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Gluteus_Maximus
2017-03-12, 02:12 PM
Your group has been adventuring for quite some time; Once you even went to the nine hells to chase a demonic thief who had stolen a powerful artifact, which of course was returned to the former owner. Once you ventured to the Feywild to stop an Archfey's plans. Et Cetera, Et Cetera. Your group's name is well known across the land (whatever that may be), but your individual names aren't as well known. One day, which is this day, you got a long letter from an archmage, named Stafeus, who lives in the desert in the south. He calls you to his tower immediately to discuss- The rest of the letter is worn and torn.

To reach the desert you must cross a huge forest. Currently, you are about 2 miles down the road south; three days until you hit the forest.

OOC thread: http://www.giantitp.com/forums/showthread.php?518117-Standard-5e-Mid-Level-OOC&p=21799954#post21799954

penanghill
2017-03-12, 02:35 PM
Tyriel glances at her companions to gauge their reactions to this letter. She starts off a discussion with them about the letter.

"Stafeus sounds like he wants to offer us a proposal, perhaps a business offer or a contract. For myself, I'm curious about it but also cautious. It sounds as though the journey to reach Stafeus is as much a challenge as any mission he may offer us. "

"What of the messenger who brought this message to us? Where are they? What is the date of the message?"

"Lets get some preparation done. We can ask around to see who here knows something of Stafeus. What is his work? Where is his tower located?"

"We can prepare for this journey with supplies. Food and water need to be packed. Is there a safe way through the forest?"

"We should go back to the town to do this"

[OOC: Tyriel can cast Commune and ask three yes/no questions of her deity about the archmage. Such as 1. Is he still alive? 2. Does he intend to do us harm? 3. Does he fight against evil?]

RickAllison
2017-03-12, 03:02 PM
"Stafeus sounds like he wants to offer us a proposal, perhaps a business offer or a contract. For myself, I'm curious about it but also cautious. It sounds as though the journey to reach Stafeus is as much a challenge as any mission he may offer us. "

"Lets get some preparation done. We can ask around to see who here knows something of Stafeus. What is his work? Where is his tower located?"

"We can prepare for this journey with supplies. Food and water need to be packed. Is there a safe way through the forest?"

"I say let the dice fall. But we could really use a good re-supply, that fiasco with rust monster took out all of my good supplies. Except for the gold and this rapier, its like I'm just a fresh-faced greenhorn. I even lost my lucky coin..."

penanghill
2017-03-12, 03:31 PM
"I say let the dice fall. But we could really use a good re-supply, that fiasco with rust monster took out all of my good supplies. Except for the gold and this rapier, its like I'm just a fresh-faced greenhorn. I even lost my lucky coin..."
Tyriel gives Barkley a beaming smile:

"I like your spirit! While I do trust your rapier ... Lets stack the odds in our favor first. I will call on Apollo to learn his guidance!"

Tyriel quickly sets up a prayer to Apollo with her vestments and burns incense in her censer. Sprinkling holy water about her she tosses her prayer beads in the air to see how they fall. In a circle for No and crossed for Yes.

"My lord Apollo god of Light guide us now in our quest! Hear my call for your truth!

1. Is Stafeus alive?
2. Does Stafeus intend to harm us?
3. Does Stafeus work against the forces of evil?

[OOC: 5th level Divination Ritual spell. Casting time 1 minute]

Gluteus_Maximus
2017-03-12, 03:34 PM
Stafeus is alive.
Apollo does not know Stafeus' intentions.
Stafeus has fought for the side of good on many occasions.

penanghill
2017-03-12, 03:43 PM
Tyriel turns to the group:

"Apollo has spoken. Lets re supply at the town. Barkley, you saved my skin back there with the rust monster. Let me buy you a drink!"

Sdjz
2017-03-12, 04:22 PM
Garsin observes the others discussing the plans with a concerned look.

"The skillful soldier does not raise a second levy, neither are his supply-wagons loaded more than twice." he quotes.
"Let us make sure that we are ready for the journey ahead. Not for too long should we dwell in town, though. This seems to be a matter of some urgency."

penanghill
2017-03-12, 05:28 PM
Tyriel nods in approval with Garsin's wise words:

"Well said noble friend. I'm with you. Just like in battle I am always by your side. Let's go!"

[OOC: looks like we agree to go back the 2 miles to town. I'll post a list of what Tyriel wants to buy. If prices are high she will haggle.

Haggle pursuasion roll: +6
1d20+6

Tyriel wants to find out if anyone in the town knows where the arch mage's tower is in the desert. If this can't be found out Tyriel will cast divination to find out how far the journey is to the tower. Then we know much to buy.

Tyriel will also try to find out any dangers in the forest or the desert from traders or woodsmen who travel in those parts. Are there places we can get supplies from? Tyriel will use her charm and wit with the tavern folk.

Finding route knowledge pursuasion check
1d20+6

Finally any rumours we can get about the archmage persuasion check
1d20+6

Gluteus_Maximus
2017-03-12, 05:30 PM
[OOC] you do [/roll] at the end of a roll command, not [roll]

[roll0]
[roll1]
[roll2]

You learn that it'll take a week to get there.
You don't find any rumors about the mage.

Sdjz
2017-03-12, 06:45 PM
Waiting near the town gates, Garsin ponders the journey they have ahead. It has been a while since he was in a desert. He is filled with nostalgia as he thinks back to his childhood. Suddenly he snaps out of it and moves outside the gates.

He looks for a quiet spot among the trees where he can meditate for a while.

We might soon require speed. Come to me Shade Blossom, my loyal friend.

A sudden neigh cuts the silence. Next to Garsin, a brown arabian horse appears. Garsin stands, pets its head gently and returns to the gate mounted. He is now ready to go.

[OOC]Shade Blossom is a celestial warhorse

Saint Jimmy
2017-03-12, 07:31 PM
My friends, do you happen to know if there is a library of arcane knowledge in this city? I would greatly like to add some new spells to my spellbook, as they could mean the difference between life and death on our new adventure.
Also if you wish I can summon elementals on the journey to carry our supplies in areas where camels cannot tread.

RickAllison
2017-03-13, 12:39 AM
While traveling to the village, Barkley creates his shopping list.


Barkley may be a hero, but adventurers following danger need all the help they can get. Someone has to keep their financial heads above water, and the cleric of luck figures that he is as qualified as anyone else to do so. Especially with those new Gloves of Thievery he found... Though Barkley tries not to use anything that would tie any crimes to the wandering party. Disguise Self for looking different, Pass Without Trace for nabbing anything that requires dedicated infiltration, and Enhance Ability (Dexterity) for swiping smaller objects while the shopkeeper is distracted.


Breastplate. Anything heavier will disrupt my sneaking. 500 gp.

Shield, and have a blacksmith apply an emblem of Tyche to it. The emblem will be a coin flipping, with one side being a beautiful maiden (Tyche as Lady Luck) and the other black antlers (as Lady Doom). 10 and 5 gp, 15 total.

Chakrams, if available. Not necessary, but they are a symbol of Tyche.

Two mirrors. He may be able to cast through his copycat, but he still needs to be able to see the target. A mirror can let him see from behind somewhere safe, and two can allow for some interesting tricks and is a backup. 10 gp.

100 feet of silk rope. Always useful, and sometimes you can't collect it afterwards. Difficult to steal due to size and trailing body. 20 gp.

Spyglass. Too expensive to buy, but relatively easy to steal when the opportunity arrives. Worth using spell slots on.

Diamonds. Steal as many as possible, though this may require more effort as places with diamonds tend to protect them. Also, the presence of diamond is not a given presumption.

Potions. Same value as diamonds, same risk.

3 bars of soap. Adventuring is dirty work, and a smelly adventurer reveals his position. 6 cp.

5 or more vials of Perfume. People often underestimate the importance of spell in analyzing their surroundings. A splash of perfume on the nose of a dog or other powerful smell-er not only prevents them from smelling you amid the powerful stench, but can actually disable them. Even for humanoids, the smell of perfume is so out-of-the-ordinary that it can catch the attention of sentinels. And if they are looking for the source of the perfume, they won't be noticing the sneak-thief... Up to 25 gp.

Magnifying Glass. Useful, but not needed. Steal if accessible, but not worth it to purchase.

Whistle. 5 cp.

Any small mechanical devices, like spring traps or timers. These can be quite useful as distractions or to create traps.

Twenty sheets of parchment, ink, ink pen, and sealing wax. 12 gp, 5 sp, and 2 cp.

Bullseye lantern. Useful for lighting up others while being covered in shadows yourself. 10 gp.

While at the shops and also at the tavern, inquire about any broken bottles or other items. They may be willing to sell them cheaply while I can use Mending to make them whole.

If there is an alchemist's shop, see if the powdered silver or other components useful for spells are easy to grab. If not, it is better to not rely on costly spells like Divination anyway. A pound of silver may also be useful as a method of grinding it into powder may arrive later.

See about any books in town as well. Geography, engineering texts, even books of lore may prove valuable.

Spices. If we have to resort to Create Food and Water, it would be nice if the food would be more palatable. Cinnamon and sugar would be good to have for flavoring the gruel. 7 gp for this gives plenty of salt and sugar, as well as the more potent spices that are needed in much smaller amounts.

Flour would be good to take along, as well as yeast. With that and the spices, we can make an actual meal out of our rations. Oh, and a large cut of beef from the butcher would be grand, we could use Gentle Repose to keep it fresh and slice off chunks from it for sandwiches! Get some aged, hard cheese to wrap up and we are eating well for a few days at least. 10 gp to this should more than suffice for a nice travel.

A riding mastiff or other smaller mount would be wonderful. While I am quite a good sprinter for a ascetic, I know that I am quite simply slower at walking than my larger companions. Though they never complain about it, I would not wish to slow them down. With tack and harness, 41 gp.






Content with the list, Barkley looks about to see what shops are available.

"Leodak, friend, do keep an eye out in your libraries for any maps, books of geography, tomes with engineering schematics, or even lore of the area. You never know when such materials will come in handy!"

penanghill
2017-03-13, 01:51 AM
Tyriel glances at Leodak:

"Leodak, I don't know where to find your magic spells, perhaps try the town guard for directions? I do like your idea to summon elementals to carry our gear. I'll get us some camels."

Tryiel continues on her way wondering what happened to Barkley, laughing as she says to herself:

"It looks like you had quite a shopping list there Barkley!"

Tyriel first visits the camel seller, and greets the seller:

"I need two camels a horse and gear for our journey. Here's the gold you need."

2 camels 100 gp
1 riding horse 75 gp
bit and bridle, saddle, saddlebags 48 gp
animal feed 2 gp

TOTAL: 225 gp

Gold remaining = 720 - 225 = 495 gp.

Next, Tyriel visits the supplier, bringing the camels in tow:

"I need some supplies, and I can pay. I'll need some help loading up."


84 Rations = 42 gp (144 lb on camel)
2 barrels for water = 4 gp (on camel)
Holy water x 4 = 100 gp (4 lb) (backpack)
Crossbow bolt case = 1 gp (on belt)
20 bolts = 1gp 1.5 lb (in case)
Component pouch = 25 gp (2 lb) (on belt)
Potions of healing x 2 = 100 gp (1 lb). (backpack)
Sacrifice to Apollo - a flask of fine wine = 25 gp (for Divination spell) (backpack)


TOTAL: 298 gp

Gold remaining = 495 - 298 gp = 197 gp.

Finally, Tyriel spots Garsin with his horse, and walks up to pet the horse.
"That is a fine steed you have there, Garsin. I'm ready to go now, as soon as the others are ready, we can leave. I know you're keen to start the journey."

Saint Jimmy
2017-03-14, 04:47 PM
Leodak buys
20 days of rations (10gp)
150gp for spell copying (Leomund's tiny hut)
100 gp for spell copying (invisibility)
100 gp for spell copying (hold person)
Riding horse (75gp)
bit and bridle, saddle, saddlebags (48gp)
animal feed (2gp)
Diamond dust for stone skin spell(100gp)
Bedroll (1gp)
Mess kit, pouch, water skin, 2 poles (1gp)
50 ft rope (1gp)
Robes(1gp)
2 bottles of ink (20gp)
20 sheets of parchment (2gp)
Scroll/map case (1gp)
Crystal (backup arcane focus) (10gp)
Tyriel, is there room on your camels for my food and water? Also, I shall scribe my new spells on the journey, as we rest.
I have 78 gp left.

RickAllison
2017-03-14, 05:46 PM
My purchases will take up to 650 gp, with possible deductions if my +15 Sleight of Hand with advantage from Enhance Ability is good for anything. The exact contents of my supplies will depend on how much the DM decides the beef and cheese cost.

penanghill
2017-03-14, 07:14 PM
Tyriel, is there room on your camels for my food and water?
Tyriel greets Leodak and pats his horse.

"That's a sturdy mount, Leodak. A good choice. I have stowed 14 days food and water for us all already. We will refill the two barrels I have already with Apollo's blessing. I will need to pray overnight to obtain his favor to create water in his name. I will do that tonight. There's room on the camels for only a little more stowage. Bring some feed if you can. Carry whatever rations and feed you can on your horse, but I suggest you wont need so much water. Just two waterskins which you can refill each day from the barrels on the camels. Apollo be praised for your wisdom and planning for our journey. He he surely bless us as we go. Let us away, the omens are good and we are well prepared!"

penanghill
2017-03-14, 07:22 PM
Tyriel thinks some more ...

"Let me see, I think we can fit some more food and feed on the camels ..."

Tyriel rummages about with the camels and fits any extra baggage she can on them.

Saint Jimmy
2017-03-14, 09:11 PM
Thank you for the advice, travel is not my area of expertise, as you know, my friend. I shall return the barrels and load my rations into the horse's saddlebags.

(OOC this means I will go edit my post)

RickAllison
2017-03-14, 09:33 PM
Barkley will eventually return, replete with supplies, armor, and a riding dog. Hail, friends! Are we all settled? I picked up meat and cheese, along with some flour for baking. Firecake isn't the best bread, but it is better for the spirits than hardtack and jerky!

penanghill
2017-03-15, 12:01 AM
Tyriel does some final checks to make sure everything is OK, and then saddles up, the two camels on rope, lined up behind her horse.


Animal Handling (+3) to check if the animals are OK for the journey, watered and fed.
[roll0]
Animal Handling (+3) to check to see if the gear is OK, and everything is efficiently and securely stowed.
[roll1]

just dice roll practice

:amused:

Camel info here
(https://drive.google.com/drive/folders/0BygH7dhqU8NONzBDeGpoRnU1ZWM?usp=sharing)

Gluteus_Maximus
2017-03-19, 11:55 AM
You find everything you need to buy just fine.
You steal 2 diamonds and 8 potions.

A map tells you that traveling to the archmage will take you through a dark forest. Otherwise it will take 10 days to go around it.

RickAllison
2017-03-19, 12:56 PM
"Well, friends, Which path do you think we should take? It will be easier to maneuver in response to danger and see it coming if we travel by the sands, but the forest is much faster. Fortune favors the bold, so Tyche may be happy for us to take the woods. Matbeye can take either terrain, but the camels may prefer the sands."

penanghill
2017-03-19, 02:03 PM
"Well, friends, Which path do you think we should take? It will be easier to maneuver in response to danger and see it coming if we travel by the sands, but the forest is much faster. Fortune favors the bold, so Tyche may be happy for us to take the woods. Matbeye can take either terrain, but the camels may prefer the sands."

Tyriel agrees that taking our chances in the woods is better than such a long delay to get around them. With the gods on our side we will prevail. Tyriel shortens the reins for the camels so that there's less risk of them getting tangled in the confines of the woods.

Saint Jimmy
2017-03-19, 03:19 PM
Hearing his companions, Leodak says "You know I trust my magic more then your gods, but like I said earlier, I can summon elementals to carry the goods or camels in rough spots, so the woods seems to be optimal for the three of us at least. Of course, my joints ache in this saddle, so the faster path is better for that .I really should invest in some constant hovering spell. Maybe create an item? Or just enchant one of mine? Or maybe....
Leodak continues to drone on about how to cure the more minor inconveniences of old age through his rather powerful magic, as he is rather prone to.

RickAllison
2017-03-19, 03:41 PM
"Maybe if you lost a few pounds, it wouldn't be an issue," Barkley lightly digs at his long-time companion, "Or cut the fireweed a bit. Tyche help me, you're worse than my uncle about that thing!"

Saint Jimmy
2017-03-19, 05:14 PM
"Oh, no! The fireweed! I forgot to buy more after my supply went out!"
Genuinely flustered, Leodak pulls out his pipe stares sadly at it, as he asks
"Do you think there would be some sort of smokable plant in the woods?"

RickAllison
2017-03-19, 05:26 PM
"Smokeable? Sure. I'll be on the lookout for some..."

penanghill
2017-03-20, 04:52 AM
A map tells you that traveling to the archmage will take you through a dark forest. Otherwise it will take 10 days to go around it.
"Well now, I think its agreed. Let's head through the forest. May I suggest, the Paladin goes first, then me second, followed by Leodak and then Barkley to make sure that Leodak doesn't get lost. And also, if we do get ambushed, Barkley can rescue us. However, we just need to make sure we go at giant dog pace so that Barkley does not get left behind."
Tyriel offers prayers to Apollo for a safe journey. She looks concerned at Leodak.
"Well, Leodak, you know what, I'm sure we can find you something along the way to fit your pipe."

Tyriel forages for smoke weed (+2 nature modifier)
[roll0]
If its a bad roll, Tyriel wrinkles her nose and holds up the plant and asks Leodak, "Hang on you're the wizard, is this right?"

Sdjz
2017-03-20, 09:18 AM
"Considering we have journeyed to the Nine Hells and returned we would certainly be deeply shamed if we now feared a trek through a mere forest."

"I will gladly take point. Let Hathor's light guide our path."

RickAllison
2017-03-20, 09:55 AM
Barkley assumes his place at the rear of the convoy, grimacing that he is still slowing down the party even with his mount. He begins ritual-casting Detect Poison and Disease, to help identify any dangerous plants in the area. Once they know what those plants look like, those in the van should be able to keep an eye out for them.

Sdjz
2017-03-20, 12:34 PM
Getting information from the local wildlife might be useful. If we happen to pass any local beasts, Garsin will attempt to use "Speak with animals" to ask about anything dangerous that might lurk in the forest.

Gluteus_Maximus
2017-04-02, 12:35 AM
When you reach the forest, you feel depressed that you find no smokable plants. When you ask the animals of the forest, they say to you that it rots your lungs and you should never put fire that close to your face, especially not in a forest. A tower, well, TOWERS over the trees in the area, and the path leads straight to it. It is in the middle of a clearing, and ravens perch on its crenelations.

RickAllison
2017-04-02, 12:45 AM
This tower appears... ominous. But look at the friendly ravens! Did you know that a group of ravens is called an unkindness? And that the groups you see are unpaired, banding together as scavengers until they find a mate to hold a territory with? Fascinating creatures, and quite admirable as tricksters... Barkley does not even try to hide how excited he is to see the birds. It is evident that they are among his favorite creatures.

penanghill
2017-04-02, 01:16 AM
When you reach the forest, you feel depressed that you find no smokable plants. When you ask the animals of the forest, they say to you that it rots your lungs and you should never put fire that close to your face, especially not in a forest. A tower, well, TOWERS over the trees in the area, and the path leads straight to it. It is in the middle of a clearing, and ravens perch on its crenelations.

As they ride along, Tyriel consoles Leodak:

"Cheer up Leodak, I know it looks bad, but don't you think it was time to give it up? Think of it as a journey's vow? Perhaps each of us could have a vow for this journey ... giving up smoking ... or losing weight in Barkley's case ..."

Tyriel giggles at Barkley over her shoulder.

"How about it Barkley, a strict diet of simple grains and fruits just as prescribed by Apollo for a healthy life?"

But then as they notice the tower, her smile drops. She pulls up the reins on her horse.


This tower appears... ominous. But look at the friendly ravens! Did you know that a group of ravens is called an unkindness? And that the groups you see are unpaired, banding together as scavengers until they find a mate to hold a territory with? Fascinating creatures, and quite admirable as tricksters... Barkley does not even try to hide how excited he is to see the birds. It is evident that they are among his favorite creatures.

When pointed out by Barkley, she notices the ravens. But she doesn't know Barkley so much for his knowledge of animals, as more for his silvery tongue. But she agrees with Barkley, its always better to see the bright side of things.

"Aye, Barkley, surely you're right. Friendly ravens indeed. Let us approach with caution lest this tower delay us from our quest."

Tyriel's smile returns as she nods at Barkley and then slowly advances towards the tower alongside Garsin.

Should one of her party wish to stealth or use perception or make another ability check, Tyriel will cast guidance on them.

Guidance (Divination cantrip)
Casting time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Gluteus_Maximus
2017-04-05, 12:20 AM
When you enter, you hear these words:
"Oh, adventurers? Welcome to my store!"
But you can't see anyone.
The first floor room is furnished with several tables with barstools around them. There is a doorway leading to a staircase, and in front of it, a table kind of like a bar.

RickAllison
2017-04-05, 01:03 AM
I don't suppose I could get a fuzzy navel here? Barkley states, walking toward the apparent bar. If they already know they are here, might as well get a drink out of it...

penanghill
2017-04-05, 01:11 AM
I don't suppose I could get a fuzzy navel here? Barkley states, walking toward the apparent bar. If they already know they are here, might as well get a drink out of it...

Tyriel also walks up to the bar.

What do you have for sale here?

Sdjz
2017-04-05, 02:47 AM
Garsin slowly follows the others, clearly unconfortable with the situation, his hand still on his sword's hilt.

"I'd rather deal with someone we can see, if you wouldn't mind showing yourself" he says in a slightly annoyed tone while his eyes scan the room.


Garsin is trying to figure out where the voice is coming from:
[roll0]

penanghill
2017-04-05, 03:58 AM
Garsin slowly follows the others, clearly unconfortable with the situation, his hand still on his sword's hilt.

"I'd rather deal with someone we can see, if you wouldn't mind showing yourself" he says in a slightly annoyed tone while his eyes scan the room.

Tyriel senses Garsin's discomfort and begins a prayer to Apollo:

"Apollo bless us now and guide us in this place. "

Bless cast at first level on her three companions.

You bless up to three creatures of your choice within range. Whenever a target makes an Attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the Attack roll or saving throw.

Gluteus_Maximus
2017-04-05, 09:34 PM
A cloaked man wobbles out from behind the wall down the staircase. You can't see his features at all.
"Hello, hello! What would you like today?"

RickAllison
2017-04-05, 11:12 PM
What do you have, my good sir? A fuzzy navel, maybe?

Gluteus_Maximus
2017-04-06, 12:45 AM
"Great! If I can just find it under the bar..."
He bends over under the bar, behind your view. Before you know it, he flips the bar over on its front.
But instead of the sound of crashing bottles, you hear the sound of people jumping out and attacking.
Behind the bar were 5 Kenku, and the man was actually two Kenku, one atop the other. As everyone wasn't expecting this, surprise round (All Kenku have advantage against Surprised creatures with their Ambusher ability):
The 5 Kenku from behind the bar jump out and attack. 3 run for Barkley and stab with their shortswords:
[roll0] adv [roll1] hit: [roll2]
[roll3] adv [roll4] hit: [roll5]
[roll6] adv [roll7] hit: [roll8]
1 runs for Garsin and stabs
[roll9] adv [roll10] hit: [roll11]
And 1 runs for Tyriel and stabs
[roll12] adv [roll13] hit: [roll14]
The other two stay behind the bar and shoot at Leodak with their shortbows.
[roll15] adv [roll16] hit: [roll17]
[roll18] adv [roll19] hit: [roll20]
Barkley takes 15 damage.
Leodak takes 16 damage.
The others take no damage.
Initiative!
Barkley [roll21]
Garsin [roll22]
Kenku [roll23]
Leodak [roll24]
Tyriel [roll25]
Order: Leodak, Kenku, Barkley, Tyriel, Garsin

penanghill
2017-04-06, 02:55 AM
Don't forget to add 1d4 to our attacks due to Bless.

Saint Jimmy
2017-04-06, 07:58 AM
"Pull outside!" Leodak shouts, as he launches a fireball behind the bar at the two Kenku, watching it explode. "We don't want them to be able to gang up on us in close quarters!"
With that be moves out of the building, as far as he can go.


It's a 20 foot radius, each kenku in the blast need to make a D.C. 17 Dexterity save. If they save they take 1/2 damage, if they fail they take all damage.
[roll0]
Do I need to roll different damage for all the targets? If so I'll roll them in OOC.

Gluteus_Maximus
2017-04-06, 11:25 PM
The kenku behind the bar squawk as they burn to cinders. The bar lights into flames, creating a wall of fire.

The other 5 kenku continue to attack the ones they chose to attack before, but one on barkley moves to flank and another turns to shoot at Leodak in revenge.
[roll0] adv [roll1] hit: [roll2]
[roll3] adv [roll4] hit: [roll5]
Against Tyriel
[roll6] hit: [roll7]
Against Garsin
[roll8] hit: [roll9]
Against Leodak
[roll10] hit: [roll11]
Barkley takes another 9.
Leodak takes another 7.
Tyriel takes 9.

RickAllison
2017-04-07, 12:06 AM
Barkley follows Leodak's advice, trusting to his knowledge (and knowing that he is currently surrounded didn't help...). Invoking the blessing of Tyche, he vanishes from sight and uses his feet to quietly sneak out the door.

Action: Channel Divinity, Cloak of Shadows.
Bonus action: Cunning Action, Hide. [roll0]; if a 1 is rolled, [roll1]
Movement to walk out the door.

Not at his best for sneaking, Barkley makes his way invisibly outside and telepathically tells Leodak, I've made it outside, these kenku have no honor! Of course, I don't either...

Sdjz
2017-04-07, 06:05 AM
Seeing Barkley vanish, Garsin smiles and faces the Kenku in front of him, shaking his head in disapproval.

Can't believe we actually fell for that. Now back off!

His sword crackling slightly he strikes at the Kenku


Casting Thunderous Smite and attacking the Kenku:
[roll0] plus ([roll1] if Bless holds) Hit: [roll2]
[roll3] plus ([roll4] if Bless holds) | [roll5] [roll6] if adv. Hit: [roll7]

If any of the attacks hits, a loud thunderous force releases from Garsin's sword, pushing the Kenku back:
[roll8] thunder damage. Kenku DC 16 STR save: [roll9]. On a fail, pushed back 10 ft and knocked prone. If this happens on the first attack, the second attack has advantage.


Come on now, ugly little pretend birds, surely you can do better than this.

penanghill
2017-04-07, 07:36 AM
Tyriel calls to the heavens:

"Apollo bring forth your guardian!"

Streams of energy manifest in the form of a spectral warrior located within range of the Kenku.


Bless is gone.

Action is to cast Guardian of Faith
4th-level conjuration
Casting time: 1 action
Range: 30 feet
Components: V
Duration: 8 hours

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Dex saving throws for Kenku:
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]

Tyriel has 34 hit points remaining.

Saint Jimmy
2017-04-10, 08:40 AM
After getting shot again, Leodak cursed and muttered
"I am getting WAY too old for this... as he flicked his staff forward a bit, launching three balls of magical force out of it. The launch towards the wounded kenku, hopefully ending them forever.

Casting magic missile at level one. Each missile is an auto-hit. I don't know what HP most of the Kenku are at, so please allocate the missiles so that the most Kenku end up dead. Thanks!
[roll0]
[roll1]
[roll2]
EIDT: its added damage is actually plus one, so subtract one from each of those numbers, please.

Gluteus_Maximus
2017-04-12, 08:25 PM
Leodak's magic missiles make contact but are not able to bring down a kenku. Tyriel's guardian kills two of the kenku.
The two remaining kenku, having lost their targets, attack Tyriel with their shortbows, keeping a distance of 10 feet.
[roll4] hit: [roll5]
[roll6] hit: [roll7]
Tyriel takes 5 damage.

RickAllison
2017-04-12, 09:18 PM
A cursed fate be upon those who attack their guests! Barkley unleashes a flare of holy light upon one of the Kenku.

[roll0] radiant damage if he fails a DC 15 Dex save.

With that, Barkley ducks behind some furniture in the room, trying to evade the eyes of the remaining kenku.

[roll1]

penanghill
2017-04-12, 09:24 PM
Leodak's magic missiles make contact but are not able to bring down a kenku. Tyriel's guardian kills two of the kenku.
The two remaining kenku, having lost their targets, attack Tyriel with their shortbows, keeping a distance of 10 feet.
hit: [roll5]
[roll6] hit: [roll7]
Tyriel takes 5 damage.

Tyriel closes in on the archers taking a swing with her mace matched with a deadly shriek!

[roll0]

Damage (+1d8 for Divine Strike)
[roll]1d6-1+1d8

If 20 add crit damage




As a bonus action, Tyriel calls forth Apollo's bow of hunting to strike on the same target:

"Strike them down oh Apollo!"


Melee Spell Attack
[roll2]

Damage if hit
[roll3]

Additional damage if crit
[roll]1d8

Spiritual Weapon
2nd-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.


[OOC I know Apollo's bow is not a melee weapon but he's a god ... so cut him some slack:smallsmile:]


Tyriel has 29 hit points remaining.

3/4 level 1 spells remaining
2/3 level 2 spells remaining
3/3 level 3 spells remaining
2/3 level 4 spells remaining
1/1 level 5 spells remaining

penanghill
2017-04-12, 09:28 PM
oops .... re-rolling damage for mace

[roll0]
and add Divine Strike
[roll1]

Awesome damage right there!:redface:

penanghill
2017-04-12, 09:45 PM
And additional damage for spiritual weapon critical hit:
[roll0]

Total of 17 damage from Tyriel.

Sdjz
2017-04-12, 09:57 PM
Seeing that his taunt was completely innefective, Garsin moves in to attempt to finish off any remaining kenku.


[roll0] hit: [roll1] (if crit: [roll2])
[roll3] hit: [roll4] (if crit: [roll5])


Garsin sadly remarks:
Foul creatures preying on travellers. A fitting end, it would seem.

Gluteus_Maximus
2017-04-13, 08:34 PM
The kenku fall to the ground, dead. Up the stairs straight ahead, you can hear someone yelling
"Did you kill them? Please, help me!"

Sdjz
2017-04-14, 08:53 AM
As the last kenku falls, Garsin looks around to assess the situation.

Tyriel, could you tend to Leodak's wounds? He doesn't look so good. Also, where did Barkley run off to?

Still holding his sword, Garsin carefully climbs the stairs.

Who's there? This better not be another trap.

RickAllison
2017-04-14, 09:08 AM
Barkley sneaks up behind his friend, not trusting the tower given the propensity for mimicry of the kenku.

Saint Jimmy
2017-04-14, 11:28 AM
Cursing about how he needs his pipe, Leodak (still outside) shouts "I'm coming to."
As he impatiently climbs the staircase behind Garsin, heavily leaning on his staff, he mutters
"Its almost like you people forgot that the building is on fire... get out before it collapses on you."
Almost as an afterthought he adds "Of course try to find something of use first, though."


My plan is to get up there, if it's a person smash out a window with my quarterstaff and just feather fall us out (assuming the fire is growing.) if it's more Kenku I plan to just fireball them again and then featherfall Garsin and myself out.

penanghill
2017-04-14, 08:24 PM
Tyriel goes up too. let me know what healing you need then I will post that. I am 29/44.

Gluteus_Maximus
2017-04-14, 10:36 PM
The upper floor is a storage room. Crates of various sized are stacked on top of and next to each other. The only light in the room comes from a window, opposite the entryway to the room. You keep hearing the same pitiful
"Did you kill them? Please, help me!"

penanghill
2017-04-14, 11:10 PM
Tyriel tends to the wounds of Barkley the Brave and Leodak the Lion, and with a prayer heals the damage from the battle.

"Apollo bring forth your life energy!"


Cure wounds 3rd level (x2) Disciple of Life

Barkley
Hit points regained:
[roll0]

Leodak
Hit points regained:
[roll1]

Blessed Healer
Tyriel regains 10 hp to return to 39/43.

penanghill
2017-04-14, 11:24 PM
Tyriel uses her intuition to tell if the pleas for help are real or perhaps are repetitive as though automated by a magical illusion.


[roll0]

RickAllison
2017-04-15, 12:42 AM
Barkley Hides behind some crates, determined to get the jump on any would-be attackers.

Sdjz
2017-04-15, 08:00 AM
Standing at the top of the stairs, Garsin signals Leodak and Tyriel to stay behind him. He advances slowly.

Where are you? We are here to help


Garsin tries to find the origin of the voice, or at least the general direction it might be coming from.
[roll0]

penanghill
2017-04-15, 06:04 PM
Standing at the top of the stairs, Garsin signals Leodak and Tyriel to stay behind him. He advances slowly.

Where are you? We are here to help


Garsin tries to find the origin of the voice, or at least the general direction it might be coming from.
[roll0]

Tyriel reaches out to Garsin and whispers:

"Apollo guide you."


Garsin's total perception roll:
[roll0]

Divination cantrip

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Gluteus_Maximus
2017-04-16, 10:43 PM
You can't see anyone up there. The speaking sounds slightly muffled. Three ravens caw in the distance.

penanghill
2017-04-16, 11:06 PM
You can't see anyone up there. The speaking sounds slightly muffled. Three ravens caw in the distance.

Tyriel starts opening crates beginning with the largest.

RickAllison
2017-04-16, 11:11 PM
Barkley will try and flank using the crates for stealthy cover using his check trying to catch a glimpse of them, and he signals the others using his telepathy, Let me check up here. I can slip out quickly if it's a trap.
Expect another attack. If he can't approach closer without getting caught in the open without anything to remain hidden behind, he has a plan that he will execute.

To the party: I need one of you to shout: "Come out or we will bring this tower down!" and strike the stone with a loud sound. I will make the tower seem to tremor and create the sound of crumbling rock near them. They should run out and you all can capture or strike them down.

When everyone is on the same page, he will use Thamaturgy to create two effects in short order: He will time his first to make the ground tremble as the party member creates the sound, then he will create the sound of stone crumbling and falling near where the sound originates.

Gluteus_Maximus
2017-04-16, 11:14 PM
When you open the first crate, ravens fly out of it. They glow a dim blue light from their eyes. They land on the edge of the crate, looking around restlessly and cawing.

penanghill
2017-04-16, 11:22 PM
Barkley will try and flank using the crates for stealthy cover using his check trying to catch a glimpse of them, and he signals the others using his telepathy, Let me check up here. I can slip out quickly if it's a trap.
Expect another attack. If he can't approach closer without getting caught in the open without anything to remain hidden behind, he has a plan that he will execute.

To the party: I need one of you to shout: "Come out or we will bring this tower down!" and strike the stone with a loud sound. I will make the tower seem to tremor and create the sound of crumbling rock near them. They should run out and you all can capture or strike them down.

When everyone is on the same page, he will use Thamaturgy to create two effects in short order: He will time his first to make the ground tremble as the party member creates the sound, then he will create the sound of stone crumbling and falling near where the sound originates.

Tyriel says:

"Wait, Barkley, there's no enemy here. I think these ravens are prisoners of some kind. Trapped with magic. I could cast Dispel Magic, but what level would I need?"

RickAllison
2017-04-16, 11:43 PM
Tyriel says:

"Wait, Barkley, there's no enemy here. I think these ravens are prisoners of some kind. Trapped with magic. I could cast Dispel Magic, but what level would I need?"

No clue. The only spell I know that functions that way is 9th-level, which would be best solved with a simple 3rd-level slot. Otherwise, it would be impossible to tell without an expert in magic or Identify. I don't believe Apollo has a particular affinity for that kind of magic, so I would ask Leodak.

To one of the ravens (and they will only understand me if they understand Halfling or Common): If you understand me, tap your beak three times on the wood and raise your right wing only.

Sdjz
2017-04-17, 12:06 AM
So you believe these ravens were once people and have been somehow transformed? Who's to say this isn't all some trick?
Another illusion to catch us off-guard?

Garsin closes his eyes and concentrates.

Our eyes may be fooled. Hathor, reveal to me the true colours of those in this room.


Garsin can detect the presence of celestial, fiend, or undead creatures within 60 ft, provided they do not have total cover.

Gluteus_Maximus
2017-04-17, 12:34 AM
You can't sense any celestials, demons, or undead.

penanghill
2017-04-17, 03:18 AM
"So be it, Barkley, I shall save Apollo's favour for another time. Should you need me to call on him, you have only to ask. How about you Leodak? What in your spell book will un-charm these birds?"

Tyriel takes a crumb of biscuit from her backpack to feed them, and reaches out to a raven with the crumb, smiling at them kindly.

Saint Jimmy
2017-04-17, 08:00 AM
Coming up the steps, Leodak says
"I apologize, I got distracted looking for fireweed..." shaking his head to focus, he adds
"Do we even know that there is some sort of magic affecting the crows? Surely it is possible that they are just normal with strange eyes. However, we shall now find out."
Holding his staff out, Leodak mutters a few words in a strange language as blue light begins to emit from his staff.

Casting Detect Magic, so I have expended 2 first level slots and one third level one.

Gluteus_Maximus
2017-04-18, 08:33 PM
There is something magical about the ravens. It seems to be a conjuration magic rather than enchantment or transmutation.

Sdjz
2017-04-19, 04:53 AM
Could it have been the ravens mimicking a call for help? Garsin tries calling out again.

It is safe now. The kenku will not be harming anyone anymore. Where are you?

Garsin sheathes his sword and moves around the room opening other crates.


[roll0] + [roll1] (assuming someone helps with Guidance)

penanghill
2017-04-19, 05:16 AM
Could it have been the ravens mimicking a call for help? Garsin tries calling out again.

It is safe now. The kenku will not be harming anyone anymore. Where are you?

Garsin sheathes his sword and moves around the room opening other crates.


[roll0] + [roll1] (assuming someone helps with Guidance)

"Apollo guide you!" you hear from Tyriel as she calls for Guidance on Garsin's investigations.

Gluteus_Maximus
2017-04-20, 10:05 PM
There's a clicking sound coming from a smaller crate. As you investigate, a raven lands at the window; Instead of a normal raven, it has 2 heads, 4 wings, and 3 legs.

Sdjz
2017-04-21, 07:09 AM
Garsin examines the smaller crate with the clicking sound. Using gestures, he tells the others to stay back but be ready and keep an eye on the thing on the window. He draws his sword and tries to use it to slowly open the lid on the crate.

Saint Jimmy
2017-04-21, 07:52 AM
"Ahh.....what in the nine hells did I smoke this morning?!" Leodak cries out in frustration.
"Shall our cleric attempt to dispel the magic here so we can figure out what is going on?"

He then goes over behind Garsin, ready to cast if needed.

Gluteus_Maximus
2017-04-24, 01:59 AM
When Garsin opens the smaller crate, it explodes open. A kenku, much larger than could have fit in that crate comfortably, is right next to you. A bright blue light glows in his eyes and around his hands.
"By the power of Grashro, I will feed you to the birds!"
The (oh, I forgot to mention the number. there are 6) ravens fly forth, biting Garsin and Tyriel (3 to each). They are tiny-sized.
Garsin
[roll0] hit: [roll1]
[roll2] hit: [roll3]
[roll4] hit: [roll5]
Tyriel
[roll6] hit: [roll7]
[roll8] hit: [roll9]
[roll10] hit: [roll11]
The two-headed raven's eyes glow blue and start to fly forward, faster than a normal raven. It attacks Leodak, with each of its beaks. It is small-sized.
[roll12] hit: [roll13]
[roll14] hit: [roll15]
The Kenku imitates an annoying clanging sound.
Garsin takes 7 damage.
Tyriel takes 6 damage.
Leodak takes 7 damage.

penanghill
2017-04-24, 05:32 AM
Action: Melee Attack
Tyriel swings at a raven, "ugh!"
Melee attack
[roll0]

Damage (+1d8 for Divine Strike)
[roll1]+[roll2]

If 20 add crit damage
[roll3]
Bonus Action: Spiritual Weapon
"Now, Apollo strike you!"
Melee Spell Attack

[roll4]

Damage if hit
[roll5]

Additional damage if crit
[roll6]

Spiritual Weapon
2nd-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
Total damage to raven=6 force damage


Tyriel takes 6 damage.
Hit Points: 33/43
3/4 level 1 spells remaining
1/3 level 2 spells remaining
1/3 level 3 spells remaining
2/3 level 4 spells remaining
1/1 level 5 spells remaining

Saint Jimmy
2017-04-24, 11:28 AM
Shouting as the birds attacked him, Leodak managed to hold his staff out and utter an arcane word. His staff glowed blue, as a wave flowed out from it, infecting its targets with extreme drowsiness.

Casting sleep as a 3rd level spell, so 9d8 of HP.
[roll0]
Also Inititive, if nessecary.
[roll1]
It says that sleep affects targets in order of HP, (low to high) but if they all have the same then I would prefer the ones in front go down first, also if they do go down leodak retreats to the stairs, but still within line of sight.

RickAllison
2017-04-24, 01:19 PM
Barkley lashes out with his rapier to stab the kenku from hiding!

2d20d1+6 20for the attack. If it hits, take [roll0] and [roll1] piercing damage.
He will then bonus action Hide to retreat, [roll2].

Gluteus_Maximus
2017-04-25, 10:25 PM
The ravens (including the two-headed one) all fall to sleep, but the Kenku stays awake. He makes a loud clicking sound, and two of the smaller ravens wake up.
Both ravens attack Tyriel:
[roll0] hit: Oops
[roll2] hit: Oops
[EDIT: Oops, rolled d20 for damage. Either way, doesn't hit anything.]

Sdjz
2017-04-26, 02:28 AM
Garsin points his sword at the Kenku.

This is hopeless for you. Stand down.


Garsin is trying to knock out the kenku without killing him to get some answers. (nonlethal attacks)

[roll0] hit: [roll1] if crit: [roll2]
[roll3] hit: [roll4] if crit: [roll5]

penanghill
2017-04-26, 06:17 AM
Tyriel strikes at one of the two ravens that are awake.Melee attack
[roll0]

Damage (+1d8 for Divine Strike)
[roll1]+[roll2]

If 20 add crit damage
[roll3]
Apollo's bow strikes at the raven.
Melee Spell Attack

[roll4]

Damage if hit
[roll5]

Additional damage if crit
[roll6]

Spiritual Weapon (time remaining: 8 rounds left)
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

Saint Jimmy
2017-04-26, 08:31 AM
"Freinds, I fear more enemies in this treacherous area based off what we have seen so far. For that reason, I am going to refrain from wasting my reservoir of magic." Leodak calmly says as he draws and hurls his dagger at the Kenku, before retreating farther down the stairs.

[roll0]
[roll1]

RickAllison
2017-04-26, 09:01 AM
With the distraction of his allies, Barkley will strike for a killing blow on the kenku/raven if the kenku is dead.

[roll0] with advantage likely for [roll1]. [roll2]+[roll3]
piercing damage, bonus action to slink back into the shadows, [roll4].

Gluteus_Maximus
2017-04-26, 08:30 PM
The kenku has taken a lot of damage, but he's not down just yet. Glowing with blue light, 6 more ravens fly out from his body and attack Garsin.
[roll0] hit: [roll1]
[roll2] hit: [roll3]
[roll4] hit: [roll5]
[roll6] hit: [roll7]
[roll8] hit: [roll9]
[roll10] hit: [roll11]

Garsin takes 25 damage.

Sdjz
2017-04-26, 09:33 PM
Garsin staggers slightly from all the blows, then composes himself. He raises his sword. Vines surround the blade with a greenish glow.

Enough! Hathor's joy fill this accursed tower. Cleanse this place of treachery. Grant me the power to purge this fiend.


Garsin strikes with his longsword.
[roll0] hit: [roll1]
[roll2] hit: [roll3]

If any of those hits, the smite is unleashed (lvl 3 slot): [roll4]

penanghill
2017-04-30, 05:55 AM
Tyriel points at the Kenku ... "Apollo will end you!" A flame erupts upon the Kenku.Action: Spell Attack
DEX saving throw DC 15.
Kenku saving throw: [roll0]

Damage if save failed:
[roll1]

Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Tyriel directs Apollo's bow at the Kenku.Bonus Action Melee Spell Attack
[roll2]

Damage if hit
[roll3]

Additional damage if crit
[roll4]

(Time remaining: 7 rounds left)

Saint Jimmy
2017-04-30, 01:03 PM
Not wanting to use up any more spell slots on a nearly-dead Kenku, Leodak stays hidden, confident that his allies have it under control. However, he does profusely curse his lack of forethought at not learning any combat cantrips when he was younger. What a damn fool I was!

RickAllison
2017-04-30, 02:15 PM
Barkley unleashes a little bit of Fate's Spite on the troublesome kenku, before melding back into the shadows.

Sacred Flame
[roll0] radiant damage if he fails a DC 15 Dex save.

Hide bonus action
[roll1] Stealth

Gluteus_Maximus
2017-05-03, 11:33 AM
The kenku falls to the ground, after making a disappointing "clank" noise. The smaller ravens disappear and the raven with two heads falls to the floor, dead.

Sdjz
2017-05-03, 04:24 PM
"Maybe we can find something of use that these kenku might have taken from weaker travellers. Let this unfortunate event serve as a reminder that no matter how cunning and devious our foes may be, we can prevail as we stand together. We should tend to our wounds now, that we may then proceed with haste. Remember, Stafeus should still be expecting us."


Provided we stay around this place for at least 10 minutes, Garsin's words inspire the others and strengthen their resolve.
(Inspiring leader feat, everyone gets 13 temporary hp)

penanghill
2017-05-04, 04:54 AM
Tyriel searches the dead Kenku, and the rest of the room, opening any remaining boxes if there are any.

Saint Jimmy
2017-05-04, 08:37 AM
Leodak climbs up the stars towards the rest of his party members upon remembering that he fled while they kept fighting, he says"What? It was dangerous up here...don't look at me like that!
Anyway, let's take a rest here. My old bones can't stand this kind of nonsense for a long time without one."


Assuming everyone agrees, I'll spend 4 hit dice and regain a third level slot and a first level one.

[roll0]
[roll1]
[roll2]
[roll3]

After the rest Leodak will be at full health.

1 first level slot expended
1 3rd level slot expended

RickAllison
2017-05-04, 09:44 PM
Barkley grimly hides in a corner, silently positioning himself so he is invisible to others. This would be more mysterious if other party members could not see a series of bubbles floating from behind a set of crates.

Gluteus_Maximus
2017-06-04, 07:08 PM
Tyriel finds a note, reading:

Kill any who come through the forest. Remember to feed my child, the raven with two heads. If an adventurer gives your group problems send a messenger. Your lord and master, Grashro.

Under where it is signed, there is a light-blue emblem of wax; a raven holding a world in its talons.

Other than this, there is nothing on the kenku or in the remaining boxes.

Saint Jimmy
2017-06-26, 09:44 AM
So... I assume that we should be on the lookout for whoever this Grasho fellow is. At the very least Strafeus would probably like to know about someone who parented...that.
Leodak guestures at the dead two headed raven, shuddering slightly at the thought of its parents.