplays itself. You get a study buddy in the form of your spellbook and its manifested mind, and you gain skills that any scribe would covet. You’re a bookworm, through and through. The Order of Scribes Wizard comes fully loaded with interesting details to build upon as you develop your character’s background, flaws, bonds, and ideals. The order to which you subscribe as a scribe (haha) can take many forms, recording knowledge for the public good or hoarding it to amass private power.
Tasha’s Cauldron of Everything describes the Order of Scribes Wizards subclass as the most bookish of all Wizards. Every Wizard keeps a library card, but the Scribes are in the library every day!
There’s a reason this subclass is based on an order resembling the structure of a paladin order. The Order of Scribes is a group that takes many forms in different worlds, but each of them ultimately has the same goal: discover magical secrets to record them for all to possess. They’re scholarly tattletales with a taste for magic. We don’t get much information beyond that in TCoE, but the Order of Scribes is known by alternate names. One name is the Order of the Ibis Feather, elite scriveners who served a powerful pharaoh.
I found additional lore for an unsavory scrivener named Jergal. He formed a church of scribes devoted to the Lord of the Dead, Kelemvor. This lore taught me that the Order of Scribes can be much more than mere bookworms in a book club.
Scribe Wizards don’t merely study their spellbooks; they awaken them. It’s like an episode of Blue’s Clues or Reading Rainbow when a Scribe Wizard’s book comes to life. You are the Pagemaster! You’re never lonely when you have your trusted book.
Wizardly Quill – Level 2
Graffiti time! I’m claiming creative license to decide the Scribe Wizard can use the Wizardly Quill on reasonable, non-paper items. I can’t guarantee other hobbyists would rule the same.
I picture Order of Scribes Wizard’s magical quill as a tool that can be used on a variety of surfaces. If you thought Jester from Critical Role was trouble with her magical pigments, get ready for this. You can eclipse her mischief with this ink-less quill. You don’t need ink, and you can produce ink of any color as you write with the quill. Using colorful, erasable ink is heaps of fun if it can be used on diverse mediums.
You might use Mage Hand to scribe messages on a wall, so you don’t need to speak, erasing it quickly with a wave of the quill’s feather. Lending the quill to someone else will allow them to play with it, too. You can help cheer up characters by teaching them to read and write in beautiful colors.
The notes you take will be color-coded since you can write in your choice of ink color. I appreciate this because I prefer to use multi-color pens for notetaking. You could get away with writing with invisible ink as an option for ink color.
I recommend describing the quill as writing with a mind of its own while you check your notes or in your hand to speed your penmanship. Your handwriting may change when using your Wizardly Quill. It’s a paintbrush or pen with a mind of its own.
You may also treat the Wizardly Quill as an extension of your will. Think of the quill as a computerized mechanism for your own scripting expertise. The quill becomes like a printer for you as you quickly copy spells to your spellbook.
Awakened Spellbook – Level 2
Imagine your Order of Scribes Wizard’s spellbook alerting you when you run out of spell slots: “Not enough mana. Construct additional pylons.” your spellbook becomes a narrator for whatever you do, like an announcer’s voice during a real-time game like Dota 2 or Starcraft. It could be a hype man for you like the “Toasty!” guy from Mortal Kombat.
The Order of Scribes Wizard, thanks to this feature, doesn’t have the same problems with spells being limited to elemental types that are commonly resisted by high-level monsters. Amazingly, you can adapt your spells to a given situation by combining their aspects with other damage-based spells. Every damage spell of 5e becomes new in your adaptive arcane hands. Use your spellbook as your arcane focus to become debatably unmatched in your spellcasting versatility.
Create an apparatus for your spellbook since you can use it as your spellcasting focus. You might chain or otherwise tether the book to your body or clothing. Get creative with your combat load-out to incorporate your spellbook. You’ll want to use the book so you can alter damage-type formulas for spells you cast. You may describe casting Fireball as your spellbook sears with red until it cools into a chilly blue aura to alter Fireball to deal cold damage.
Casting a ritual spell without the additional ten minutes to casting time once per long rest is extremely cool and useful. Describe this process as the spellbook sentience rattling off the ritual in a matter of seconds. Once again, the spellbook works like a computer speeding up your work/spellcasting. The computerized theme continues if you must recreate your spellbook with your summoned Wizardly Quill over the course of a short rest. It’s like your quill is a printing press or 3D printer.
Manifest Mind – Level 6
It’s time to set your spellbook’s sentience into action and give it additional personality. The Manifest Mind, by the text, can appear as your choice of cascading text, a spectral book, or an actual scholar you’ve known or learned from (even if long dead).
The possibilities for personality here are endless. My mind races with possible personalities to instill in the Order of Scribes Wizard’s Manifest Mind: Ben Stein’s character from Ferris Bueller, Kronk from Emperor’s New Groove, Saoirse-Monica Jackson, Chris Farley, Tim Curry, Fred Schneider of the B-52s, the ladies of ABBA, Cher, HAL 9000, Iron Man’s Jarvis, or Gaston. These Scribe Wizard features are sources of endless inspiration and fun.
This ability is full of hijinks. Anything that cannot deal with a spectral arcane book will get wasted by your spells cast through the Manifest Mind while you remain hundreds of feet away. This feature isn’t useful for chasing creatures because you can move the Manifest Mind 30 feet with your bonus action; the book can’t Dash like a normal character. Creatures stuck in a room or area should sweat if your Manifest Mind appears among them.
You can keep the Manifest Mind close to you as a floating, dim light source.
Master Scrivener – Level 10
Creating a spell scroll with Master Scrivener works like a modern copy machine using your Wi-Fi. You create scrolls with incredible efficiency, saving costs and time like nothing else in this game. The temporary scroll is effectively an extra low-level spell slot with +1 upcasting. You don’t need to prepare the spell, so spells that may be needed once would be excellent options for the temporary spell scroll. You can read more about spell scroll crafting in my other article on the topic (read it here), including a summary of normal time and cost to craft spell scrolls.
Remember, the Order of Scribes Wizard’s temporary spell scroll of this feature can only be used with spells of first or second level with a casting time of one action. For example, Arcane Lock may be a good choice if this feature allows you to omit the material components required. Nystul’s/Arcanist’s Magic Aura would also be great while you work daily to make its effects permanent. It’s unclear whether you can overcome material components with this temporary spell scroll feature. We’re told the spell is copied onto the blank paper to become a scroll, and it can be cast as an action. This is very different from the usual crafting of spell scrolls. Let me know if you’ve seen rules clarifications on this topic.
Using Master Scrivener to Inspire Your Lineage and Backstory
You can roleplay the temporary spell scroll as an effortless casting where you hold up the temporary scroll to unleash its power while you sip from your tea. If you are playing a Warforged lineage, you might feed the scroll into something like a computer’s CD drive as you process the scroll and cast the spell. You might also read it like a modern QR code.
You’re likely a master notetaker, too, allowing you to quickly jot down what someone says as they speak (maybe in short-hand). You can also picture yourself as a master plagiarizer as you copy spells so quickly. Giving new life to a spell isn’t the same as stealing! During your arcane schooling, you may have earned a modest sum of gold by copying your homework with slight variances so the richest kids in school could pass their classes with your work’s rubric. This Order of Scribes Wizard’s character development may be instrumental with the Strixhaven content of 2021.
One with the Word – Level 14
Some players may think this is useless, or its downside is too great; I’m afraid I disagree with both. Here’s why! Wizards are known to accumulate more spells than they have the time or patience to use. They may find that half of their spells are not being prepared at high-level play because their uses are niche or not anticipated to be useful in a given adventuring day. The Order of Scribes can utilize unused spells for defensive purposes.
One with the Word makes each spell within your spellbook act as part of its effective lifeforce. It can manifest that life force to shield you from harm. The Order of Scribes Wizard’s Manifest Mind must be active to use the protective reaction. You can negate an entire instance of damage (all of it) with your reaction. That’s huge! This helps you maintain concentration and preserve your life at the cost of placing several of your spells on ‘cooldown’ for a few days. You can use this damage-nullifying reaction once per long rest, so choose the triggering damage instance wisely.
Not only is this an excellent utility for unused spells at high-level Wizard play, but it also helps solve the gold spending problems of 5e. I hear many players complain about how they feel gold is worthless in D&D 5e (I wrote about solutions to gold and wealth problems here). Make your gold work for you by learning spells that literally defend you from harm!
Cinematic Descriptions for One with the Word
You can roleplay the damage negation by describing your spellbook reacting to teleport you slightly out of harm’s way, opening a portal to send a harmful blast into another dimension, or projecting a shield of force. It can also be a manifested parachute to save you from falling to your death. On that note, the fact that you need Manifest Mind active feeds into the roleplaying. The spectral mind of your spellbook morphs itself into a Green-Lantern-style object to deal with whatever threatens you. It becomes a tower shield to block a giant’s club, a wall of water to douse a fiery blast, or a Magneto helmet to guard your mind against a psychic onslaught. It can even become a Groot shield of wood to make you the sole survivor of a ship crash or massive explosion.
It’s easy to miss the detail that you gain advantage on Arcana checks while the book is on your person. This may be amazing or meh, depending on your gaming group’s style and rules. You can roleplay this advantage as your spellbook constantly using the Help action on you. The two of you discuss magic like professors in the teacher’s lounge. Your spellbook is your study buddy.
You Should Play an Order of Scribes Wizard!
I was already excited to play an Order of Scribes Wizard, but writing this article and brainstorming the roleplaying potential has taken my excitement to the next level. I hope you feel the same way! The Order of Scribes Wizard subclass is unique, and it deserves love from the narrators and roleplayers among us.
Would you please tell me your ideas for maneuvers, descriptions, and narratives involving the Order of the Scribes? Is there an actual ‘order’ in your game’s world, or is this subclass more like a scribe of its own? Tell me all about it by casting Message in the comments below.
Lastly, check out our other class and subclass articles before you go!
Thanks so much for reading and sharing this content. We’ll see you in the next article!
“I am whatever I need to be to survive.”
___________________________________
NPC: [Koza]
Koza is a female Half-Elf (Drow). She is trained as a Monk by The Ulu Veldrin – A Drow Guild of Assassins.
___________________________________
Description:
Were it not for her white hair and milky-grey skin, Koza could pass for any Half-Elf with her features. She is dressed in a commoners clothing, a simple dark dress, to give the impression she is nothing more than a commoner.
[ImageLink]
___________________________________
Roleplaying:
The NPC speaks and behaves this way.
___________________________________
Objective and Motivations:
Currently, Koza wants nothing but revenge on the doppleganger who killed her best friend Vyerith and took her place in the Ulu Veldrin. If she can complete a contract on Nezznar the Black Spider at the same time, all the better
___________________________________
Background:
Though she has no memory of it, Koza was born on the surface, in Nesmé, where her Drow father was in hiding for several months. Her mother was a priestess at The Morninglords Solitary, the Nesme temple to Lathandar. She found Koza’s father wounded and near-death. She healed him and sheltered him until he was discovered.
___________________________________
Combat Tactics:
Koza is a stealth ranged fighter.
___________________________________
Items Inventory:
The things in the pack and on the back
___________________________________
References:
Links out to sources about character class, race, etc.
___________________________________
___________________________________
___________________________________
Character Stats:
Race and Size |
Half-Elf (Drow) |
Alignment | Deity |
N | Unknown |
AC | HP |
17 | 24 |
Speed | Lvl |
40 | 3 |
___________________________________
Ability Scores:
Str |
+0 (10) |
Dex |
+4 (18) |
Con |
+0 (10) |
Int |
+2 (14) |
Wis |
+3 (16) |
Cha |
+0 (10) |
___________________________________
Skills, Senses, Languages:
Saving Throws: |
Str +2, Dex +6 |
Skill Proficiencies: |
Acr +6, Stealth +7, Perception +5 |
Senses: |
Darkvision 60ft, pPerception 15 |
Languages: |
Languages Common, Undercommon, Goblin, ? |
___________________________________
Actions:
Weapon |
Attack |
Damage |
Type |
Extra |
Short Bow |
+7 |
1d6 +5 |
Piercing |
Ranged 80/120 |
Unarmed |
+6 |
1d4 +4 |
Bludgeoning |
Melee |
Dagger |
+6 |
1d4 +4 |
Slashing |
Melee |
Weapons |
|
|
|
|
___________________________________
Feats:
Arcus Mark. |
You can use a bonus action and 1 Ki on your turn to make your attacks with a ranged weapon more deadly. When you do so, any target you successfully hit with a ranged attack takes extra damage. Add 1 Martial die to the damage roll. Increases to 2 Martial Die at Level 6, 3 at level 11, 4 at level 17. |
___________________________________
Magic:
Faerie Fire. |
Innate Spell. 1/day (Chr Based)
Each object in a 20-foot cube within range (60 ft) is outlined in violet light. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration (1min), objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. |
Dancing Lights |
Innate Spell 1/day (Chr Based)
You create up to four torch-sized lights within range (120 ft ), making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. |