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You're a young orphan living in a monastery in the forest near the mountains, the monks take care of you, taught you how to read and write, feed you, clothe you, and in exchange all they ask for is that you do some chores for them. Like cutting some firewood, what you're doing right now, with a small ax in the forest near the monastery.
But you're feeling rather tired so you fall asleep under the shadow of an oak tree while you should be cutting firewood...
When you wake up hours later you see columns of smoke in the sky! You begin approaching the monastery and you see that it is engulfed in flames! You drop the firewood and run towards the monastery, thinking of getting a bucket to go fill it with water at the nearby stream to go put out the fire.

That's when you see it.

A goblin with a torch riding on top of a wolf, the wolf feasting upon the corpse of brother Wulfgang! He was one of the nicest monks! So the monastery was attacked by goblins? You must warn someone the goblins are coming down from the mountains! Maybe you can get help in the villages in the east? The monastery is pretty isolated though, it would take two or three days on foot to reach the nearest villages.

You still have the small ax in your hand...

What do you want to do?

> Avenge brother Wulfgang, attack the goblin rider with your small ax
> The monks are already dead there's no point in throwing your life away, run back into the forest and away from the burning monastery
> Enter the burning monastery furtively to gather some supplies for your trip, you're not about to head into a three days long travel with no food or water
> Write in


Also name MC
>>
>>3466476
>Blast that Goblin nigga wit our Mac10. Brutha Wolfgang wuz our homie n sheeeeeit. Ain’t no muhfucka gonna mess wit a boss nigger like us
>>
>>3466476
Boss Nigger, goblin killa
>>
>>3466476
>> Avenge brother Wulfgang, attack the goblin rider with your small ax

Uhtred
>>
>>3466476
>Avenge brother Wulfgang, attack the goblin rider with your small ax

Rip & Tear!
>>
>>3466485
>>3466492
>>3466545
>>3466548


With a blind rage for seeing your dear friend brother Wulfgang being munched on by a wolf you throw yourself on top of the goblin rider with your small ax with a clear murderous intent!

You surprise the creatures and get the initiative!

Will you attack

> The goblin first (roll 1d20 DC9)
> The wolf first (roll 1d20 DC12)
>>
Rolled 15 (1d20)

>>3466585
Is this the beginning of our glory
>>
Rolled 2 (1d2)

>>3466600

since you didn't pick which one you wanted to hit I'm gonna roll

1 is goblin
2 is wolf
>>
>>3466600
>>3466617

You throw yourself towards the wolf, making a deep gash into its neck with your small ax!

Maddened by the pain the wolf starts running away into the forest, carrying the goblin with it.

(You've gained 2 experience! You'll level up once you reach 10 experience. You're currently level 0.)

You're alone in the burning monastery for the time being.

What do you wanna do now?
> Enter the burning monastery to gather some provisions for the travel, the goblin might be back with friends any minute now
> Give a proper burial to brother Wulfgang, you don't wanna think about him being eaten by the beasts of the forest, there should be enough time to bury at least your dear friend
> Just leave the monastery and begin the trip towards the villages in the east
> Write in
>>
>>3466633
> Give a proper burial to brother Wulfgang, you don't wanna think about him being eaten by the beasts of the forest, there should be enough time to bury at least your dear friend
>>
>>3466654
Supporting
>>
>>3466654
>>3466660


Goblins be damned! What worth is life if you can't even give the proper burial rites to your deceased friend? You find a shovel and dig a deep hole, then bury your friend Wulfgang in it. You then cover the hole with dirt. You'd say some words but you wouldn't know what to say so you just stare at your handiwork respectfully.

You're taken out of your meditation by the sounds of more goblins approaching the site of the burning monastery - three of them, on foot, carrying crude spears. Their buddy must have warned them about survivors and they came here to check.

What will you do?
> These tiny fucks are not that tough, I'm gonna kill them all with my ax!
> Three to one is not the kind of odds I'm prepared to take, time to take my leave and head towards the villages in the east
> Head inside the burning building real quick to get some provisions for the trip the try to leave before the goblins find you
> Write in
>>
>>3466681
>These tiny fucks are not that tough, I'm gonna kill them all with my ax!
Blood, rage, come unto me!
>>
>>3466681
> These tiny fucks are not that tough, I'm gonna kill them all with my ax!
>>
>>3466726
>>3466765


Feeling lucky you come running from behind the burning building and jump on top of the goblins ax in hand ready to make short work of the three of them!

You got the initiative, roll 1d20 to hit the first goblin DC 9!
>>
Rolled 11 (1d20)

>>3466781
>>
Rolled 9 (1d20)

>>3466781
>>
Rolled 5, 11 = 16 (2d20)

>>3466789
>>3466801

With unbridled fury you hack the back of the head of the first goblin open, killing it!

The other two goblins turn to you with their spears and try to puncture you with them! Rolling to hit you against DC 11.

What will you do?
> Continue attacking the goblins with your small ax (roll 1d20 DC 9)
> Try to hit both goblins with your small ax (roll 2d20 DC 13)
> Focus on evading the goblin attacks while you hit them (roll 1d20 DC 13, you get one free dodge)
> Run away from the goblins, they shouldn't be able to catch up with you with their tiny legs
> other
>>
Rolled 17 (1d20)

>>3466846
>Continue attacking the goblins with your small ax (roll 1d20 DC 9)
We are seeing red. We'll cleave them apart
>>
>>3466917

One of the goblins manage to sink his spear on your flank, but you're seeing red! You'll cleave them apart!

You drive your ax into another of the goblin's skulls, killing it instantly. The last remaining goblin starts to flee!

What do you do?

> Let him flee
> Go after him and kill him (roll 1d20 DC 9)
> other
>>
Rolled 8 (1d20)

>>3466846
> Continue attacking the goblins with your small ax (roll 1d20 DC 9)
>>
Rolled 16 (1d20)

>>3466935
>Go after him and kill him (roll 1d20 DC 9)
>>
>>3466951

You run after the last of the goblins and crack its head open with your small ax, killing it too!

You killed all three goblins!

(You gained 3 experience! You have 5 experience now. Once you have 10 you'll level up. You're currently level 0.)

You then pause to examine your wound. The pain is bearable and the wound wasn't too deep, you should be able to recover from it in a few days.

What are you going to do now?
> Enter the burning building to gather some provisions for the travel
> Leave the monastery and begin the trip towards the villages in the east
> Write in
>>
>>3466978
> Enter the burning building to gather some provisions for the travel
Just some basic essentials really fast.
>>
>>3467017

You enter the burning building to gather some provisions for the travel - just some essentials really fast.

You grab a backpack that the monks keep for when they need to go to the village, with a large waterskin and some dry meats for the travel, enough rations to last about a week, more than enough to reach one of the nearest villages.

Once you're again out of the monastery you begin to ponder your situation... the monastery is gone for good, with all the monks dead nobody will come to rebuild this place. It might be pointless to go ask for help in the villages in the east. You'd probably end up as a serf or artisan of some kind if you chose to settle around there.

With the little extra provisions you acquired you have a bit little extra range... you could try reaching the army outpost in the south, an old fort that watches over the frontier between this kingdom and the next. Maybe you could even join the army?

Or you could head north, you heard there's a port city over there, maybe you could get a job in a ship and travel the seas.

The only direction you think you really shouldn't go is west, there's only death for you in the mountains infested with goblins, orcs, trolls and who knows what else. Still if you want to abandon civilization and try out a life as a ranger, slaying the beasts of the mountains, that might just be the path.

What are you going to do now?

> Leave the monastery and begin the trip towards the villages in the east
> Leave the monastery and head south towards the old fort in the frontier
> Leave the monastery and head north towards the port city
> Leave the monastery and head west towards the mountains
> Write in
>>
> Loot the Dead Goblins
> Leave the monastery and head north towards the port city
>>
>>3467075
>Leave the monastery and head north towards the port city
I have a good feeling about this one guys
>>
>>3467075
> Loot the Dead Goblins
> Leave the monastery and head south towards the old fort in the frontier

>>3467140
Here's hoping.
>>
>>3467104
>>3467140


You loot the dead goblins. One of the goblins have a few copper coins in a pouch, another have a bunch of dead rats, the third has a half eaten piece of meat. You keep the coins but you discard the rats and the half eaten piece of meat.

You decide to head north towards the port city!

On your first night of travel as you're trying to get some sleep under the moonlight you hear some sounds in the underbrush. You head your ax, prepared to defend yourself against whatever beast comes your way but what you see surprises you.

An elvish woman wearing green clothing and carrying a longbow and a sword appears from behind a tree and asks you, speaking with a weird accent

"What does a human boy do alone in the forest at night? Don't you know it is dangerous? What's you name?"

"I'm Uhtred. I'm an orphan, I used to live in the monastery in the forest, but it was burned by goblins and all the monks were killed. I'm heading to the port city in the north. What is your name?"

"My name is Dandala Brightmoon. I'm sorry to hear about your monk friends. But port city? You mean Celedo? I'm heading towards there too. I guess we can tag along if you want. It's usually safer to travel in groups. Elves don't really sleep but we still need to meditate for about four hours a day, you could keep watch while I do it and I watch while you sleep. Deal?"

> Travel with the Dandala
> I'd rather travel alone
> Write in
>>
>>3467269
>Travel with the Dandala
>>
>>3467269
> Travel with the Dandala
>>
>>3467286
>>3467328


"Deal."

The two of you then travel together. She does indeed enter in a trance for about four hours everyday, you keep watch for the time she's meditating; and at night she stays awake while you sleep under the stars.

The two of you talk a bit to pass the time over the course of the few days you stay together.

You tell her about the few books you've read in the small library of the monastery:

"My favorite book was Guardians of Hope, it was the story of a group of adventurers who defeated a powerful evil wizard who was menacing the land, great stuff.", you say.

"My favorite book was Children of the Forest, a tale about a couple of elves whose love was forbidden for they were from families who were feuding with one another, it was a very fun read.", she says.

One day you ask her what is her business in Celedo.

"I'm going to catch a ship to Greshire in the far north, I'm after the fabled jewels of Guldar."

"This name is not entirely strange to me but I can't quite recall where I heard it before...", you say.

"Guldar was a great human king of the past. During his reign he comissioned from the elves a set of seven jewels to preside over the elements, water, air, fire, earth, light, darkness, and one for metamagic itself. He was in great standing with the elvish nation so the best elvish archmages worked to deliver to him the jewels that he asked for. With the powerful magic of his jewels Guldar drove away the beasts that plagued the land and defined the new frontiers of his kingdom. Before his death he had his agents hide his jewels throughout the land so they wouldn't fall in the wrong hands. To this day only two jewels have been found, the water jewel that is in possession of the guildmaster of the maritime guild from Kradiff, a port city in the far east, and the air jewel which is in possession of an archmage named Darius who lives in the far south. I've been investigating the location of these gems for quite a few years now and I'm pretty confident that the fire gem has been hidden somewhere in the island of Greshire."

"How powerful are these gems exactly?"

"Very. They make a common person as powerful as an archmage, and in skilled hands their potential is nearly limitless."

After a couple more days of travel you arrive at Celedo.

"Here we are! Well, the ship to Greshire won't go out until next week. Do you have any plans already, Uhtred?"

"Not really."

"Well, would you like to come with me to go look for the jewels of Guldar?"

"I don't have any money, how could I pay for a ship trip?"

"Well, you could get yourself hired to help in the ship, they're always hiring more people since so many people die of sickness in the sea - in a long enough sea voyage about half the crew in any given trip doesn't seem to make it."

"I don't like these odds..."

"Just make sure you eat some bits of fruit everyday and you should be fine."

> Get yourself hired to help in the ship going out to Greshire
> You're not interested
>>
>>3467424
>> Get yourself hired to help in the ship going out to Greshir
>>
>>3467434

You go talk to the ship master of the ship heading to Greshire. Turns out it is not really hard to get yourself hired - they were having a hard time finding enough people willing to go on a month long travel towards the kraken infested waters of the north.

You pack your few possessions - your trusty small ax, your backpack, your few coins - and get into the ship.

The tasks you're assigned are simple enough - cleaning stuff, pulling some ropes on command, loading and unloading cargo. You'll be paid once the ship arrives in Greshire, if you survive the trip.

There aren't many passengers on the ship, it's mostly just cargo - loads and loads of metal bars of all things. You'd think they could just mine some metal themselves in the frozen tundra, but apparently it is cheaper to import it. And to think lots of men will lose their lives just to deliver all this metal, it is sickening. You only hope you don't end up being one of the men to lose life for it.

The day of departure comes. The small cog departs from the port towards the north.

The trip transcurs calmly for the first week. You have a bit of seasickness and throw up a few times but you get better after a few days.

On the second week you catch a storm and the ship is taken off course. A lot of men begin to get really sick. The first death amongst crew members occurs. You have been lucky so far and haven't been sick, maybe because you've been eating a bit of rotten apple every day like Dandala told you to.

On the third week a large kraken attacks the ship! Dandala tries to fight it off with her sword, a couple crew members try to hack at it with machetes!

What will you do?

> Grab your trusty ax and charge at the kraken's head (roll 1d20 DC15)
> Grab your trusty ax and chop at one of the kraken's tentacles (roll 1d20 DC10)
> Hide in the basement of the cog with the cargo until the kraken is gone
> Write in
>>
Rolled 14 (1d20)

>>3467549
> Grab your trusty ax and chop at one of the kraken's tentacles (roll 1d20 DC10)
>>
Rolled 5 (1d20)

> Grab your trusty ax and charge at the kraken's head (roll 1d20 DC15)
>>
Rolled 8 (1d20)

> Grab your trusty ax and chop at one of the kraken's tentacles (roll 1d20 DC10)
>>
Rolled 7, 12, 11, 2 = 32 (4d20)

>>3467638
>>3468152
>>3468154

You grab your trusty ax and chop at one of the kraken's tentacles, severing its tip! You see that Dandala managed to sever one of the kraken's tentacles close to it's base. One of the crew members manage to sever one of the kraken's tentacles close to its tip too! The beast attempts to grab you, Dandala and the two crew members swinging machetes at it!
>>
>>3468612

The kraken however fails at grabbing anyone! More crew members grab cutting implements and begin to join the fray, hacking away at the kraken's tentacles!

What will you do?
> Continue to hack away at the kraken's tentacles (roll 1d20 DC10)
> Try to cut two tentacles of the kraken (roll 2d20 DC 14)
> Charge at the kraken's head that is visible half submerged near the starboard of the ship (roll 1d20 DC15)
> Flee from the battle and hide until the kraken is gone
> Write in
>>
Rolled 5 (1d20)

>>3468636
>Continue to hack away at the kraken's tentacles (roll 1d20 DC10)
>>
Rolled 2 (1d20)

>>3468636
> Charge at the kraken's head that is visible half submerged near the starboard of the ship (roll 1d20 DC15)
>>
Rolled 14, 19 = 33 (2d20)

>>3468636
>> Try to cut two tentacles of the kraken (roll 2d20 DC 14)
>>
Rolled 13, 9 = 22 (2d20)

>> Try to cut two tentacles of the kraken (roll 2d20 DC 14)
>>
Rolled 15, 5, 9, 18, 15, 5, 3, 17 = 87 (8d20)

>>3468760
>>3468856
>>3469258
>>3469329

You move deftly and hack away at two tentacles of the kraken, maiming the beast severely!

By now there are eight people in the ship hacking away at the kraken, and one tentacle has been severed away fully and six of his other tentacles have been injured to some capacity already!

The kraken attempts to grapple all the people fighting it that are on deck in the ship, starting with you, then Dandala, then the six other sailors.
>>
>>3469446

The kraken manages to catch you and three of the sailors! He then begins to drag you all towards his mouth underwater!

What will you do?

> Hack away at the tentacle grappling you to get free (roll 1d20 DC 10)
> Wait until the kraken drags you closer to its mouth and attack its head (roll 1d20 DC15)
> Write in
>>
Rolled 19 (1d20)

>>3469461
>> Wait until the kraken drags you closer to its mouth and attack its head (roll 1d20 DC15)
>>
Rolled 12 (1d20)

>>3469461
>> Wait until the kraken drags you closer to its mouth and attack its head
>>
>>3469466
>>3469468


In cold blood you wait until the kraken drags you closer to its mouth; once you're almost inside it you unleash a powerful blow to the kraken's head! Purple blood gushes out of the wound and you see the monster squirm in pain as it emits a howl of agony! It drops the men it was dragging towards its mouth, emits a jet of black ink and plunges towards the deep seas!

You fall into the sea; you swim towards the ship and climb the nets by its side.

"Well done kiddo!", says the captain of the ship "Krakens regenerate lost limbs in a matter of weeks, but he'll be feeling that wound to the head for months. That if no killer whale have him for breakfast. It's not breeding season for kraken so it was probably a male, they're far more aggressive a bold than the females, he probably thought a ship like ours would have an easy meal for him. He wasn't counting on a man like you to save the day!"

(You survived the fight against the kraken! You got 3 experience! You now have 8 experience! Once you reach 10 you'll level up. You're currently level 0.)

The rest of the trip transcurs uneventfully. You're beginning to feel the sickness of the sea taking over your body when you finally get to land!

You aport in the island of Greshire, in the city of the same name. It is a rather large port city. Your duties with the ship are not finished until you unload the cargo so you get down to business.

Dandala tells you "Meet me at the Bloody Dagger tavern once you're done with your work."

Once you're finished unloading all the metals into the port the ship master comes to you and says "Here's your pay for a job well done. I'm giving you a little extra for that act of bravery with the kraken back there."

He pays you a few gold coins worth in silver for your four weeks of work. It's not much but you could buy a little something for yourself with it.

What will you do?
> Go to a blacksmith to buy yourself a sword
> Go to the local apothecary to buy a healing potion
> Go to the local market and buy a leather armor
> Go meet Dandala at the Bloody Dagger tavern
> Write in
>>
>>3469568
>> Go to a blacksmith to buy yourself a sword
>>
>>3469568
>> Go to a blacksmith to buy yourself a sword
> Go meet Dandala at the Bloody Dagger tavern
>>
>>3469575
>>3469698

You go to a blacksmith to buy yourself a sword.

You take your time choosing a nice sharp and shiny blade with a solid hilt and a strong guard. You finally settle for one of a very traditional design.

You adjust the scabbard to your belt as you begin to get used to the weight of a sword by your side and begin strolling towards the Bloody Dagger tavern to meet Dandala.

It's a two-storey timber and brick building with unusually high ceilings. After glancing around for awhile you find the table where Dandala is sitting as she waves for you. There's someone else sitting in the table with her, a short busty woman with green eyes, red hair and freckles in her face dressed in the red robes of a wizard!

"Uhtred I'd like you to meet my friend Bailey Brix, the wizard. She's the one who gave me the tip that the jewel of Guldar could be in this island."

"It's a pleasure to meet you mister Uhtred. Dandala told me about your exploits with the kraken back at the ship. If what I know about the jewel of Guldar is true we'll need all the bravery that you can muster I'm afraid."

Bailey continues "If my research is correct the fire jewel of Guldar is hidden inside a demi plane that can only be accessed once three special keys, magical orbs of power, are placed on top of the altar in a special place in the heart of the island of Greshire. The demiplane itself might have some sort of guardian, probably some beast linked to the element of fire. When it comes to it I could cast a spell to protect us from fire. But our more immediate concern is finding the three orbs that give access to the demiplane."

"And you know where they are?", you say.

"I have strong suspicions. There is a tribe of orcs in the north whose shaman was described by adventurers who faced them as wielding a staff with a glowing white orb on top of it. I believe the orcs might have acquire this orb from someone tasked from protecting it generations ago and kept it with their shamans ever since."

"And what about the other two?"

"One of the gems in most certainly within the hoard of Grizztomar the White, a dragon who lives in the mountains in the north. He goes out to hunt every week so if we could sneak into his hoard while he's out hunting we could steal the gem without having to face him in combat!"

"And the last one?"

"The last one I'm not entirely sure to be honest. It is either in the ruins of castle Fornstein or in the swamps of Stalia, the records are inconclusive. The castle is haunted and full of undead, it contains an ancient library with very rare tomes, if nothing else we could loot those. As for the swamp a tribe of lizardmen live in there, if the orb is there then it is a similar deal than the one with the orc tribe."

"And once we have all the orbs we take them where?"

"The altar is in the middle of the forest, shouldn't be too difficult to find."

Where do you wanna go?
> The orcs
> The dragon
> The undead
> The lizards
> Let's find more people
> Write in
>>
>>3469816
>> The orcs
>The lizards
> The undead
> The dragon

That order.
>>
>>3469911
Orcs first.
>>
>>3469911
>>3470250

"I think we should go after the orcs first, then the lizards and if the lizards don't have the orb we should go after the undeads. We should leave the dragon for last.", you say.
"Works for me.", says Dandala.
"Then it is decided! We're headed to the orcish territory in the north!", says Bailey.

The three of you head to the market and buy provisions for the trip. Then you begin the trek towards the cold north.

You talk during the travel to pass the time.

"How did you became a wizard Bailey?", you ask.
"Me? Well, when I was a kid I scared and amused the other kids changing the color of things to unnatural hues, and once I set my family's barn on fire. They took me to the local priest, father Davos, thinking I was possessed by some evil spirit. He told them I had the gift for magic and should go develop it in a magic school. My parents took me to the royal academy of magic in the capital. They didn't had the funds to pay for a magical education, but the nice folks at the academy arranged for a scholarship to be provided for me. I studied there for ten years, then I went for an apprenticeship with an archmage named Julian. I was an apprentice for five years until I was deemed worthy to don the red robe of a wizard, and I've been adventuring for two years since."
"Woa, you sure studied alot. And how old are you exactly?"
"Well that's rather rude to ask to a lady Uhtred, but I'll entertain you. I'm 24."
"And how did you met Dandala."
"Funny that you ask. We were at the same library and got to the same book about the jewels of Guldar at the same time. We plunged into a discussion over who should get the book until she told me nicely that I could keep it if I made a summary of it for her."
"And we've been the bestest of friends ever since.", added Dandala.
"We've been in touch and met a few times to discuss about the jewels of Guldar. Once I got a solid lead I sent a Sending spell to her for her to come to Greshire and here we are."
"And why are you so interested in these jewels after all?"
"Why wouldn't I be? The distilled powers of an elvish archmage at your fingertips... anyone would be interested in it, more than interested, obsessed even!"

The trip transcurs rather uneventfully except for a few timber wolves that approach your camp at night but dare not come too close scared of the campfire.

"These wolves... should we worry about them?", you ask.
"Nah. If they come too close I'll blast them with my magic. We'll be out of their territory soon."
>>
Rolled 7, 1, 10, 15 = 33 (4d20)

>>3470438

After a couple weeks of travel we finally arrive at the orcish territory proper.

"From this point on we can't lit our campfire at night anymore or we would easily be found by the orcs. We should be three or four days away from their settlement."
"What will we do once we arrive there?"
"I have a plan. I'll cast an invisibility spell on one of you and you will sneak into the orcish settlement, get into the shaman's tent and steal the shaman's staff with the orb. If the shaman is awake and holding the orb you'll have to fight him, it will end the invisibility spell; that's why I brought with me one vial of invisibility potion. Once you acquire the staff if you needed to wrestle it from the cold dead hands of the shaman you'll drink the potion and sneak out of the orcish camp undetected. I only have one potion so we only got one shot at it with the double use of the invisibility effect, if we fail on the first try it will be much more difficult later on."

On the twilight of the second day of travel through orcish territory you happen upon a patrol of orcs! Ten orcs come running after you wearing animal pelts for armor and with axes in hand!

Bailey casts a fireball spell! Six orcs meet their doom engulfed in flames!

Dandala shoots at one of the approaching orcs with her longbow! She hits him but it is not enough to make it stop approaching! She draws her longsword and prepare to meet the orcs in melee!

The four remaining orcs attack your and Dandala with their axes!

What will you do?
> Attack the nearest orc with your sword (roll 1d20 DC 12)
> Attack the nearest orc with your sword twice (roll 2d20 DC16)
> Focus on dodging their attacks while you attack the orcs (roll 1d20 DC16, you get one free dodge)
> Write in
>>
Rolled 5 (1d20)

>>3470442
>Attack the nearest orc with your sword (roll 1d20 DC 12)
>>
>>3470700
Not good
>>
>>3470442
>> Attack the nearest orc with your sword (roll 1d20 DC 12)
>>
Rolled 13 (1d20)

>>3470438
>>3470851
>>
Rolled 12, 2, 6 = 20 (3d20)

>>3470700
>>3470703
>>3470851
>>3470853

Dandala dodges the attack of the orc but doesn't manage to land any hits herself!

The orcs miss all their hits this time around!

You attack the nearest orc with your sword, giving it a grievous wound in its chest! The beast howls in pain but continues to fight!

Bailey casts a magic missile and slays one more orc! She then yells "I'm out of offensive spells! It's on you guys now!" as she draws her dagger!

The three remaining orcs continue to attack you and Dandala!

What will you do?
> Finish the nearest orc with your sword (roll 1d20 DC 12)
> Attack two orcs with your sword (roll 2d20 DC16)
> Focus on dodging their attacks while you attack the orcs (roll 1d20 DC16, you get one free dodge)
> Write in
>>
Rolled 10, 13 = 23 (2d20)

>>3470982
>> Attack two orcs with your sword (roll 2d20 DC16)
>>
Rolled 20, 1 = 21 (2d20)

>>3470985

You attempt to attack two orcs with your sword but fail to hit them!

Dandala finishes the one orc she had shot before with a swift blow of her longsword!

One of the orcs land a hit on you, drawing blood with his axe! You're lightly injured!
Dandala yells to you "Be more careful!"

Bailey tries to hit one of the orcs with her dagger but fails.

The two remaining orcs attack you and Dandala!

What will you do?
> Finish the nearest orc with your sword (roll 1d20 DC 12)
> Attack the two orcs with your sword (roll 2d20 DC16)
> Focus on dodging their attacks while you attack the orcs (roll 1d20 DC16, you get one free dodge)
> Write in
>>
Rolled 6 (1d20)

>>3471017
>Finish the nearest orc with your sword (roll 1d20 DC 12)
>>
Rolled 13 (1d20)

>>3471017
>> Finish the nearest orc with your sword (roll 1d20 DC 12)
>>
>>3471039
>>3471115

The orc closest to you lands a devastating blow on you with his axe, causing you massive damage! You've suffered crippling damage and are now getting a penalty of +4 to all DCs.

With a swift attack with your blade you end the life of the orc nearest to you!

The last orc turns to flee!

Dandala grabs her longbow and shoot at the fleeing orc! She misses her shoot!

The orc runs too fast for us to catch up with it! The orc manages to flee!

You then go tend to your wounds.

"You're in pretty bad shape.", says Bailey.
"Here, have this." she says, handing you a minor healing potion "I don't have many of those so don't get used to it!"
You drink the contents of the potion and your wounds magically begin to heal! You're back at being just lightly wounded! You should be fully recovered in a day or two.
Dandala tells you "You gotta be more careful when you're fighting. Sometimes it is better to adopt a defensive stance to avoid being hit by the enemy, even if your offense will suffer."

(You gained 2 experience for defeating the orc!
You now have 10 experience! You leveled up! You're now level 1. You'll reach the next level upon reaching 30 experience.

Upon gaining a level you gain one extra hit automatically so you can now sustain 5 hits instead of 4 before dying!

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

+1 extra hit before dying (current is 5) (1 point)
+1 to hit (current is +1) (1 point)
+1 on armor class (current is 11) (1 point)
+1 on critical hit range (base is 20) (1 point)

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

You check the orcs corpses for loot, they only have some meat with them that you'd rather not eat.

You then continue moving towards the orcish settlement; you have a very tense couple nights where thankfully nothing actually happens. Then you finally arrive in the vicinity of the orcish settlement.

Bailey says "It is time to sneak into the orcish settlement. Which of you will go into it to retrieve the staff of the shaman? And at what time do you think it is best? The invisibility spell only lasts one hour."

> Volunteer to go
> Tell it is better if Dandala goes

> Go after the shaman at dawn
> Go after the shaman at noon
> Go after the shaman at twilight
> Go after the shaman at midnight
> Write in
>>
bump, I'm still around waiting for votes
>>
>Write in (some other ability that you might want, within reason, subject to approval)
)
> Lay on hands: Heal two wounds per day. 2 point.

> Volunteer to go
> Go after the shaman at noon
>>
>>3471790
+1
>>
>>3471790
>>3471792

Feeling imbued with a new sense of purpose in life, you feel that the heavens have blessed your for your devotion with a new power! Two times a day you can heal wounds by laying on hands upon a wounded person! If that makes you a cleric or a paladin you're not entirely sure, but you're pretty sure you're on your way to become some sort of divine warrior now!

You volunteer to go steal the shaman's staff with the orb needed for your quest. You decide to go after the shaman at noon.

Bailey casts the invisibility spell on you and you go on your way towards the orcish settlement.

Once you arrive there you find several tents scattered haphazardly around a much larger central tent guarded by two orcs carrying axes. There's not much activity on the settlement right now, seems like the orcs are asleep, they're mostly nocturnal. You wander about trying to figure out which tent is the shaman's tent.
You pass by a large tent near the largest tent with a weapons rack in front of it, then check out a medium sized tent with an opening up top for smoke to come out which has a fire burning inside it but in there there are only a bunch of orcs sleeping, no sign of the shaman. Then you see it; a small tent away from the others with a bunch of skulls stuck in spikes in front of it.
You enter the tent and you see the shaman sleeping, hugging his staff close to his breast. Damnit, couldn't he just had left it hanging somewhere like a normal person?

What will you do?
> Try to take the staff from the shaman without waking him up (roll 1d20 DC14; you'll break invisibility; if you fail he'll wake up and start a fight)
> Slit his throat and steal the staff (roll 1d20 DC 4 to hit, DC 10 to kill him; you'll break invisibility; if you hit but don't kill him he'll wake up and start a fight. If you fail to hit him he'll also wake up and start a fight.)
> Write in
>>
>>3471842
Hey, you have a great quest, but I'm gonna dip out. I hope you find more players to continue your story. This bump should help.
>>
>>3472214

Thanks for sticking around this long!

Now hoping someone else come along so we can continue the story.
>>
Rolled 19 (1d20)

>>3471842
>> Slit his throat and steal the staff (roll 1d20 DC 4 to hit, DC 10 to kill him; you'll break invisibility; if you hit but don't kill him he'll wake up and start a fight. If you fail to hit him he'll also wake up and start a fight.)
>>
>>3472353
Noice.
>>
>>3472353

You slit the throat of the orc shaman who dies in a pool of his own blood before he can realize what is going on!

You grab the staff, chug the invisibility potion and head back towards the rendezvous point!

You arrive there to find two very anxious and alert women who get startled when they hear your footsteps in the foliage around.

"Uhtred, is that you?", Bailey whispers.

"Yes, it is me.", you say, still invisible.

"Did you get the staff."

"I got it! The gem is in it!"

"Great, then lets get moving, I don't wanna stay in the orcish territory longer than I have to."

(you gained 2 experience, you now have 12. You'll level up once you get 30 experience. You're currently level 1)

Once you hand the staff to Bailey she yanks out the gem from it and discards the rest of it.

You manage to slip out of the orcish territory without bumping into any more patrols.
As an added safety measure for the first week of travel we do forced marches to cover as much ground as possible and don't light campfires at night as we don't know if the orcs are tracking us.
Only once we're quite far from the orcish territory we allow ourselves the luxury of lighting a campfire at night.
"The orcs may be tracking us but we're currently going through wolves territory, if we don't light a campfire by night we'll likely be attacked in our sleep.", says Dandala.

After one more rather tense week of travel we arrive back at Greshire, the threat of retribution from the northern orcs a thing of the past.

"We got the first orb!", says Bailey exultant, as we're on the Bloody Dagger planning our next move.
"Now we're headed to the swamp of Stalia, on the southernmost part of the island of Greshire. I'm gonna get a new invisibility potion so that we can try to pull the same trick as we did with the orcs. It should be more difficult as the terrain in the swamp is not very favourable, but we must check to see if they have the gem that we need!"
"And what if they don't have it?", you ask.
"Then we'll head to the ruins of the castle Fornstein and face the undeads there, it's the only other location where the gem could be. The wizard who had the gem was killed in the swamp by the lizardmen while he was out looking for rare herbs, so we don't know whether he had the gem with him or if he had it stashed in the castle while he was traveling over there."

What will you do now?
> I'm ready, let's head to the swamp of Stalia
> I need to do some more preparations (what?)
> I think we should get more people
> I think we should skip the swamp and go to the castle instead
> Write in
>>
> I need to do some more preparations (Practice throwing the Axe)
> I think we should get more people (A Bard, we can offer them the chance to tell stories or make songs of our deeds)
>>
>>3472636

"I need to do some more preparations. I want to practice throwing the axe.", you say.

"Suit yourself", says Bailey," I'll take a few days to brew another invisibility potion anyway."

"I also think we should get more people.", you say.

"Do you have anyone in mind?", says Dandala.

"I've been thinking we could get a bard. We can offer them the chance to tell stories or maybe make songs of our deeds."

"Sounds great! I'll begin looking for someone.", says Dandala.

You get a solid wooden board and go to an alley behind the tavern and begin practicing throwing your axe at it. You spend a few days practicing your throws until you're reasonably satisfied with your results.

A few nights later when you meet at the tavern there's another person sitting by your table, a tall blond half elf with her haid braided wearing a practical blue dress carrying a short sword and a lute.
Dandala tells you "Uhtred, I'd like you to meet our new friend, Selena Wilstrom the bard!"
"Hello mister Uhtred, it's a pleasure to meet you!", says Selena
"She agreed to go with us in our travels to pursue the jewels of Guldar.", says Dandala.
"I had heard about such jewels before and it is quite exciting to actually be part of a group that is going after them. I'll make sure that the world gets to know about our adventures!", says Selena.
"Good, good, it's great to have a bard in the group, bardic music might just give us the edge we need to fight our enemies more effectively! Welcome aboard Selena!", says Bailey.

What will you do now?
> I'm ready, let's head to the swamp of Stalia
> I need to do some more preparations (what?)
> I think we should get more people
> I think we should skip the swamp and go to the castle instead
> Write in
>>
>>3472781
> I'm ready, let's head to the swamp of Stalia
>>
> I'm ready, let's head to the swamp of Stalia
>>
>>3472781
>"Let us depart."
>>
>>3472918
>>3472921
>>3473597

With all the preparations done and supplies for the travel acquired, you all begin your trip towards the swamp of Stalia!

You talk a bit to help pass the time as you travel.

"So Selena how did you became a bard?"
"I didn't like life in my old village, it was too monotonous, and people in there were mean to me because I'm a half elf. I'm the daughter of an elf adventurer who passed through our village decades ago. One day a bard called Lucian passed through our village and I managed to convince him to take me as his apprentice. I wandered the land with him learning bardic music for about five years until we parted ways. I've been wandering the land learning and telling tales ever since."
Dandala says "I wonder what kind of creatures we're going to encounter in the swamp."
"The swamp is known for its megafauna, so expect a lot of giant bullfrogs, giant dragonflies, giant mosquitoes, giant alligators...", says Bailey.
"Oh great, we're going to get eaten before we even reach the lizardmen village", says Dandala.
"Don't be a downer, Dandala, the swamp is a hard terrain to traverse and it is full of dangers but we're going to overcome it all. We have to.", says Bailey.

As you arrive at the swamp and begin venturing forth into it on the first day of travel you find a large wooden hut with a bunch of canoes by the side of it. Curious, you enter the hut.

"Hello? Is there someone in here?", you ask to no response.

There are some signs of recent life in the hut, namely some recent dirty plates in a corner. Inspecting the hut further you find a bundle of papers inside a drawer apparently detailing logistics of a small fishing operation. There's a small chest under a bed with a bunch of clothes and a pouch with some silver coins in it. There are two barrels full of salted fish and a bunch of empty barrels near the hut.

What will you do?
> Continue your trip through the swamp
> Steal a couple canoes you might need them to traverse the waters of the swamp
> Steal the money and continue your trip through the swamp
> Wait by the hut until its owner show up
> Write in
>>
>>3473634
> Wait by the hut until its owner show up
No need to rush it...
>>
>>3473738

You decide to wait by the hut until its owner show up.

You wait all day and as the sun is setting a man approaches the hut in a canoe full of fish. He eyes you curiously.

"Hello there strangers. I'm Dreifus, and these murky waters are my home. What is your business in the swamp of Stalia?"

"Hello. I'm Bailey, these are Dandala, Uhtred and Selena. We're headed into the lizardmen territory to see if they have a magic gem that we need for a ritual. Can you help us mister Dreifus?"

"To lizardmen territory you say? Well, that's a tall order lady. The lizardmen don't come out of their territory much but within it they are rather territorial you see. And the area so happens to be infested with alligators. Most of the path on the way there is flooded, we'll need to use canoes to navigate the area unless you intend to swim with the gators."

"Have you been there before?", you ask.

"In the lizardmen territory? Yes, a couple times. Once a wizard wanted some rare herbs that only grow over there so I took him there for him to grab some of it. The other time it was a wizard who wanted to document the habits of the lizardmen for scholarly purposes, he took a large gift of fish to the lizardmen and talked to their shaman using his spell, the shaman allowed him to stay and watch the tribe for three days. It seems like only wizards want anything to do with this swamp."

"You said the lizardman shaman allowed the wizard to stay and watch the tribe for three days? So the lizardmen can be reasoned with?", Bailey asks.

"Well, I wouldn't count on the average lizardmen as being as reasonable as their shaman was. We got lucky and managed to slip past their patrols right into their village, and we gave them two barrels full of fish as a gift to prove our goodwill. If we go around killing lizardmen or show up there emptyhanded they may not be as reasonable you know. There's also the fact that the wizard could talk to the lizardmen in their language using his magic."

"Well, that I can do too. This mission may turn out easier than what I was expecting.", says Bailey.

"What if they have the gem Bailey? What do you think they will want in exchange for it? Surely not just a bunch of fish.", you tell her.

"I have some diamonds, maybe they'd be willing to exchange the gem for a bunch of them.", says Bailey.

"And what if we run into a patrol of lizardmen on our way to their village? We might need to kill a bunch of them on our way in, their shaman certainly won't see it with good eyes."

"Well, I guess the mission won't be that easy after all. We'll cross those bridges when we come to them alright? Our priority is figuring out if the lizardmen have the gem or not."

"So do we hire mister Dreifus to guide us? Should we bring some fish with us to offer the lizardmen as a gift?"
>>
>>3473796

"Well if we kill any lizardmen on our way in it will be pointless to gift them any fish after doing it. But we may get lucky and elude their patrols. I really don't know. What do you think Uthred?", says Selena.

> We'll probably need to kill lizardmen, no point in taking a gift of fish for them
> Let's bring a gift of fish for the lizardmen, hopefully we won't need to kill any of them
> Write in

And what about hiring mister Dreifus

> Let's hire mister Dreifus to take us to the lizardmen territory, he knows the path after all
> I don't trust him, let's get into the swamp on our own
> Write in
>>
>>3473799
>Let's bring the fish, hopefully we don't have to kill any

>Hire Dreifus
>>
>>3473877

"I think we should bring the fish, hopefully we won't have to kill any lizardmen. Let's hire mister Dreifus to guide us there, he knows the path after all.", you say.

"Well, then it's decided! Mister Dreifus, you're hired to take us to the lizardmen village. Also get us some fish so we can gift the lizardmen.", says Bailey.

"Alright, we can go out first thing tomorrow. Today I'm spent, I've been fishing all day."

You all camp for the night on Dreifus' hut and the following morning you all get ready to travel towards the lizardmen territory.

You grab a couple canoes and carry them over your head as you walk the trail through the swamp. Very large insects bother you along the way.

By the end of the day walking through the swamp you find another hut, a tad smaller but taller with a second floor.

"Who lives there mister Dreifus?", you ask.

"Ah. There... it's Magda, the hag. The peasants come to her when they need something like a potion to make an abortion, to get someone to fall in love with you, to poison someone... she's old and more than a bit crazy. It's better if we avoid her entirely."

> Enter Magda's hut
> Avoid the old hag's hut and continue on your way
> Write in
>>
>>3473907
>Avoid
We did hire the guy as a local expert, might as well follow his advice.
>>
>>3473969


You continue your trip through the swamp avoid the old hag's hut.

In the following days you take turns paddling the canoe and carrying them above your heads as the terrain dictates it; whenever you found a good dry spot to rest you deemed the day's trip finished even if you only had paddled for three or four hours, as you'd rather finish the day earlier than get caught up still paddling blindly at night with no dry place to rest in sight.

After about five days of this we go through a part of the swamp that is full of giant frogs, the smallest the size of pigs, who can be seen feeding on insects the size of our palms. Mister Dreifus says "Beware as these giant frogs are aggressive. The largest of these frogs are the size of cows and might try to swallow one of us whole. Brave folks like you shouldn't have too much trouble fending off some giant bullfrogs if it comes down to it, I only hope we don't meet too many of them at once. The alternative is going through the Old Cranky territory."

"What's the Old Cranky?", you ask.

"It's a giant alligator, nine, nay, ten meters large. He's very aggressive so it's usually better to stay out of his territory, even for a group like yours it might prove a challenge to kill a lizard that big."

"Doesn't sound too tough, I bet I could fry it with a fireball.", says Bailey.

"Well, if you guys think you can take it we can go through there.", says Dreifus.

"Both paths sound awful!", say Selena."Isn't there a safer path that we could go to avoid these cold blooded monsters?"

"Well, now that you say it this way... we could go around the frog territory the opposite way than the Old Cranky territory is, the only thing that comes to mind that we might find around there are a bunch of giant carnivorous dragonflies..."

"Carnivorous dragonflies? Oh crap, things keep getting better...", says Selena.

"They mostly eat giant mosquitoes, they don't swarm on us or anything, they're like a meter large or so, they might try to eat us in our sleep though so we would need to keep someone on watch with torches in hand to keep them away at night. Well in any case, the swamp is a dangerous place, it's no walk through the park, everywhere is the territory of something that wants to kill us. You guys will need to make a choice."

What will you do?
> Go right through giant frog territory
> Avoid giant frog territory and go through Old Cranky's territory
> Avoid giant frog territory and go through giant carnivorous dragonflies territory
> Write in
>>
>>3474004
This swamp is horrible
How do the lizardfolk live here?

>Right through the giant frogs
>>
>>3474039

"This swamp is horrible, how do the lizardfolk live here?"

"Well, it's their ancestral home, they're used to it by now.", says Dreifus.

"Let's go right through the giant frog territory, seems to be the less horrible path, and shorter too, what is a boon."

As you move through the insect infested waters the sighting of giant frogs become more and more common; until one day as you're readying yourselves to rest for the day five really big giant frogs step out of the water and into the patch of dry land you all were intending to stay the night on.

"Uh... guys... these frogs are looking funny at us..." says Selena.

"Damnit, they're too far apart, I can only fry two with a fireball.", says Bailey.

"Maybe the others will flee if you kill two.", says Dandala.

"Or maybe they'll just get angrier and try to eat us with much more enthusiasm. I don't know enough of frog psychology to tell for certain. And I only have one shot.", says Bailey.

"It doesn't look good people... these frogs are big enough to swallow one of us whole...", says Dreifus, grabbing a paddle.

> Tell Bailey to cast a fireball on two of the giant frogs
> Tell her to wait to see what the frogs will do
> Write in

And what will you do?
> Wait to see what the frogs will do
> Throw your ax at one of the frogs (roll 1d20 DC 10)
> Run towards one of the frogs and attack it with your sword (roll 1d20 DC 10)
> Run towards one of the frogs and attack it with your sword twice (roll 2d20 DC 14)
> Write in
>>
Rolled 18 (1d20)

>>3474082
>Throw your axe

Have Bailey roast them if they rush us. They'll hopefully group up to work as a pack so she can hit more.
>>
Rolled 12, 16, 6, 8, 4 = 46 (5d20)

>>3474098

You throw your axe at the nearest giant frog, hitting it squarely.

Bailey then toss a fireball at the frogs, catching three of them in the explosion radius! The frogs however jump out of explosion blast, not suffering the full effect of it - they've been bloodied but were not killed!

"Dammnit!", screams Bailey.

The frogs then jump around and project their tongues towards us!
Each frog picks one target, starting with you, then Dandala, then Bailey, then Selena, then Dreifus.
>>
>>3474137

You and Dandala were caught by the sticky tongues of the giant frogs and pulled towards their disgusting mouths!

Bailey kills one of the giant frogs she had wounded before with a magic missile spell!

Selena kills another of the wounded giant frogs with her short sword!

What will you do?
> Grab your ax from the head of the frog, you may need it if you get swallowed by the damn thing
> Attempt to break free from the giant frog's mouth (roll 1d20 DC16)
> Attack the giant frog with your sword (roll 1d20 DC14)
> Attack the giant frog with your sword twice (roll 1d20 DC18)
> Write in
>>
Rolled 3 (1d20)

>>3474155
>Attack the frog
Make sure not to lose our sword. Pretty sure it's better than an axe for cutting out of a stomach.
>>
Rolled 10 (1d20)

>>3474155
>> Attack the giant frog with your sword (roll 1d20 DC14)
>>
Rolled 1, 7, 11 = 19 (3d20)

>>3474159
>>3474172

You attempt to attack the giant frog with your sword but the hit fails to connect!

The giant frogs eating you and Dandala try to swallow you two, and the remaining giant frog tries to catch Bailey with his tongue!
>>
>>3474180

The giant frog who were trying to swallow you chokes on your sword and takes some damage!

The giant frog trying to swallow Dandala doesn't manage to do it.

The giant frog trying to catch Bailey miss by mere inches.

Bailey casts another magic missiles spell on the giant frog that is trying to eat Dandala, killing it. Dandala begins to crawl out of its disgusting mouth!

Selena attacks the giant frog who tried to catch Bailey with her short sword, wounding the creature!

Dreifus hit the same frog Selena is attacking with a paddle, further injuring the creature!

What will you do?
> Grab your ax from the head of the giant frog
> Attempt to break free from the giant frog's mouth (roll 1d20 DC16)
> Attack the giant frog with your sword (roll 1d20 DC14)
> Attack the giant frog with your sword twice (roll 1d20 DC18)
> Write in
>>
Rolled 7 (1d20)

>>3474194
>> Attack the giant frog with your sword (roll 1d20 DC14)
>>
Rolled 19 (1d20)

>>3474210

You try to hit the giant frog with your sword but fail!

Dandala runs towards you and attacks the giant frog attacking you with her sword!

Selena attacks the other giant frog with her short sword!

Dreifus attacks the same giant frog as Selena with a paddle, killing it!

Bailey draws her dagger and runs towards you to attack the giant frog that is trying to swallow you but doesn't manage to cause any damage to it.

The giant frog tries to swallow you!
>>
>>3474220
Oooph
Good thing the rest are dealt with so we can be rescued.
>>
>>3474220
>attempt to stab its throat
>>
>>3474220

The giant frog swallows you!

It then begins to jump away, satisfied with having earned himself a nice meal!

You're blinded and restrained trapped within the giant frog! You managed to hold on to your sword but it's too unwieldy to properly use inside of the frog as you have no room to swing it and you can't exert enough force to puncture with it effectively.

You begin taking acid damage from the digestive fluids inside the giant frog!

***

On the outside, Dandala, Selena, Bailey and Dreifus run after the giant frog who swallowed you and is now fleeing back towards the swamp.

Dandala grabs her longbow and and chances a shot at the giant frog!

She lands a hit, killing it!

With the giant frog dead you crawl out of its innards, covered in digestive fluid!

(You gained 2 experience for surviving the encounter with the giant frog! You now have 14 experience. You'll level up once you get to 30 experience. You're currently level 1.)

You all then set up camp for the night, hoping that no more giant frogs decide to come try to make you all into a meal.

On the following day you continue your journey.

After a few more days you're out of giant frog territory and approaching the lizardmen territory.

Dreifus then asks us again which route do we prefer.

"We could take the route straight towards the lizardmen village, which is shorter but more likely to get us spotted by one of their patrols; or we could take a detour through their ancient burial sites, there shouldn't be any lizardmen over there, but they might get angry at us for desecrating their holy sites if they find out we went through there."

"There's nowhere else we could go through, both options sound bad.", says Selena.

"Well, we could try going through the breeding area of the alligators, but it's very difficult to navigate through alligator infested waters. The lizardmen tend to avoid that area too so there shouldn't be any over there."

"I wanted a better option, not a worse one!", says Selena.

Which path should we pick?
> Straight towards the lizardmen village
> Go through their burial sites
> Go through alligator infested waters
> Write in
>>
>>3474275
>Chance the alligators
>>
>>3474286

You decide to chance the alligator infested waters.

Dreifus tells you "Beat the alligators in the head with a paddle if they get too uppity. We can't really fight all of them so we need to get past them without startling them too much."

You all paddle slowly through the alligator infested waters, it seems there are hundreds of alligators all around you at some point, if not thousands!

You have to hit the alligators in the head with the paddle quite a few times as they got their heads above the water and opened their mouths towards us, motioning trying to get into the canoe or worse even tip it over. You'd hate to be swimming in these alligator infested waters, so you kept hitting the alligators with the paddle.

Dreifus also hit a bunch of alligators in the head with the paddle. He seemed rather tranquil, with a pensive expression as he paddled yet another alligator who was getting uppity. You wonder what he was thinking about.

After a rather tense day going through the alligator territory we find a spot to land and rest.

"By tomorrow we should reach the lizardmen village.", says Dreifus.

It's your turn so you stay on watch during the night. You can't help but wonder if the magical gem is really with the lizardmen or if it was all for nothing.

The following morning Bailey goes through her routine of studying her spells then we get ready to approach the lizardmen village.

How should we approach the lizardmen village?
> Stroll right into it with gifts in hand, have Bailey use her magic to tell them we come in peace
> Have Bailey cast invisibility spell on one of you so you can get in without being seen to check if they have the gem
> Write in
>>
>>3474344
> Stroll right into it with gifts in hand, have Bailey use her magic to tell them we come in peace
>>
>>3474344
>Stroll on in

We come in peace, filthy unevolved primitives.
>>
>>3474400
>We come in peace, filthy unevolved primitives.
Excluding this part, obviously.
>>
>>3474391
>>3474400
>>3474473


You decide to stroll right into the lizardmen village with gifts on hand and hope for the best.

Your group approaches the wizard village and Bailey casts her spell to be able to communicate with the lizard people.

In short notice we are surrounded by dozens of lizardmen carrying spears. An elderly looking lizardmen carrying a staff comes out of a hut and towards us. With some expectation you gaze at the elderly lizardmen's staff but alas no gem can be seen.

Bailey exchange some unintelligible words with the lizardman shaman; the two barrels of fish we hauled through the swamp change hands.

They talk a little longer and by the look on Bailey's face you realize that the shaman doesn't have the gem.

Then something weird happens. An albino lizardman comes out from behind the ranks of lizardmen and begins talking something to Bailey and the shaman. He seems to enter into a heated argument with the shaman, then talks something in what seems to be a pleading tone with Bailey.

"What is going on Bailey?", you ask.

"Sadly the lizardmen don't have the gem we're looking for, we'll have to go look elsewhere for it. This albino lizardman you see here, Ss'rath is his name, says that the whole tribe shuns him for being an albino and that he would like to join us in our adventures, he says he's a capable hunter and a proven fighter, having slain an adult giant bullfrog on his own, and would much rather travel and learn the customs of the world outside the swamp than to live the rest of his life being mistreated be his own people in here. What do you guys think? Should we let Ss'rath join our group?"

> Let Ss'rath join our group
> He would be a burden, we're not interested
> Write in

"The shaman says that since we came in peace we're free to leave in peace. A couple lizardmen warriors will escort us to the edge of lizardmen territory.", says Bailey.

Which path will we take on our way back?
> Giant frog territory
> Old Cranky territory
> Giant dragonfly territory
> Write in
>>
>>3474497
> Let Ss'rath join our group
> Giant dragonfly territory
>>
>>3474497
> Let Ss'rath join our group
> Old Cranky territory
>>
>>3474549
Actually, dragonflies don't sound too bad.
>>
I believe they said dragonflies are only dangerous when we're asleep
>>
>>3474563
And what's the time? Better not be night.
>>
>>3474516
>>3474549
>>3474553


We let Ss'rath join our group! He fills a pack with dried fish, grabs a bunch of spears, says his last goodbyes to the few lizardpeople dear to his heart and come join us in our adventures! It might be a bit problematic that we can only talk to him through Bailey if she casts a spell one hour at a time; we can only hope that Ss'rath is a fast learner.

We begin by teaching him our names as we head back through the swamp.

"I'm Uhthred! Uh-tred!"

"Uh-tred! Friend!", he says pointing at you.

"You're getting the hang of it buddy, you'll learn common yet!"

We go through the dragonflies territory!

As we're boating around we see them, majestic flying creatures a meter long buzzing around feeding on giant mosquitoes.

"As long as they're just feeding on mosquitoes they're okay in my book.", says Selena.

"These mosquitoes are the size of my fist!", says Bailey, swathing one away.

"Yeah most of these things just drink plant sap. Some drink blood though so be careful. If you sleep around here a bunch of them might drink all your blood and you'll never wake up.", says Dreifus.

"Holy crap, these things are dangerous. I volunteer to be on watch.", says Selena.

On the afternoon we find a dry place to set up camp; we collect some firewood to light a campfire.

"I hope it scares them away.", says Selena.

"It might backfire, like the whole moth to a fire sort of a deal.", says Bailey.

"Oh c'mon, I don't wanna be in the dark when those damn bloodsuckers could be killing one of my friends in their sleep. We'll light a fire.", says Selena.

"Let's only hope we don't attract every dragonfly in a mile radius.", says Bailey.

We light a bonfire and prepare a whole bunch of crude torches to wave around at the dragonflies if they come flying too close. Selena and Dandala take the watch the first day.

"Everything will be okay folks, you can sleep sound, we'll keep the bugs away.", says Selena.

However, the night is chaotic at best. You're all woken up multiple times by giant mosquitoes trying to drink your blood, and giant dragonflies trying to take a bite at you. You even get a scratch on your arm from one of the dragonflies who landed on your arm and tried to bite you.

The rest of the week isn't any less hectic. You barely get any sleep from all the close calls with the giant mosquitoes and giant dragonflies, getting your blood drained a bit and your flesh bitten at. Everybody suffered alot and morale was at an all times low. The only one who seemed to be taking it all in stride was Ss'rath, likely because he was already used to life in the swamp. He even catches a few giant dragonflies and roast them in the fire.

Finally we were out of the dragonfly territory, and it still took us another week to get out of the swamp proper. Bailey paid mister Dreifus for his services and we parted ways, returning to Greshire with our new friend who was very curious about the landscapes he was seeing for the first time.
>>
>>3474630

Bailey prepares the spell to talk to Ss'rath everyday. We talk a bit with our new friend on our way back.

"So we already know people in your tribe didn't take it too well that you're an albino Ss'rath, but what gave you the idea to become an adventurer?"

"He says he has been thinking about it since he was little, he was always curious to know what existed outside of the swamp. In the village everyone is a hunter gatherer except the shaman. He knew he hadn't it in him to be a shaman, and he didn't want to be a hunter gatherer, so he had to go outside of the boundaries of the village to become something more."

"Well in the city you gonna need to worry about stuff like money, have you thought about that? What are you going to do?"

"He doesn't seem to understand the concept of money very well. I'm trying to explain it to him. He asked me 'people do stuff in exchange for tiny bits of metal? where this thing metal comes from?' and I told him 'from mines in the mountains' and he replied 'so the people in these so called mines are the masters over everyone else?'. I guess it will take awhile to explain exactly how money works to him. I only have a few hours a day to do it, I hope it doesn't take too long."

We're back to the Bloody Dagger planning the next step of our journey.

"So the thing with the lizards fizzled out. Next place to go check is castle Fornstein, or to be more precise its ruins. It lies in the westernmost part of the island of Greshire, it had been built as a bastion against the incursions from the people from the western continent but has been abandoned ever since the peace of Darvalos has been signed a couple centuries ago. Since then it has been home to a necromancer who was defeated last century, but the place was never consecrated so it remains haunted and filled with undead that respawn after awhile once destroyed. It has a rather large library that despite being two centuries outdated is still rather comprehensive in matters both arcane and mundane, it was once the personal library of a wizard after all, the personal court wizard of the noble who inhabitted the palace, the late Duke of Fornstein."

"Why did the duke abandon the castle?", you asked

"Rumor has it that he was poisoned, and left no heir, but we don't know for sure. All that we know is that the castle was rather isolated, so over the course of the next decade following his death the servants stopped being paid and abandoned it, and it failed into disrepair.", said Bailey.

"Who was this wizard who got the gem we're looking for?"

"The court wizard of the duke of Fornstein, a man called Vorzak. It's documented that he went on an expedition to look for rare herbs in the swamp of Stalia and never came back. There are accounts of him carrying a scepter with a gem that matches the description of the gem we're looking for. Since it wasn't in the swamp it must still be in the castle somewhere."
>>
>>3474716

"Wait, wasn't the castle looted once? By a bunch of heroes who defeated the necromancer? Who is to say they didn't took the scepter?", says Selena.

"I thought of this possibility. Their identities will be rather difficult to determine after all this time and the whereabouts of the gem even harder to pinpoint if that was the case. But I think it is worth it to investigate the castle first. They might have defeated the necromancer and left the castle without looting every single room. It's actually quite likely, since the library is still there, and the scrolls and books in there are quite valuable. They might have been moved by their quest alone and not by greed.", says Bailey.

"Well, I say we take a wagon there and fill it up with all the books from this library and bring them back to sell here on the city and share the profits. We haven't made any money ever since we started on this quest I don't think.", says Selena.

"Well, we could do that, sure. We'll need funds to pursue those adventurers legacy if the gem is not on the castle after all.", says Bailey.

"Also if we're facing undeads we should stock up on holy water. It's rather pricey but it might just save our lives.", says Selena.

"You're spot on on it being pricey, insanely pricey. I'm low on fund myself after brewing those invisibility potions, one of which we ended up not even using. I could afford a couple bottles of holy water, or I could buy us a wagon and a couple good horses. Well, maybe I could buy one bottle of holy water and a wagon and a mule.", says Bailey.

"Can't you sell that invisibility potion?", says Selena.

"Well, invisibility potions aren't exactly in high demand. I could try to sell it to an apothecary shop, but selling in a rush I'd get only a fraction of the cost of the potion.", says Bailey.

"Well, keep it then, we might find an use for it later.", says Selena.

What should we buy before we head to castle Fornstein?
> Buy a couple bottles of holy water
> Buy a couple horses and a wagon
> Buy a bottle of holy water, a wagon, and a mule
> Don't buy anything
> Write in
>>
>>3474718

"This holy water is way too overpriced Bailey! It's like four times the usual price. These priests are ripping us off!", says Selena
"I know. But there's only one temple in Greshire that sells holy water, the temple of the sun, and they charge whatever price they want, so they're charging four times the normal price. Not very pious of them at all.", says Bailey.

> Try to convince the priests to lower the price of the holy water back to normal prices since we need it to kill undead (roll 1d20 for persuasion, DC 10)
> Have Selena try to convince the priests to give us some free holy water since we're going to kill some undead (roll 1d20 for persuasion, DC 14)
> Try to convince a cleric of the sun to come along with us to kill some undead (roll 1d20 for persuasion, DC 18)
> Write in
>>
Rolled 19 (1d20)

>>3474783
>Try to convince the priests to lower the price of the holy water back to normal prices since we need it to kill undead
I feel like bringing a cleric along would trivialize the mission...
>>
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34 KB
34 KB JPG
>>3474791
>say that
>roll a 19
ffs
>>
>>3474791
>>3474796


We manage to convince the priests to lower the price of holy water back to normal since we need it to kill undead!

So what are we going to buy before we head to castle Fornstein?
> Buy eight bottles of holy water
> Buy a couple horses, a wagon, and a single bottle of holy water
> Buy four bottle of holy water, a wagon, and a mule
> Don't buy anything
> Write in
>>
>>3474808
> Buy four bottle of holy water, a wagon, and a mule
Best option, really.
>>
>>3474832

We buy four bottles of holy water, a wagon and a mule. We divide the bottles one for everyone except Ss'rath. Then we begin heading towards the ruins of castle Fornstein.

The trip there is largely uneventful rigth until we reach the abandoned village near the castle, where we catch sight of a small horde of undead! About 20 skeletons, shambling around the streets of the abandoned village, some of them carrying spears, clubs, pitchforks, rusty machetes, some carrying bow and arrow, and a few of them unarmed.

> Go in a wide circle around the village and towards the castle, we have no reason to fight these skeletons
> Draw attention of a few of them, lure a smaller group away from the village for us to kill them
> Charge into the midst of the skeletons and begin slaying them all
> Write in
>>
>>3474871
> Go in a wide circle around the village and towards the castle, we have no reason to fight these skeletons
It's not really worth the holy water.
>>
>>3474871
>Lure away a smaller group to kill

I doubt these are the only undead we'll run into. Might as well practice on a small group and learn how to fight them. Don't use the holy water unless it's an emergency.
>>
>>3475500
When you put it that way, then I guess it should be fine.
>>
>>3474871
>> Go in a wide circle around the village and towards the castle, we have no reason to fight these skeletons
>>
>>3474948
>>3475500
>>3475515
>>3475518

Looks like we have a tie between avoiding the skeletons and luring a small group of them.

I'll wait a little and if there's no tie breaker I'll roll for it.
>>
Rolled 2 (1d2)

>>3475594

alright, no tie breaker so I'm rolling for it

1- we avoid the skeletons
2- we lure a small group of them
>>
>>3474948
>>3475500
>>3475515
>>3475518
>>3475852

"Let's lure a small group of skeletons to practice and learn how to fight them!", you say.

"Alright, let's do it!", says Bailey, grabbing a staff from the wagon. "I won't toss a fireball at them if that's the case. Skeletons are more vulnerable to bashing damage so a staff seems more fitting to deal with them than my dagger."
"How do you think our swords and Ss'rath spear will fare against them?", Dandala says.
"Poorly. But they should still go down with a couple hits, maybe a bit more in the case of a spear, skeletons are usually not that tough, and these skeletons don't look like they were from warriors or anything, seems like it's just the animated corpses of the angry townsfolk.", says Bailey.
"Shouldn't we all get clubs instead then?", says Selena.
"Well, that's certainly an option. There are some trees nearby you could cut off some sturdy branches and fashion some clubs for yourselves.", say Bailey.

> Fashion clubs for ourselves before attacking the skeletons
> Attack the skeletons with our usual weapons
> Write in
>>
>>3475876
>> Fashion clubs for ourselves before attacking the skeletons
>>
>>3475881

We decide to fashion clubs for ourselves before attacking the skeletons!

You put your ax to good use getting some sturdy branches from some old trees and soon enough we're all equipped with decent clubs to bash the skeletons with!

Then we begin to lure the skeletons away from the village!

We approach the group of skeletons to draw their attention then quickly run away; eight skeletons notice us and follow us away from the rest of them and out of the village!

What will you do?

> Hit the nearest skeleton with your club (roll 1d20 DC 12)
> Hit skeletons twice with your club (roll 2d20 DC 16)
> Fight the skeletons with you club focusing on trying to dodge their attacks (roll 1d20 DC 16, you get one free dodge)
> Toss your flask of holy water at a skeleton (roll 1d20 DC10)
> Write in
>>
Rolled 19 (1d20)

>>3475907
> Hit the nearest skeleton with your club (roll 1d20 DC 12)
>>
Rolled 19, 6, 18, 5, 2 = 50 (5d20)

>>3475919

You hit the nearest skeleton with your club, cracking it's skull and dismantling it with your powerful blow!

Dandala and Ss'rath manage to similarly dismantle a couple more skeletons with blows of their own.

The remaining five skeletons come forward and attack us all with their weapons, one each! Starting with you, then Dandala, then Bailey, then Selena, then Ss'rath.

What will you do?
> Hit the nearest skeleton with your club (roll 1d20 DC 12)
> Hit skeletons twice with your club (roll 2d20 DC 16)
> Fight the skeletons with you club focusing on trying to dodge their attacks (roll 1d20 DC 16, you get one free dodge)
> Toss your flask of holy water at a skeleton (roll 1d20 DC10)
> Write in
>>
Rolled 10 (1d20)

>>3475949
>Fight the skeletons with you club focusing on trying to dodge their attacks (roll 1d20 DC 16, you get one free dodge)
>>
Rolled 18 (1d20)

>>3475949
>> Fight the skeletons with you club focusing on trying to dodge their attacks (roll 1d20 DC 16, you get one free dodge)
>>
Rolled 1, 2, 20, 14, 10, 15 = 62 (6d20)

>>3475960
>>3475998

You get on the defensive focusing on dodging the skeleton's attacks and you manage to avoid a hit in the nick of time! You bash the skeleton in the head dismantling it!

Another skeleton almost catches Bailey but she too manages to avoid its attack by focusing on dodging its hit. She doesn't manage to destroy the skeleton though.

Selena begins playing her bardic music! She plays the song of courage! Now all our attack rolls have a bonus of +2.

Ss'rath destroys another undead with his club!

The three remaining undeads attack you, Dandala and Bailey, trying to land extra hits as they do so.

What will you do?
> Hit the nearest skeleton with your club (roll 1d20 DC 10)
> Hit skeletons twice with your club (roll 2d20 DC 14)
> Fight the skeletons with you club focusing on trying to dodge their attacks (roll 1d20 DC 14, you get one free dodge)
> Toss your flask of holy water at a skeleton (roll 1d20 DC8)
> Write in
>>
Rolled 2 (1d20)

>>3476042
>Hit the nearest skeleton with your club (roll 1d20 DC 10)
>>
Rolled 12 (1d20)

>>3476042
>> Hit the nearest skeleton with your club
>>
Rolled 13, 11 = 24 (2d20)

>>3476051

You attempt to hit the nearest skeleton with your club and succeed, reducing it to an unmoving pile of bones with a well placed blow to the spine!

Dandala fights defensively but the skeleton attacking her overwhelms her defenses and lands a hit on her with his machete! She's lightly wounded! She doesn't manage to destroy the skeleton with her club.

Bailey manages to avoid the attack from the skeleton that is trying to kill her! But she isn't able to destroy it!

Selena continues to play the song of courage!

Ss'rath destroys the skeleton that is trying to kill Bailey!

Only one skeleton remains and it attacks Dandala again!

What will you do?
> Hit the last skeleton with your club (roll 1d20 DC 10)
> Hit the skeleton twice with your club (roll 2d20 DC 14)
> Toss your flask of holy water at a skeleton (roll 1d20 DC8)
> Write in
>>
Rolled 14, 2 = 16 (2d20)

>>3476092
>Hit it twice like a show off
>>
Rolled 7, 14 = 21 (2d20)

>>3476092
>>
>>3476109

You attempt to hit the skeleton twice, but only manage to hit it once; it doesn't matter, as once was enough to destroy it!

(You get 4 experience from the fight with the skeletons! You now have 18 experience! You'll level up when you get to 30 experience! You're currently level 1)

"That skeleton managed to scratch me!", said Dandala, her arm bleeding.

Will you heal her?
> Heal Dandala
> Don't heal her

"This experience was enlightening", says Bailey,"I was fighting on the defensive the whole time, trying to avoid being hit by those things more than actually hitting anything. If they were actually smart and had ganged up on me I wouldn't have survived."

Ss'rath points to the rest of the undead in the village; seems like he wants us to kill the rest of them.

"I didn't spend any spells today, we can continue into the castle without any long rests if you guys want to do it. Or I could fry those undeads over there with a fireball, you pick off the stragglers and we camp here for the night and go to the castle tomorrow.", says Bailey.

"Or we could kill them without using magic and still head to the castle today.", says Dandala."We killed eight with minimal losses, twelve shouldn't be that much more difficult."

What do you want to do?
> Kill the rest of the undead in the village using magic
> Kill the rest of the undead in the village without magic
> Avoid the rest of the undead in the village and head to the castle
> Write in
>>
>>3476145
> Avoid the rest of the undead in the village and head to the castle
Suck that we're the only real melee-oriented person in the party.
>>
>>3476145
>Heal Dandala
> Avoid the rest of the undead in the village and head to the castle
>>
>>3476145
>Heal her and avoid them

>>3476230
If we're going paladin route that's fine because they're quite tanky
>>
>>3476197
>>3476230
>>3476278

You heal Dandala with your power to lay on hands!

"I didn't know you were a healer, Uhtred.", says Selena.

"Up until recently I wasn't.", you say.

"It will certainly come handy!", she says.

You all avoid the rest of the undead in the village and head to the castle.

The drawbridge of the castle is lowered; the moat has a bunch of zombies stuck in the mud who can't crawl out.

In the battlements of the castle you see ten skeleton archers! They'll probably shoot at us if we try to pass through the castle gates!

"None of us have shields, going through them might prove problematic.", says Dandala.

"They're not close enough to each other for me to blast them with a fireball. I could get maybe four.", says Bailey.

Still we wouldn't be out under their fire for very long; the double doors of the main castle entrance can be seen some hundred feet away from the gatehouse. The space between the gatehouse and the castle seems to be free of enemies.

We could try to run the length of the wall and get into the staircase leading to the watchtowers on the corners of the walls of the castle to reach the battlements and fight the skeleton archers in melee. However, we'd be under their fire for much longer.

We could also try climbing the walls through the outside to get to the battlements faster, it would be difficult for the skeleton archers to shoot at us while we're climbing the walls as we would have partial cover from the wall itself, but if we fail the climb we would fall into the moat full of zombies!

What should we do?
> Rush inside the castle
> Run for the watchtowers and go up the battlements to fight the skeleton archers in melee
> Climb the walls of the castle to reach the skeleton archers
> Have Bailey throw a fireball at the skeleton archers to thin their numbers
> Write in
>>
>>3476686
>Rush the castle

See if we can't improvise cover first though, like hacking leafy branches off trees. Or turning the wagon over and everyone carrying it.
>>
Rolled 15, 13, 13, 13, 18, 15, 1, 5, 15, 6, 19, 12, 14, 3, 7, 4, 16, 18, 12, 15 = 234 (20d20)

>>3477508

"It's no use, whatever we do we'll get shot by those things if we try to get inside. I think our best option is to rush for the castle. But we'll need some cover. If we turn the wagon over and everyone carries it overhead we can use it as cover and the skeleton archers will have a hard time hitting us!", you say.

"Good thinking! That thing is hella heavy but we all together should be able to carry it overhead just fine.", says Selena.

You then find a tree to tie your mule to, turn the wagon upside down and begin to head to the castle carrying it over your heads.

As you approach the castle you all are targeted by a barrage of arrows from the ten skeleton archers! Seems like their aim is hella precise and without cover you all would've been minced by their attacks for sure.

Still, each skeleton gets enough time to take two good shots at us before we manage to get into the castle! The wagon provides a +5 cover bonus, what is something, but will it be enough to let us get inside the castle unscathed? It will be four shots at each of us.
The skeletons are trying to hit DC 12 for Uhtred, DC 15 for Dandala, DC 12 for Bailey, DC 14 for Selena, DC 16 for Ss'rath. (your base armor class, +5 from the wagon cover, -4 from the +4 bonus to hit from the skeletons).

Let's see how badly hurt you all got out of this...
>>
>>3478646
Uuuuh

I don't suppose those first four rolls are us?
>>
>>3478646
>>3478658 yep


Uhtred got shot 4 times! He's been crippled and is taking +4 DC penalties on all rolls!
Dandala got shot 2 times! She's lightly wounded!
Bailey got shot 3 times! She's lightly wounded!
Selena got hit once! She's lightly wounded!
Ss'rath got hit once! He's lightly wounded!

You have one use left of lay on hands, do you want to heal one hit out of someone?

You all close the door behind you as you get inside the castle, hearing the arrows hitting on it on the outside. You're busily yanking out arrows from yourselves and stopping the bleeding.

Then you take in the view of the castle. It must have been an impressive place back in the day, but now it is in disrepair. You're on the antechamber of the castle, the double doors to the throne room lay open before you and you can see a group of ten zombies shambling around in it. When they notice you all they begin to come towards you!

What will you do?

> Attack the nearest zombie with your sword (roll 1d20 DC13)
> Attack the zombies twice with your sword (roll 2d20 DC17)
> Throw a flask of holy water at a zombie (roll 1d20 DC 13)
> Tell Bailey to throw a fireball at the zombies
> Run and lock yourself in the cloakroom
> Write in
>>
>>3478671
Definitely heal ourselves, jeez.

Have Bailey fireball the zombies, I assume they're grouped.
>>
>>3478678

You heal yourself using your lay on hands power! You're now seriously wounded, taking +2 DC penalty on all rolls.

You tell Bailey to use a fireball on the zombies.

She asks you "Are you sure? They don't look too tough. I can only do it once a day."

And you say "Just do it."

"If you say so."

She toss a fireball at the zombies and kills 8 of them.

Dandala steps forward and kills one zombie with her sword.

Ss'rath kills another zombie with his spear.

The area is clear of enemies!

You inspect your surroundings.

There's the cloakroom by the antechamber of the castle full of ancient cloaks; adjacent to the throne room you can see there's a dinning room with a massive table and dozens of chairs around it. Beyond it presumably there's the castle's kitchen.
On the opposite side of the dinning room there's some sort of training hall with a whole bunch of now rusty weapons hanging on the walls, there's a corridor that seems to lead to the barracks or maybe to the dungeons, or perhaps both.
Behind the throne room there are staircases leading to the second floor of the castle, there you should find the accommodations of the nobles and the library.

Where do you want to go?
> To the kitchen
> To the barracks/dungeon
> To the second floor
> Write in
>>
>>3478697
>To the barracks/dungeon
They would have medical supplies in a barracks, would they?
>>
Also
>hurr charge the castle

Never make a decision again.
>>
>>3478697
>Second floor

We're gonna want to clear out those roof archers before we leave.
>>
Rolled 1 (1d2)

>>3478720
>>3478752

Well we got a tie, let's roll to break it

1 - to the barracks/dungeon
2 - to the second floor
>>
>>3478818

"Let's head that way, I think it's some sort of barracks, they would have medical supplies in a barrracks wouldn't they?", you say.

"Well, even if they had they would be two hundred years old by now.", says Bailey.

You head down a corridor with a bunch of rooms full of bunk beds, then you find a spiral staircase going down.

You descend the stairs and find yourselves in the dungeons! You hear wailing from undeads locked in cells, you see a bunch of zombies and skeletons in chains.

In a corner of the dungeon you see a torture table and a bunch of torture implements.

By the torture table you see a grossly deformed flesh abomination, easily eight feet tall with a dozen limbs protruding from its grotesque form wielding a bunch of sharp implements. It turns towards us and comes running ready to fight!
What will you do?

> Attack the flesh abomination with your sword (roll 1d20 DC 17)
> Attack the flesh abomination with your sword twice (roll 2d20 DC 20)
> Throw your holy water at the flesh abomination (roll 1d20 DC 11)
> Ask someone to throw their holy water at the flesh abomination (who?)
> Run back towards the stairs
> Write in
>>
Rolled 8 (1d20)

>>3478838
>Throw your holy water at the flesh abomination
NOPE.jpg
>>
Rolled 18 (1d20)

>>3478838
>Throw your holy water at it and tell at least one other person to follow suit
>>
Rolled 15, 1, 5, 6, 5, 1 = 33 (6d20)

>>3478850
>>3478852

You throw your holy water at the flesh abomination! It glows burning the creature like an acid! The creature howls in agony but keeps coming towards us!
"It's working! Quick, someone, throw more holy water at it!"

"Alright! Here it goes!", says Selena, tossing her flask of holy water at the creature.

It also gets a similar effect, melting off the creature upon touch! But the damn thing is too tough! It keeps coming!

Ss'rath tries to hit it with his spear but fails!

Dandala tries to shoot it with her longbow but misses!

Bailey casts a magic missile at it, hitting the monster and causing some more damage! But the creature continues coming at us!

It finally gets close enough to attack! It unleashes a torrent of blows upons Ss'rath! Rolling to hit DC 11.

What will you do?
> Attack the flesh abomination with your sword (roll 1d20 DC 17)
> Attack the flesh abomination with your sword twice (roll 2d20 DC 20)
> Ask someone to throw their holy water at the flesh abomination (who? Bailey, Dandala)
> Run back towards the stairs
> Write in
>>
Rolled 16 (1d20)

>>3478890
We might have to open some wounds and pour the holy water into them.
>>
Rolled 3 (1d20)

>>3478890
Ss'rath is a lucky boi

With that said, lets ask Dandala to hit it with the water too because it is pretty unlikely we're landing a blow.
>>
Rolled 6 (1d20)

> Attack the flesh abomination with your sword (roll 1d20 DC 17)
> Ask someone to throw their holy water at the flesh abomination (who? Bailey, Dandala)
>>
>>3478898
>>3478931
>>3478965


One of the blades of the flesh abomination connects with the soft bits of Ss'rath! He's lightly wounded!

You try to attack the flesh abomination with your sword but miss!

Bailey casts another magic missile on the flesh abomination, further damaging the creature!

You tell Dandala to throw her flask of holy water at the flesh abomination and she complies! The holy water finishes melting the creature, that stops moving half dissolved in a pool of smelly goo!

(You gained 4 experience for surviving the combat with the flesh abomination! You have 22 experience now! You'll level up once you reach 30 experience! You're currently level 1)

"That was a close call! Good thing we had those flasks of holy water!", says Selena.

"Now we only have one. And I'm out of offensive spells. We should find a place for a long rest so I can regain my spells.", says Bailey.

"You mean in the middle of this castle full of undead?", says Selena.

"Where else? It's not like we can get out with those skeleton archers by the door. Maybe we can lock ourselves in one of those cells, the bars look strong enough to keep the undead out.", says Bailey.

"Sounds crazy enough to work. Uhtred could also recharge his healing ability.", says Dandala.

The dungeon keeps going deeper underground.

What should we do?
> Lock ourselves in one of the empty cells for a long rest
> Continue exploring the castle (pick next room to explore, deeper dungeon, kitchen or second floor)
> Write in
>>
>>3479010
>Lock ourselves in one of the empty cells for a long rest
Like hell are we going any deeper.
>>
>>3479010
> Lock ourselves in one of the empty cells for a long rest

Not sure if even a full spells Bailey coulda beaten that thing.
>>
>>3479010
>> Lock ourselves in one of the empty cells for a long rest
>>
>>3479057
>>3479575
>>3480456


"This time around I won't be picking any utility spells, I'll go all out on damage dealing. If we need any utility spells we can take another long rest later. We may need the firepower if we find another of those things we found in the torture room.", says Bailey.

"I don't like the idea of spending several nights in a castle full of undeads.", says Selena.

"We'll do it if we must. We may need a significant amount of magical firepower to clear out this place, and I can only do so much at a time before needing a long rest. Still I'm confident that we've made some decent progress so far securing a place where we can rest. Things should get easier from now on."

We then try to get some rest even though hearing the moans of the zombies in the nearby cells makes this task a bit difficult; Selena stays on the first watch then after a few hours Dandala joins her.

After we are in the cell for awhile something spooky happens: a drawing in blood appears on the wall of the cell, written in common "GO AWAY", then we see footprints in blood leaving the cell and going towards the entrance of the dungeon... So the rumors that this place is haunted are true! How are we even going to fight a ghost?

After about seven hours of rest five zombie dogs come from the deeper dungeon and begin gnashing at the bars of the cell!

Dandala gets her longbow and takes her time shooting at them through the bars!

When we're done resting Bailey spends another hours preparing her spells then she says.

"I'm ready. Let's go!"

You renewed your ability to lay on hands too, do you want to heal someone? You can heal up to two hits.
> Heal yourself (3 hits, seriously wounded)
> Heal Dandala (2 hits, lightly wounded)
> Heal Bailey (3 hits, lightly wounded)
> Heal Selena (1 hit, lightly wounded)
> Heal Ss'rath (2 hits, lightly wounded)
> Don't heal anyone


And where do you want to explore next?
> Explore deeper in the dungeon
> Explore the kitchen of the castle
> Explore the second floor of the castle
> Write in
>>
>>3480471
>Heal yourself (3 hits, seriously wounded)
1 hit.
>Explore the second floor of the castle
>>
>>3480516

You heal yourself one hit, you're now lightly wounded. You can still heal one more hit today.

You decide to go explore the second floor of the castle. The staircase makes cranky noises as you ascend towards the second floor but the old wood holds your weight surprisingly well.

On the second floor you find the stairs to the main tower, doors leading to two separate libraries one in front of the other, and two corridors with six doors each where presumably are the rooms of the nobles. Maybe one of those is the wizard's room?

Where do you want to explore next?
> The library to the left
> The library to the right
> The staircase to the tower
> The noble rooms to the left
> The noble rooms to the right
> Write in
>>
>>3480610
>The library to the left
There could be some materials Bailey could use.
>>
>>3480627

You enter the library to the left and begin inspecting it.

There are lots of bookcases lining the walls, and a bunch of tables with chairs around them in the middle of the room. The tables have drawers with ink, paper and feathers for writing, the ink has long dried though.

The various dusty tomes seem to address various subjects in the arts, sciences and various works of fiction. This seems to be a rather comprehensive non-magical library on a wide variety of topics, ranging from practical tomes on shipbuilding, bridgebuilding, carpentry and masonry to things like rhetorics, the art of poetry, the art of courtship, manuals of etiquette, plus novels and plays by the dozens and a small selection of rather comprehensive encyclopedias spanning dozens of volumes each. These books are old and the informations contained in them are likely to be quite outdated, but still this library might be worth a small fortune!
You could certainly fill up your wagon with books and then some.
One could spend decades reading all this stuff!
"Holy crap, look at all this stuff! I think we could sell it all for 5,000, nay 10,000 gold pieces, maybe more! We're finally going to have a payday!", says Selena.

"If we figure out how to take all this stuff out of the castle. Remember that those skeleton archers are still out there by the door.", says Dandala.

"Watch out!", you say as you catch sight of a giant zombie snake approaching us from the corner of the room!

"Where the hell that thing came from?", says Selena.

"I don't know, but we're going to have to get rid of it!", says Bailey.

Selena begins playing her bardic song of courage! We're getting a bonus of +2 on all our attack rolls!

What will you do?

> Attack the giant zombie snake with your sword (roll 1d20 DC9)
> Attack the giant zombie snake with your sword twice (roll 2d20 DC13)
> Topple a couple bookcases on top of the giant zombie snake to slow it down
> Run away towards the entrance of the library
> Ask Bailey to throw her holy water on the giant zombie snake
> Write in
>>
>>3480761
>Topple a couple bookcases on top of the giant zombie snake to slow it down
If we can pin it then it'd be much easier to disable it.
>>
>>3480770

You topple a couple bookcases on top of the giant zombie snake to slow it down! The snake is having a hard time getting out from under the bookcases on the one hand, but on the other hand it now has cover against our attacks.

Dandala tries to shoot at the giant zombie snake with her longbow but hit the bookcase!

Ss'rath sticks his spear on the giant zombie snake a couple times wounding the creature!

Bailey casts a magic missile spell on the giant zombie snake!

What will you do?
> Attack the giant zombie snake with your sword (roll 1d20 DC11)
> Attack the giant zombie snake with your sword twice (roll 2d20 DC15)
> Run away towards the entrance of the library
> Ask Bailey to throw her holy water on the giant zombie snake
> Write in
>>
Rolled 2 (1d20)

>>3480812
>Attack the giant zombie snake with your sword (roll 1d20 DC11)
>>
>>3480834

You try to attack the giant zombie snake with your sword but miss it!

The giant zombie snake gets up from under the bookcases! It attempts to constrict Ss'rath but he pushes the snake away and moves out of the deadly embrace of the slithering undead creature!

Dandala miss her shot with the longbow at the giant zombie snake again!

Ss'rath manages to land a couple more hits on the snake, one being a critical!

Bailey casts a Scorching Ray spell at the giant zombie snake! She creates three rays of fire and hurl them at the giant snake! Two of them connect with the creature, slaying it!

(You gained 1 experience for surviving the fight with the giant zombie snake! You now have 23 experience! You'll level up once you reach 30 experience. You're currently level 1)

"Where are all these zombies even coming from?", says Selena.

"I have no idea. Can the magic of the castle create new corpses out of thin air?", says Dandala.

"I don't think so. The place is conspurcated so anything that dies in here becomes an undead. We would need a priest and a whole bunch of holy water to consecrate this place back to normal. I guess the corpses are from things that just happens to die to the undeads around here and get revived. Maybe the skeletons are from older corpses in the catacombs and cemetery. I wonder how many more of those creatures we'll run into.", says Bailey.

Where do you want to check next?
> The library to the right
> The staircase to the tower
> The noble rooms to the left
> The noble rooms to the right
> Get downstair and check the kitchen
> Get to the dungeons and check the deeper dungeons
> Write in
>>
>>3480972
>The library to the right
Let's keep looking for clues.
>>
>>3480972
> The staircase to the tower

How the fuck did a giant snake get in here to die
>>
> The library to the right
>>
>>3481045
>>3481099
>>3481101

You decide to go check on the library to the right.

There are lots of broken glass in the ground, a large pentagram of blood drawn in the middle of the room, a large pile of bones and skulls near it with a rusted bunch of weapons scattered around it; there's dried blood splattered on the walls, bookcases and shelves of the room.

The place has a lot of books on bookcases but upon further inspection it is more of a magical laboratory than a library. There are a few large tables and several shelves with dozens of drawers in which there are a large amount of disassembled alchemical lab equipment and glass flasks of various sizes with all sorts of weird substances, you check some of the labels: "troll blood", "giant wolfspider hair", "hagfinger", "wyvern's poison", "dried psilocybin", "celestial ichor", "adamantine", and the list goes on...

"Sweet heavens, I hadn't seem such a well stocked alchemist lab ever since I've been on the royal academy of magic! Not even master Julian had some of this stuff!", says Bailey, pocketing a bunch of the rarer things and stuffing them on her components pouch.

"His arcane library of is fairly comprehensive as well, besides all the basics on arcane theory and such there are his grimories and by the looks of it he knew a good chunk of all arcane spells, that Vorzak seems to have been on the level of an archmage or near it. And to think his powers were not enough to survive an incursion to the swamps of Stalia.", says Bailey.

"Must have been his hubris. He got too confident his spells could get him out of anything, took too much damage too fast and went down.", says Selena.

"Perhaps. Still, with the resources in this alchemical laboratory I could create all sorts of magical potions. It would be difficult moving all this stuff back to town I'm afraid, as these flasks are rather fragile, so I guess I'll have to pick and choose.", says Bailey.

Suddenly the large pentagram of blood begins to glow and out of the pile of bones near it a bunch of skeletons begins assembling! Ten skeletons total get up and grab rusty weapons then turn to attack us!

What will you do?
> Attack the nearest skeleton with your club (roll 1d20 DC12)
> Attack the nearest skeleton with your club twice (roll 2d20 DC 16)
> Ask Bailey to throw her holy water at the skeletons
> Ask Bailey to cast a fireball at the skeletons (it will destroy lots of expensive alchemical components!)
> Run out of the room
> Write in
>>
Rolled 1 (1d20)

>>3481238
>Attack the nearest skeleton with your club (roll 1d20 DC12)
>>
File: 1554611348884.png (134 KB, 1046x853)
134 KB
134 KB PNG
>>3481242
>>
So, you use a Fumble Chart or do you just write in what goes wrong?
>>
Rolled 13 (1d20)

>>3481238
> Attack the nearest skeleton with your club (roll 1d20 DC12)

I can salvage this
>>
Rolled 20, 9, 13, 20, 16, 8 = 86 (6d20)

>>3481242
>>3481254
>>3481264
>>3481271

You attack the nearest skeleton with your club! You hit it but it isn't enough to bring it down! These skeletons seems to be stronger than the ones you fought in the village, these are proper warrior skeletons!

Dandala grabs her club and hits one skeleton with it! It's also not enough to bring it down! Seems like it will be a tough fight!

Selena begins playing the song of courage giving us a bonus of +2 on our attack rolls!

Ss'rath hits one of the skeletons with his club! It's not enough to bring it down!

Bailey casts a Scorching Ray spell! Three rays of fire are created and she hurls them towards the skeletons! She hits two skeletons with them! She destroys one skeleton, but the other one she doesn't manage to destroy!

There's not enough room for all the skeletons to surround you what seems to be a good thing for you all! Three skeletons attack you, Dandala, and Ss'rath, one each. They're fast enough to make two attacks per turn each! Hitting DC 7 for you, DC 10 for Dandala and DC 11 for Ss'rath (they have a +4 bonus to hit!).

What will you do?
> Attack the nearest skeleton with your club (roll 1d20 DC10)
> Attack the nearest skeleton with your club twice (roll 2d20 DC 14)
> Focus on dodging the attack of the nearest skeleton while attacking it with your club (roll 1d20 DC14, you get one free dodge)
> Ask Bailey to throw her holy water at the skeletons
> Ask Bailey to cast a fireball at the skeletons (it will destroy lots of expensive alchemical components!)
> Run out of the room
> Write in
>>
Rolled 20 (1d20)

>>3481301
>Focus on dodging the attack of the nearest skeleton while attacking it with your club (roll 1d20 DC14, you get one free dodge)
>>
Rolled 6 (1d20)

>>3481301
ok wow these skeles are strong

Good thing other anon rolled a 20

> Focus on dodging the attack of the nearest skeleton while attacking it with your club (roll 1d20 DC14, you get one free dodge)

We might want to retreat though
>>
Rolled 20, 13, 11, 6, 5, 15 = 70 (6d20)

>>3481307

The devastating attacks of the undeads we're facing force us on the defensive, you focus on dodging their blows and still get hit by the creature's blade! You're now seriously wounded getting a penalty of +2 to your DCs.

You destroy the undead you were fighting with with a mighty blow of your club!

Dandala also goes on the defensive but the skeleton she was facing manages to land a critical blow on her, gashing her torso open! She's now also seriously wounded!

Dandala fails to hit the skeleton she was fighting with this turn.

Ss'rath goes on the defensive and manages to avoid being hit by the skeleton he was fighting against! He hits it again, destroying it!

Bailey casts a magic missile spell, destroying another skeleton!

With four skeletons destroyed, two more step forth to take place of the two that were destroyed in the front lines, three of them left behind not finding enough space to get close enough to hit us.

The three skeletons close to us then hit us again, one hits you, one Dandala and another hits Ss'rath. Hitting DC 7 for you, DC 10 for Dandala and DC 11 for Ss'rath (they have a +4 bonus to hit!)

What will you do?
> Attack the nearest skeleton with your club (roll 1d20 DC12)
> Attack the nearest skeleton with your club twice (roll 2d20 DC 16)
> Focus on dodging the attack of the nearest skeleton while attacking it with your club (roll 1d20 DC16, you get one free dodge)
> Ask Bailey to throw her holy water at the skeletons
> Ask Bailey to cast a fireball at the skeletons (it will destroy lots of expensive alchemical components!)
> Run out of the room
> Write in
>>
>>3481341
>another 20
Are you kidding me?
>Attack the nearest skeleton with your club (roll 1d20 DC12)
>>
Rolled 19 (1d20)

>>3481403
Site ate my dice.
>>
>>3481403
>>3481406

>Attack the nearest skeleton with your club (roll 1d20 DC12)


Are you sure? Just asking because you'll get 3 hits of damage (2 from the crit and 1 from the normal hit) and you only have 2 hits of life left, this kills the Uhtred.
>>
>>3481410
In that case, get the fuck out.
>>
>>3481341
Yea time to run
>>
I now holy regret not recruiting the cleric.
>>
>>3481403
>>3481406
>>3481412
>>3481416

You disengage from the combat and run for your life out of the room, abandoning your companions to their own luck!

Now that you took the coward's way out, what do you want to do?


> Go back there, my companions need me
> Yell for them all to fall back and run for their lives
> Head to the dungeon and lock myself in one of the prison cells, I need some long rests to heal myself
> Try my luck at getting out of the castle through the front door
> Try the kitchen, there must be an alternative exit out there
> Try the deeper dungeon, maybe there's a cave down there with an exit to the outside
> Write in
>>
>>3481436
Wait, I thought that meant everybody runs!
>Yell for them all to fall back and run for their lives
>>
>>3481436
> Yell for them all to fall back and run for their lives

We initiate group combat but not group retreats? That's kinda weird but ok.
>>
We were SORELY underprepared for this dungeon.
>>
>>3481447
>>3481451


"Fall back everybody! This is a losing fight, those skeletons are too tough! Run for your lives!", you scream, from out of the room.

"Damnit Uhtred, you could've warned us before you started running! Run everybody, RUN!", said Dandala

"Well, sorry, I never called a retreat before, I didn't know how to do it!", you say.

We all get out of the laboratory and start running, with the skeletons right after us!

Where should we run to?
> Upstairs to the tower
> To one of the corridors that should only fit two skeletons at once
> Downstairs to the throne room
> Downstairs to the kitchen
> Downstairs to the dungeon
> Write in
>>
>>3481471
Let's head to the dungeon and have Bailey wipe them out with a fireball. After that we'll need another long rest, then we head to the roof to kill the archers and leave this place. Come back with a cleric maybe but right now we're pretty underpowered.
>>
>>3481514

We run down the stairs with the skeletons right after us, luring them towards the dungeon where we can have Bailey cast a fireball at them without the risk of destroying valuable stuff.

As we arrive at the dungeon, the six skeletons are coming after us in a beeline. Bailey casts a fireball at them, destroying them in a flaming explosion.

(You gained 3 experience for surviving the fight with the skeleton warriors. You have now 26 experience. You'll level up when you reach 30 experience. You're currently level 1)

You then decide to have another long rest locked inside one of the cells.
You can still heal 1 hit before the long rest, who do you want to heal?
> Yourself (3 hits, seriously wounded)
> Dandala (4 hits, seriously wounded)
> Bailey (3 hits, lightly wounded)
> Selena (1 hit, lightly wounded)
> Ss'rath (2 hits, lightly wounded)

On the third hour of the long rest a group of five skeleton warriors show up at the dungeon! They're just outside of the cell, trying to get in!
By the eighth hour of our long rest eight more skeletons show up in the dungeon! A total of thirteen skeletons are mucking about in the prison chamber.

Once Bailey is done memorizing her spells she says "Damn I just finished memorizing the spell and I already need to cast it. The way they're spread out around near our cell I think I can catch eight maybe nine of these skeletons with a fireball without burning us alive if we stay close to the wall of the cell".

"I have good news though. I was memorizing the spells and realized that I can now cast fireball twice a day!"

Should she throw a fireball at the skeletons?
> Throw fireball at the skeleton warriors
> Don't use fireball on them, use other spells
> Use fireball twice if you need, I don't wanna deal with those things in melee again
> Write in

And after the long rest is complete, who will you heal? You can heal up to two hits.
> Yourself (3 hits, seriously wounded)
> Dandala (4 hits, seriously wounded)
> Bailey (3 hits, lightly wounded)
> Selena (1 hit, lightly wounded)
> Ss'rath (2 hits, lightly wounded)
>>
>>3481662
>Heal Dandala
After:
Would Bailey have both fireballs ready after this? If so:
>Use fireball twice if you need, I don't wanna deal with those things in melee again
If not:
>Throw fireball at the skeleton warriors

After:
>Yourself (3 hits, seriously wounded)
>Dandala (4 hits, seriously wounded)
>>
>>3481717
She has all spells before using any on the skeletons, but will of course spend any spell slots she uses killing the skeletons. To regain the fireballs spent on the skeletons she would need a third long rest, and who is to tell what could wander into this dungeon in the mean time...
>>
>>3481741
Then expend 1 fireball. And where the hell are the barracks? Old shields are better than no shields.
>>
>>3481755
The room that is closest to a barracks is some sort of training hall with lots of weapons lining the walls before the corridor with the bunk bed rooms. It has some old shields in it too.

Calling it a night though, I'll continue tomorrow.
>>
>>3481662
I have awoken
Backing
>>3481717
Except for the double fireball. Only one. She can magic missle a few after while Ssrath frontlines with his high AC.
>>
>>3481717
>>3481755
>>3482664

You heal Dandala and then after the long rest you heal yourself and then heal Dandala again! You're both now lightly wounded.

Bailey casts a fireball at the skeleton warriors, destroying nine of them! Four of them are still at the cell doors trying to get at us!

Should we engage them in melee?
> Yes, have everybody get out of the cell and engage them in melee
> No, have Bailey keep throwing spells at them until they're destroyed
> Write in

What will you do?
> Grab your club and hit the nearest skeleton warrior (roll 1d20 DC 12)
> Grab your club and hit the nearest skeleton warrior twice (roll 2d20 DC16)
> Ask Bailey to throw her holy water at one of the skeleton warriors
> Ask Bailey to cast a spell on the skeleton warriors (fireball, other)
> Call for a retreat (run where?)
> Write in
>>
>>3482792
>> Yes, have everybody get out of the cell and engage them in melee
> Grab your club and hit the nearest skeleton warrior (roll 1d20 DC 12)
>>
>>3482795

I think you forgot to roll the dice
>>
Rolled 5 (1d20)

>>3482792
>Have Bailey magic missle one more then engage
>>
Rolled 18, 4, 14, 18, 7, 7 = 68 (6d20)

>>3482795
>>3482811

Bailey uses magic missile in one more of the skeleton warriors, slaying it!

You, Dandala and Ss'rath go out the cell and engage the remaining three skeletons in melee!

You miss your hit on the skeleton!
Dandala hits one of the skeletons with her club! It's not enough to destroy it!
Ss'rath hits one of the skeletons with his club! It's not enough to destroy it!

Selena begins playing the song of courage! All our attack rolls are improved by +2!

The skeletons then begin attacking us back! One hits you, one hits Dandala and one hits Ss'rath. Rolling to hit DC 7 for you, DC 10 for Dandala and DC 11 for Ss'rath. The skeletons make 2 attacks per turn each, with a +4 bonus.

What will you do?
> Hit the nearest skeleton warrior with your club (roll 1d20 DC 10)
> Hit the nearest skeleton warrior with your club twice (roll 2d20 DC14)
> Focus on dodging the attacks from the skeleton while fighting it with your club (roll 1d20 DC14, you get one free dodge)
> Ask Bailey to throw her holy water at one of the skeleton warriors
> Ask Bailey to cast a spell on the skeleton warriors (fireball, other)
> Call for a retreat (run where?)
> Write in
>>
Rolled 19 (1d20)

>>3482815
>Fight defensive
>>
>>3482826

You manage to land a hit on the skeleton warrior you're facing while fighting defensively!

Dandala fails to hit the skeleton warrior she's fighting against and is hit by it despite trying to avoid its hits! She's now seriously wounded!

Ss'rath lands a couple hits on the skeletons he was facing and in the one Dandala was facing, destroying them both!

Bailey casts another magic missile spell, destroying the last skeleton that you were facing!

The area is now free of enemies!

(You gained 2 experience for surviving the combat with the skeletons! You now have 28 experience! You'll level up once you get 30 experience. You're currently level 1)

"Well, now that we're done with these skeletons where should we go next?", says Selena.

> Explore the deeper dungeon
> Explore the kitchen
> Explore the rooms to the left on the second floor
> Explore the rooms to the right on the second floor
> Explore the tower
> Write in
>>
>>3482838
>> Write in
Get the hell out of this place first and come back when we're better prepared.
>>
>>3482889

"It's no use, we're not prepared to handle this place, another encounter with skeleton warriors and we'll be as good as dead. I think we should get the hell out of this place and come back when we're better prepared.", you say.

"Well, and how do you intend for us to do it? The skeleton archers are still on the walls out there, they'll shoot us if we try to leave the castle.", says Dandala.

"I might be able to get four of them with a fireball, but there will still be six skeleton archers shooting at us.", says Bailey.

"Six is better than ten. Might be worth a shot if we're really leaving.", says Selena.

Will you chance the front door? Grabbing the wagon and running out of the castle using it as cover still allows the skeleton archers time to shoot you all a couple times.

You might want to have Bailey cast a fireball at them to reduce their numbers so you don't get shot by as many skeleton archers on your way out.

What will you do?
> Rush out of the castle using the wagon as cover
> Have Bailey cast a fireball on the skeleton archers first, then rush out of the castle using the wagon as cover
> Write in
>>
>>3482916
>> Have Bailey cast a fireball on the skeleton archers first, then rush out of the castle using the wagon as cover
>>
Rolled 20, 7, 1, 16, 18, 14, 14, 14, 14, 17, 2, 2 = 139 (12d20)

>>3482929

"Bailey, fry those skeleton archers on the wall. I like our chances better with six than with ten.", you say.

"Gotcha."

You all then open the double doors of the castle. The skeletons slowly turn towards you.

Bailey toss a fireball at them, destroying four skeleton archers in a fiery explosion!

Then we grab the wagon and begin running using it as cover out of the castle!

Rolling to see how much damage we take on the way out, everybody takes 2 shots, except Selena and Ss'rath who take 3 shots each. DCs are 12 for Uthred, 15 for Dandala, 12 for Bailey, 14 for Selena and 16 for Ss'rath.
>>
>>3482945

Uhtred takes a critical hit! He's now crippled, taking +4 to his DCs.
Dandala takes one hit! She's now seriously wounded!
Bailey takes two hits! She's now seriously wounded!
Selena takes three hits! She's now seriously wounded!
Ss'rath takes one hit! He's now seriously wounded!

We're now out of castle Fornstein!

We begin getting all the arrows out of us and stopping the bleeding.

"Guess we head back to Greshire now. A shame we couldn't ascertain whether the gem was here or not this time around.", says Bailey.

"Do you guys plan on coming back to this place?", says Selena

"Well, we gotta make sure whether the gem is here or not. We didn't explore the whole castle. Besides there are alot of good loot to be had in here. We just need to come better prepared.", you say.

"I managed to get a few thousand gold worth of magical components out of that alchemical lab. Might take a few months before I find buyers for these though, as demand for such a thing is rather low and there aren't that many wizards here in Greshire. In any case we can use the profits to acquire better equipment in order to handle those enemies better.", says Bailey.

"Well in the mean time we could go do something else, we don't need to be all focused on the jewels of Guldar all the time. We could do some other stuff for profit to help fund the main goal you know.", says Selena.

"Well, the next step in the plan was to go loot a dragon's hoard for the gem that is most certainly there. I've been hoping to avoid direct confrontation with the dragon, but that might be unavoidable. I also need to research further on whether there are any accounts on the heroes that defeated the necromancer who took over castle Fornstein last century, maybe the gem really was with them and we wouldn't need to return to castle Fornstein after all."

We find our mule, get our wagon back in position, then begin heading back to Greshire. Every day you heal the people a little bit. On the fifth day of travel on our way back to Greshire we are harassed by a pack of wolves during the night!

There are eight of them!

"I'll just throw a fireball at them", says Bailey.

She casts a fireball and kills four wolves! The remaining wolves flee!

On the eighth day a group of six orcs tries to rob us!

Bailey just throws a fireball at them. They had some silver on them, maybe stolen from other travellers.

On the thirteenth day of our travel we find another group of adventurers! A wizard, a cleric and two human warriors. They tell us they're heading to an orcish village to recover a sacred relic that was stolen when it was on its way from a shrine in a small village to the temple of the sun. We wish them good luck and continue on our travel.
>>
>>3483041

Finally we arrive at Greshire. We meet at the Bloody Dagger.

"As I've said I have a lot of stuff to research and things to sell. If you guys want to do some sidequests in the meantime feel free to go without me. I'll probably need to keep Ss'rath around too since I'm the only one who can talk to him, I'll try to keep teaching him common in the following months. Unless of course you all want to go to the dragon's lair right now.", says Bailey.

"I guess it's the three of us then. Should I ask around for something profitable for us to do?", says Selena

"If you don't want to go questing together we could part ways for now. Bailey can summon us with Sending spells once she's done selling stuff and researching about the adventurers.", says Dandala.


> Let's all go to the dragon's lair
> Go your own way for awhile
> Have Selena look for some quest you, her and Dandala could do together
> Look for more people to join our group
> Write in
>>
>>3483046
>Have Selena look for some quest you, her and Dandala could do together
Anything to get more combat experience.
>>
>>3483064

"I really need to get some more combat experience. Find us a quest, Selena.", you say.

About a week goes by until we meet Selena again in the Bloody Dagger.

"I think I got just the thing. You see in these past few months the orcish tribes of the north have grown restless and increasingly bold, launching assault after assault against the villages that dot the countryside of Greshire.
The Greshire army can't kill all these orcs alone so they're paying anyone who offers proof that they have killed orcs. The payment isn't spectacular, only one gold for each orc, but it adds up. We could sneak near an orcish encampment and begin killing its patrols, then assault the encampment proper once it is weakened enough. I know just the place to do it, near a village called Laruvia which has been having trouble with orcs for awhile now, it's about a week of travel away from Greshire."

"Orcs are pretty tough. Their patrol sizes might vary too - if we find more than five orcs at a time we might be in real trouble. This might be a little too difficult for the three of us alone.", says Dandala.

> Accept the quest and begin travelling to Laruvia
> I need to do some preparations beforehand (what?)
> Tell Selena to look for something else, you're not interested
> Look for more people to join our group
> Go your own way for awhile
> Write in
>>
>>3483224
> I need to do some preparations beforehand (what?)

Recruit a cleric or healer of some sort, our 2 a day ain't cutting it.
>>
>>3483268
+1
>>
>>3483268
>>3483281

"We should recruit a cleric or healer of some sort to our group, my lay on hands ability doesn't seems to suffice to keep us in one piece.", you say.

"The only church with lots of clerics around here is the church of the sun, with a temple in Greshire and some shrines in the various villages. It will be rather difficult to convince a cleric of the sun to come with us just to fool around in some quest to kill a bunch of orcs.", says Dandala.

"Still it doesn't hurt us to try does it?", says Selena.

Which cleric of the sun should we try to recruit?
> A novice (level 1-2 cleric, roll 1d20 persuasion DC10)
> An young priest (level 3-4 cleric, roll 1d20 persuasion DC14)
> An older priest (level 5-6 cleric, roll 1d20 persuasion DC18)
> Write in
>>
Rolled 2 (1d20)

>>3483316
>A novice (level 1-2 cleric, roll 1d20 persuasion DC10)
>inb4 surpass old priest DC
>>
>>3483319
Oh, so when I try to call it it doesn't happen.
>>
Rolled 12 (1d20)

>>3483316
>novice

I mean, we're level 1
Bailey seems like she's 6
Dunno about everyone else
SSrath is level 20 at not getting hit, lucky bastard
>>
>>3483319
>>3483324
>>3483344

We ask around the temple of the sun for any clerics that might be willing to come with us in our quest and we find a novice cleric that's willing to come with us, a young lad called Reynold Nakuma, a tall thin dark haired young priest wearing the usual garments of a priest and carrying an iron mace.

"I hear you guys are going after some orcs huh? With the blessing of the Sun God I can heal people up to three times a day.", he says,"Let's hope that that's plenty."

Now that you found a new party member, what do you wanna do?
> We're ready now, begin travelling to Laruvia
> I still need to do some preparations (what?)
> On a second thought you're not interested, tell Selena to look for something else
> Look for more people to join our group
> Go your own way for awhile
> Write in
>>
>>3483420
Wow
Hopefully he can do more than heal because that's only one more than us

> We're ready now, begin travelling to Laruvia
Did we ever replace our throwing axe? If not that's actually the last thing we do before leaving.
>>
>>3483420
>I still need to do some preparations (what?)
Get a fucking shield.
>>
>>3483449 you still have it, you retrieved it from the giant frog at the swamp but didn't use it again since. I'll include the option to throw it in the combat prompts.

>>3483474

You decide to spend the rest of your money getting a shield.
Do you want a normal shield (+2 to AC) or a tower shield (+4 to AC but -2 to attack rolls due to encumbrance)?
>>
>>3483825
Normal
>>
>>3483825
>>3483831
>>
>>3483831
>>3483869


You get a nomal shield spending pretty much all the rest of your money.

Then you all decide it is time to depart.
We begin our trip to Laruvia. It's largely uneventful, we arrive there after a week of going on our wagon or walking all day and camping at night.

Once we arrive there we find the locals rather agitated for some reason. We inquiry about what is going on.

"The orcs just did a raid on our town and took five of our women! We can only imagine the unspeakable horrors they must be subjecting the poor ladies to!", says an old man.

"You people came to slay the orcs right? You gotta do something to help those poor women!", says another old man.

"How many orcs were on this raiding party?", says Selena.

"About twenty of them. We tried to put up a fight but by the time the militia began to assemble the orcs were already gone with the girls, the girls were on the fields tending to the vineyards when the orcs came."

"How many people exactly do you have in this militia of yours?", asks Dandala.

"We are a small village miss. We have about a couple hundred young men of fighting age that we could potentially recruit, but we don't really have good equipment for them, just some improvised farm implements", says the old man.

> Stick to the plan, let's slay orcish patrols in the forest
> We can't let the orcs do whatever they want, let's go into their encampment to free those women
> Tell the old man we can lead the militia into the orcish encampment to free those women but there will be great losses
> Write in
>>
>>3483921
> Tell the old man we can lead the militia into the orcish encampment to free those women but there will be great losses

I'm not even sure about the great losses part. That's a pretty big numbers advantage.
>>
Rolled 91, 9 = 100 (2d100)

>>3484021

We tell the old man we can lead the militia into the orcish encampment to free those women.

"That's a pretty big numbers advantage, we can take them."

"Well, let's see if we can convince the young men to come to our aid then."

The three old men you were talking to go to the village main square and begin yelling to everyone "By now you all know that five of our women have been taken by the orcs! We urge our young men to join in a militia to go free them from those disgusting beasts! Here we have a group of brave young heroes willing to lead you in the attack on the orcs! So what do you young men have to say?"

2d100 young men volunteer to go free the young women captured by the orcs
>>
>>3484049

About half of the men volunteer to go after the orcs. They arm themselves with farm implements and get ready to face the orcs!

"Here's your militia, heroes." says the old men."Now go free those women!"

You then enter the forest and begin marching around. You don't really know where the orcish encampment is.

> Send a group of ten men ahead to scout looking for the orcish encampment
> Go ahead ourselves to scout looking for the orcish encampment
> Divide the militia in two groups to search for the orcish encampment
> Write in
>>
>>3484053
> Go ahead ourselves to scout looking for the orcish encampment

Ok I thought we would get the full 200+, I am now much less confident. Depends on how many are in the encampment, 40 or more and we call it off and focus on ganking patrols.
>>
>>3484056

You decide to go ahead with your own group to scout looking for the orcish encampment.

After spending about an hour walking around in the forest you meet a small patrol of four orcs carrying axes and wearing hide armor! When they see us they come running and screaming after us!

What will you do?
> Attack the closest orc with your sword (roll 1d20 DC 12)
> Attack the closest orc with your sword twice (roll 2d20 DC 16)
> Throw your small ax at the closest orc (roll 1d20 DC12)
> Write in
>>
Rolled 12, 20 = 32 (2d20)

>>3484117
Gotta try for dubs this fight.
>>
Rolled 19 (1d20)

>>3484117
Not sure if we're bad at sneaking or they're good at patrolling

Let's throw the axe.
>>
Rolled 7, 12, 13, 16, 16, 18 = 82 (6d20)

>>3484154 going with the crit
>>3484155


You manage to land a critical hit on one of the orcs with your sword, slicing his neck clean, killing it!

Dandala draws her sword and hits one of the orcs with it!

Selena begins to play the song of courage! We get a bonus of +2 to our attack rolls!

Reynolds grabs his mace and swings it at one of the orcs hitting it!

The three surviving orcs attack you, Dandala and Reynolds! They have a +5 bonus to hit, but they decide to attack twice each this turn, reducing their bonus to +1. Rolling to hit DC 12 for Uhtred, DC 13 for Dandala and DC 11 for Reynolds.

What will you do?
> Attack the closest orc with your sword (roll 1d20 DC 10)
> Attack the closest orc with your sword twice (roll 2d20 DC 14)
> Fight the orc focusing on dodging his attacks (roll 1d20 DC14, you get one free dodge)
> Throw your small ax at the closest orc (roll 1d20 DC10)
> Write in
>>
Rolled 7 (1d20)

>>3484178
>Fight the orc focusing on dodging his attacks (roll 1d20 DC14, you get one free dodge)
>>
>>3484178
> Throw your small ax at the orc on Reynolds (roll 1d20 DC10)


We got this thing for range, why use it on the closest enemy? Reynolds needs the help here.
>>
Rolled 17 (1d20)

>>3484178
forgot to roll like a chump
>>
Rolled 1, 16 = 17 (2d20)

>>3484193
>>3484204
>>3484206

One of the orcs land one hit on you! You're lightly wounded!

One orc lands one hit on Dandala despites she's fighting on the defensive! She's lightly wounded!

One orc lands a hit on Reynolds despite him fighting on the defensive! He's lightly wounded!

You throw your small ax at the orc fighting Reynolds and it sinks deeply into the creature's back, slaying it!

Dandala manages to slay the orc she was fighting with!

Reynolds runs towards the orc attacking you but miss his attack!

The last remaining orc attacks you twice! Rolling to hit DC 12.

What will you do?
> Attack the last orc with your sword (roll 1d20 DC 10)
> Attack the last orc with your sword twice (roll 2d20 DC 14)
> Fight the last orc focusing on dodging his attacks (roll 1d20 DC14, you get one free dodge)
> Write in
>>
Rolled 14, 1 = 15 (2d20)

>>3484227
> Attack twice
>>
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225 KB
225 KB PNG
>>3484232
Great.
>>
>>3484245
We kill it before the crit fail, so all good?
>>
>>3484262
Oh wait, he critfailed too.
>>
>>3484232

You try to attack the orc twice and land one hit on the creature, wounding it!

Dandala runs towards you and attacks the orc you're fighting with but miss!

Reynolds attacks the orc you're fighting with and hits it with his mace, slaying the creature!

All orcs have been eliminated!

(You gained 4 experience! You're levelled up! You now have 32 experience. You'll reach the next level once you have 60 experience. You are currently level 2.

Upon gaining a level you gain one extra hit automatically so you can now sustain 6 hits instead of 5 before dying!

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

+1 extra hit before dying (current is 6) (1 point)
+1 to hit (current is +1) (1 point)
+1 on armor class (current is 13) (1 point)
+1 on critical hit range (base is 20) (1 point)

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

Will you take something from the orc's corpses as proof that you slayed them for the purposes of claiming the reward offered by the army of Greshire?
> Yes (what will you take?)
> No

Will you heal the wounds you took in combat? Uthred has 2 heals and Reynolds have 3 heals left today.
> Uhtred (1 hit, lightly wounded)
> Dandala (1hit, lightly wounded)
> Reynolds (1hit, lightly wounded)

Will you continue to look for the orcish camp?
> Yes of course
> No send a group of militia men instead
> No call off the search, we're quitting this operation
> Write in
>>
What class are we (working towards) again?
>>
>>3484290
>Yes
Ears are pretty standard

>No heals yet

>Keep looking

>+1 to hit
>+1 to AC

>>3484309
Paladin
>>
>>3484318
Oh, right. Gonna support this.
>>
>>3484318
>>3484330

(You get a +1 bonus to hit and a +1 bonus to AC)

You decide not to heal your wounds just yet.

You decide to take the ears of the slain orcs as proof that you have killed them, as those are pretty standard.

You decide to keep looking for the orcish camp.

You continue looking through the forest for seven more hours, tracking back every few hours to make sure the militia men don't get too far away from us, until right before twilight you find the orcish camp! Several tents around a large bonfire where a couple deers are being roasted, about eight orcs on patrol duty and an unseen amount of them presumably resting inside the tents. If you were to guess you'd say there's about twenty orcs in the camp or so, but there may be more out on patrol duty.

You see the women in the middle of the orcish camp, with ropes around their necks and tied to wooden poles.

> Attack the orcish patrol
> Go back for the militia men and have them attack, we should arrive back in here before midnight
> We'd rather not attack the orcs at night, wait until dawn to attack the orcs
> Try to sneak into the camp and free the women
> Write in
>>
>>3484397
> Go back for the militia men and have them attack, we should arrive back in here before midnight

I'm comfortable with 20. And only 8 awake? It'll be a slaughter.
>>
I'll continue tomorrow
>>
>>3484397
>> Go back for the militia men and have them attack, we should arrive back in here before midnight
This
>>
>>3484435
>>3484598

You decide to go back for the militia men and have them attack the orcs.

You arrive back at the orcish camp a little before midnight. But now conditions have changed! There are about thirty orcs, all armed with axes, doing some sort of tribal dance around the bonfire!

The women have been brought closer to the fire and are within the circle of armed orcs dancing around the bonfire.

How will you go about attacking the orcs?

> Send the militia men charging towards the orcs
> Divide the militia men in two groups and have them flank the orcs
> Divide the militia men in three groups and have one group sneak up around the camp to come by from the opposite side to try to surround the orcs to prevent them from escaping
> Write in

And what will you tell the men will be the priority of the battle?
> Kill as many orcs as possible
> Just try to stay alive
> Open a path through the orcs to get to the kidnapped women
> Write in

And how are your group going to take part in the battle
> Lead from behind the lines just directing the flow of battle telling men where to go
> Lead by example and rush the front lines
> March side by side with the scared peasants
> Write in
>>
>>3486205
>Divide the militia men in three groups and have one group sneak up around the camp to come by from the opposite side to try to surround the orcs to prevent them from escaping
The third group will hide themselves among the trees.
>Open a path through the orcs to get to the kidnapped women
The priority.
>Lead by example and rush the front lines
Once their line falters, so will their will.
>>
>>3486342

We tell the men to divide themselves in three groups to surround the orcs, the third group going around the camp and hiding themselves among the trees to lay in ambush in case the orcs try to flee.

Then we tell the other sixty five men or so that our priority is to open a path through the orcs to get to the kidnapped women.

We decide to lead by example and rush the frontline.

Once we give the third group some time to get in position we begin our attack, two groups with roughly thirty men each rush from convergent directions towards the circle of orcs around the bonfire! We're right in the front of the mass of peasants, leading the charge!

What do you want to do?
> Attack the nearest orc with your sword (roll 1d20 DC11)
> Attack the nearest orc with your sword twice (roll 1d20 DC 15)
> Throw your ax at the nearest orc (roll 1d20 DC 11)
> Give commands to the peasants (what?)
> Write in
>>
Rolled 15, 11 = 26 (2d20)

>>3486468
> Attack the nearest orc with your sword twice (roll 1d20 DC 15)

Once Selena starts up her song of courage will it apply to every member of the militia?
>>
Rolled 5, 11, 19, 10, 18, 3, 19, 14, 9, 15, 4, 4, 10, 9, 5, 1 = 156 (16d20)

>>3486487

You try to attack the nearest orc twice with your sword, but only land one hit!

Dandala hits one of the orcs with her sword!

Reynolds hits one of the orcs with his mace!

Selena begins playing the song of courage! Everyone gets a bonus of +2 to their attack rolls!

The mass of peasants clash upon the line of orcs and both sides begin attacking each other!

The peasants manage to injure about seven orcs and kill one orc! The orcs manage to take out of combat nine peasants who lay on the ground either dead or bleeding to death!

As you are in the front lines you draw more attention from the orcs!

Eight orcs attack your group! They decide to attack two times each! Rolling to hit DC 13 for you, DC 13 for Dandala, DC 12 for Selena and DC 11 for Reynolds.

What do you want to do?
> Attack the nearest orc with your sword (roll 1d20 DC11)
> Attack the nearest orc with your sword twice (roll 2d20 DC 15)
> Throw your ax at the nearest orc (roll 1d20 DC 11)
> Give commands to the peasants (what?)
> Write in
>>
>>3486561

I forgot to account for the song of courage in the prompt, your DCs are two points lower.
>>
Rolled 4 (1d20)

>>3486561
>Attack the nearest orc with your sword (roll 1d20 DC11)
>Give commands to the peasants (what?)
Aim for the legs to cripple them.
>>
Rolled 14, 15 = 29 (2d20)

>>3486561
> Attack the nearest orc with your sword twice (roll 2d20 DC 15)

I think the chance of missing both is roughly the same as missing a single one, so may as well go for 2.
>>
Rolled 12, 2, 20, 3, 6, 19, 14, 13, 9, 20, 20, 18 = 156 (12d20)

>>3486608
>>3486651


You attack the nearest orcs with your sword, slaying two of the wounded orcs with two precise hits!

One of the orcs manages to land a hit on you! You're lightly wounded!

Dandala fights on the defensive and doesn't manage to land a hit on any orcs! She is hit by two orcs and is now seriously wounded!

Selena continues playing the song of courage! She's been hit by one orc! She's lightly wounded!

Reynolds doesn't manage to hit any orcs with his mace this time! He isn't hit by any orcs either!

You scream to the peasants to aim for the legs of the orcs to cripple them!

The peasants manage to kill three of the wounded orcs and wound three more! The orcs take ten more peasants out of combat! You can sense the morale of the peasants is breaking from seeing so many of their own bleeding on the ground and dying.

Six orcs attack your group, one attack each of you and three attack Selena. Rolling to hit DC 13 for you, DC 13 for Dandala, DC 11 for Reynolds and DC 12 for Selena. The orcs are attacking twice each.


What do you want to do?
> Attack the nearest orc with your sword (roll 1d20 DC9)
> Attack the nearest orc with your sword twice (roll 2d20 DC 13)
> Throw your ax at the nearest orc (roll 1d20 DC 9)
> Give commands to the peasants (what?)
> Write in
>>
Rolled 14 (1d20)

>>3486674
>Throw your ax
Aim for one attacking Selena.
>Write in
Order Reynolds to heal Selena.
>>
Rolled 16, 1 = 17 (2d20)

>>3486674

>You can sense the morale of the peasants is breaking from seeing so many of their own bleeding on the ground and dying

Selena cmon. Song of courage harder.

> Attack the nearest orc with your sword twice (roll 2d20 DC 13)
>>
>>3486693
Well shit.
>>
>>3486705
Plus they rolled 3 20's :/

These peasants suck though. They outnumber the orcs 4 to 1. I figured they'd just sweep with 4 attacks per turn but I guess orcs are too big and tough and their weapons are too shitty.
>>
>>3486689
Aim for the WEAKEST one attacking Selena.
>>
Rolled 7, 12, 5, 3, 12, 1, 8, 19, 10, 13, 7, 13 = 110 (12d20)

>>3486689
>>3486693

You realize that the orcs are rushing Selena and throw your ax at one of the orcs attacking her! Your ax gets lodged in the back of the orc but the beast keeps going!

You then yell for Reynold to go heal Selena!

Dandala fights on the defensive and manages to avoid the attack of the orcs! She also manages to kill one of the wounded orcs she was fighting against!

Reynold runs towards Selena to go heal her, getting hit by a orc in the process. He heals one level of damage on her.


Then the three orcs attacking Selena unleash a torrent of blows upon her. She stops playing the song of courage to defend herself! Two of the orcs land crititcal hits on her! She takes a total of 6 hits worth of damage being left incapacitated, taking a +6 to all DCs and -4 to her AC.

The effects of the song of courage will linger for awhile even after Selena stopped playing it.

The orcs noticed that you are leading the attack and decided to gang upon you next!

Six orcs attack us, three of them attack you, one attack each of the others. Rolling to hit DC 13 for you, DC 13 for Dandala, DC 11 for Reynolds and DC 8 for Selena. The orcs are attacking twice each.

The peasants manage to wound eight orcs and kill three! The orcs get thirteen peasants out of combat!

What do you want to do?
> Attack the nearest orc with your sword (roll 1d20 DC9)
> Attack the nearest orc with your sword twice (roll 2d20 DC 13)
> Focus on defending yourself while you attack with your sword (roll 1d20 DC13, you get one free dodge)
> Throw your ax at the nearest orc (roll 1d20 DC 9)
> Give commands to the peasants (what?)
> Write in
>>
Rolled 5 (1d20)

>>3486775
>Focus on defending yourself while you attack with your sword (roll 1d20 DC13, you get one free dodge)
>Write-in
Tell Reynolds to defend Selena while we try to get within range to lay on hands.
>>
Rolled 9 (1d20)

>>3486775
>Run and help heal Selena
>>
>>3486795
At least none of the orcs hit us, fucking scrubs.
>>3486792
Have him use his last two heals as well.
>>
Rolled 20, 11, 1, 2, 13, 9, 20, 18 = 94 (8d20)

>>3486792
>>3486795
>>3486804

The orcs trying to hit you don't manage to land a single hit. You run and help heal Selena.

Reynolds also heal Selena. However he is attacked by an orc while he's doing so, getting seriously wounded.

Together you two bring Selena back to a seriously wounded status.

Dandala fights defensively and manages to avoid being hurt by the orcs. She lands a hit killing another orc.

Selena fights defensively and manages to avoid being hurt by the orcs. She kills one of the wounded orcs with her short sword!

By now the orcs seeing that they are losing attempt to flee!

But the men we posted behind their lines surprise them, cutting their way out to escape! Our men injure six more orcs and kill two of them. Cornered, the orcs kill or otherwise incapacitate nine more men.

By now almost all orcs have been wounded to some capacity; so far we killed thirteen of the thirty two orcs in the camp.

Four orcs attack our group, one hits each of our people. Rolling to hit DC 13 for you, DC 13 for Dandala, DC 11 for Reynolds and DC 12 for Selena. The orcs are attacking twice each.

What do you want to do?
> Attack the nearest orc with your sword (roll 1d20 DC9)
> Attack the nearest orc with your sword twice (roll 2d20 DC 13)
> Focus on defending yourself while you attack with your sword (roll 1d20 DC13, you get one free dodge)
> Lay on hands on someone (you have one last use, who?)
> Give commands to the peasants (what?)
> Write in
>>
Rolled 9, 2 = 11 (2d20)

>>3486944
>Attack the nearest orc with your sword twice (roll 2d20 DC 13)
FFS SELENA
Have us and Reynold use our last heals on her.
>>
Rolled 14 (1d20)

>>3486944
Damn, Dandela high defense.

Can we fight defensively for someone else? Keep them from beating on Selena any more?
>>
>>3486962
What's that roll for?
>>
>>3486981
The action I suggested? Fighting while focusing on defending Selena?
>>
>>3487000
Okay.
>>
Rolled 3, 1, 8, 4, 7, 3, 19, 11 = 56 (8d20)

>>3486959
>>3486962
>>3486981
>>3487000
>>3487007

You decide to fight defensively while trying to defend Selena. You manage to draw the attention of her attacker upon yourself instead! The orc hits you twice, one being a critical hit! You're now crippled, getting a +4 penalty on all DCs and -2 penalty on AC. You manage to kill one orc!

Dandala fails to hit any orcs this turn.

Reynolds kills one orc with his mace!

Selena kills one orc with her short sword!

The peasants attack the orcs from all directions! They manage to kill six more orcs and injure three! Now each and everyone of the orcs have been injured! The orcs kill or otherwise incapacitate six more men.

There are now only ten wounded orcs left in the battlefield!

Four orcs attack our group, one hits each of our people. Rolling to hit DC 11 for you, DC 13 for Dandala, DC 11 for Reynolds and DC 12 for Selena. The orcs are attacking twice each.

What do you want to do?
> Attack the nearest orc with your sword (roll 1d20 DC9)
> Attack the nearest orc with your sword twice (roll 2d20 DC 13)
> Focus on defending yourself while you attack with your sword (roll 1d20 DC13, you get one free dodge)
> Lay on hands on someone (you have one last use, who?)
> Give commands to the peasants (what?)
> Write in
>>
>>3487059
>> Lay on hands on someone (you have one last use, who?)
Ourselves
>>
>>3487059

I forgot to apply the crippled penalty on the DCs in the prompt they are 4 points higher
>>
Rolled 18 (1d20)

>>3487059
>Lay on hands on someone
Ourself
>Focus on defending yourself while you attack with your sword (roll 1d20 DC13, you get one free dodge)
>>
>>3487076
This still defends Selena, right?
>>
Have Reynold heal us as well.
>>
Rolled 2 (1d20)

>>3487059
alright yeah heal ourselves now and fight defensively

it's 6 wounded orcs vs 50 militia, wonder who wins
>>
>>3487063
>>3487076
>>3487084
You use your lay on hands ability to heal yourself. You're now seriously wounded getting +2 penalty to all DCs.

You ask Reynolds to heal you.

Dandala fails to hit any orcs this turn.

Reynolds heals you. You're better but still seriously wounded.

Selena fights defensively and avoids being hurt by the orcs this time! She kills one orc with her short sword!

The peasants overwhelm the remaining orcs that manage to kill four more peasants before being swarmed by them and murdered by the angry mob.

We begin counting the dead and wounded and realize that we ended up with 49 men unscathed, 19 men badly mutilated by orcish axe wounds that are between life and death that may or may not make it back to the village, and 32 dead.

We saved the kidnapped women!

(You gained 8 experience! You now have 40 experience. You'll level up once you reach 60 experience. You're currently level 2.)

Will you take the ears of all the orcs as proof you slayed them for the purpose of getting reward from the Greshire army?
> Yes
> No

You inspect the orcish camp looking for loot. You find a whole bunch of goods they might have stolen from merchants but nothing that particularly catches your eye. They had some silver stashed inside a pouch in one of the tents so you take that.

You then have the men carry back the wounded to the village. Ten men don't make it bringing the casualties up to 42 dead.

You're received back in the village with mixed reactions. On the one hand they're glad that you rescued the kidnapped women and got rid of the orcs terrorizing their village; on the other hand, the large loss of life and the many wounded people suffered makes it hard to call this conflict a victory, specially knowing that the orcs reproduce prodigiously fast and loss of life is far worse on us than it is on them.

"You two would take three days to heal the whole party, we could do it on the road back to Greshire if you guys want.", says Dandala

"I thought I would die back there, those orcs are really dangerous!", says Dandala.

"We could stay in town for a few days and heal the nine guys who survived the battle but got wounded. Would only set us back a couple days.", says Reynolds.

"There are more orcs around the villages further to the north if you guys are still on board for the whole going after patrols of orcs in the forest.", says Selena.

"I'd think you of all people would be done fighting orcs.", says Dandala.

"True enough. I think I can find something else to do if you guys give me some time.", says Selena.

"This was all very thrilling but I think I'll go back to my studies once we're back to Greshire.", says Reynolds.

"Whaat? Why? We like having you around.", says Selena.

"I think I'm just not cut for this whole being an adventurer thing. I'll keep studying and maybe in a few years I'll be appointed to my own temple in a town somewhere."

> Stay and heal the survivors
> Go back to Greshire
> Go north to slay orcs
> Write in
>>
>>3487168
>Will you take the ears of all the orcs as proof you slayed them for the purpose of getting reward from the Greshire army?
Yes
>Stay and heal the survivors
It's the least we could do.
>>
>>3487181

You take the ears of all the orcs as proof you slayed them.

You decide to stay a few days and heal the survivors at the village of Laruvia, it's the least we could do.

Once you're done healing them and yourselves you then ponder what to do next.

> Go back to Greshire to go look for some other quests
> Go to the villages further north looking for more orcs to slay
> Write in
>>
>>3487242
> Go to the villages further north looking for more orcs to slay

If they breed fast we just need to kill faster.
>>
>>3487248

"Let's go to the villages further north and look for more orcs to slay.", you say.

"You're really keen on the whole orc slaying thing aren't you Uhtred?", says Dandala.

"I just think it's a foe we can take. I really need all the combat experience I can get. I don't wanna feel hopeless in combat like that time with the skeletons on castle Fornstein.", you say.

"We should be able to find some orcs to slay in the villages north of here. Let me ask around in the village if they know about other villages that are having trouble with orcs.", says Selena.

After paying some drinks to the locals, Selena comes back with information.

"Alright, I got this. There are three villages that we could hit next. Panshaw is by the mountains, it used to be a rather prosperous mining town until the silver mine depleted, now most of the young people went away to other places so there's lots of old people in there, the orcs took over the old tunnels and rumors say they found a vein of iron and are mining in there and making weapons to supply the orcs around the region with their axes, and maybe in time even metal armor! If we cut their supply they wound have to bring their weapons from their other mines in the cold north.
There's the village of Wingston near a small salty marsh and a lush forest with plenty of game where the orcs made lots of hunting camps, these orcs hunt deers and caribou with javelins, they then salt the meat and store them in barrels that they then trade or distribute around with the orcs around the region, if we killed these orcs we would make more difficult for the orcs to feed themselves around here as they would need to keep busy hunting or bring supplies all the way from home on the frozen wastes.
Near the village of Cirrane the orcs set up various traps for merchants coming and going to Greshire from the villages in the north and have acquired a large amount of goods from plunder that they distribute amongst the orcs in the region. If we attack the orcs in Cirrane we should be able to cripple their ability to have a centralized distribution center for their loot, also who knows what good stuff they might have in store after so many months of unchecked looting in the merchant routes!"

Which village will we travel to?
> Travel to Panshaw
> Travel to Wingston
> Travel to Cirrane
> Write in
>>
>>3487330
> Travel to Cirrane

Not only will we loot merchant wealth and items, but the existing merchants will hopefully pay generously to no longer get ganked.
>>
out for tonight
>>
>>3487426

We decide to travel to Cirrane, to deal with the orcs ambushing the merchants that come and go from Greshire to the villages of the north.

On the third day of our travel there while we're going with our wagon through a forested area we're ambushed by a group of seven orcs! The are armed with axes and wearing hides for armor. They demand we surrender our money and equipment or they're going to murder us!

What will you do?
> Attack the nearest orc with your sword (roll 1d20 DC11)
> Attack the nearest orc with your sword twice (roll 2d20 DC 15)
> Throw your axe at the nearest orc (roll 1d20 DC11)
> Write in
>>
Rolled 1, 11 = 12 (2d20)

>>3488814
>Pretend to agree so Selena has a chance to start her song, then attack twice
>>
Rolled 3, 3, 20, 9, 2, 3, 3, 16, 1, 3, 6, 6, 2, 10 = 87 (14d20)

>>3488949

You pretend to agree with giving your goods to the orcs and tell Selena to start her song, then you try to attack the orcs twice but you miss both your hits!

Selena has started her song!

Dandala tried hitting one orc but failed.

Reynolds attacked one orc with his mace and landed a hit!

The orc leader tells the others "Get the bard! And the one with the robes too!"

Three orcs attack Selena, two attack Reynolds, and one attack each of the others. Rolling to hit DC 11 for Uhtred, DC 13 for Dandala, DC 12 for Selena, DC 11 for Reynolds. The leader orc is attacking Uhtred. All the orcs are attacking twice.

> Attack the nearest orc with your sword (roll 1d20 DC9)
> Attack the nearest orc with your sword twice (roll 2d20 DC 13)
> Fight the orcs defensively (roll 1d20 DC 13, you get one free dodge)
> Throw your axe at the nearest orc (roll 1d20 DC9)
> Write in
>>
Rolled 11, 19 = 30 (2d20)

>>3488985
Jesus poor Selena. Orcs hate her so much. Good thing they finally rolled low.

>Attack twice
>>
Rolled 8, 10, 7, 2, 20, 9, 1, 20, 12, 18, 18, 19 = 144 (12d20)

>>3488988

You try attack the leader of the orcs with your sword twice and land one hit!

Dandala fights defensively and manages to avoid being hurt by the orcs this turn, however she doesn't manage to hit anyone either.

Selena fights defensively and manages to avoid being hurt by the orcs this turn, however she doesn't manage to kill any orcs.

The effects of the song of courage will linger for a few more turns after Selena stopped playing it.

Reynolds kills the orc he had previously wounded!

Three orcs attack Selena, and one attack each of the others. Rolling to hit DC 11 for Uhtred, DC 13 for Dandala, DC 12 for Selena, DC 11 for Reynolds. The leader orc is attacking Uhtred. All the orcs are attacking twice.

> Attack the nearest orc with your sword (roll 1d20 DC9)
> Attack the nearest orc with your sword twice (roll 2d20 DC 13)
> Fight the orcs defensively (roll 1d20 DC 13, you get one free dodge)
> Throw your axe at the nearest orc (roll 1d20 DC9)
> Write in
>>
Rolled 7, 7 = 14 (2d20)

>>3489013
>Attack twice

Whether this finishes him or not, go over to Selena and try to aggro at least one of the orcs on her.
>>
Rolled 9 (1d20)

>>3489013
Distract the third orc attacking Selena with our axe.
>>
Rolled 15, 5, 5, 16, 19, 10, 10, 12, 8, 5, 5, 10 = 120 (12d20)

>>3489042
>>3489044

You try to hit the leader orc with your sword twice but fail! You then move towards Selena to try drawing attention of the orcs attacking her upon yourself.

Dandala attacks one of the orcs with her sword!

Selena fights on the defensive against the various orcs trying to kill her, but various blows get past her defense, including a critical hit! She takes four hits and is now seriously wounded! She doesn't manage to hit any of the orcs with her short sword.

Reynolds doesn't manage to hit any of the orcs with his mace this time.

Two orcs attack Selena, two attack you and one attack each of the others. Rolling to hit DC 13 for Uhtred, DC 13 for Dandala, DC 12 for Selena, DC 9 for Reynolds. The leader orc is attacking Reynolds. All the orcs are attacking twice.

What will you do?
> Attack the nearest orc with your sword (roll 1d20 DC9)
> Attack the nearest orc with your sword twice (roll 2d20 DC 13)
> Fight the orcs defensively (roll 1d20 DC 13, you get one free dodge)
> Throw your axe at the nearest orc (roll 1d20 DC9)
> Lay on hands on someone (you have two uses left)
> Write in
>>
Rolled 8, 8 = 16 (2d20)

>>3489081
> Attack twice
One day both will be hits and it'll feel so good
>>
Rolled 10 (1d20)

>>3489081
>Fight the orcs defensively (roll 1d20 DC 13, you get one free dodge)
Lay on hands for Selena
>>
>>3489100

either you fight defensively or you lay on hands, both take a full action
>>
>>3489108
Let's lay on hands then since all our rolls were garbage
>>
>>3489099
>>3489100
>>3489108
>>3489111

You lay on hands on Selena, healing her one hit. She's still seriously wounded.

Two orcs landed hits on you! You're now lightly wounded!

Dandala fought defensively and managed to avoid being hit by one orc! She also managed to wound one orc with her sword!

Selena managed to avoid being hit by an orc by fighting defensively! She also managed to wound one orc with her short sword!

Reynolds fought defensively and avoided the hit of the orc leader! But he didn't manage to hit any orcs with his mace this time!

Two orcs attack Selena, two attack you and one attack each of the others. Rolling to hit DC 13 for Uhtred, DC 13 for Dandala, DC 12 for Selena, DC 9 for Reynolds. The leader orc is attacking Reynolds. All the orcs are attacking twice.

What will you do?
> Attack the nearest orc with your sword (roll 1d20 DC9)
> Attack the nearest orc with your sword twice (roll 2d20 DC 13)
> Fight the orcs defensively (roll 1d20 DC 13, you get one free dodge)
> Throw your axe at the nearest orc (roll 1d20 DC9)
> Lay on hands on someone (you have one use left)
> Write in
>>
Rolled 17, 12 = 29 (2d20)

>>3489129
>Attack twice
>>
Rolled 13, 18, 10, 7, 19, 17, 1, 5, 17, 15, 6, 19 = 147 (12d20)

>>3489129

forgot the dice
>>
Rolled 15, 15, 11, 4, 11, 10, 1, 7, 1, 13 = 88 (10d20)

>>3489133

You try to attack the nearest orc twice but only land one hit, wounding it with your sword!

The orc you were fighting for lands a couple hits on you! You're now seriously wounded getting a +2 penalty on all DCs.

Dandala fights defensively but is still hurt by the orc she's fighting against! She's now lightly wounded! She misses her hit this time.

Selena fights defensively but is still hurt by one of the orcs attacking her! She is seriously wounded! She kills one of the orcs with her short sword!

Reynolds fights defensively and manages to avoid being hit by the orc leader! He doesn't manage to land a hit on him though!

Two orcs attack you and one attack each of the others. Rolling to hit DC 13 for Uhtred, DC 13 for Dandala, DC 12 for Selena, DC 9 for Reynolds. The leader orc is attacking Reynolds. All the orcs are attacking twice.

What will you do?
> Attack the nearest orc with your sword (roll 1d20 DC9)
> Attack the nearest orc with your sword twice (roll 2d20 DC 13)
> Fight the orcs defensively (roll 1d20 DC 13, you get one free dodge)
> Throw your axe at the nearest orc (roll 1d20 DC9)
> Lay on hands on someone (you have one use left)
> Write in
>>
>>3489171

forgot to apply the penalty for being seriously wounded, all your DCs are two points higher
>>
>>3489171
>Lay on hands ourselves again

Since we're about to eat two more hits
>>
>>3489184

you could avoid one hit fighting defensively, might even hit an orc while you're at it if you roll high enough

are you sure you wanna lay on hands on yourself instead?
>>
Rolled 14 (1d20)

>>3489200
We avoid the hit even if we fail the roll? Didn't know that. In that case yes.
>>
>>3489175
>>3489184
>>3489200
>>3489250

You fight defensively, avoiding one attack from the orcs you're fighting against! You manage to kill one of the orcs!

You're hit by one of the orcs you were fighting against! You're now crippled, taking +4 to all DCs and -2 to your AC.

Dandala miss her attack against the orc she was fighting with.

Selena miss her attack against the orc she was fighting with.

Reynolds doesn't manage to hit the orc leader.

The orc leader begin screaming something in orcish and the orcs disengage from combat and begin running away!

They run too fast for us to pursue them!

Dandala grabs her bow and aims for the orcish leader...

You could try one last hit with your axe...

> Throw your axe at one of the wounded orcs (roll 1d20 DC13)
> Throw your axe at the orcish leader (roll 1d20 DC13)
> Don't throw your axe at the fleeing orcs
> Write in
>>
Rolled 20 (1d20)

>>3489293
>Throw at a heavily wounded orc

If they survive we won't get it back
>>
Fuck now I wish I had gone for the chief
>>
>>3489340

Dandala hits the orcish leader with her bow but that's not quite enough to bring him down, he manages to flee!

You hit one of the wounded orcs right in the skull killing it instantly!

(You gained 4 experience! You now have 44 experience! You'll level up once you reach 60 experience. You're currently level 2.)

You collect the ears of the four orcs you have slain.

Then you continue your travel towards Cirrane.

In the four days of the rest of the trip you manage to heal everybody in the party back to pristine condition.

Then when you arrive at Cirrane you go to a local tavern to get the news.

Selena quickly finds some jobs for us.

"There's a grain caravan going south towards Greshire that is looking to hire protection. It's a sizeable caravan, ten wagons full of grain, the export of this seasons crop. The orcs are usually not interested in grain caravans but the merchants fear for their lives. They'll pass by spots where there are frequent orc attacks so they need someone with experience slaying orcs. I could convince them to take us if we show them the ears we've been collecting. The pay is not very high, they're offering two gold per day for each of us, plus two gold for each orc we kill. The whole trip should take two weeks."

"There's another job we could take, this one seems a bit trickier. There's a wizard going after components he needs for some spell or another, and it is some sort of rare mineral that he is sure can be found in caves around the orcish territory. The trip should take about a week to get there and a week to get back, plus maybe a day for him to collect the minerals he need, but we don't know how many orcish patrols we might run into during the way. He offers us a hundred gold for escorting him."

"There's also an weirder job that came to my attention. There's a half orc who lives in the forest near the town whose presence is tolerated by the townsfolk to an extent and seems like his presence is also tolerated by the orcs, so he became an ambassador of sorts. He makes a living selling back loot from the orcs to the people in the village. Recently a caravan that was carrying a statue to be placed on the shrine of the sun god was looted by orcs and the priests want the statue back. He is willing to pay a hundred gold for it, presumably the half orc would take his cut so only maybe half of it would be ours. The problem is the statue is too heavy for one person to carry, so more people would need to go with the half orc into the orcish camp to bring back the statue!"

Which job will we take?
> Escort the grain caravan
> Escort the wizard
> Acquire the statue
> Don't take any job let's just kill orcish patrols
> Write in
>>
>>3489499
>Escort the wizard

Inquire about enchanted gear and how/where to obtain it.
>>
>>3489541

We decide to take the job to escort the wizard.

"Hello, my name is Tholius. My research has lead me to the conclusion that some small pockets of mithril are to be found in one of the caves to the north of this region and I'd like to obtain a sample for my purposes. Unfortunately the area is completely infested with orcs and as such I'll need you all to escort me. I'm a licensed wizard from the royal academy of magic so I can cast fireballs once a day, a small group shouldn't be a problem, but I fear we may stumble upon some group that is too large or well, too far apart from each other for me to fry them with one fireball."

"I've been meaning to ask a wizard about it for awhile mister Tholius... enchanted gear, how and where one obtains such a thing?", you ask.

"Well, enchanted items are all very costly, the cheapest magical item you'll find will cost you at least a thousand gold and that's the manufacture cost, hitting the market it will likely cost twice that much. The royal academy of magic produces magical items for special purposes, like for the royal guard for instance. Many archmages also dedicate themselves to the production of magical items. If I'm not mistaken there's even a guild, the Guild of Artificers, dedicated to the manufacture of magical items, you may be able to find representatives from the guild in major cities. Of course the more powerful the item you're looking for the rarer it gets and the more difficult it is to find. There are also artifacts, magical items created by archmages from the past nobody knows how to make anymore, like the jewel my old master Darius has acquired that allows him to fly all the time and conjure tornadoes."

"You've been an apprentice to the archmage Darius? The one who got the jewel of Guldar?", says Dandala.
>>
>>3489738

"Yeah that one precisely. Do you know about the jewels of Guldar? I've been told there are seven of them. I witnessed the power of the one my master acquired, it greatly amplified his already great powers, if all the others are like that then that man Guldar must have been a truly impressive fellow when he wielded them all. I was told he would lead his armies in the frontlines and would destroy hundreds of enemies everyday with his spells, making the land safe for mankind by eliminating all the monsters that populated this region. Before the times of Guldar the whole of civilized lands were wilderness filled with clans of beastmen that were constantly waging war with one another, the only bastion of civilization was the elves entrenched in their forests, who relied in their cunning archers and their powerful archmages to keep the monsters away. Guldar was a great friend of the elves so when he asked them for powerful artifacts to help him cleanse the land for human settlement the elvish archmages created the jewels for him. In his reign he extended the human domains over the entire continent, appointing his generals as governors of the various provinces while he kept going destroying the beast men and the various monsters that plagued the land year after year campaign after campaign. Since then the empire fractured in various kingdoms that wage war against each other on occasion, but most of the land conquered for mankind was never again lost to the beast people."

"Fascinating. You knew details of the story I wasn't aware of.", says Dandala.

The trip towards the cave where the mineral deposit is located is thankfully uneventful; as a precaution we don't light fires at night so as to not draw unwanted attention on ourselves.

When we arrive at the cave Tholius gets to work; he brought a pickaxe and he spends the whole day mining!

By the end of the day he says. "Well, the deposit was disappointingly small. Still I got a couple pounds of the stuff, should be worth a few thousand gold! Let's head back!"

On the first day of our way back however we happen upon a large orcish patrol! Fourteen orcs come running after us with axes in hand!

Tholius throws a fireball at them! He kills six orcs in an explosion of fire!

"I can still cast magic missile a few times but it's mostly on you guys from now on!", he says.

What will you do?
> Attack the nearest orc with your sword (roll 1d20 DC11)
> Attack the nearest orc with your sword twice (roll 2d20 DC 15)
> Throw your axe at the nearest orc (roll 1d20 DC11)
> Write in
>>
Rolled 1, 15 = 16 (2d20)

>>3489748
Oh jesus 14
Thank magic for fireballs

>Attack twice
>>
Rolled 3, 5, 8, 5, 20, 3, 19, 10, 7, 20, 4, 8, 6, 13, 16, 16 = 163 (16d20)

>>3489783

You try to attack the nearest orc twice with your sword, landing one hit!

Dandala draws her sword and attacks one of the orcs, wounding it!

Reynolds attacks one of the orcs with his mace and lands a hit!

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

Tholius already cast fireball this turn, he'll act again next turn.

The orcs begin attacking your group! Two orcs attack each of you; they don't attack Tholius this turn, who is behind your lines; they might attack him on the next turn though, as various orcs have begun to run around your group trying to reach him. Rolling to hit DC 13 for Uhtred, DC 13 for Dandala, DC 12 for Selena, DC 11 for Reynolds. All the orcs are attacking twice.

What will you do?
> Attack the nearest orc with your sword (roll 1d20 DC9)
> Attack the nearest orc with your sword twice (roll 2d20 DC 13)
> Fight the orcs defensively (roll 1d20 DC 13, you get one free dodge)
> Throw your axe at the nearest orc (roll 1d20 DC9)
> Lay on hands on someone (you have two uses left)
> Write in
>>
out for the night
>>
Rolled 17, 12 = 29 (2d20)

>>3490188
>Attack twice

Try and keep them from getting to the wizard, he did hire us as protection.
>>
>>3491180

You try to attack the nearest orc twice, landing one hit, killing it!

Dandala fights defensively but is still hit by one orc, she's now lightly wounded! She manages to kill one of the orcs she was fighting against with her sword!

Selena fights defensively and manages to avoid being hurt by any orcs! She doesn't manage to injure any orcs though.

The effects of the song of courage will linger for a few more turns now that Selena stopped playing.

Reynolds fights defensively but is still hurt by one orc! He's lightly wounded! He lands a critical hit on one orc killing it with his mace!

Tholius cast a magic missile in one of the wounded orcs finishing him off!

You scream for everyone "Protect Tholius!" and your group position themselves around the wizard so as to make it difficult for the orcs to target him.

The four remaining orcs then flee the battlefield! They run too fast for us to pursue them!

Dandala grabs her longbow and takes a shot at one of them...

Tholius prepare to cast a spell on one of the fleeing orcs...

What will you do?
> Throw your axe at the nearest orc (roll 1d20 DC9)
> Let them flee
> Write in
>>
Rolled 13 (1d20)

>>3491431
>Axe throw

Coordinate with Dandala
Also that went well
>>
>>3491436

You point at the closest orc and yells to Dandala "That one!" as you throw your axe! She then shoots the orc with her longbow! The orc is slain!

Tholius cast a magic missile spell on one of the fleeing orcs and slays it instantly!

Only two orcs manage to flee!

(You gained 3 experience! You now have 47 experience. You'll level up once you reach 60 experience. You're currently level 2.)

You collect the ears of the 12 orcs you've slain.

You heal the people who have been injured.

Then you continue your trip back to Cirrane.

Two days later you find a patrol of seven orcs in the distance, but they flee when they see Tholius!

"Do you think they'll go back for reinforcements?", you ask Tholius.

"Nah. We already killed twelve orcs, their camp probably only have about a hundred orcs or so, I don't think they would bother sending a huge raiding party just to get one guy.", says Tholius.

The rest of the trip is uneventful, we don't light campfires at night to don't draw unwanted attention, and we travel as long as we can during the day.

By the end of the week we are back at Cirrane.

"Thank you all for your assistance, without your help I might have been overwhelmed by those orcs back there. Here's the hundred gold I've promise", he says, giving you a pouch with gold coins."Now I'm going to spend a few weeks or maybe months casting Sending spells to find buyers for the mithril I gathered in those caves, got a good couple pounds should sell for three thousand gold give or take if I'm not mistaken. It was a pleasure doing business with you!"

Now that you're done with the quest with the wizard you send Selena around asking for more quests.

"Seems like the grain caravan already departed. The gig with the statue was figured out already. A small village like this doesn't have much in the way of jobs for adventurers but I'll try to find something.", she says.
>>
>>3491695

After awhile she comes back and tells us

"Well, I did find a few things we could do."

"The local lord, sir Landoval, been having a problem in one of his mines, an infestation of rust monsters, at least eight of them, who have made nests in there and are eating all the iron ore, he is willing to pay 50 gold for us to go there and kill the rust monsters. We should probably not carry anything made of metal on the fight or it will likely be destroyed by the creatures."

"I heard rumours about a cache of magical potions that has been hidden a long time ago by some witch in a cave somewhere in the orcish territory. The rumors are a bit vague, but they all talk about a cave marked with a dotted circle. If it's so clearly marked it shouldn't be hard to find. Amongst these potions there could be something useful for us. The rumors also say that the ghost of the witch watches over the potions and that we should only take what we need else she'll haunt us, but that part is probably bogus, I say if we choose to go fetch them we loot it all and sell it on the market."

"There's also a spice merchant who had his stuff stolen by the orcs and who wants it back! He's willing to pay 300 gold to have his load of spices back! We could try talking with that half orc to see if he can ask the orcs to get the stuff of the merchant back, but our cut on the whole thing would be maybe a tenth of the total price. Or we could try going into the orcish camp and stealing the spices ourselves."

What will we do?
> Kill the rust monsters
> Go after the potions cache
> Retrieve the spices
> Just kill orcish patrols
> Write in
>>
>>3491697
>Go after the potions cache

Smells like big money and big plot
>>
>>3491700

We decide to go after the potions cache. We have Selena ask around some more around the village about it.

Some of the older people know about it. An elderly woman tells us what she knows about it.

"I went there when I was younger, it's about a week away from here near the mountains. I was young and foolish back then and I wanted a love potion to make the man I liked love me. I knew the old witch of the forest had died but before she died she hide her cache of potions in a cave so I went there looking for a potion to meet my desires. When I finally found the cave it had the mark of a dotted circle in front of it as if written in blood. I felt a presence as I rummaged through the hundreds of unmarked colorful potions then all of a sudden I knew which one was the one I needed. I took the potion and headed back home. It worked and I was happily married to the man I loved for sixty years until he died last year."

We thank the old woman for the information.

"Hundreds of unmarked colorful potions? This sounds less appealing now. How are we going to sell them if we don't know what they do? Half of them might even be poison.", says Dandala.

"There's also the issue of the ghost watching over the potions. I'm not nearly powerful enough to exorcise a ghost, just to let you guys know.", says Reynolds.

"Well, maybe we could grab one potion each then. Maybe its a make a wish kind of deal. I want a potion that will help me get a lot of money."

"I wanna a potion that will make me more difficult to hit in combat.", says Dandala.

"I wanna a potion that makes my healing spells more powerful.", says Reynolds.

"What about you Uhtred?"

"I don't know... I don't really gave it much thought..."

"C'mon, there's gotta be something! If a potion could do anything for you, what would you want it to do?", asks Selena.

> I wanna a potion that will make me stronger
> I wanna a potion that will make me faster
> I wanna a potion that will make me more resistant
> I wanna a potion that will revive me if I die
> Write in
>>
>>3491828
>I want a potion to make me more accurate/dexterous
>>
>>3491873

"Well... I want a potion to make me more accurate, more dexterous.", you say.

"Then it is settled, we're going after that potions cache to find some potions to fulfill our heart's desires!", says Selena.

We begin traveling toward the location of the cave to the best of our knowledge. Miraculously we don't run into any orcish patrols on our way to the cave!

We search through the mountainous terrain and find a bunch of bear caves, mountain lion dens; it takes us three days to find the cave with a dotted circle marked by the entrance.

As we enter we feel a powerful and sinister presence watching us.

The cave is faintly lit by the sunlight coming in from some small holes in the ceiling; the cave is partially flooded. Scattered around the cave floor there are hundreds of flasks of various sizes with colorful liquids inside of them.

Selena says "Alright, I guess that now is when we focus on our desire and let the ghost of the witch guide us towards the right potion. Who will go first?"

What will we do?
> Go first yourself
> Tell Dandala to go first
> Tell Reynolds to go first
> Tell Selena to go first
> Screw this, grab all the potions put them in the wagon and lets get the hell out of this creepy cave
> Write in
>>
>>3491891
>Reynolds

He is the most holy and righteous I guess.

Works killing me today btw. :(
>>
>>3492068

"Go first Reynolds!", you tell him.

"Me? Alright.", he says as he steps forward.

"Alright, stronger healing spells, stronger healing spells, stronger healing spells...", he keeps muttering to himself as he closes his eyes and begins walking around slowly around the cave.

He then grabs a large bottle with a bright blue liquid inside it.

"I think that's it! I felt something guiding me! Maybe the stories about this place are real after all. I wonder if I should drink this thing right away..."

What will we do?
> Tell Reynolds to drink the potion to see what happens
> Tell Dandala to go next
> Tell Selena to go next
> Go next yourself
> Grab all the potions and put them in the wagon
> Write in
>>
>>3492097
>drink it bro

Using him as a guinea pig? No way haha
>>
>>3492106

"Drink it to see what happens Reynolds!", you tell him.

"Alright, I'm gonna drink it!"
He uncorks the potion.
"God, it smells foul!"

He then drinks it all.

He pauses for a few moments with the empty bottle in hand. Nothing happens.

"I don't feel anything different at all. This thing tastes like piss, except it leaves a slight burning sensation in your tongue for a little while."

"Well I guess we'll only know if it worked when you actually cast any healing spells.", says Dandala.

What will you do next?
> Tell Dandala to go next
> Tell Selena to go next
> Go next yourself
> Grab all the potions and put them in the wagon
> Write in
>>
>>3492130
> Go next yourself

>"What Reynolds, you drink a lot of piss? Have a good basis for comparison there?"
>>
>>3492157

"What Reynolds, you drink a lot of piss? Have a good basis for comparison there?", you tell him.

"Hey, I drank piss once by accident. It's not my fault it has a quite distinctive taste.", he says defensively.

Everybody has a laugh at Reynold's expense.

You decide to go next yourself. You try to focus on what you want to get. Becoming more dexterous, more accurate. You close your eyes and let the ghost guide you. You actually feel something cold touching your hand, guiding you. After being pulled around awhile you finally grab a small bottle with a green liquid inside it.

What will you do next?
> Drink the concoction to see what it will do
> Tell Dandala to go next
> Tell Selena to go next
> Grab all the potions and put them in the wagon
> Write in
>>
>>3492168
>Drink it

Ok, guess the witch is real and we're not stealing everything
>>
>>3492175

You uncork the bottle and drink the weird green liquid.

It tastes like raw egg whites and dirt and leaves a sour aftertaste in your tongue, but other than that you don't feel anything different.

"Do you feel any more dexterous?", asks Dandala.

"I don't know.", you answer.

"Guess we'll only know when we enter combat.", says Dandala.

What will you do next?
> Tell Dandala to go next
> Tell Selena to go next
> Grab all the potions and put them in the wagon
> Write in
>>
>>3492194
>Try doing a somersault, or a flip.

>Have Dandala and Selena grab their potions, drink them if they want, then leave.
>>
>>3492214

You decide to try doing a somersault to ascertain if you're more dexterous. You think you're able to do it better than you were able previously, although you were never much the acrobatic kind so it is hard to tell.

Dandala go ahead and let herself be guided by the ghost of the witch to find a potion for herself. She finds one medium sized bottle with a yellow liquid in it.
She drinks the liquid and says it tastes like sap with a metallic tinge.
Selena let's herself be guided by the ghost of the witch and finds a tiny bottle with a black liquid inside.
She drinks it and says it tastes like tar but sweet.

We then leave the potion's cave.

We begin our trip back to Cirrane.

On our way there one day Selena tells us "Hold on, I think I saw something in the forest."

She then heads into the woods and finds an skeleton by a tree wearing a tattered robe. The skeleton has a pouch and inside this pouch she finds some 200 gold coins!

"Guys, I think the potion for finding money is starting to work already!", says Selena.

On our way back to the village we also don't run into any orcish patrol.

When we arrive back in the village we learn that the infestation of rust monsters has been dealt with and the spice merchant has already reacquired his merchandise.

Selena goes look for more jobs for us.

She finds the following opportunities:

"A merchant of metals is headed to Greshire with three wagon loads of metals. He's offering 200 gold for us to escort him safely there."

"A young fire lizard has been sighted nearby. Those things are almost as bad as dragons, they even have a firebreath! Sir Landoval placed a reward of 50 gold to whoever brings the head of the beast back."

"A cloth merchant had his stuff stolen by the orcs and is now trying to get his merchandise back. He's willing to pay 200 gold to get his stuff back. We could try to negotiate with the half orc and maybe our cut would be a tenth of the price, or we could try to raid the orcish camp to retrieve the stolen merchandise ourselves."

What will we do?
> Escort the merchant
> Kill the fire lizard
> Retrieve the cloth
> Just kill orcish patrols
> Write in
>>
>>3492308
>Escort for the metal merchant

Damn, a luck potion? Jealous.
>>
>>3492325

We decide to escort the metal merchant headed to Greshire.

The first week of the travel is uneventful, but on the eighth day we happen upon an orcish ambush! Ten orcs wielding axes and wearing hides for armor demand that we surrender our goods or they'll kill us and take everything!

What will you do?
> Attack the nearest orc with your sword (roll 1d20 DC10)
> Attack the nearest orc with your sword twice (roll 1d20 DC14)
> Throw your axe at the nearest orc (roll 1d20 DC10)
> Write in
>>
Rolled 17, 7 = 24 (2d20)

>>3492346
>Attack twice

Have those hit dcs gone down?
>>
Rolled 9, 2, 4, 11, 8, 2, 7, 13, 8 = 64 (9d20)

>>3492348

You attack the nearest orc with your sword twice, landing one hit! You notice that you're slightly better at fighting the orcs. Is it the effect of the potion?

Dandala lands a critical hit on one of the orcs with her sword killing it!

Reynolds hits one of the orcs with his mace!

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

The metal merchant shoots one orc with his crossbow!

The orcs begin attacking our group! Three orcs attack Selena, two orcs attack each of the others. Rolling to hit DC 14 for Uhtred, DC 13 for Dandala, DC 12 for Selena, DC 11 for Reynolds. All the orcs are attacking twice.

What will you do?
> Attack the nearest orc with your sword (roll 1d20 DC8)
> Attack the nearest orc with your sword twice (roll 2d20 DC12)
> Fight defensively while attacking with your sword (roll 1d20 DC12, you get one free dodge)
> Throw your axe at the nearest orc (roll 1d20 DC8)
> Write in
>>
Rolled 8, 11 = 19 (2d20)

>>3492416
It seems like they all attacked only once. We won't make that mistake.

Also it seems Selenas luck doesn't carry over to not getting piled by orcs.
>>
Rolled 11, 3, 14, 20, 18, 20, 18, 4, 9 = 117 (9d20)

>>3492416

damnit I rolled too few dice, it's 9 orcs attacking twice each so it's 18 dice, not 9.

rolling 9 more dice now
>>
>>3492425
I liked the first set of rolls a lot more.

Busy next two hours btw.
>>
Rolled 16, 19, 13, 10, 11, 1, 6, 2, 9, 17, 15, 9, 5, 2, 15, 10 = 160 (16d20)

>>3492424

You try to attack orcs with your sword twice but miss both hits!

Dandala fights defensively and avoids being hurt by the orcs this time. She doesn't manage to hit any orcs though.

Selena fights defensively but is still hurt by the orcs twice, one hit being critical. She's now seriously wounded!

The song of courage effects will last a few more turns now that she stopped playing it.

Reynolds fights defensively but is still hurt by one of the orcs! He's lightly wounded! He doesn't manage to hit any orcs this turn.

The metal merchant kills one orc with his crossbow!

The remaining 8 orcs begin attacking our group! Two orcs attack each of you. Rolling to hit DC 14 for Uhtred, DC 13 for Dandala, DC 12 for Selena, DC 11 for Reynolds. All the orcs are attacking twice.

What will you do?
> Attack the nearest orc with your sword (roll 1d20 DC8)
> Attack the nearest orc with your sword twice (roll 2d20 DC12)
> Fight defensively while attacking with your sword (roll 1d20 DC12, you get one free dodge)
> Throw your axe at the nearest orc (roll 1d20 DC8)
> Write in
>>
Rolled 10 (1d20)

>>3492453
Time to try defensive fighting, and stay close to Selena in case she needs healing.
>>
>>3492458

You fight on the defensive, but one orc still manages to hit you! You're now lightly wounded!
You don't manage to hit any orcs though.

Dandala attacks the orcs twice and manages to land both hits, killing two wounded orcs!

Reynolds fights defensively but is still hit by one orc! He's lightly wounded! He manages to get a critical hit and kills one orc!

Selena fights defensive and manages to avoid being hit by the orcs! She manages to injure one orc with her short sword!

The metal merchant shoots at the orc Selena injured with his crossbow, finishing it off!

The orcs begin to flee for their lives! They run too fast for us to pursue them.

Dandala prepares to shoot one of the orcs with her longbow.

The metal merchant prepares to shoot one of the orcs with his crossbow.

What will you do?
> Throw your axe at the nearest orc (roll 1d20 DC 8)
> Let the orcs go
> Write in
>>
Rolled 8 (1d20)

>>3492481
>> Throw your axe at the nearest orc (roll 1d20 DC 8)
>>
>>3492526

You throw your axe at the nearest orc; Dandala shoots at the orc with her longbow and the orc is killed.

You collect the ears of the seven orcs you have killed.

(You gained 3 experience. You have now 50 experience. You'll level up once you reach 60 experience. You're currently level 2.)

The rest of the trip transcurs uneventfully. Once you reach Greshire the metal merchant thanks you for escorting him and pays the 200 gold as promised.

Reynolds then tell you all "I had a good time adventuring with you folks but now I'm going back to my studies in the temple. Good luck out there!"

What do you wanna do now that you are in Greshire?

> Have Selena go look for jobs for us
> Take a ship and go to Celedo in the continent south
> Take a ship and go to Kradiff in the far east
> Go look for Bailey to see if she has had any progress on her research or in selling all those components yet
> Turn in all those orc ears you've been collecting (you have 59 of them)
> Buy something (what?)
> Look for more people for our group
> Write in
>>
>>3492562
>Turn in those orc ears

59? Damn. Probably starting to smell and be a nasty encumberance.
>>
>>3492702

You head to the barracks of the Greshire army and inquire about where to get the reward for slaying orcs. They point you out to a small administrative building, so you head there. A busy looking sergeant attends you.

You then turn in all the orc ears that you collected.

"You certainly been busy killing all those orcs! Here is your reward son! Keep up the good work, these greenskins are a menace to our way of life!"

He makes you sign a bunch of paperwork then gives you the 59 gold for slaying the orcs.

What do you wanna do next?

> Have Selena go look for jobs for us
> Take a ship and go to Celedo in the continent south
> Take a ship and go to Kradiff in the far east
> Go look for Bailey to see if she has had any progress on her research or in selling all those components yet
> Buy something (what?)
> Look for more people for our group
> Write in
>>
>>3492750
> Look for more people for our group
See if we can pick up a slightly more skilled cleric
>>
>>3492762

We once again head towards the temple of the sun looking for priests that we can recruit.

How skilled a priest are we trying to convince to join our group?
> A novice (level 1-2 cleric, roll 1d20 persuasion DC10)
> An young priest (level 3-4 cleric, roll 1d20 persuasion DC14)
> An older priest (level 5-6 cleric, roll 1d20 persuasion DC18)
> Write in
>>
Rolled 3 (1d20)

>>3492776
> An young priest (level 3-4 cleric, roll 1d20 persuasion DC14)

Ugh. We should have gotten a potion of persuasion.
>>
>>3492844

We ask around but the priests from the temple of the sun don't seem interested in joining our group of adventurers, maybe if we try again in the future we may be able to recruit someone but right now they all seem to have better things to do with their time.

What do you wanna do next?

> Have Selena go look for jobs for us
> Take a ship and go to Celedo in the continent south
> Take a ship and go to Kradiff in the far east
> Go look for Bailey to see if she has had any progress on her research or in selling all those components yet
> Buy something (what?)
> Look for more people for our group
> Write in
>>
>>3492857
> Go look for Bailey to see if she has had any progress on her research or in selling all those components yet

What's in Celedo/Kradiff again?
>>
>>3492860 Celedo is the port city where you took a ship to come to Greshire, it's in the main continent so you'd have more places to go on foot/horse/wagon than in Greshire. Kradiff is a port city in the far east, it's a the home of the guy who has the water jewel of Guldar, the master of the local maritime's guild, I listed it because there are ships going there.

You decide to go look for Bailey to see if she has had any progress on her research or in selling all those components yet.

We find her in the local library in a study room surrounded by open books.

"Ah, it's you guys. I'll wrap things up here and meet you on the Bloody Dagger later tonight."

Later that night you all meet at the Bloody Dagger. Ss'rath is also there. He says "Hello Guyss! How are you?"
"We've been fine, how about you Ss'rath?"
"Learning! Want to go on adventuress soon! Doing nothing boring."

We then talk to Bailey.
"I've been able to sell some of the components we've acquired at castle Fornstein and I've raised about two thousand gold. I've also managed to locate a very curious book entitled Memoirs of Alphonsus the Magnific, the compilations of the tales of a bard named Alphonsus who was once in a party with a group of adventurers who a hundred years ago attacked castle Fornstein to get the place rid of the necromancer plaguing the region. In his group there was a wizard named Carolina and in page 236 of the book he describes and I quote that she took from the dead hands of the necromancer a staff which had a glowing orb that upon being subjected to detect magic spell accused being imbued with powerful magic but that showed no obvious effects and since at the time she had no enchanted staff of her own she adopted the weapon as her main equipment. Then he goes on describing the various adventures they have together and on page 843 of the book he says that Carolina went back to her homeland in the south, near the frontier with the elvish lands, to retire in a village named Longdale in a modest tower she built for herself with the money she acquired adventuring. So the orb that we need must still be with the descendants of this wizard Carolina in the village of Longdale in the south! We don't really need to go back to castle Fornstein. Unless of course you guys just want to go back there for the loot.", says Bailey.

"Those skeletons were rather fierce, if we are going back I'll want to bring steel maces and an ample supply of holy water.", says Dandala.

"That could be arranged, we have the funds now.", says Bailey.

"So what do you guys wanna do?", says Bailey.

> Gear up and go back to castle Fornstein for the loot
> Take a ship to Celedo and begin the trip south towards the village of Longdale
> Let's look into the third orb, the one in the dragon hoard while we're already here in Greshire
> Write in
>>
out for the night
>>
>>3492933
> Take a ship to Celedo and begin the trip south towards the village of Longdale

I hate that goddamn castle with those stupid archers.
>>
>>3492933
>> Take a ship to Celedo and begin the trip south towards the village of Longdale
>>
>>3493047
>>3493290

We sell our wagon and mule and buy passages on a cog to Celedo in order to begin our trip south towards the village of Longdale.

The captain of the ship, a certain mister Craig, tells us he's taking a large shipment of the finest aged northern wine back to the continent.
"It's not kraken season so we shouldn't be attacked by any of those tentacle monsters. Still I would bring some weapons if I were you, as the sea is full of surprises and everybody's lives are at risk in a long voyage like this one. Your group are my only passengers on this trip, so I must warn you that if there's some sort of combat situation you either join the fray or lock yourselves in the lower deck to wait it out, depending on your personal inclinations. My little babe, the Capricious, has a couple ballistas installed and the men have harpoons and crossbows, it should be enough to handle most big things at the sea but I run a tight ship with a small crew of only twelve men, to be entirely honest I have some wiggle room as I can afford to lose five, maybe even seven men, and still keep the ship afloat, this babe doesn't take much manpower to pilot at all, it almost pilots itself. But a month at the sea is not for the faint of heart.", rambles captain Craig, who you suspect has had a pint or two of the wine from the shipment he's carrying.

"Maybe I should get a crossbow for myself. I've been meaning to get a long range weapon for awhile. Yeah, I'm gonna go buy a crossbow for myself, see you guys soon!", says Selena.

"I wonder if we'll run into something in the sea. I'm not very sure if fireball would be an appropriate spell to cast on a ship made out of wood. If the target is underwater it wouldn't work at all. I guess I'll prepare a lightning bolt spell instead. I think it also might be worthwhile to keep prepared a spell to breath underwater in place of the second fireball, just in case.", says Bailey.

"I'm gonna go buy a leather armor and a shield. I've been fighting in melee way too often, I'd rather have proper protection from now on.", says Dandala.

"Ss'rath needs more spears.", says Ss'rath.

"Fine Ss'rath, I'll take you to the market to buy you some new metal tipped spears to substitute the stone tipped spears you had.", says Bailey.

Is there any preparation you want to do before you take the ship to Celedo?
> I'm ready, let's take the ship to Celedo
> Buy something (what?)
> Look for more people for our group
> Write in
>>
>>3494272
We really should buy that shield
>>
>>3494301

You have a shield already you bought a normal shield that give +2 to AC here

>>3483921
>>3483869
>>3483831
>>3483825
>>3483474

Do you want to exchange it for a tower shield (+4 to AC, but you get -2 to hit due to encumbrance) ?

And if not, anything else you want to do before taking the ship to Celedo?
>>
>>3494316
Hmnmn. Any armor we can get?
>>
>>3494366

You could buy a leather armor (base AC 11, bringing your AC to 16) or a chain shirt (base AC 13, bringing your AC to 18).

The chain shirt is made of heavy metal though so if you fall in the sea you'll sink!
>>
>>3494526
Is the chain shirt easily removable? So if we fall in we could abandon it to live?

Either way I want to buy it. Just maybe don't equip it while at sea.
>>
>>3494562 It's not easily removable, it would take about five turns to take it off in a hurry.

You buy the chain shirt but decide not to wear it while at sea due to the risk of sinking if you fall into the water.

With your preparations finished you board the Capricious and head towards Celedo!

The first week of the travel is rather uneventful, the food is still not rotten and the mood is good.

On the second week of the the travel however on one afternoon one of the men in the deck yells "Sea serpent! Sea serpent!"

The captain comes out of his cabin with a crossbow in hand screaming "Goddamnit, that thing is huge! Man the ballistas boys, he got a handful this time! If we're lucky it will go away after eating a couple of the most ill-stared amongst you all!"

You peek through the window of your cabin and see a huge sea snake, easily 200 feet long!

What will you do?
> Sit this combat out, stay in the cabin where it's safe
> Head out and attack the sea serpent with your sword (roll 1d20 DC 13, you may fall in the sea)
> Head out and attack the sea serpent with your sword twice (roll 1d20 DC 17, you may fall in the sea)
> Head out and throw your axe at the sea serpent (roll 1d20 DC 13)
> Head out grab a harpoon and throw it at the sea serpent (roll 1d20 DC13)
> Write in
>>
Rolled 9 (1d20)

>>3494933
>> Head out grab a harpoon and throw it at the sea serpent (roll 1d20 DC13)
>>
Rolled 2, 7, 3 = 12 (3d20)

>>3494943

You decide to join the fray by heading outside grabbing a harpoon and throwing it at the sea serpent!

Unfortunately you miss your hit, the harpoon landing harmlessly in the sea. You pull it back with the rope it is attached to.

The seamen shot at the sea serpent with their crossbows and harpoons missing wildly. Nobody seems to hit it at all this time around!
Even one of the ballistas miss its shot!

Then the other ballista lands a solit hit on the sea serpent! The beast hisses in pain!

Bailey gets out of the cabin and casts a lighting bolt spell on the sea serpent! It seems to be very effective!

Dandala then shoots at the sea serpent with her longbow but misses.

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

Ss'rath shoots a spear at the sea serpent and lands a hit!

The sea serpent then attacks someone.
First dice is rolling to decide who it will try to bite, 1 is you, 2 is Bailey, 3 is Selena, 4 Ss'rath, 5 is Dandala, 6 is Craig, 7-18 are the crewman, 19-20 are the ballistas. The other two dice are the bite attacks of the creature, with a bonus of +5.

What will you do?
> Attack the sea serpent with your sword (roll 1d20 DC 13, you may fall in the sea)
> Attack the sea serpent with your sword twice (roll 2d20 DC 17, you may fall in the sea)
> Throw your axe at the sea serpent (roll 1d20 DC 13)
> Throw a harpoon at the sea serpent (roll 1d20 DC13)
> Write in
>>
Rolled 15 (1d20)

>>3494961
>Harpoon the beast
>>
>>3494971

The sea serpent bites Bailey! She takes three hits of damage and is now lightly wounded! She's in the mouth of the creature!

The crew manages to hit the sea serpent with harpoons and crossbow bolts about six times, one being a critical hit! The ballistas are reloading.

Dandala miss her shot at the sea snake!
Ss'rath hits the sea snake throwing one of his spears!

You manage to harpoon the sea serpent! It sank deeply into the beasts flesh, you have a rope attached to it!

Deeply wounded the sea snake plunges to the depths of the sea with Bailey in its mouth!

What will you do?
> Grab the rope attached to the harpoon and jump into the sea after the sea serpent
> Tie the rope attached to the harpoon to the mast of the ship to try slowing down the sea serpent
> Ask the crew for help in pulling the rope attached to the harpoon to try pulling the serpent into the ship
> Just wait to see if Bailey can get out of this on her own
> Write in
>>
>>3494993
> Ask the crew for help in pulling the rope attached to the harpoon to try pulling the serpent into the ship

fuq
we can't lose Bailey
she has the fireballs
>>
>>3495022

You ask the crew for help in pulling the rope attached to the harpoon to try pulling the serpent into the ship.

You see Ss'rath jumping into the water after the serpent!

You and the crewmen keep pulling but the serpent is way too strong! It's slowly but surely dragging the thirteen of you towards the sea! You feel the ship tilt with the serpent's powerful pull! You're not sure how long the harpoon and the rope will take this much stress either!

Then you all feel it! The sea serpent manages to yank itself free from the harpoon! It flees away!

A few moments pass in which nobody knows what to do then you see Ss'rath emmerging from the water together with Bailey.

"The damn thing tried to swallow me! I casted a scorching ray but it wasn't very effective underwater. Ss'rath pried the sea serpent's mouth open with one of his spear and pulled me out. The serpent then got itself free from the harpoon and fled away.", says Bailey.

"Yay! Ss'rath saved the day!", says Selena.

"You got lucky young one, it's rare a day that a sea serpent goes without its lunch. Guess it messed with the wrong crew!", says Craig

(You gained 1 experience for participating in the fight with the sea serpent. You now have 51 experience. You'll level up once you reach 60 experience. You're currently level 2.)

The third week of the travel transcurs rather uneventfully, with a few of the seamen becoming very sick. You yourself feel a bit sick. We catch a storm that takes us off course for a few days. The captain says we'll lose a whole week. A couple men die of sickness. We throw their bodies in the sea in a typical seamen funeral.

On the fourth week of the travel we happen upon a ship coming the opposite way. The captain buy from them a few fresh supplies that freshen the mood and the health of the crew.

On the fifth week at the sea a bunch of merfolk carrying tridents climb into the deck of the ship. There are twelve of them. They don't attack anyone, but they don't seem to understand any language that we speak.

Captain Craig then says "Maybe they want some booze. I'm gonna open a barrel and give them some wine."

Captain Craig then offers the merfolk some booze. At first the merfolk smell it and refuse to drink it, but then captain Craig drinks some and offers the merfolk some again. The merfolk, seeing captain Craig drinking it, feels more confident about drinking it himself.

After a short while all the merfolks start drinking wine and then everybody gets pretty drunk, singing drunken songs, the merfolk also sing songs in their own language, the crew men teach the merfolk some words, the merfolk teach the crewmen some words, some people have arm wrestling matches with the merfolks, and everybody has a good time.


After partying a whole day and a night in which we barely travel a mile since nobody is manning the sails, the merfolks gift captain Craig a bunch of pearls then take their leave, going back into the water.
>>
>>3495131

"Good folks these merfolks. Not like sahuagins or nagas, those nasty fuckers. They have an underwater city somewhere about a week away from Celedo by ship and they are rather territorial, boarding any ships that get too close to their city. If we treat them well they're rather nice folks, always gifting us pearls. They're savage warriors if you cross them though, many a captain saw the end of their careers by making the mistake of attacking the merfolks.", says captain Craig.

The rest of the trip transcurs rather uneventfully - a few men get sick, but no more deaths.

We finally arrive at Celedo.

"There you go, safe and sound, and not even all that sick. It was a pleasure sailing with you!", says captain Craig.

"Well, now that we are in the continent we should start preparations to head to the village of Longdale. So far we only know that it is in the frontier near the elvish kingdom. I guess I'll need to do some extra research to pinpoint exactly where is this place.", says Bailey.

"Will you take too long? Maybe we should get a wagon and a couple horses.", says Selena.

"Well, discovering where the village is shouldn't take more than a few days. There should be good maps in the local merchant's guild. And yes, we should probably get a wagon and a couple horses, unless you all want to travel on foot the whole way.", says Bailey.

"Celedo has more temples than Greshire had, we could look for priests of other faiths than priests of the sun.", says Dandala.

"Quite correct.", says Bailey."I believe there are temples to the god of trade, to the goddess of the sea, to the god justice and to the goddess of knowledge, and smaller shrines to several other gods."

"Celedo is quite a large city, there should be plenty of job opportunities for us in a place like this!", says Selena.

"I don't doubt it. But I'd rather we focus on the mission.", says Bailey.

"Well, what you all wanna do?", asks Selena.

> Have Selena go look for some jobs for us
> Go look for more people to join our group
> Just buy a wagon and a couple horses and head to Longdale
> Write in
>>
>>3495133
> Go look for more people to join our group

A cleric from the temple of the God of Justice
>>
>>3495156

"Let's go see if a cleric from the temple of the God of Justice would be willing to join us in our adventure!", you say.


"Welcome to our temple, noble adventurers! We offer some goods that might be of interest!", says the hierophant when you arrive at the temple.

Holy water - 25 gold
Healing potion - 50 gold
Holy weapon +1, +3 against undead - 1300 gold (we have swords and maces, we can make a custom item if you desire a weapon other than these)

"We're looking for priests that would want to join our group of adventurers.", says Selena.

"Oh. In that case you might want to make a donation to our temple, might move the hearts of our priests and they'll be more pliable and willing to join you in your adventures.", says the hierophant.

> Donate to the temple (each 100 gold donated reduces the DC by 1)

How skilled of a priest should we try to recruit for our group?
> A novice priest (cleric level 1-2 roll 1d20 for persuasion DC10)
> An young priest (cleric level 3-4 roll 1d20 for persuasion DC14)
> An older priest (cleric level 5-6 roll 1d20 for persuasion DC 18)
> One of the hierophants (cleric level 7-8 roll 1d20 for persuasion DC 22)
> One of the high priests (cleric level 9-10 roll 1d20 for persuasion DC 26)
> Write in
>>
Rolled 4 (1d20)

>>3495214
Ok, Bailey said she raised 2000 gold, and if this is a permanent addition I'd be willing to throw a full half of that into donations if Bailey was cool with it. And we'd be shooting for the older priest tier.

If it's just temporary like Reynolds, 200 gold and the young priest.
>>
>>3495253

you have no way of knowing if it is a permanent addition or not

I think both hypothesis in your conditional vote failed, if nobody else votes I'll roll dice to determine whether you donated 1000 gold or 200 gold to the priests

I'm gonna call it a night now

anyone else who votes for this please don't make a conditional vote
>>
>>3495296
Ugh, we can't ask them beforehand? 200 then.
>>
Rolled 20 (1d20)

>>3495214
>An young priest (cleric level 3-4 roll 1d20 for persuasion DC14)
Since we're hitting 3 soon anyway.
>>
Can we get an Animal companion/Familiar?
>>
>>3495253
>>3495296
>>3495378
>>3495465
>>3495476 you can pick animal companion as a new power when you level up if you want

You find a young priestess of justice and manage to convince her to join your group!

"So you're after the jewels of Guldar huh? For a noble purpose I hope. These jewels helped lay the foundation of civilization in this continent, only those that are truly worthy will ever be able to lay their hands on such precious artifacts. My name is Mary, the priestess of justice. It will be my pleasure to accompany the lot of you in your quest.", says the tall blonde woman with piercing blue eyes wearing the robe of a priest over a breastplate with a golden holy symbol dangling from her neck and carrying a heavy steel mace and a thick holy book bound by a chain strapped to the side of her armor, she also carries a shield, a crossbow and a belt with what looks like a bunch of healing potions.

"You sure pack a lot of gear.", says Selena.

"I've been an adventurer for awhile. Better safe than sorry.", says Mary.

"Well, it's nice to have you in our group Mary. I'm sure we're going to get along quite well! But if you all excuse me I now need to go to the merchant's guild to begin researching where our next stop, the village of Longdale, is located.", says Bailey.

"We'll wait for you in one of the local taverns, I think the Blade of Fire one is good enough.", says Dandala.

"The fancy tavern on Bluff Avenue? You sure are on a spending mood Dandala.", says Selena.

"It's only for a couple days and I've heard good things about their baked venison.", says Dandala

What should we do next?
> Have Selena go look for some jobs for us
> Go look for more people to join our group
> Buy a wagon and a couple horses and head to Longdale
> Write in
>>
>>3495852
>Look for a job

Something simple to get used to Mary as a new member.
>>
>>3495870

"I think we should go look for a job, something simple to get used to Mary as a new member.", you say.

"I'll ask around!", says Selena, departing to go find us some things to do.

After some time she comes back.

"Well, I found the following jobs we could do:"

"There is a group of trolls harassing merchant caravans in the south, three caravans have fallen prey to them to the knowledge of the merchants and one managed to escape but lost one wagon to the beasts. There's certainly some loot to be had in the den of these creatures if we go and defeat them to make the roads safe again!"

"In the south? Well, it might even be in the way we were already going to take going to Longdale. Might save us some headache later if we decide to kill these trolls now.", says Dandala.

"There are a few other jobs I've found, this city is full of opportunities.", says Selena

"A bunch of sahuagin are living inside the city sewers. They've been coming out of the sewers at night and stealing from people. Some nobles even had valuable jewelry and significant sums of gold stolen that they blame on the sahuagin! If that is true they might have amassed quite a treasure down in the sewers. We could probably slay them to claim the treasure."

"The sewers huh? A bit on the yucky side. Besides the sahuagin would probably be fighting with advantage in the flooded areas.", says Dandala.

"There's one more.", says Selena.

"A small band of hill giants has been stealing cattle from farms in the west. The farmers are willing to pay 300 gold for us to kill the hill giants."

"Hill giants are rather tough foes. Still, that's the only job that has a proper pay to it.", says Dandala.

Which job should we take?
> Kill the trolls
> Kill the sahuagins
> Kill the hill giants
> Tell Selena to keep looking
> Reconsider taking any jobs
> Write in
>>
>>3495899
>Hill giants
These don't sound too easy.
>>
Rolled 2 (1d20)

>>3495907

When Bailey arrives at the Blade of Fire with a map in hand saying "I got the location of Longdale!" we tell her.

"We're going to kill some hill giants, to get used to Mary as a new member, are you coming with us?", says Selena.

"Seriously? Oh well, let's go. I guess a few days won't make that much of a difference.", says Bailey.

We then travel west towards the hills where the farmers said the giants have made their homes.

After searching for a few days we find an area in the hills with three caves very close to each other. When we get near them a hill giant comes out of one of the caves and throws a huge boulder at us! The boulder was aimed at Dandala!

The giant then scream something unintelligible and two other giants come out of the other two caves! They're all carrying large clubs!

Bailey says "They're too far apart, I can only hit one with a fireball!"

What will you do?
> Run towards one of the giants and hit it with your sword (roll 1d20 DC10)
> Run towards one of the giants and hit it with your sword twice (roll 2d20 DC 14)
> Throw your axe at one of the giants (roll 1d20 DC10)
> Tell Bailey to cast a fireball on one of the giants
> Write in
>>
Rolled 20, 17 = 37 (2d20)

>>3495915
Tough choice. I guess it'll have to be the standard double attack. Have Bailey save the fireballs.
>>
Rolled 20, 12, 16, 14 = 62 (4d20)

>>3495941

The giant miss the boulder he threw at Dandala.

You tell Bailey to save the fireballs for now.

You run towards the closest hill giant and slice it twice with your blades, one hit being critical! The creature certainly felt it, but its massive size means it will take far more punishment to bring it down!

Bailey casts a Scorching Ray spell on the giant you're fighting against. Only one of the three rays hits the target though.

Ss'rath throws a spear at the giant you're fighting against, further injuring the creature!

Dandala shoots an arrow at the giant you're fighting against wounding it some more!

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

Mary casts Spiritual Weapon, summoning a spiritual sword that attacks the enemy! It hits the giant you're fighting against!

The giant you're fighting against hits you with his club twice! Rolling to hit DC 10.

The other two giants grab huge boulders and toss them at Bailey! Rolling to hit DC 3(!).

What will you do?
> Hit the hill giant with your sword (roll 1d20 DC8)
> Hit the hill giant with your sword twice (roll 2d20 DC 12)
> Fight the hill giant defensively (roll 1d20 DC12, you get a free dodge)
> Throw your axe at one of the giants (roll 1d20 DC8)
> Tell Bailey to cast a fireball on one of the giants
> Write in
>>
Rolled 1 (1d20)

>>3495958
Dc 3? Jeez.

>Fight defensive, have Bailey roast a boulder thrower
>>
Rolled 14, 20, 4 = 38 (3d20)

>>3495967

You fight the hill giant defensively. He still lands a hit on you causing three hits worth of damage. You're seriously wounded!

You don't manage to land a hit on the hill giant this turn.

The two boulder hurlers land hits on Bailey! She takes six hits worth of damage from the huge boulders! She's seriously wounded!

Ss'rath throws a spear against the giant you're fighting with but miss.

Dandala shoots an arrow at the giant you're fighting with but miss!

Mary attacks the giant you're fighting with with her mace! Her spiritual weapon also attacks it!

Bailey casts a fireball at one of the giants! It takes eight hits worth of fire damage!

The giant you're fighting against attacks you again twice with his club! Rolling to hit DC 10.

One of the other giants, the one Bailey threw a fireball at, grabs another boulder to throw at Bailey and the last one runs towards her! Rolling to hit DC 3.

What will you do?
> Hit the hill giant with your sword (roll 1d20 DC8)
> Hit the hill giant with your sword twice (roll 2d20 DC 12)
> Fight the hill giant defensively (roll 1d20 DC12, you get a free dodge)
> Throw your axe at one of the giants (roll 1d20 DC8)
> Tell Dandala and Ss'rath to defend Bailey
> Tell Bailey to cast her last fireball on one of the giants (which one, the one you're fighting, the one hurling boulders, the one running at her)
> Tell Mary to heal Bailey
> Tell Mary to heal you
> Tell Mary to heal everybody
> Write in
>>
Rolled 5 (1d20)

>>3495989
Yikes

>Fight defensive, ask Mary to heal Bailey then you
>>
Rolled 1, 1 = 2 (2d3)

the hill giant rolled a crit that you didn't dodge!

rolling 2d3 to see how many hits of damage that crit caused on you
>>
Rolled 14, 3, 17, 18, 1, 5 = 58 (6d20)

>>3496026
>>3496030

You ask Mary to heal Bailey and then you.

Mary casts Prayer of Healing, healing 2 hits on everyone!

You fight defensively against the hill giant! He still manages to hit you with his club! You take two hits worth of damage! You're seriously wounded, taking +2 penalty on all DCs.

Ss'rath runs towards Bailey to protect her from the giant that is coming to hit her with its club! He attacks the giant with his spear in melee twice and land both hits!

Dandala shoots with her longbow at the boulder hurler! She manages to land a hit!

The boulder hurler throws another boulder at Bailey! She takes one hit of damage, getting seriously wounded!

Bailey casts a fireball spell at the hill giant that was running towards her! It manages to avoid most of the blast, taking only half damage!

Selena stops playing the song of courage and shoots at the giant you're fighting with her crossbow!

The effects of the song of courage will linger for a few more turns now that she stopped playing.

The giant you're fighting against attacks you with his club twice! Rolling to hit DC 10.

The giant that got near Bailey attacks Ss'rath with his club three times! Rolling to hit DC 11.

The boulder throwing giant throws another boulder at Bailey! Rolling to hit DC 3.

What will you do?
> Hit the hill giant with your sword (roll 1d20 DC10)
> Hit the hill giant with your sword twice (roll 2d20 DC 14)
> Fight the hill giant defensively (roll 1d20 DC14, you get a free dodge)
> Throw your axe at one of the giants (roll 1d20 DC10)
> Tell Mary to heal Bailey
> Tell Mary to heal you
> Tell Mary to heal everybody
> Write in
>>
Rolled 1 (1d20)

>>3496046
>Keep fighting defensive, have Mary stay on Bailey
>>
>>3496070

You manage to avoid being hit by the hill giant but doesn't land any hits on it.

Ss'rath fights defensively but is still hit by the club of the hill giant! He takes three hits worth of damage! He's now seriosly wounded! He manages to hit the giant with his spear!

The boulder hurler hits Bailey again, causing one hit worth of damage! Bailey is seriously wounded!

You tell Mary to stay on Bailey!

Mary runs towards Bailey and hits the giant attacking Ss'rath with her mace! Her spirit weapon also hits the giant!

The three giants, realizing that they are losing the combat, begin to flee! They run way too fast for us to pursue them!

Bailey prepares to cast a Scorching Ray spell on one of them...

Dandala readies her longbow...

Selena readies her crossbow...

Mary's spiritual weapon reaches out for the fleeing giant while she readies her crossbow...

Ss'rath readies one of his throwing spears...

What will you do?
> Throw your axe at one of the fleeing giants (roll 1d20 DC 10)
> Let the giants flee
> Write in
>>
Rolled 2 (1d20)

>>3496104
>Throw your axe at one of the fleeing giants (roll 1d20 DC 10)
Aim for the heel of the healthiest one.

>all of these 1s
>>
>>3496109

You throw your axe at one of the fleeing giants but you miss it entirely!

Bailey casts a Scorching Ray spell on one of the fleeing giants! Two of the rays hit the giant!

Dandala shoots the fleeing giant with her longbow! She hits the creature, bringing it down!

Selena shoots at another of the fleeing giants with her crossbow! She hits it!

Ss'rath throws his spear at one of the fleeing giants! But he miss the shot!

Mary's spiritual weapon hits one of the fleeing giants! She also shoots at it with her crossbow bringing it down!

One of the giants manage to escape!

(You gained 5 experience for surviving the fight with the giants! You now have 56 experiece. You'll level up once you reach 60 experience. You're currently level 2.)

"A shame we didn't get the last one. Do you guys think he'll come back to bother the farmers?", says Selena.

"I certainly hope not. Still, one hill giant alone shouldn't be as big a problem as three were. He'll be out of combat for a few weeks at least with all the wounds he sustained.", says Dandala.

"Is it even ethical for us to claim the reward offered by the farmers? We only killed two thirds of the monsters we were hired to kill.", says Mary.

"Well, we tell them that one escaped and let them decide whether they'll pay us in full or only in part. Sounds fair?", says Selena.

"Fair enough.", says Mary.

We then head to the farmers and tell them the story. They say that since we only killed two of the three giants they'll only pay us 200 gold instead of 300 gold, as they'll likely have to hire someone to kill the last giant later on with the remainder of the money. We take the payment and head back to the city.

"So what should we do now?", says Selena.

"Well, we're going to stay in town a couple days while our healers patch us all back to full health. Then hopefully if you're all done getting extra jobs around the city we buy that wagon and horses then we can leave towards Longdale.", says Bailey.

What will we do?
> Have Selena look for more jobs for us
> Look for more people to join our group
> Buy a wagon and a couple horses and head to Longdale
> Write in
>>
>>3496133
>Buy the wagon and horses and head out

We couldn't have tracked the last giant down?
>>
Rolled 18, 5, 12, 19, 10, 9, 19, 4, 17 = 113 (9d20)

>>3496155 maybe, maybe not, now I guess you'll never know.

You buy the wagon and a couple horses, stock up on supplies and begin your trip south towards Longdale.

"If the map is correct we should be on the road for about six weeks.", says Bailey.

"Whaat? Six weeks? Aren't there any villages or towns along the way?", asks Selena.

"Well, now that you mention it... there's a town called Whiteridge a couple weeks away if we make the smallest of detours, slowing us down maybe a day or two. There are also villages spaced about a week away from each other along the way. Let me check the map... We could make stops at the village of Penrith, then at the town of Whiteridge, then at the village of Larton, then at the village of Watford, then at the village of Grimsby and finally reach Longdale."

"Now that's more like it. Six weeks on the road is just way too much. A week at a time with interludes in some decent inns is far more tolerable.", says Selena."

"Then first stop village of Penrith. Let's hope this week goes by without anything too horrible trying to eat us.", says Dandala.

We travel south, it rains alot during the first three days we're travelling.

"All this rain is making me feel miserable.", says Selena.

On the fourth day, the rain is still falling heavily, we're ambushed by a group of five trolls! They surround our wagon and begin attacking us with vicious bites and claw attacks!

Two of them attack Ss'rath who was in the back of the wagon and one attacks Mary! The trolls have +7 bonus to hit.

Bailey says "They're all close together alright but they're all on top of us! The fireball would hit us all! I can only safely hit one of these trolls with the edge of the fireball range so as to not hit us all! And with all this rain I'm not sure if the fireball would deal full damage..."
What will you do?
> Attack one of the trolls with your sword (roll 1d20 DC 12)
> Attack one of the trolls with your sword twice (roll 2d20 DC16)
> Throw your axe at one of the trolls (roll 1d20 DC12)
> Tell Bailey to cast a fireball on one of the trolls
> Write in
>>
Rolled 16, 9 = 25 (2d20)

>>3496209
Damnit I wanted to avoid trolls

>Have Bailey fire at will, attack twice yourself
>>
Rolled 8, 13, 18, 9, 19, 17, 16, 12, 13 = 125 (9d20)

>>3496232

The surprise attack of the trolls left Ss'rath in a pretty bad shape, he's seriously wounded!

Mary also got a couple hits herself and is lightly wounded!

"Fire away Bailey, trolls are weak against fire no?", you tell her.

"Alright, here it goes!", says Bailey, as she throws a fireball at one of the trolls! Maybe she was too careful with her aiming so as not to hit us, the troll only took half the full damage of the blast!

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

You try to hit the trolls a couple times but only land one hit!

Dandala attacks the troll with her sword, landing a hit!

Ss'rath attacks the troll with his spear, landing a hit!

Mary casts Spiritual Weapon, summoning a floating spiritual sword that attacks one of the trolls, landing a hit!

The trolls seem to have realized how dangerous Bailey is once she cast a fireball and decided to gang up on her! Two trolls attack Bailey and one attacks Mary.

What will you do?
> Attack one of the trolls with your sword (roll 1d20 DC 10)
> Attack one of the trolls with your sword twice (roll 2d20 DC14)
> Throw your axe at one of the trolls (roll 1d20 DC10)
> Lay on hands on someone (Ss'rath, Mary; two uses left)
> Tell Bailey to cast a fireball on one of the trolls
> Ask Mary to heal the party
> Write in
>>
Rolled 9, 5 = 14 (2d20)

>>3496271
>Take Bailey's spot at the front, so she can cast scorching ray from the back while staying safe. Attack twice, focus the most injured one.
>>
Rolled 7, 12, 15, 1, 5, 19 = 59 (6d20)

>>3496291

The trolls cause quite a bit of damage on the unarmored Bailey, dealing 6 hits worth of damage! She's now seriously wounded!

She casts scorching ray on one of the trolls! Only one of the rays hits the target, but it is a critical hit doing double damage!

You take Bailey's place in the front and try to hit the trolls with your sword but fail to hit!

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

Mary fights defensively but is still hit twice by the claws of the troll! She's now seriously wounded! She hits the troll with her mace and her spiritual weapon also hits the creature!

Dandala attacks one of the trolls with her sword! She steps forward to protect Mary!

The two trolls still standing attack you and Dandala!

The troll Ss'rath has just slain begins to get back up!

What will you do?
> Attack one of the trolls with your sword (roll 1d20 DC 10)
> Attack one of the trolls with your sword twice (roll 2d20 DC14)
> Throw your axe at one of the trolls (roll 1d20 DC10)
> Lay on hands on someone (Ss'rath, Mary; two uses left)
> Tell Bailey to cast a fireball on one of the trolls
> Ask Mary to heal the party
> Write in
>>
Rolled 20, 16 = 36 (2d20)

>>3496342
>Ask Bailey to scorching ray the recovering one.

>Attack twice
>>
Rolled 10, 7, 11, 9, 13, 13 = 63 (6d20)

>>3496393

The troll manages to hit you twice with its claws! You're now lightly wounded!

You attack the troll twice with you sword and land both hits, one being a critical! The creature sure felt that one!

"Bailey, use your scorching ray on that one!", you say, pointing to the troll that's recovering from the hits.

"Alright!", says Bailey, who then begins muttering the enchantment and casts the spell, finishing off the recovering troll, ending his life with two rays of magical fire.

Dandala dodges the hit from the troll!

She attacks the troll with her sword and lands a critical hit!

Ss'rath tries to attack the troll with his spear but misses!

Mary attacks the troll with her mace! Her spiritual sword also hits the troll!

Selena stops playing the song of courage and hits one of the trolls with her short sword!

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

The two trolls will continue to attack you and Dandala!

What will you do?
> Attack one of the trolls with your sword (roll 1d20 DC 10)
> Attack one of the trolls with your sword twice (roll 2d20 DC14)
> Throw your axe at one of the trolls (roll 1d20 DC10)
> Lay on hands on someone (Ss'rath, Mary; two uses left)
> Tell Bailey to cast a fireball on one of the trolls
> Ask Mary to heal the party
> Write in
>>
Rolled 10, 11 = 21 (2d20)

>>3496422
>Attack twice

Our wounds are light, and we need high deeps to outspeed their regen. Bailey should save her rays for finishing blows, using magic missle otherwise.

They're a lot tougher than orcs. :(
>>
Rolled 9, 8 = 17 (2d20)

>>3496422
>> Attack one of the trolls with your sword twice (roll 2d20 DC14)
>>
>>3496432
>>3496440
"Save your rays for finishing blows Bailey!", you tell her.

"Fine. I only have one left!", she replies, then she mutters the enchantment for a magic missile! She hits the troll with it!

You try to hit the trolls with your sword twice but fail! The troll hits you once with his claw! You're now seriously wounded, getting a +2 penalty on all DCs!

The other troll manages to hits Dandala one time with his claw even though she's fighting defensively! She's now lightly wounded! She still manages to land a hit on the troll with her sword!

Ss'rath hits the wounded troll with his spear!

Selena misses the troll!

Mary hits the troll with her mace! Her spirit sword also hits the troll, slaying it!

The last troll is at full health but seeing his brethren slain he turns away to flee! He runs too fast for us to pursue him.

"He's at full health, I don't think we can kill him quick enough.", says Bailey "Still, I got an unused fireball today, might as well spend it..."

Bailey gets ready to throw a fireball at the fleeing troll...

Dandala gets ready to shoot the fleeing troll with her longbow...

Selena gets ready to shoot the fleeing troll with her crossbow...

Ss'rath gets ready to throw a spear at the fleeing troll...

Mary's spiritual weapon flies towards the fleeing troll to hit it while she readies her crossbow to shoot at it...

What will you do?
> Throw your axe at the fleeing troll (roll 1d20 DC12)
> Let the troll go
> Write in
>>
Rolled 17 (1d20)

>>3496496
>Axe throw

These things are too scary to live
>>
Rolled 8 (1d20)

>>3496496
> Throw your axe at the fleeing troll (roll 1d20 DC12)
>>
>>3496518

Dandala shoots the troll with her longbow!

Selena manages to hit it with her crossbow!

Ss'rath misses his spear throw at the creature!

Mary's spiritual weapon slice at the horrible beast! She also manages to land a hit on the creature with her crossbow!

You throw your axe in the back of the troll!

Then Bailey casts a fireball on the troll! It fails to dodge it, taking full damage! It dies engulfed in flames!

"I can't believe it, we killed it!"

The second troll we killed earlier was recovering, getting up from the ground.

"No, you won't. Scorching Ray!", says Bailey as three flaming rays end the life of that troll too.

"These things are too scary to live.", you say, as you walk to the charred remains of the fleeing troll to retrieve your hand axe.

(You gained 8 experience! You now have 64 experience. You have levelled up! You're now level 3! You'll level up again once you reach 100 experience.

Upon gaining a level you gain one extra hit automatically so you can now sustain 7 hits instead of 6 before dying!

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

+1 extra hit before dying (current is 6) (1 point)
+1 to hit (current is +3) (1 point)
+1 luck bonus on armor class (current AC is 18; current luck bonus is +1) (1 point)
+1 on critical hit range (base is 20) (1 point)

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

The rest of the trip towards Penrith is rather uneventful. You take a couple days worth of healing spells while on the road to heal everybody in the party.

When you arrive at Penrith you head to the local tavern, the Wolf's Alehouse. Selena goes around telling tales about our travels, singing and playing to make some coin, and asking around for rumours while we enjoy some ale and a hot meal.

"You know, stopping now and then in a village is not a bad idea, staying on the road really is tiresome.", says Dandala.

"Do you people believe this tiny village has a shrine to the god of justice? I'll go talk to the local priest, I'll meet you guys later.", says Mary.

"We'll stay the night then we'll hit the road. We really have no business in this small village.", says Bailey.

"Hey Bailey!", says Selena, surrounded by drunken villagers, "my buddy Edmund here is telling me about an abandoned wizard tower nearby, do you wanna check it out?"

"An abandoned wizard tower? Why would I want to go check on it?"

"Edmund said that there are weird monsters and stuff inside it... tell her what you told me Edmund, tell her..."

"It's true miss, the tower is in ruins, I went in there to see if there was something salvageable, but something in the basement of the tower began roaring and I got scared and ran away, I almost shat me pants.", says Edmund.
>>
>>3496657

"Pant shitting terror in the ruins of the abandoned wizard tower! Sounds like an adventure to me Bailey! Let's go check it out! Maybe they have some more magical trinkets or something down there!"

"Oh, and if you liked Edmund's story just wait until you hear what old Abbey has to say. Tell them about what you saw in the cemetery Abbey!"

An old man begins telling us a story.
"Well, I'm not a very credulous man myself, but ever since my wife died I began visiting her tomb quite often. On one of such occasions I stayed longer than usual and I sort of fell asleep on the cemetery, when I woke up it was already night. It was then that I saw a woman with a white dress stained with blood! I thought she was in need of some help so went towards her but she kept saying they are coming, they are coming, I asked her who is coming, and then she pointed to a mausoleum and vanished. I'm no coward myself, and I got curious and so I opened the door of the mausoleum and I saw that the floor of the mausoleum was gone and in its place there was a tunnel! I closed the door of the mausoleum and I haven't been there since. I wonder what lies inside that weird tunnel..."

"A mysterious tunnel signaled by a ghost under a mausoleum! This sounds like adventure Bailey!", says Selena. "But wait, there's more! Miss Smith tell us about what you saw in the forest."

A middle aged woman with a tankard in her hand takes a deep chug of beer then begins talking.

"Well, since my husband got killed by gnolls I must do all the outdoor tasks myself. When I was out cutting some firewood to stockpile for the winter I saw the weirdest thing. A couple wolves appeared nearby. Now I've seen plenty of wolves before, but those two had something weird about them so I stopped cutting wood to watch them. After about a minute one of them began trembling and I kid you not he turned into a man! A tanned man, pretty handsome, wearing ragged furs. The dirty thief stole my lunch bag and run back into the forest in his human form with the other wolf running after him. I ran after him because I wanted my lunch back! Then I ended up in a glade in the forest. Six wolves were there along with the boy. I had the hand axe with me. If it were a couple wolves I might have faced them, but six, that was too much. I lunch is not worth my life after all. I ran back to town as fast as I could! I heard from other people stories of the werewolves stealing their stuff, mainly food, but also tools and jewelry. Somebody gotta show these furry folks that they're not above the law!"

"Werewolves Bailey! Freaking werewolves! That's adventure right there!", says Selena.

"So, where do we begin with the adventuring?"

> Let's investigate the ruined tower
> Let's investigate the mausoleum tunnel
> Let's go after the thieving werewolves
> We got a mission let's continue going to Whiteridge on our way to Longdale
> Write in
>>
>>3496661
>Mausoleum

The wizard tower is self contained and the werewolves aren't hurting anyone. This seems like the worst threat.

As for the level up, to further the paladin theme, a holy smite? Once per combat we can infuse a strike with holy energy to deal an additional hit against the target, with double damage against demons or undead or whatever else. Also we should start joining Mary for prayers.
>>
>>3496681

(You gained the power of Holy Smite. Once per combat you can infuse a strike with holy energy to deal an additional hit against the target. This power deals double damage against demons and undeads.)

You join Mary in prayers at the shrine of the god of justice.

"You know... I've been thinking lately that maybe I got the calling to become some sort of holy warrior, maybe a paladin.", you tell her.
"Many paladins are chosen by their gods in the field of battle. Some say they are warriors first and holy men second. I like to think they're the right mix of both. If you truly feel righteousness is your path you'll face many trials. But the rewards of spreading good are also great. Have you thought of an order to join?"
"Not yet. With this whole going after the jewels of Guldar thing I haven't had time to do anything else. If it would take too much time out of adventuring I might not have time for it. Can I even be a paladin if I don't belong to any order?"
"Well, it's a bit rare but not unheard of. Sometimes the deity picks their champions in the field of battle and forges them right then and there, with no time for no fancy education at the temple. If you think that's the case for you just search your heart and let it guide you into doing what is right, be always lawful and good in your decisions and the divine powers will come."
"Thanks for the kind words Mary."

You then head back to the tavern. Selena is still drinking with the peasants and telling jokes, Bailey is reading a book, Ss'rath is eating and Dandala is laughing at the jokes Selena is telling.

"I think we should check out that mausoleum. The wizard tower seems to be self contained and the werewolves aren't hurting anyone. This seems like the worst threat to the village.", you say.

"Urgh, fine. Just let's not make it a habit to crawl into every hole full of monsters we find about on each village along the way.", says Bailey.

"That's pretty much the definition of adventuring!", says Selena.

"Let's buy a lantern, some oil and a bunch of torches since we're going underground.", says Dandala

The day after, we buy our supplies and we let the old Abbey lead us towards the mausoleum in the cemetery where he found the hole.

"It's this one. Be careful down there the lot of you!", he says.

We open the mausoleum and we find a quite sizeable hole, big enough to crawl into, maybe to crouch.

"I wonder what kind of creature dug this hole.", says Dandala.

"Well, who should go first into this freaking death trap?", says Bailey

Selena's short sword, Ss'rath spear, Bailey's dagger and your handaxe are tunnel friendly weaponry, everybody else will be at a disadvantage if a fight breaks in while we're crouched inside the tunnels, you might wanna take that in consideration when picking the order of who should go first. Crossbows are also tunnel friendly, but longbows are not.

> Pick the order in which you all will crawl into the hole
(Uhtred, Dandala, Bailey, Selena, Ss'rath, Mary)
>>
>>3496819
Us, Selena, Bailey, Mary, Dandala, with Ss'rath at the rear watching for ambush.
>>
>>3496844

You decide that the order in which you will crawl into the hole is you, Selena, Bailey, Mary, Dandala with Ss'rath at the rear watching for ambush.

We begin crawling through the dark tunnel with you carrying a lantern in one hand and your hand axe on another. The tunnel has an inclination of about fifteen degrees downwards.

"By the gods, this tunnel goes on forever!", says Selena behind you.

After crawling for nearly half an hour we arrive at an intersection. The tunnel goes on three ways.

The tunnel to the left takes a sharper plunge downwards with an inclination of about thirty degrees.

The tunnel to the right is somewhat level with only a slight inclination of maybe five degrees downwards.

The tunnel to the center goes upwards with an inclination of about fifteen degrees.

Which tunnel will we take?
> The tunnel to the left going downwards
> The tunnel to the right somewhat level
> The tunnel to the center going upwards
>>
>>3497148
>Left
>>
>>3497187

You decide to take the left tunnel.
You keep crawling through the tunnel for about ten minutes until you find the end of it, a larger excavated chamber. Inside of it you find three large dire badger puppies the size of big dogs.

"So a dire badger dug these tunnels? I certainly hope we don't run into it on our way out, those things are nasty.", says Selena.

"Well, if a dire badger is all there is to these tunnels we have worried ourselves for nothing. They are aggressive and territorial but far from being a threat to civilization.", says Dandala.

"Still the ghost girl said that they are coming. Surely she didn't mean these puppies?", says Selena, petting one of the dire badger puppies.

"Well, maybe we'll find out if we explore the rest of these tunnels. I'm as anxious as any of you to get out of here but I'll keep going for closure's sake.", says Bailey.

You then return to the intersection. Which tunnel are you gonna take next?
> The tunnel to the right somewhat level
> The tunnel to the center going upwards
> We're done with these tunnels, let's just head back through where we came from
>>
>>3497226
>Right

No way something would go down and then come back up, right?


Right?
>>
>>3497243

You decide to take the right tunnel.

You crawl through the tunnel for about five minutes until you reach ... a stone wall? Some stone bricks are loose, perhaps the dire badger got angry and tried to dig through the rock before giving up and heading back through his tunnel to dig some more in another more auspicious direction.

"Well, don't just sit there, move those loose bricks, I wanna know what's behind this brick wall!", says Selena.

With some effort you shove inside six large bricks and make an opening barely large enough to crawl through. You do and you crawl inside of the chamber.

"There's something really weird going on in this place...", you say as you crawl inside.

Your entrance was near the ceiling level of some sort of dungeon. There are torches on the walls but by the look of them they are magical fire, made to burn forever without consuming oxygen. But what more immediately draws your attention are the twenty prisioners chained to the walls, twelve men and eight women. They look at you in disbelief.

"Sweet heavens!", one of them whispers, sounds seeming to be reverberate in these stone walls, "are these heroes that I see coming to save us? I can't believe my eyes!"

Selena climbs out of the hole and into the room "Don't worry folks I'm gonna get you all out of these chains in a few minutes!", she says, perhaps a bit too loudly, getting out a set of thieves tools you had no idea she carried around.

"Be silent, the guards will hear you!", whispers one of the prisoners.

"Sorry!", Selena whispers.

She begins unlocking the chains around the prisoners. She takes a good half an hour to free them all.

It's then that we hear footsteps, about four people coming down the hallway.

"It's the guards!", says one of the prisoners.

"Quick, get in position to jump the guards!", says Selena.

You position yourselves by the sides of the door.

You hear the door unlocking. Two guards with clubs in their belts carrying a large cauldron and one carrying a crossbow and a fourth man wearing a silver holy symbol enter the dungeon.

"Alright everyone, dinner is served, we have good old magic gruel for everyone I hope you enjoy it and.... whatahell?"

You have a surprise round on the priest and the three guards! What do you wanna do?
> Attack one of the guards with your sword (roll 1d20 DC 7)
> Attack the guards with your sword twice (roll 1d20 DC11)
> Attack the priest with your sword (roll 1d20 DC 9)
> Attack the priest with your sword twice (roll 1d20 DC 13)
> Smite one of the guards with your sword (roll 1d20 DC 7)
> Smite the priest with your sword (roll 1d20 DC9)
> Throw your axe at someone (who? roll 1d20 DC 7 for guards or 9 for priest)
> Write in
>>
>>3497284
Do we even know they're bad guys?

>Hold them at swordpoint and ask what's going on here.
>>
>>3497309

"Hold them!", you tell everybody.

Dandala and Selena point their swords at the guards with the clubs who put the cauldron down and put their arms up; they take away their clubs. Mary takes the crossbow away from the other guard.

You grab the cleric at swordpoint and ask him
"What is going on in here? Answer me!"

The cleric begins yelling "INTRUDERS, INTRUDERS IN THE DUNGEON!"

You hear someone on the end of the corridor yells "INTRUDERS IN THE DUNGEON!"; you still manage to hear a third person yell the same faintly in the distance. This underground complex must be rather large.

"You damn weasel, we should've just killed you! Why are you imprisoning all these people?"

"You don't know who you're messing with here! These slaves are property of the Red Hand!", says the guard that was holding the crossbow.

"Stupid! Don't say unnecessary things to these intruders! They clearly don't know anything! Master will soon be here and will deal with them!", says the cleric

"The Red Hand? I've heard about it before.", says Selena."It's some sort of secret society of wizards who like to use forbidden spells like necromancy and demon summoning. I've heard they even have some archmages in their ranks. I didn't knew they had clerics working for them though."

"I've also heard about the Red Hand while I was in the royal academy. They recruit ambitious and morally unscrupulous wizards for so called advanced programs in remote locations. Many of these wizards are never heard off or seen again.", says Bailey.

"Well since you all have a small idea of the big trouble you're in I'll let you crawl back through the hole you came in and pretend it all never happened. Maybe the master will be merciful enough not to hunt you all down if you keep your mouth shut about this place.", says the cleric.

"How the hell you even found this place? There's no way in or out. Did you dig a freaking tunnel just to rescue these slaves?", asks the guard who had the crossbow.

"You all don't have much time until the master arrives. What will it be? Will you leave with your lives or are you going to stay and face his fury?"

> Take the offer of the cleric and leave through the way we came from
> Kill the cleric and the guards, prepare to fight this master of his
> Kill the cleric and the guards, flee with the prisoners through the tunnel
> Write in
>>
>>3497351
>Kill the cleric and the guards, flee with the prisoners through the tunnel
Like we'll trust their word.
>>
>>3497351
Ok so they admit they're evil. We good now.

>Kill them then flee with the prisoners.
>>
>>3497381
>>3497439


"Kill them all!", you tell your group.

Dandala, Selena and Mary execute the guards!

But the cleric sucker punches you and by reaction you let go of him and place a hand on your face, giving him the chance to make a run to the corridor; Ss'rath still manages to throw a spear on his back, but he gets away!

"C'mon, we don't have time to go after him, we gotta get all these people to safety before that master of his shows up!", says Bailey.

We prop all the people up into the hole as fast as we can; by the time we're getting inside the hole ourselves we're already hearing footsteps down the corridor. You hear the voice of the priest and some other booming voice.

"... and they came from this hole on the wall. You see? Over there. They're probably crawling through the tunnel as we speak."

"Goddamnit, a whole facility compromised. Some animal must have dug a tunnel into here. What a stroke of bad luck. We lost at least a whole year of progress, maybe two. Send an units after them, we can't let this go without payback."

"At once sir!"

We spend most of the next hour crawling out of the hole. We get out by the mausoleum.

"Wow, and to think that a dire badger randomly dug a hole into a top secret facility of some secret society. You guys are lucky that I listen to the rambling stories of drunk people in taverns.", says Selena.

"We're not out of the woods yet, you all overhead the so called master, they are sending an unit after us whatever it means. I think we should get ready for a fight.", says Dandala.

"Well, they could strike at any moment. In fact, I suspect they'll wait for the worst possible moment to strike, possibly when we are already spent after doing battle against some other thing.", says Bailey.

"Well, we cannot live in fear. We must stride confidently onwards in our quest. Whatever dangers that come our way we'll take it in stride." says Mary.

"That's the spirit! But that unit they're sending after us really sounded ominous.", says Selena.

We return to the tavern and Selena narrates the tale of our adventure to the local folks.

"Wow, I never imagined a place like that existed under our village!", says one villlager.

"I wonder where they're going to take their operations next now that they've been exposed.", says another villager.

"Do you think they'll just cover the hole and continue working on the same spot?"

"Nah, didn't the bossman said they lost a couple years of work? I think that means they'll have to build a new base somewhere else."

"Hey, where are you guys from anyway?", asks a villager to the rescued prisoners.

"Me? I'm from the kingdom of Faleroth in the south. Most of us are."

"What? That far? But that's months of travel away from here!"

"I think they teleported us in here.", says the prisoner.

What should we do next?
> Investigate the ruined tower
> Go after the thieving werewolves
> We're done with this village, let's continue going to Whiteridge on our way to Longdale
> Write in
>>
>>3497457
>Investigate the tower

Werewolves are probably fine. I wonder if there's a way to counter this assassination unit. If they're going to be shadowing us waiting for the perfect moment to strike, we should be able to catch them early with enough counter stealth skills.
>>
calling it a night
>>
>>3497486

We decide to go investigate the tower.

Once we arrive at there we hear the noises of something roaring coming from the basement of the tower; the tower is rather small, having only three levels, a cursory inspection on the top levels of the tower reveals a small library on mundane topics, a couple long ruined bedrooms, a small kitchen with food long rotten and one room with a bunch of crates full of lead.

You then find a trapdoor leading to the basement of the tower. You light your lantern, ready your weapons and open the door, opening the trapdoor.

It reveals a set of stairs; you begin descending the stairs and you see a large chimaera, a monstrosity with the the heads of a lion, a goat and a dragon, wings and a serpent for a tail!

You all begin attacking the Chimaera, but after a few seconds of battle you notice that something is odd; the Chimeara is not taking any damage, and neither is any of you. It's an illusion!

You look around the room and you see it is largely empty except for one big table with lots of alchemical instruments and a massive chest; sitting by the table there's an skeleton wearing the red robes of a wizard.

As you were examining the room, you see the image of the Chimaera transforms itself into that of a old wizard! He begins speaking to you.

"Hello adventurers! I assume you're adventurers since you didn't flee from the Chimaera! I'm Tartalos, the wizard. If you're seeing this image this means I've failed in my life's work and I'm probably lying dead by my work table near you. I've spent sixty years trying to perfect the philopher's stone, but in the end I couldn't do it. I do have a few correspondents that would gladly take up my notes and continue my work, but they live quite far away. If some brave young heroes as yourselves would be willing to take the time to haul the research notes of an old wizard to the research facility in the town of Valonde in the kingdom of Faleroth down in the south my good friend Mycron Alpheus or one of his descendants will gladly pay a large sum of money for these research notes and for the imperfect stones I've crafted so far. They're all in this large chest near my body. If the large chest is gone that means someone else already took the mission, so if you're capable please dispell this image so the villagers don't get scared for no reason. Thanks for your time!"

The image reverts back to a chimaera roaring.
>>
>>3498241

"Valonde in Faleroth huh? That's quite a detour. That would be past the elvish kingdom and then some. It would take a couple months of travel going south to reach this place.", says Dandala.

"We don't have time for this, I say we just leave this stuff here, someone else with more time will show up eventually and take this stuff to Faleroth.", says Bailey.

"But that's the last will of a dying wizard! He spent sixty years researching this stuff! Look at these fancy philosopher stones!", says Selena, opening the large chest and rummaging through the papers to grab a couple fist sized ruby-like gemstones. "What if a bunch of thieves show up and take this away? What if a lightning strikes this place and his notes catch on fire?", says Selena.

"I don't know whether we should accept this mission or not. If we accept it we could carry the notes and stones with us in our wagon and go to Falonde after we reach Longdale and before we go after the third gemstone for the portal. We might as well leave all the stuff here if we're not interested in hauling it through half a continent.", says Mary

What should we do?
> Take the huge chest with the notes and gemstones and change course towards Valonde in Faleroth
> Take the huge chest with the notes and gemstones but don't change course, we can deliver it after we reach Longdale
> Don't take the huge chest, it's too much work
> Write in


Also should Bailey bother to spend a day preparing dispel magic to get rid of the illusion in the ruined tower?
> Get rid of the illusion
> Don't get rid of the illusion
>>
>>3498244
>Take the chest and dispel the illusion.

We need more money and experience to successfully retrieve the jewels, both of which should be gained on this journey. And if it is months long, one extra day to dispel the illusion won't hurt, and will keep the kill squad from knowing our destination in advance.
>>
>>3498244
>>3498256
Somehow >change course
Didn't make it in.

It was implied though.
>>
>>3498244
>> Take the huge chest with the notes and gemstones and change course towards Valonde in Faleroth
> Get rid of the illusion
>>
>>3498256
>>3498262
>>3498301


"I think we should take the chest to Valonde in Faleroth. We need more money and experience to successfully retrieve the jewels, both of which should be gained on this journey. And it will keep the Red Hand kill squad from knowing our destination in advance.", you say.

"Alright, I'll prepare the spell to dispel the illusion tomorrow, and the day after we begin traveling to Valonde then. I'll check on the map which would be the best route.", says Bailey.

The following day, after Bailey is done dispelling the illusion, you all meet at the local tavern to discuss the route you're going to take towards Valonde.

"Instead of going southeast to Whiteridge, we're going to head southwest to Farnworth, a smaller town, then we'll go south towards the frontier. We can stop at the villages of Azmar, Berxley, and finally at the town of Sharpton near the frontier where there's a royal army fort. After that we'll have to go through the elvish territory, it's thick forest all the way, we can stop at the villages of Lorione, Nyamaris and Doloroth. Then once we're out of the elvish kingdom we'll pass through the village of Cromerth in Faleroth and lastly we'll arrive at the city of Valonde.", says Bailey

"Woa, quite a trip. I wonder how many adventures we'll find along the way!", says Selena.

"Well, if we keep picking quests that send us every which way we'll never arrive anywhere.", says Bailey.

"The adventures come to us, there's nothing we can do about it Bailey, we're the chosen ones!", says Selena.

The day after we place the huge chest on our wagon and prepare ourselves for the trip.

Is there anything else you wanna do before heading out?
> I'm ready, let's head out to Farnworth on our way to Valonde
> Let's check those thieving werewolves
> I need to do some preparations before we go (what?)
> Write in
>>
>>3498303
>might as well check out the werewolves to make sure everything is squared away
>>
>>3498312

We decide to go check on the thieving werewolves.

We delve into the forest looking for them. It doesn't take much time for us to find a couple wolves who keep staring at us from a distance.

"Well, what now? Do we kill those werewolves?", asks Dandala.

"Well, they're thieves but they're not really hurting anyone. Let's try talking to them. Hello, mister werewolf, do you speak common? We wanna know why you keep stealing from the villagers and if you can please stop.", says Selena to the werewolf.

The wolves just stare at us. We're not sure if they understood Selena or not. Then after a minute or two of staring they go away.

"Let's follow them.", says Dandala.

We follow the wolves into the woods.

After tracking them for awhile we find a glade. When we enter the glade we see six wolves in there. They're looking at us. One of the wolves begins trembling and then he transforms into a human wearing ragged furs.

"Oh so you wanna speak after all.", says Bailey.

"What do you strangers want with my people?", says the werewolf.

"We just wanna know why you keep stealing from the villager.", you tell him.

"We steal out of necessity. The law of the forest says we take what we must. We mean no harm to the villagers, that's why we don't attack them. On the opposite, we try to protect them."

"Protect them? From what?"

"Evil men. Magicians. They appear and disappear from a magic circle in the caves. They kidnap people for their experiments.", says the werewolf.

"A magic circle in the caves? Could you show us this place?", says Bailey.

"Sure, it's nearby.", says the werewolf.

He then leads us to a cave about fifteen minutes walk away.

It has a large magical circle inscribed in the ground.

"A teleportation circle! That must be how the Red Hand people get in and out of their underground lair!", says Bailey.

"A wagon with an iron cage filled with prisoners come to this place about once a month. Four people, six people at a time. We tried to attack them to let the prisoners go a couple times but they have powerful magic, they almost killed us. Sometimes demons come out of this circle too."

"Thanks for showing us this place.", says Bailey.

"What are we going to do about this?", says Dandala.

"Well, there's nothing much we can do.", says Bailey.

"Let's deface their magic circle to cause them some trouble.", says Selena.

"That's actually a good idea. It's carved in stone so it will be a bit hard to deface.", says Bailey.

After putting some effort on defacing the teleportation circle of the Red Hand we depart.

"Try not to steal from the peasant, mister werewolf.", says Selena.

"Will try.", he says.

Is there anything else you wanna do before heading out?
> I'm ready, let's head out to Farnworth on our way to Valonde
> I need to do some preparations before we go (what?)
> Write in
>>
>>3498356
>"Hey werewolves, we caused these guys a lot of trouble and freed their prisoners. We expect they'll be sending assassins after us soon. Do us a favor and hassle them? Thanks for what you do for the town by the way, we'll tell them and try to work out a deal where they'll start paying you for protection in food."
>>
>>3498379

"Hey werewolves, we caused these guys a lot of trouble and freed their prisoners. We expect they'll be sending assassins after us soon. Do us a favor and hassle them? Thanks for what you do for the town by the way, we'll tell them and try to work out a deal where they'll start paying you for protection in food.", you tell the werewolves.

"We'll do what we can. These people are very powerful though so we're not sure we'll be able to do much to thwart their plans.", says the werewolf.

"Every little bit helps.", says Mary.

When we go back to the village Selena tells the people about the werewolves and about the wagons with cages carrying people.

"The werewolves were the good guys, who would have thought!", says one villager.

"I'm gonna give some food for them now and them, they're our protectors after all!", says another villager.

"I think I saw one of those wagons, they travel at night and the metal wagon is all closed, you can't see what is inside. The guy in the wagon said he was carrying exotic animals for some wizard.", says yet another villager.

"I think I saw the demons the werewolves talked about, I thought was just my imagination but now that they mentioned it I saw something big and furry moving in the forest a few months ago, it was sort of orange in color, it was fast, a split second, but I think it looked like a huge ape!", says a local poacher.

"Well, if the Red Hand hoped for secrecy they're in for a big surprise. They're the main subject of gossip in this village, and I guess in every village where I pass through.", says Selena.

Is there anything else you wanna do before heading out?
> I'm ready, let's head out to Farnworth on our way to Valonde
> I need to do some preparations before we go (what?)
> Write in
>>
>>3498424
>One last thing

If the Red Hand has abandoned that hideout, we may as well go back and loot it.
>>
>>3498432

"I've been thinking...if the Red Hand abandoned that hideout, we may as well go back and loot it!", you say.

"You wanna crawl back into that hole to see if they have abandoned their hideout?", says Bailey.

"Well, it costs us nothing to check it out.", says Dandala.

We go back to the mausoleum and begin crawling through the tunnel. After nearly an hour of crawling we reach the spot where there should be an opening to the Red Hand hideout. But instead of the hole in the brick wall what we find is a solid slab of rock!

"They must have used magic to plug the hole!", says Bailey.

"Well, I guess that's a dead end for us then. I wonder if they kept using this hideout after plugging the hole or if they abandoned it after all.", says Dandala.

Is there anything else you wanna do before heading out?
> I'm ready, let's head out to Farnworth on our way to Valonde
> I need to do some preparations before we go (what?)
> Write in
>>
>>3498466
Those bastards

Only other thing I can think of is warning the village about the squad and recommending they send for troops from the king to intercept and destroy them. We can leave after that. Supplies aren't a huge priority if we're making so many stops, and a small village like this won't have a big market.
>>
>>3498485

"We should warn the village about the assassination squad the Red Hand is sending against us and recommend they send for troops from the king to intercept and destroy them.", you say.

"We have no idea from where these assassins will be coming from. Maybe they would have came from that teleportation circle that we wrecked, but right now we have no idea of how the Red Hand is going to deploy their operatives. Besides the capital is quite far away, any help would take a long time to arrive, that being generous and assuming any help would be sent at all.", says Bailey.

"Yeah, I don't think the king will be sending us any bodyguards.", says Selena.

"Still they should send someone to inform the king that a base of operations of the Red Hand was found. He might wanna know about it.", says Dandala.

"She's right. I'll tell the local authorities to send a message to the capital, maybe they'll send a royal inquisitor to come check out this place.", says Mary.

After we're done informing the local authorities about the Red Hand activities in this place they tell us they'll send an emissary to the capital at once, in a few weeks there should be a response.

"Well, I guess our job here is done.", says Bailey. "Let's hit the road."

We begin the trip towards Valonde, first stop town of Farnworth. The trip is largely uneventful; on the third day we meet a merchant caravan coming on the opposite way carrying grains. We briefly talk to them then we continue on our way.

As we arrive at Farnworth we notice it is a rather distinctive small town for it has a large castle, towering some hundred feet above the ground, and a stone wall protecting most of the town, except for the sprawling slums of wooden shacks that formed on the outside of the walls.

"That's quite a big castle for such a small town.", says Dandala.

"Maybe they were planning on expanding the town.", says Selena.

As we approach the gate of the city a guard tell us "Halt. You must pay a toll of one silver to gain entrance on the inner city!"

"Holy crap, one silver? No wonder there's such a big slum on the outside of this town.", says Selena.

We pay the toll and enter the walled town. There are a very large amount of shops all over the town, selling all sorts of merchandise.

"Weird town. It's as if most of the city is composed of crafters and merchants of some kind. I wonder who does all the farming.", says Selena.

"Must be the people in the slums outside.", says Dandala.

"The people in this town seem to be rather well off. I wonder where all their wealth is coming from.", says Bailey.

"Excuse me, are you people new in Farnworth?", says a smiling young lady.
>>
>>3498662

"Well, we just arrived.", you say.

"Allow me to show you around then. I'm Suzan, I work on the castle of the duke of Farnworth. You see a couple generations ago the late duke of Farnworth, the grandfather of the current duke commissioned from the church of abundance a magical item that created food and water so as to free his people from agricultural labor. For a small monthly fee, a fraction of what would cost you to feed yourself by other means, you gain access to the magical food provided by the government. This way our citizens can grow wealthy by dedicating themselves to crafts and trades."

"What about that slum outside?", asks Selena.
"Well, there's a limit to how many people the magical item is able to feed of course, so those that don't make it into the inner city still need to feed themselves by usual means.", says Suzan.
"Why don't you get another of those items then?", says Selena.
"They're rather expensive and at the prices we practice selling the food it would take a century to pay for the magical item. Our coffers are not infinite I'm afraid.", replies Suzan.
"Oh well, let's hit the taverns then. I hope they don't serve bland magical food in there.", says Selena.

We go to the local tavern, a place called the Red Mug. Selena goes about playing her instrument and doing her routines of gathering information.

"Well, this town seems to be pretty okay. But every town has its underbelly! The local merchants are having trouble with a gang of thieves that operates from the slums, they climb the walls at night and rob stores, they've robbed some valuable jewelry that the merchants want back, they would be willing to pay 300 gold to have their jewelry back. The jewelry is worth at least a thousand gold!"

"I also heard of a rebel movement that claims the duke is not using the magic item to its full effectiveness, only using it for about twelve hours a day, if he used it all night too he could feed twice as many people. The rebel movement wants to seize the magical item, depose the duke and use it to feed the people themselves. They have quite a few supporters in the slums, and even a number of sympathizers in the inner city. Their leader is a certain Matthias Smith. Needless to say that the duke wants him imprisoned, but he's sly as a fox, and always manages to eludes the troops the duke sends after him. The duke is willing to pay 200 gold for his capture."

"Some people have been disappearing in the slums in the past few months. The inner city guards don't bother to investigate it as they don't really care about the people living in the slums, but there's growing concern that something evil might be preying upon the local population! Maybe we should investigate the weird disappearances?"

What will we do next?
> Go after the jewelry robbers
> Capture the rebel leader
> Investigate the slum disappearances
> We're done with this town, let's head to Azmar on our way to Valonde
> Write in
>>
>>3498664
>> Investigate the slum disappearances
>>
>>3498664
>Investigate the disappearances

I want to go for the rebel leader, but it's important to build up slums goodwill first.
>>
>>3498672
>>3498673

We decide to go investigate the slum disappearances.

We start interrogating people.

"My son Edgard never hurt a soul, he was a good boy, hardworker too, everyday he would wake up before the crack of the dawn and head to the fields to work on the farms. But one day he went out and never came back! The local guard didn't do anything to look for my son! Please, find him!", says an elderly woman teary eyed.

"Eeh, we've heard about all the disappearances and stuff. It's all way spooky if you think about it. My buddy Jeffrey was a farmer and manual laborer, a potter. He was giving to drinking so sometimes he would go back home at night alone. One day he just stopped showing up for work. After a few days we went looking for him in his shack and he was gone! We have no idea what happened to him.", says a local laborer.

"Well, Thamisa was one of us, she worked in the night. What else can I say? A girl gotta eat. She would always tell us if she was going to take a new client somewhere unnusual. This one night she said she was going to meet some new guy from out of town. We never saw her again. Do you think he might have killed her? We loved Thamisa, she was like a sister for us.", says a local prostitute.

"Did she mention anything about this new client?", asks Dandala.

"Nothing in particular. Just that he had parked his wagon on the outskirts of town. Probably a cheapskate who didn't want to pay the toll to enter the inner city.", she says.

We continue asking around about the disappearances.

"Eh, Michael was a good kid. He worked really hard on the fields. A shame that he disappeared, really. I could use more good workers like him. Never missed work, hardly ever got sick, was always on time. He was an orphan so he was alone in this world. I don't think many people will miss him, but I will.", says the local yeoman.

"Well, most of the disappearances seem to have taken place before dawn or at night. Do you think we are dealing with a vampire in here?", asks Dandala.

"I don't know. If we had more details on that wagon I would wager that it is work of the Red Hand. They've been kidnapping people around this region according to the werewolves from Penrith, this town is close enough to that place that they might be kidnapping people from here.", says Bailey.

"Do you think we might be able to catch them in the act Bailey? Like in one of those detective stories?", says Selena.

"I don't know. We would have to stay alert all night for many nights patrolling the slums waiting for them to make their move. Do you think we should go through all this effort?", says Bailey.

"May be worth a shot.", says Mary.

"We could also disguise ourselves as locals and walk alone in the slums past midnight to see if whatever is attacking the locals will attack us.", says Selena.

"Might work.", says Dandala

What will we do next?
> Begin patrolling the slums past midnight
> Disguise ourselves in rags and wander the slums after midnight
> Write in
>>
>>3498742
>Patrol the slums past midnight

We should be able to shorten the search time by focusing on wagons parked in isolated areas.
>>
>>3498742
>> Disguise ourselves in rags and wander the slums after midnight
>>
Rolled 2 (1d2)

>>3498755
>>3498756

well looks like we have a tie


rolling for a tie breaker


1-patrol the slums past midnight
2-disguise ourselves in rags and wander the slums after midnight
>>
>>3498755
>>3498756
>>3498804

"Let's disguise ourselves in rags and wander the slums after midnight!", you say.

"You'll have to sit this one out Ss'rath. You draw too much attention. You can look after our belongings in the inner city.", Bailey says.

"Let's at least buy some daggers so we don't go unarmed in case one of us is captured.", says Dandala.

"Good thinking.", says Selena.

Then we buy some ragged clothing and some daggers and begin wandering the slums after midnight, night after night.

One night, after about three weeks of wandering the slums after midnight, we hear Dandala screaming!

We all run towards the street where Dandala was wandering and we find her dagger on the ground and three sets of footprints!

Bailey quickly casts a light spell and we begin following the tracks!

The tracks lead to a secluded spot where we find clear marks that a heavy wagon pulled by two horses was there not long ago!

Bailey says "I'll go flying after them, get the wagon with Ss'rath and come after us!", then she casts a Flight spell and begin pursueing the kidnappers!

You run to the inner city, pay the toll, get the wagon with Ss'rath light some torches and head towards where you last saw Bailey, following the tracks of the wagon.

After going with the wagon at mad speeds for about fifteen minutes you find Bailey, Dandala unconscious and three other people by the roadside and two dead horses and two cloaked thugs dead, flaming marks on the outside of a metal wagon that has its back door swung open revealing some chains, sacks and cloth for gags inside it.

"When I got here they were going at top speed through the main road, I threw a fireball at them. Then I searched their bodies for a key to the wagon, Dandala was unconscious, chained and gagged with the rest of the prisoners. I unchained everybody and tried to slap Dandala awake but she isn't waking up. They must have poisoned her."

"Let's search the wagon to see what is it. Here you see?", says Selena, grabbing a flask with something that smells strongly even from afar when she uncorks it, "seems like it's oil of Taggit, pretty potent stuff."

"Slap her harder then. We can heal her after.", says Mary.

Bailey slaps Dandala real hard and she wakes up.
"Ouch, that really hurt! Sorry those thugs jumped me and rubbed something on me and I felt sleepy."

"It's alright.", Bailey says.

"Well, we got three people free and figured that seems like it's the Red Hand who is behind the kidnappings after all.", you say.

"Man, those folks at the Red Hand must be getting pretty pissed off at us by now.", says Selena.

"What should we do with this metal wagon? Do we just leave it abandoned here in the middle of the road?", asks Mary.

> Leave the Red Hand wagon abandoned in the middle of the road
> Take one horse from our own wagon to bring back the Red Hand wagon with us back to Farnworth and deliver it to the authorities
> Bring the Red Hand metal wagon back to Farnworth and try to sell it
> Write in
>>
>>3498900
> Take one horse from our own wagon to bring back the Red Hand wagon with us back to Farnworth and deliver it to the authorities

They should take the matter seriously with hard proof.
>>
>>3498932

We take one horse from our wagon to bring back the Red Hand wagon with us back to Farnworth and deliver it to the authorities.

We explain the case to the captain of the guard. He says "Very cunning of you to disguise yourselves in order to fool the kidnappers. Unfortunately even with this hard evidence of their crimes we have no leads as to where their hideouts could be or who could be the mastermind behind these crimes. With the kidnappers dead we can't even interrogate them to get further information. I'm afraid the Red Hand will remain an unsolved mystery for awhile longer."

What will we do next?
> Go after the jewelry robbers
> Capture the rebel leader
> We're done with this town, let's head to Azmar on our way to Valonde
> Write in
>>
>>3498980
> Capture the rebel leader

god damnit
we aren't getting out of the kill squad are we
>>
calling it a night
>>
>>3498994

We decide to take the job to capture the rebel leader.

"How does this rebel leader look like anyway?", asks Bailey.

"He's a middle aged man with a scar in his left eye, shouldn't be too difficult to identify him, if you manage to find the son of a bitch. Beware as he has lots of support from the local population, that's part of the reason why we haven't managed to arrest him yet.", says the guard captain.

You all then begin to plot how are you going to get this Matthias Smith.

"We could just start asking people around the slums about him, but that might spook him into hiding.", says Selena.

"Do you guys think we could perhaps infiltrate the movement?", says Dandala.

"I doubt it. It's a grassroots movement. Besides, we spent nearly a month in the slums already, a lot of people already know who we are.", says Mary.

"What if we just bust in shack after shack and check if this Matthias is inside?", says Bailey.

"Well, such a brute force approach besides inefficient is not exactly lawful. Also he could just switch shacks once he sees us approaching.", says Mary.

"Maybe we could bribe some inner circle member of the movement to tell where this Matthias is hiding? How much a laborer makes per day? One silver? If we offer one of them thirty gold they may loosen their tongues.", says Bailey.

"That's an option. Finding an inner circle member of the movement might be easier than finding Matthias himself.", says Dandala.

What are we going to do?
> Ask around for the whereabouts of Matthias
> Try to infiltrate the rebel movement
> Bust in shack after shack looking for Matthias
> Try to find an inner circle rebel to bribe
> Write in
>>
>>3499848
>Find someone to bribe

Haha we're rich. Make sure we give like a third up front and two thirds once we have him.
>>
>>3500139

"Let's find someone to bribe. Compared to these peasants we're rich. Let's offer them a third up front and two thirds once we have him.", you say.

We then begin looking asking int the taverns for people that might be connected with the rebel movement. After paying a bunch of beers we find a guy, a cousin of Matthiaw named Dave.

He's willing to talk once we offer him some gold.

"Cousin Matthias is not a bad man, he wants the best for the people, but I fear for his life you know. The way he's conducting his affairs he'll end up as a martyr of some sorts. I'd rather see him behind bars now than dead. The duke is a pious man, he won't give too long a sentence to Matthias, he didn't kill anyone after all, he is just trying to look after the small men, the people nobody cares about you know what I'm saying? But you folks don't wanna hear my reasons. You wanna know where to find Matthias. Very well, I'll tell you, but be warned, he's really hard to catch.

You may find Matthias at one of these three locations.

He's a hunter by profession, and one hell of a good shot. He tends to work alone, around a hut he built himself in the woods a couple days north of here. He spends a long time tracking game, and very little time in the hut itself, but he eventually returns to it usually carrying game since his butchering tools are stored in there. If I were to say so myself that's the easiest place to catch him, provided you can stay hidden long enough.

The other place is auntie Laura's home. He visits his mother almost every weekend. It shouldn't be too difficult to simply wait for him there one day. He's easily spooked though, so if he senses something is off he'll disappear.

The third place is the meeting place of the rebels. The sewers of the city end up in a cave nearby, the rebels meet there once a month to plan how they're going to take over the city. It's a group of about twenty people by now. They might have daggers and clubs with them so be careful.

Other than in these three places Matthias is as hard to catch as smoke, he shows up in taverns and public places now and then to make discourses against the duke and to try to recruit more people to the cause but he doesn't spend too much time around during these short apparitions."

Where are we going to ambush Matthias Smith?
> On his hut in the forest
> On his mother's house
> On the cave where the rebels meet
> Just wait a few weeks to see if we can catch him one day when he appears in public
> Write in
>>
>>3500394
> On his hut in the forest

Arresting him in front of his mom would be pretty rough.
>>
>>3500455

We decide to ambush Matthias Smith on his hut in the forest.

We travel north for a couple days and search the forest until we find a small hut with a bunch of tools inside of it, must be Matthias'.

The hut is not large enough for us all to wait for him inside of it, unless we really squeeze ourselves tightly into it, but then we wouldn't have enough room to move let alone fight properly.

The vegetation for about a hundred feet around the hut has been clearcut, there's only some underbrush that provides barely any cover.

"I've prepared a couple hold person spells, that should be enough to pin him down once we find him. The range is only 60 feet though.", says Bailey.

"I brought some rope, we can tie him up after Bailey immobilizes him with her magic.", says Dandala.

Now what?
> Squeeze inside the hut and wait for Matthias
> Hide in the underbrush and wait for Matthias
> Hide in the trees farther away from the hut and wait for Matthias
> Search the forest looking for Matthias, he must be tracking game around here somewhere
> Write in
>>
>>3500510
> Hide in the trees farther away from the hut and wait for Matthias

I bet Bailey can cover 40 feet before he gets away, even if he notices us.
>>
Rolled 4 (1d20)

>>3500522

You hide in the trees farther away from the hut and wait for Matthias.

After waiting for a few hours he finally shows up carrying a deer on his back.

Rolling to see if he notices you before you notice him, DC14.
>>
>>3500561
Nice. Rush him once he's in range and delay him long enough for Bailey to hold him down.
>>
Rolled 17 (1d20)

>>3500561

Matthias doesn't notice you hiding in the trees and just walks straight towards his hut carrying his deer.

He drops his deer, grab some butchering tools and begins working on it.

Bailey then gets out of her hideout and run towards the distracted Matthias! She walks about thirty feet through the underbrush.

She makes some noise while doing so so Matthias gets another check to notice her, DC 12 this time.
>>
>>3500580
Damnit.
>>
Rolled 12 (1d20)

>>3500580
>>3500576

Matthias hear something in the underbrush and turns around. He sees Bailey coming towards him, drops his tools and begin running through the forest!

We start running after him!

You are quickly left behind, your heavy armor weighing you down.

The others continue running after him but he had a good hundred feet headstart on them and he seems to know the terrain well, so we're losing him fast.

Bailey casts a flight spell and begins flying after Matthias.

From up in the sky she manages to get close enough to cast a hold person spell on him!

Rolling to resist the hold person spell, DC 13.
>>
>>3500605
>failed by one

Should have left our armor behind. Hope we don't get laughed at too hard.
>>
> Hut in the forest
> Lets try and talk him down after capturing him, suggest magic as a way to help the poor, he could join us as an adventurer and gain xp and Spells etc to help his people.
>>
Rolled 1 (1d13)

Roll for spell
>>
>>3500605


Matthias Smith gets caught by the Hold Person spell Bailey casts on him and fall to ground paralyzed!

In a few seconds the rest of the group catches up with him!

Dandala ties him up and we begin to bring him back with us to our wagon to haul him towards Farnworth to deliver him to the authorities!

The trip takes a couple days. Matthias Smith is surprisingly silent most of the way.

We deliver him to the authorities and claim our reward of 200 gold. We pay the rest of the bribe to our informant.

Will we stay to watch the trial of Matthias Smith in two weeks time?
> Yes, we want to see it
> No, we have better things to do

What will we do next?
> Go after the jewelry robbers
> We're done with this town, let's head to Azmar on our way to Valonde
> Write in
>>
> stay to watch the trial.

I want to see if he gets fair treatment or not.

We may need to break him outta jail if the Lord is a Shit.
>>
>>3500637
> No, we have better things to do


> We're done with this town, let's head to Azmar on our way to Valonde

Jewelry theft not a super big concern, and we aren't hurting for cash.
>>
I want to search for that Red Hand Facility nearby.
>>
>>3500676
Was there one? I got the impression they were using the wagons to cart people far away.
>>
Rolled 2 (1d2)

>>3500653
>>3500655

well looks like we have a tie

1-stay to watch the trial
2-just leave for Azmar
>>
A cart suggest near to me but I lost on the Dice so it's cool.
>>
>>3500653
>>3500655
>>3500695

We decide we're done with Farnworth and pack our stuff to continue our journey towards Valonde, next stop the village of Azmar!

On the first day of our journey there we find a detachment of the royal army, about a hundred footmen wearing metal armor and carrying swords, shields and spears, a couple officials on horseback and a couple supply wagons going the same way we are but at a slower pace. We hail them and ask where they're going.

The official answers us "We're headed to Sharpton, there has been problems with some rather large migrating bands of gnolls killing and pillaging in the frontier so the king is sending some reinforcements to deal with the problem."

"Well, Sharpton is in our way, we could follow these soldiers, then we wouldn't have to worry about random encounters in the road for the next month and a half. We would travel more slowly since they are going on foot, taking a month and a half instead of three weeks to get there, and we would skip a couple villages in the process but we would get there all the same.", says Bailey.

> Follow the royal army detachment towards Sharpton at their slower pace
> Keep going at our own pace towards Azmar
> Write in
>>
>>3500733
> Follow the royal army detachment towards Sharpton at their slower pace


Soooo, you guys know about the Red Hand? Anything about assassination squads they send after troublemakers?
>>
> Follow the royal army detachment towards Sharpton at their slower pace

Supporting. Mention the fact Red Hand are active in the area with Facilities and kidnappings.
>>
>>3500738
>>3500796


We decide to follow the royal army detachment towards Sharpton at their slower pace.

"So, you guys know about the Red Hand? Anything about assassination squads they send after troublemakers?", you ask the army official.

"Red Hand? Isn't that some conspiracy theory about evil wizards trying to take over the world from the shadows? I don't know. Wizards do some weird stuff. It's possible that a bunch of evil wizards got together to plot some grand scheme. I wouldn't know what it's all about though. They would certainly try to kill anyone who got in their way, that's for sure."

"Well they're certainly not just some conspiracy, we found one of their facilities and killed a couple of their kidnappers! They're active in this area."

"This sounds real bad. I'll make sure to tell my superiors about it when I'm back to the capital.", says the official.

The trip was unsurprisingly uneventful, with some merchants joining us in tagging along for the free protection along the way in the first couple of weeks. Seems like any monsters or robbers would catch sight of a royal detachment coming down the road and make themselves scarce. We stopped and the soldiers pitched their tents every night, and we marched all day.

After a month and a half we arrived at Sharpton. The local army who had suffered heavy casualties trying to fight the gnolls was glad to receive the reinforcements, and so where the locals with the various merchants that arrived to sell them needed goods - now that the city is under siege by the gnoll it's rare the day a merchant makes it into the town. The officials go into the local headquarters to plan their offensive on the gnolls now that they have the numbers and we're left to our own devices.

We head to one of the local taverns, the Hammer of Fire. There are many soldiers off duty as patrons. Selena begins playing her songs and then asking around for something of interest for us.
>>
>>3500887

After a few hours she returns to our table and tells us what she have learned.

"This town has been completely besieged by gnolls. Many of the neighbouring villages have been razed by these foul creatures, they have established some large settlements in the forests where they hunt and raise their youngs and a large number of smaller settlements around chokepoints where they ambush people. The army is preparing offensives against the larger gnoll sites but there are way too many small gnoll sites for them to take them all."

"A wizard called Abras, who is in the business of crafting magical items, has had his tower invaded by a pack of gnolls. The creatures set up a small camp around it! In his hurry to flee the tower to save his life he left behind in his workshop an unfinished magical item he was working into, a very valuable staff of stone shape. He's willing to pay 300 gold for us to retrieve his work in progress."

"The royal army has been unable to get to the leader of the gnoll invasion, a pack leader who can be found in the front lines of the invasion leading his armies in razing the various villages. If we could kill this pack leader the gnoll invasion would certainly lose traction as they would become more disorganized. He was last seen in the south three days ago leading an attack on the hamlet of Brucksdale which has had to be evacuated due to the attack, he must be in a small camp nearby."

"One small village that was recently razed by the gnolls had an apothecary shop fairly well stocked, with plenty of potions. The apothecary himself was killed in the attack, but his potions should still be there for the taking, if we kill the gnolls on the way and any that might still be around the village. The place is a few days north of this town."

"Ambushes by the gnolls in the road are way too common. They attack in large packs with ten, fifteen, sometimes even twenty individuals. They make no prisoners, killing their victims and eating them! Some merchants are headed towards the elvish kingdom with a load of raw metals for the elvish smiths to forge and would like protection! They're willing to pay us 300 gold to see them through the gnoll roadblocks and escort them to the nearest elvish village, Lorione. That's where we were heading next anyway isn't it? Might as well get paid to go there."

What are we going to do next?
> Recover the unfinished staff
> Murder the gnoll pack leader
> Recover the potions
> Escort the merchants to Lorione
> We're done with this town, let's just head to Lorione on our way to Valonde
> Write in
>>
>>3500889
> Murder the gnoll pack leader

This one seems time sensitive. Gotta find and gank him before he rejoins a larger camp.
>>
> Murder the gnoll pack leader

Can we get a Faerie Dragon or Pseudo Dragon as an Animal Companion?
>>
>>3500900
>>3500943 when you level up you can pick something like that as a new power if you want


We decide to go murder the gnoll pack leader.

We promptly depart to the south, towards the last place where the gnoll leader was seen.

After three days of travel we arrive at the village of Brucksdale; the place has been put to the torch and is completely destroyed.

We begin looking for a nearby gnoll camp; after about an hour walking through the forest we find a camp with some fur tents and a bunch of raw meat piled up on top of a bear fur; some of that meat you suspect is human meat. Some gnolls are eating the raw meat.

There seems to be about twenty gnolls in this camp, six of them on patrol, alert to any movements with longbow on hand. Most gnolls seem to have spears and longbows on them.

Then you see a taller gnoll wearing a chain shirt come out of one of the tents. He heads to the pile of raw meat, grab a human leg and begins gnawing on it. This must be the pack leader!

Bailey whisper to you "At the best spot to cast a fireball I could catch eight of them. If I throw a fireball at the pack leader I can only get four of them. I only prepared one fireball today."

"What else did you get?"

"Flying."

"Oh well."

> Tell Bailey to throw a fireball at the gnoll leader
> Tell Bailey to throw a fireball where she'll hit the most gnolls

And what are you going to do?
> Run towards the gnolls and attack one with your sword (roll 1d20 DC12)
> Run towards the gnolls and attack one with your sword twice (roll 2d20 DC16)
> Run towards the gnoll leader and attack him with your sword (roll 1d20 DC12)
> Run towards the gnoll leader and attack him with your sword twice (roll 2d20 DC16)
> Use your smite power on one of the gnolls (roll 1d20 DC12)
> Throw your axe at the nearest gnoll (roll 1d20 DC12)
> Write in
>>
> Tell Bailey to throw a Fireball at the leader

> Ask those of us with Ranged Weapons to shoot as Bailey casts

> Throw our Axe
>>
>>3500973

roll the dice for the axe throw
>>
Rolled 3 (1d20)

>>
Rolled 18, 4 = 22 (2d20)

>>3500961
>Tell her to roast the leader
>Run in and attack twice

Goal is just to get the boss. If this kills him we can retreat.
>>
>>3501032
Of course my phone puts this through like half an hour late.
>>
Rolled 5 (1d20)

>>3501007
Revised dice for axe throw.
>>
Rolled 3, 9, 4, 17, 20, 9 = 62 (6d20)

>>3500973
>>3501007
>>3501013
>>3501032
>>3501040
>>3501042

You tell Bailey to throw a fireball at the leader and ask everybody with ranged weapons to shoot at him as Bailey casts.

You yourself throw your axe at the gnoll leader, but you miss!

Dandala miss her shot.

Selena miss her shot.

Ss'rath throws a spear at the gnoll leader and hit him!

Mary hits the gnoll leader with a crossbow bolt!

Bailey's fireball hits the gnoll leader, he doesn't manage to evade for half damage, he takes seven hits worth of damage!

Three gnolls around him are killed by the blast!

The gnoll leader is in pretty bad shape but he survives! He begins to run away at top speed!

The six gnolls who were on watch grab their longbows and begin shooting at Bailey!

The eleven other gnolls in the camp begin scrambling for their weapons, readying themselves for battle!

And what are you going to do?
> Run towards the gnolls and attack one with your sword (roll 1d20 DC12)
> Run towards the gnolls and attack one with your sword twice (roll 2d20 DC16)
> Use your smite power on one of the gnolls (roll 1d20 DC12)
> Write in
>>
Rolled 13, 2 = 15 (2d20)

>>3501105
Fuck. We went all in and blew it.

>Run towards the gnolls and attack one with your sword twice.

Go for the archers. Don't let them arch in peace.
>>
Rolled 6, 2, 2, 1, 4, 4, 12, 10, 19, 20, 18, 12, 15, 17, 17, 14, 14 = 187 (17d20)

>>3501148 the DC to hit the archers is two points lower as they're not using their shields

You run towards one of the archers and try to hit it twice with your blade but you miss it!

Dandala shoots at the fleeing gnoll leader but miss!

Selena begins playing the song of courage! We're all getting a bonus of +2 on our attack rolls!

Mary shoots at the fleeing gnoll leader but misses.

Ss'rath shoots a spear at the fleeing gnoll leader but misses.

Bailey casts a Magic Missile spell at the fleeing gnoll leader! After being hit by the spell the gnoll leader collapses to the ground unconscious!

"Got him!", says Bailey.

The archers shooting at Bailey manage to hit her four times, one of the hits being a critical! She's seriously wounded!

The gnolls grabbed their spears and shields and now they come running after us! Three gnolls attack Mary, two gnolls attack each of us with spears except Bailey who is behind our lines, one of the gnolls with a bow tries to bite Uthred so it's three gnolls attacking you. Five gnolls continue to shoot at Bailey. Rolling to hit DC 14 for Uhtred, DC 13 for Dandala, DC 9 for Selena, DC 14 for Mary, DC 11 for Ss'rath and DC 8 for Bailey.

And what are you going to do?
> Attack one of the gnolls with your sword (roll 1d20 DC10)
> Attack one of the gnolls with your sword twice (roll 2d20 DC14)
> Use your smite power on one of the gnolls (roll 1d20 DC10)
> Use your lay on hands power on someone (Bailey; you have two uses left)
> We got the leader, let's get the hell out of here, retreat everyone!
> Write in
>>
>>3501203
> Use your lay on hands power on someone (Bailey; you have two uses left)

> We got the leader, let's get the hell out of here, retreat everyone!

Yea they're too strong and numerous, and Bailey must be a few hits from death.

We need an archer solution. Something like total cover to retreat to.
>>
>>3501230

"We got the leader, let's get the hell out of here, retreat everyone!", you yell as you run towards Bailey to use your lay on hands spell on her.

Selena is hit once, she then begins to disengage. She's lightly wounded.

Mary is hit twice, one being a critical hit, she then begins to disengage. She's seriously wounded.

Ss'rath is hit twice then he begins to disengage. He's lightly wounded.

Bailey casts the Blade Ward cantrip, negating the damage dealt by the archers on her this turn! She then begins to retreat.

You heal one hit of damage on Bailey. She's still seriously wounded.

We then begin running away from the gnolls! They pursue us through the forest!

You and Mary are beginning to fall behind due to your armor weighing you down...

Bailey casts a flight spell on herself and an invisibility spell on you.

She says "It only lasts an hour, make it count, I'm not strong enough to carry both of you."

Then she carries Mary and you see your group run away towards where you left your wagon, with Bailey carrying Mary flying above them.

You then see the whole band of gnolls running after them, going past you as they can't see you.

You go back to the gnoll encampment and retrieve your hand axe.

You loot some supplies for the travel in the razed village. You go back town walking, it takes five days. Miraculously you don't wander into another gnoll patrol.

(You gained 2 experience for surviving the encounter with the gnoll band. You have 66 experience. You'll level up once you reach 100 experience. You're currently level 3)

You meet the group back at the Hammer of Fire.

"Sorry about leaving you behind, was the only solution I could think of in the moment.", says Bailey.

"Everything worked out in the end. I even got my hand axe back.", you say.

"Now that the gnoll leader is dead the gnolls should halt their invasion, at least until a new leader emmerges.", says Bailey.

"How long do you think that gonna take?", asks Selena.

"I don't know. Months maybe. Maybe even longer. That leader was really tough, he took a fireball and walked.", says Bailey.

"Looks like gnolls are much tougher than orcs.", says Dandala.

"Seems like everything in this continent is tougher than the stuff back in Greshire.", says Bailey.

What are we going to do next?
> Recover the unfinished staff
> Recover the potions
> Escort the merchants to Lorione
> We're done with this town, let's just head to Lorione on our way to Valonde
> Write in
>>
>>3501280
> Recover the unfinished staff

Hopefully the pack around the tower is smaller, or this will have to be a stealth mission.
>>
>>3501280
>> Recover the unfinished staff
>>
Rolled 17, 20, 10, 11, 15, 20, 7, 17, 11, 4 = 132 (10d20)

>>3501313
>>3501322

We decide to go recover the unfinished staff for the wizard Abras.

He gives us precise directions on the whereabouts of his tower, in a secluded spot north of the town about five days travel away.

We begin travelling towards his tower; on the fourth day however we run into a large gnoll ambush! Ten gnolls in two groups of four appear from behind bushed by the sides of the road with longbows and two jump in the middle of the road with spears and shields making us stop our wagon. The gnolls with longbows take aim at our group and begin shooting!

They shoot each of us once and both of our horses. The two gnolls on the road attack our horses with their spears! Rolling to hit DC 15 for you, DC 8 for Bailey, DC 12 for Ss'rath, DC 14 for Dandala, DC 10 for Selena, DC 15 for Mary, and DC 7 for the horses.
>>
Rolled 2, 14, 14, 12, 20, 16, 11, 15, 9, 9 = 122 (10d20)

>>3501418

One gnoll hits you with his longbow! You're lightly wounded.

One gnoll lands a critical hit on Bailey! She's takes two hits and is lightly wounded.

One gnoll lands a hit on Selena! She's lightly wounded!

One gnoll lands a critical hit on Mary! She takes two hits! She's lightly wounded!

The first horse is hit by a spear once! He's bleeding!

The second horse is hit by an arrow once! He's bleeding!

The gnolls will continue to shoot at us with their longbows, one each including the horses! The two gnolls with spears changed target and will hit Dandala instead! Rolling to hit DC 15 for you, DC 8 for Bailey, DC 12 for Ss'rath, DC 14 for Dandala, DC 10 for Selena, DC 15 for Mary, and DC 7 for the horses.

What do you wanna do?
> Attack one of the gnolls with your sword (roll 1d20 DC12)
> Attack one of the gnolls with your sword twice (roll 2d20 DC16)
> Use your smite power on one of the gnolls (roll 1d20 DC12)
> Throw your axe at one of the gnolls (roll 1d20 DC 12)
> Use your lay on hands power on someone (Yourself, Bailey, Selena, Mary, Horse 1, Horse 2; you have two uses left)
> Write in
>>
Rolled 11, 13 = 24 (2d20)

>>3501442
>Double attack the gnoll in front of us

If only 2 are physically blocking us, we'll secure an escape route by killing them which we can take if things get dicey again.
>>
Rolled 11, 4 = 15 (2d20)

>>3501442
>Attack one of the gnolls with your sword twice
>>
>>3501459
>>3501463

You try to attack the gnolls blocking your path with your swords twice but fail to land hits on them!

One of the gnolls shoots Bailey! She's lightly wounded!

One of the gnolls shoots Ss'rath! He's lightly wounded!

Dandala manages to avoid the hits from the gnolls!

Selena takes one hit from a gnoll archer! She's lightly wounded!

One of the gnolls lands a hit on Mary! She's seriously wounded!

The gnolls shoot both of our horses! They lay on the ground unconscious and dying!

"Oh no, not the horses! How are we going to move the wagon now?", says Selena.

Bailey throws a fireball at one of the groups of gnolls. Three of them die in the blast, one survives!

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

Dandala picks off the survivor from the fireball blast!

Ss'rath jumps out of the wagon and attack one of the gnolls with his spear, but the gnoll parries the hit with his shield.

Mary summons her Spiritual Weapon! It attacks the nearest gnoll!

What do you wanna do?
> Attack one of the gnolls with your sword (roll 1d20 DC10)
> Attack one of the gnolls with your sword twice (roll 2d20 DC14)
> Use your smite power on one of the gnolls (roll 1d20 DC10)
> Throw your axe at one of the gnolls (roll 1d20 DC 10)
> Use your lay on hands power on someone (Yourself, Bailey, Ss'rath, Selena, Mary, Horse 1, Horse 2; you have two uses left)
> Write in
>>
>>3501533
>We should probably heal at least 1 horse
>>
Rolled 13, 13, 5, 6, 4, 2 = 43 (6d20)

>>3501533

Oh I forgot what the enemy do and the dice.

All the gnolls attack Bailey. Rolling to hit DC 8.
>>
>>3501533
I know what our next skill really needs to be. A taunt that draws aggro.
>>
sorry about stopping in the middle of combat but I must call it a night now
>>
>>3501831
No problem. I'm a bit busy tomorrow morning/early afternoon so replies may be slow then.
>>
Rolled 15, 6, 10, 4 = 35 (4d20)

>>3501562
>>3501599

Bailey gets shot by the gnolls twice, she's crippled!

Bailey toss a fireball at the gnoll archers!

Rolling to see if the gnolls evade the fireball for half damage, DC 13.
>>
Rolled 4, 4, 2, 3, 1, 1, 2, 4 = 21 (8d4)

>>3503953

One gnoll managed to evade the fireball for half damage, I'll roll 2d4 and pick the highest d4 for how much damage he took. The others will take 2d4 damage.
>>
>>3503955

Two gnolls died with the fireball!

You heal one of the horses with your lay on hands ability.

Mary casts Prayer of Healing, healing 2 hits of every party member and one of the horses.

Mary's spiritual weapon hits the nearest gnoll!

Dandala shoots one of the gnoll archers with her longbow but miss!

Selena shoots one of the gnoll archers with her crossbow but miss.

Ss'rath throws a spear at one of the gnoll archers, killing it!

The three remaining gnolls turn around and begin to flee!

Bailey prepares to cast a scorching ray spell on one of them...

Mary prepares her crossbow and her spiritual weapon...

Dandala readies her longbow...

Selena readies her crossbow...

Ss'rath prepares one of his throwing spears...

What will you do?
> Throw your axe at one of the gnolls (roll 1d20 DC 10)
> Let the gnolls flee
> Write in
>>
Rolled 17 (1d20)

>>3503968
>Axe throw
>>
Rolled 12, 7, 18, 4, 18, 14 = 73 (6d20)

>>3503974

Bailey hits with two of the three rays of her scorching ray spell, one being a critical! She slays one of the fleeing gnolls!

Mary miss her shot, and her spiritual weapon don't quite manage to score a hit!

Dandala miss her shot!

Selena manages to shoot one of the gnolls with her crossbow!

Ss'rath manages to land a hit on one of the gnolls with his spear!

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

(You gained 3 experience for surviving the fight against the gnolls. You now have 69 experience. You'll level up once you reach 100 experience. You're currently level 3)

One gnoll manages to flee!

"Do you think this gnoll will warn the others at the tower that we're coming?", asks Selena.

"Well, if they'll be prepared for us we better be prepared for them too.", says Bailey

Mary and you spend all you last remaining healing spells healing the group (mainly Bailey, but also Mary and the wounded horse).

We then resume our travel towards the tower of the wizard Abras.

As we approach the tower we park our wagon and get near it stealthily. We see six gnolls on the windows of the tower with their longbows.

On the ground level we see six more gnolls eating a deer.

"Those gnolls eating the deer are close enough to be caught in a fireball. The ones in the tower are not, maybe I could catch two.", whispers Bailey.

"Do you think there are more gnolls inside the tower?", asks Selena.

"I don't know. Twelve gnolls is already pretty bad. Those things are tough, they take way too many hits to kill.", says Dandala.

"I'm going to cast a fireball on the ones at ground level, we see what else to do from there.", says Bailey.

Bailey then casts a fireball at the six gnolls eating the deer.

Rolling to see if they manage to dodge it for half damage, DC 15 due to surprise.
>>
Rolled 2, 4, 3, 2, 3, 2, 3, 2, 3, 1, 2, 1 = 28 (12d4)

>>3504049

2 gnolls managed to dodge for half damage

rolling to see how much damage the gnolls took from the fireballs
>>
Rolled 17, 4, 6, 9, 13, 14, 8, 10 = 81 (8d20)

>>3504055

Three gnolls were killed by the fireball!

Selena begins playing the song of courage! We all get a +2 bonus to hit.

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

Mary casts Spiritual Weapon! Her spiritual weapon hits the nearest gnoll!

Ss'rath throws one of his spears at the gnolls and hits! The gnoll is killed!

The two remaining gnolls on the ground come running after us and attack Dandala.

The six gnolls on the tower begin shooting at us, one shoots at each of us. DC 15 you, DC 8 Bailey, DC 12 Ss'rath, DC 14 Dandala, DC 10 Selena, DC 15 Mary.

What will you do?
> Attack one of the gnolls with your sword (roll 1d20 DC10)
> Attack one of the gnolls with your sword twice (roll 2d20 DC14)
> Use your smite power on one of the gnolls (roll 1d20 DC10)
> Throw your axe at one of the gnolls (roll 1d20 DC 10)
> Run inside the tower to go after the gnolls on the windows
> Write in
>>
Rolled 20 (1d20)

>>3504073
>SMITE
>>
Rolled 3, 11, 4, 4, 16, 14 = 52 (6d20)

>>3504077

You use your smite power on one of the gnolls and manages to land a critical hit, killing the wounded gnoll with one blow!

You are hit by an arrow from one of the gnolls in the tower! You're lightly wounded.

Selena is hit by an arrow from one of the gnolls in the tower! She's lightly wounded!

Mary attacks the last gnoll in the ground with her mace but miss! Her spiritual weapons also misses!

Ss'rath attacks the last gnoll in the ground with his spear and hits it!

Dandala kills the last gnoll in the ground with a shoot from her longbow!

Bailey casts a scorching ray at one of the gnoll archers at the tower! Two rays hit the target, but the gnoll lives!

The gnoll archers continue shooting at us. DC 15 you, DC 8 Bailey, DC 12 Ss'rath, DC 14 Dandala, DC 10 Selena, DC 15 Mary.

What will you do?
> Run inside the tower and attack one of the gnoll archers with your sword (roll 1d20 DC10)
> Run inside the tower and attack one of the gnoll archers with your sword twice (roll 2d20 DC14)
> Throw your axe at one of the gnoll archers (roll 1d20 DC 10)
> Write in
>>
Rolled 3, 8 = 11 (2d20)

>>3504089
Aw yeah, fantastic smiting.

> run in and double attack an archer
>>
sorry about ending the session in the middle of a combat again but I need to sleep, I have to go to the doctor tomorrow morning

I'm a bit sick since yesterday, been having fever and stuff, I may or may not be able to continue updating regularly this week depending on how bad I get in the next few days

in any case since we're on page 10 already I think next update will be on a new thread
>>
>>3504193
No problem, hope you feel better.
>>
It's cool, your health is important. Get some rest.



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