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Thread: RHoD 5e IC

  1. - Top - End - #61
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    Default Re: RHoD 5e IC

    Leif Fochlucan
    Tiefling Wildfire Druid
    HP: 33/38, AC: 16
    Conditions: None
    Spell Slots: 1st: 2/4, 2nd: 1/3, 3rd: 1/2

    “I look forward to meeting this Jorr,” Leif says, perking up at the information of someone who seems to prefer the woods to the towns and villages of the land, “And I wouldn’t worry about the forest or its inhabitants. I’ll see us safely through.”

    When Norro mentions the haunted fort, Leif just chuckles. “Oh Ayalla and I know all about those. If there’s any truth to these superstitions we’ll find out and do what we can.”
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

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    Ayalla Nazonda
    Spirit Medium
    HP: 27/33, HD: 5/5, AC: 15, Resistance: Lightning
    Conditions: None
    Spell Slots: 1st: 4/4, 2nd: 2/3, 3rd: 1/2
    Wuffles (Wolf Familiar)
    HP: 24/31, HD: 4/5, AC: 16
    After the meeting Ayalla goes to pay respects at the shrine to Pelor, though she doesn't worship the sun god directly.
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

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    Captain Soranna escorts you out once your agreement is reached, and with little else to do that day you while away the hours relaxing, perusing the market, and enjoying the rural atmosphere until night comes, passes, and dawn rises once more. You leave early, all the better to have the most time traveling in the woods. It's a lightly clouded day - warm, but not stifling. Some might even say ideal! Indeed, it could be taken as a good omen.

    Day 2

    Before you leave Drellin's Ferry proper, you take a brief stop in at a grove of menhirs on the western side of the river, closest to the Witchwood. There the local druid - a young half-elf named Avarthel - tends the area. Though outwardly relaxed and amiable, there's a sense that a deeper anger and rage lurks beneath the surface of the otherwise pleasant young man. When questioned on details he knows about the Witchwood, he cautions against going entirely though once he hears of your task he relents. There is little in the way of specialised advice about avoiding animal attacks aside from the standard - give them a wide berth and try to look like more trouble than you're worth. On the subject of fey, there's little. Indeed they seem mostly absent from the woods, which he puts down to the generally hostile nature of the area. He does, however, point you towards a path through the woods, the "Witch Trail", by which you can proceed to Jorr's cabin. Few know of it, and Avarthel expects that the hobgoblins are unlikely to be watching it like they are the roads.

    Armed with this knowledge, you set off to the woods proper. Finding the Witch Trail is relatively simple once you've had its existence pointed out. It leads out from the fields north of Drellin's Ferry and crisscrosses the woods. They're mostly used by animals these days, but you can still see evidence of hunters, woodcutters, and trappers having used them in the recent and not-so-recent past. It crosses over a number of streams and small ravines, occasionally requiring balancing atop a log to avoid getting your feet wet. Thankfully, all of you seem to have your balancing shoes on today and avoid an inadvertent dip into the mud.

    Traveling the Witch Trail is slower going but you still arrive at Jorr's Cabin by late morning. The trail you're following leads past a small cabin in a deep forest glad. A ramshackle front porch is littered with fishing baskets and skinning frames hung with drying furs and hides. The cabin overlooks a dark lake, with old grey cedar-trees draped in moss rising out of the water. An old skiff is tied up on the shore nearby, and a small tendril of smoke curls from the fieldstone chimney.

    Some 60 feet out from the cabin you spot three hunting hounds lying beneath the porch. In turn, they notice you, awakening with a start and rushing up with loud barks. Rather than close the distance fully though, they stop some 30 feet away, about the halfway point between you and the cabin, and continue to loudly snap and growl, though approach no closer.
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    Leif Fochlucan
    Tiefling Wildfire Druid
    HP: 38/38, AC: 16
    Conditions: None
    Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2

    Leif casts Speak with Animals and then squats down. "We mean you no harm," she says, lowering her hood, "We're just passing through and looking for a man called Jorr. Do you know him?"
    Last edited by Infernally Clay; 2023-03-09 at 11:38 AM.
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

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    Paul Mauser Half-orc Artillerist Artificer
    AC: 18 HP: 38/38 PPer: 14 PInv: 18 PIst: 11
    Conditions: -- Concentrating: --

    "Uh, nice doggies?" Paul decides to stand back and trust the expert. There weren't many dogs in the part of the city he grew up in.
    Last edited by J-H; 2023-03-09 at 11:53 AM.

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    The dogs halt their barking and instead turn quizzical. "Master. Master. Friend. Feed. Hunt." is about the long and short of what they offer in the way of insight, which to say, isn't that much. Nevertheless, the approach seems to work to calm them.

    The cabin door opens and a lean woodsman of indeterminate age steps onto the porch, cradling a heavy crossbow that's loaded. It's not aimed at you, but nevertheless it's held at the ready. He has a seamed, leather look to his face and arms, and a big curved knife sits in a sheath strapped to one thigh. "Well now, don't get too many visitors out here," he rasps. ""What brings y'all to me'n'mine?" In response to the door opening, the hounds leave you be and rush to their master, crowding around his legs.
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    Ayalla Nazonda
    Spirit Medium
    HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
    Conditions: None
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
    Wuffles (Wolf Familiar)
    HP: 31/31, HD: 5/5, AC: 16
    "Well met Sir. I am Ayalla Nazonda. We have been hired to investigate the increasing hobgoblin activity in the area and were told that it would be prudent to talk with you."
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

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    "Goblins." Jorr says the word with such disdain it almost sounds like a slur, and he punctuates it with an aggressive spit of disgust. "Can't stand 'em. If you're headin' to put 'em down then call me an open book. What can ol' Jorr do for ye?"
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    Paul Mauser Half-orc Artillerist Artificer
    AC: 18 HP: 38/38 PPer: 14 PInv: 18 PIst: 11
    Conditions: -- Concentrating: --

    Dogs, no. Talking to an expert, yes.... this is closer to Paul's comfort zone. The group walks a bit closer as they speak, so they aren't yelling to Jorr. Paul keeps his hands in plain sight as they do so, though.

    "We killed some of them yesterday on the road east of Drellin's Ferry. The Speaker and Guard captain seem to think there are a lot of them around, and possibly organized. They've asked us to check on the ruins of Vrath Keep to see if there are hobgoblins there.

    Since they're watching the roads east of the Ferry, we think they'll be watching the roads around here, too. Can you lead us through any paths in the woods that might escape their notice?"

    Also, if there's anything else we should know about the woods - haunted areas, rumors of lost treasures, and the like, everything you can share would be helpful."

    After all, the group started on this trip trying to find hidden treasure at the keep. Enchanting is expensive.

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    "Aye, I can show you through the woods. Know 'em like the back of my hands. Five gold a day, or ten if you're going somewhere dangerous - sounds like y'are." He lets the crossbow fall a bit more limp and lights up a tobacco pipe. "Ain't many landmarks in the Witchwood. Vraath's the only real one - s'posed t'be haunted. Other than that your best bet for treasure is a giant camp, but most of 'em are up in the Wyrmsmokes. Might be if the goblins are organised they came down from Skull Gorge, but Vraath's on the way, so best to hit that first."
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    Ayalla Nazonda
    Spirit Medium
    HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
    Conditions: None
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
    Wuffles (Wolf Familiar)
    HP: 31/31, HD: 5/5, AC: 16
    Ayalla feels the lightness of her coin purse.
    "We probably wont be able to pay you that much until after the job is finished and we get the reward."
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

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    Bernard "Bernie" Thierry
    Human Chaplain Fighter
    AC: 19 HP: 54/54
    Hit Dice: 4/5
    PPer: 15 PInv: 13 PIst: 15
    Conditions: --

    Now now Ayalla, that's not how we negotiate.

    Bernie raises a hand to the young girl and steps in briefly,

    Let's not say anything we can't take back, we pay people for their skills and we pay them appropriately. First, we'll set a travel plan, assess necessary provisions and quarter, and THEN we'll talk payment. We're acting under the authority of Norro and Captain Soranna, so they'll act as our guarantor, make sure your compensation is appropriate. I'm a sailor, myself, so how about we take a sit and chart our course, eh my man?

    Bernie chuckles and draws his map case from his bag, doing his best to seem genial.
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    Jorr huffs, audibly and with not a little bit of cantankerousness. "I told you my rates, you can either pay - in advance - or don't, s'no skin off my nose. If you're going to Vraath you got two choices, main road or trails." He thumbs westward. "West to the road, then maybe eight hours north, you're there. Trails'll take longer since they're not as direct, but less likely to run into a warband on patrol. If you're hustling you can cross the entire wood north to south in about two days by the main road. As for quarter..." The woodsman gestures to the surrounding forests. "You're roughing it lad. No warm tavern hearths or soft beds. Woods are warm this time of year though. Steer clear of owlbear holes and stirge nests and it might even be pleasant."
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    Paul Mauser

    "Expert help is almost always worth it. As an enchanter and craftsman myself, I know it's not just payment for time, but for knowledge." He starts counting out coins in stacks of 10 to pay the man.

    Paul glances over at Ayalla. "You came on a multi-day trip without any spare money? Planning on sleeping rough if anything goes wrong? There's always some unexpected expense, somewhere. Nothing ever goes according to the planned budget."

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    Leif Fochlucan
    Tiefling Wildfire Druid
    HP: 38/38, AC: 16
    Conditions: None
    Spell Slots: 1st: 3/4, 2nd: 3/3, 3rd: 2/2

    Leif brightens up at the notion of roughing it, as Jorr said. She much prefers the sound of that than staying in an inn or townhouse. Owlbears aren't as nosy as humans, either. "I hope we don't miss out too much of the scenery," she says with a little disappointment in her voice, "There seem to be fewer undisturbed forests every year."
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

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    Jorr takes the coins and bites down on one. Apparently the result of his test is satisfactory, since he pockets the rest with a nod. He takes a few moments to gather his things, leave some food out for his dogs, and lock up. The perceptive among you also note that he sets up no fewer than three traps inside his house for any would-be intruders while he's gone. "Witchwood ain't been undisturbed for years. Natural predators, giants, men, goblins...but you take what you can get." His crossbow in hand, he points at a small trail leading around the lake's edge.
    "We'll skirt the water edge, then head through the forest proper."

    The lakeside is a mix of stifflingly hot and humid, coupled with the occasional refreshing breeze, creating an oasis that is unpleasant more often than not. It is thankfully a short time at the water edge, and though not terribly nice to be alongside physically, aesthetically the beauty of nature is enjoyable to behold. It's not hard to see why Jorr made his home here. Still, he leads you on, breaching through into a small trail that would be easily looked over if you weren't seeking it, and guiding you through a narrow line of trees.

    It's not exactly slow going - Jorr pushes you to keep a pace that you might not have expected from an older man - but it's not hard to see how going on a well trod main road would be faster. More than once you're forced to hop a particularly large tree root or duck beneath a collection of underbrush. Just as you might be falling complacent though, reality returns with a vengeance to ensure that doesn't happen. Jorr holds up a hand for you to stop and bends down, pressing his ear to the ground, then quickly bolts up, looking to the northeast. The ground shakes, and you catch a glimpse of black fur, followed by an enormous roar and the sounds of a tree splintering. The trees spread for just a moment and you're greeted by a black fur gorilla, over 10 feet in height and likely weighing more than your entire party put together. The pure muscle tightens as it stands to its full height on two legs and flexes its four arms.

    "Girallon! Can't run, fight!" Jorr's shout cuts clear through the din as he readies his weapon.

    Spoiler: Int (Nature) on Girallon
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    Big ape. More like Girallong amirite?


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    Territorial apes, their origins are unknown but most often thought to be magical experiments to create weapons. Their natural aggression makes them difficult to tame, though there have still been attempts to do this.

    Spoiler: DC10
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    Typically they live in groups lead by a dominant male. A girallon's bite is not quite as deadly as its four-fists, but it's close. During combat, these monstrosities pummel without remorse, moving from target to target until everything is down and they can feast at their leisure. Predators and omnivorse, a girallon will eat anything people will - and also eat people.

    Spoiler: DC15
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    Like many gorillas, the Girallon is immensely fast and when hunting it easily outstrips humans in speed. When engaging one, your only option is to fight or run faster than the people next to you. Climbing trees and flying are only marginally effective, as the Girallon is able to climb as swiftly as it runs and its jumps are known to tear birds from trees.



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    5 to 30ft: Half cover
    30ft to 60ft: 3/4 cover
    60+ feet: Total cover, no line of sight.

    Ayalla, Leif, Bernie, and Wuffles are up.

    Initiative Order:
    Ayalla:(1d20)[20]
    Leif:(1d20)[15]
    Bernie: (1d20)[13]
    Wuffles: (1d20)[12]

    Girallon:(1d20)[5]

    Paul:(1d20+1)[3]
    Jorr: (1d20)[2]

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    Leif Fochlucan
    Tiefling Wildfire Druid
    HP: 38/38, AC: 16
    Conditions: None
    Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 2/2

    "Eyes sharp!" Leif calls out, "They rarely travel alone. There might be others nearby!"

    Then she lets out an awkward chuckle. "I just hope this is the leader of the group otherwise there might be a bigger one hiding under a log."

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    Leif casts Scorching Ray, aiming all three bolts at the big monkey, and maintains her distance.

    To hit: (1d20+8)[18], to damage: (2d6)[8]
    To hit: (1d20+8)[13], to damage: (2d6)[11]
    To hit: (1d20+8)[26], to damage: (2d6)[7]
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

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    Ayalla Nazonda
    Spirit Medium
    HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
    Conditions: None
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
    Wuffles (Wolf Familiar)
    HP: 31/31, HD: 5/5, AC: 16
    Quote Originally Posted by J-H View Post
    Paul glances over at Ayalla. "You came on a multi-day trip without any spare money? Planning on sleeping rough if anything goes wrong? There's always some unexpected expense, somewhere. Nothing ever goes according to the planned budget."
    "It's not that I didn't bring extra coin on this trip intentionally, I don't have any extra coin to bring."
    Quote Originally Posted by Amnestic View Post
    "Girallon! Can't run, fight!" Jorr's shout cuts clear through the din as he readies his weapon.
    Not wanting Wuffles to get too far away, Ayalla orders him to stay close and wait.
    Spoiler: OOC
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    Ready action to cast Sacred Flame as soon as the Girallon gets within 60 feet and can be targeted.
    Have Wuffles move 10 feet forward and Dodge for this round.
    Sacred Flame: DC 15 Dex save (1d20)[6] or take (2d8)[5] radiant damage. The target gains no benefit from cover for this saving throw.
    Last edited by Izzarra; 2023-03-13 at 08:41 PM.
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    Bernard "Bernie" Thierry
    Human Chaplain Fighter
    AC: 19 HP: 54/54
    Hit Dice: 5/5
    PPer: 15 PInv: 13 PIst: 15
    Conditions: --

    I'll try and put it down, no promises though.

    Bernie moves through the brush and positions himself between the ape and his companions, darting out a hand to restrain it from approaching them.

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    Action: Dash to double movement to 60ft.

    Move: Move adjacent to the Gorilla.

    Action Surge: Attack, first attack to Grapple the gorilla. Using Human Tenacity to give it advantage.
    (d20+10)[29](d20+10)[20] Athletics vs (d20)[18] Athletics or Acrobatics from the Gorilla. If the grapple is unsuccessful, attempt to Grapple again: (d20+10)[24] Athletics vs (d20)[16] Athletics or Acrobatics from the Gorilla. If the first grapple is successful, second attack with one-handed Moon-Touched Longsword (d20+7)[13] for (d8+4)[8] magical slashing damage.
    Last edited by IcemanJRC; 2023-03-15 at 01:26 PM.
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    A combination fire attack from Leif and Ayalla scorches the monster, with radiant flame descending on it and two beams striking it in the shoulder. The third one strikes a nearby tree, boring a perfectly circular hole through its centre. Bernie follows up by charging through the trees, and with such ferocity that it seems like it takes the girallon off guard. The warrior grabs at one of the ape's four limbs and locks it in an iron grip that it struggles to escape from, while still having time to slip forward with his sword and cut the creature's leg. The ape retaliates, with both jaw and fist, but only one of the multitude of strikes passes Bernie's armour.

    Jorr looses a crossbow bolt and though for a moment it looks like it will land true, at the last moment it impacts a rogue branch, splintering wood on wood and missing the massive monster.

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    Two scorching rays hit, the third misses due to cover.
    They're in range for Sacred Flame, and fail their dex save.
    Bernie both successfully grapples and (barely) hits with his follow up attack.

    The girallon rolls pretty poorly on their turn, and with five attacks hits Bernie only once, for 8 bludgeoning damage.

    Everyone's up. I took Jorr's turn here, and he misses due to cover.

    Initiative Order:
    Ayalla:(1d20)[20]
    Leif:(1d20)[15]
    Bernie: (1d20)[13]
    Wuffles: (1d20)[12]


    Girallon:(1d20)[5]

    Paul:(1d20+1)[3]
    Jorr: (1d20)[2]


    Last edited by Amnestic; 2023-03-15 at 02:17 PM.
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    Default Re: RHoD 5e IC

    Paul Mauser Half-orc Artillerist Artificer
    AC: 18 HP: 38/38
    PPer: 14 PInv: 18 PIst: 11
    Conditions: -- Concentrating: --
    Paul moves slightly forward towards the Girallon, and conjures some temporary lights that float around it.
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    Faerie Fire, Dex DC 15 or everyone has advantage on attacks on it.
    Placed to not hit Bernie.
    G Dex save (1d20)[6] + ?
    Last edited by J-H; 2023-03-15 at 02:47 PM.

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    Ayalla Nazonda
    Spirit Medium
    HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
    Conditions: None
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
    Wuffles (Wolf Familiar)
    HP: 31/31, HD: 5/5, AC: 16
    Ayalla sends Wuffles to help Bernie and moves a bit closer herself.
    Spoiler: OOC
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    Move to within 30 ft.
    Sacred Flame: DC 15 Dex save (1d20)[17] or take (2d8)[12] radiant damage. The target gains no benefit from cover for this saving throw.

    It looks like Wuffles has just enough movement to make an attack this round.
    Bite: (1d20+6)[18], piercing damage (2d4+3)[8], if the target is a creature, it must succeed on a DC 15 Strength saving throw (1d20)[10] or be knocked prone.
    Advantage (1d20+6)[16] (Pack Tactics)
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    Default Re: RHoD 5e IC

    Bernard "Bernie" Thierry
    Human Chaplain Fighter
    AC: 19 HP: 49/54
    Hit Dice: 5/5
    PPer: 15 PInv: 13 PIst: 15
    Conditions: --

    With the monster flailing at him, unable to hurt him, Bernie starts to wail on it as his comrades pepper it with fire.

    Spoiler: OOC
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    8 bludgeoning damage is reduced to 5 from Heavy Armor Master

    Action: Attack with Moon-Touched one-handed long sword with advantage from Faerie Fire (d20+7)[13](d20+7)[19] vs AC for [/roll]d8+4[/roll] (8)magical slashing damage. And another (d20+7)[19](d20+7)[19] vs AC for [/roll]d8+4[/roll] (7)magical slashing damage.
    Last edited by IcemanJRC; 2023-03-17 at 08:33 PM.
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  24. - Top - End - #84
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    Default Re: RHoD 5e IC

    Leif Fochlucan
    Tiefling Wildfire Druid
    HP: 38/38, AC: 16
    Conditions: None
    Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 2/2

    “C’mon Calcy, let’s give Berny a hand,” Leif says, summoning her little ball of flame as she moves towards the large beast. Calcifer appears in a burst of flame near where the action is happening, forms a tiny arm and gives Bernie a cute thumbs up before using the arm to pluck a little bit of itself and throw a mote of flame at the girallon.

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    Leif moves to the furthest space from the girallon that’s still within 30ft of it and summons her Wildfire Spirit within 10ft of the girallon but 15ft feet from Bernard.

    Girallon must make a DC 16 dex saving throw or suffer (2d6)[11] fire damage.

    Then Leif uses her bonus action to command Calcifer to fire a Flame Seed at the big monkey.
    To hit: (1d20+8)[13], to damage: (1d6+3)[9] fire damage.
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

  25. - Top - End - #85
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    Default Re: RHoD 5e IC

    The burst of light explodes around the girallon from Paul's magic, highlighting it in stark contrast to the surrounding greenery. Even grabbed by Bernie the monster is able to duck away from the bursts of fire from Ayalla and Leif's elemental summoning, though it's still taken off guard by the subsequent seed of flame. Bernie continues to hold the beast down and delivers two more crushing blows, aided by Wuffles who grabs another arm and pulls the ape to the ground.

    It flails against Bernie, but from its prone position it can't get a good angle and the blows clang against metal and swipe against air, doing nothing. Downed and injured, the girallon is easy to finish off, and after a few more moments of slashing and crashing the girallon falls still and you're left alone. Though they normally are pack beasts, it seems this one was hunting alone, for whatever reason.

    Spoiler: OOC
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    You left it on 2hp after Jorr's (second) turn, so while I could wait for a whole other round of attacks to see if you somehow miss AC13 with advantage...I think it's fair to say battle concluded.

    He missed all his attacks due to disadvantage, though one of them would have hit were it not for the infusion.

    This was an Easy fight, so the party nabs 5 exp.

    I'm presuming you'll take a 10 minute short rest to top up, but I'll be moving on soon enough.
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  26. - Top - End - #86
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    Default Re: RHoD 5e IC

    Paul Mauser

    "Good, that was dealt with quickly and quietly. We don't want to start any fires or do anything that would draw attention from far away." Paul gives his companions a thumbs-up.

  27. - Top - End - #87
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    Default Re: RHoD 5e IC

    Ayalla Nazonda
    Spirit Medium
    HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
    Conditions: None
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
    Wuffles (Wolf Familiar)
    HP: 31/31, HD: 5/5, AC: 16
    Ayalla says a prayer for the girallon and apologizes for having to kill it.
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

  28. - Top - End - #88
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    Default Re: RHoD 5e IC

    After you take a breather and recover yourselves, Jorr continues leading you north. You don't appear to be pursued by any girallon from their pack. It's another hour or two before there's a break in the treeline and you're faced with a wide expanse of dark water, flooded through a low valley. Trees still protrude up from the calm, still, dark waters here and there, but many large reaches seem to be little more than open pools of algae-choked waters. The trill of frogs and the whine of insects fill the air. The forest road leads down to the edge of the flooded section, up to a rickety causeway made of thick planks of wood lashed together with mossy rope. The causeway runs for several hundred feet through the boggy patch, only a foot or so above the water.

    The depth is difficult to judge due to the murk. At times, perhaps only a foot or two at most, but in other spots it seems like it might swallow you whole. Jorr seems undeterred and steps onto the wood which creaks slightly but does not bend or break beneath him. It's slippery though, and you're forced to slow your pace somewhat to avoid falling, lest you take an undesired plunge.

    While you're still a few hundred feet from either end of the causeway you spot a half-overturned wooden wagon in the bog, a short way from your wooden path. Judging by how sunk (or not, as the case may be) it is the water here appears shallow, and though it may be a trick of the light you could swear there's a glint of sun on metal reflecting off something in its bed, though it's hard to tell from the angle. Jorr slows in response and looks to the party expectantly - he's just a guide, and has no say on if you want to get your feet wet on the promise of whatever the wagon was carrying.
    DMing:
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  29. - Top - End - #89
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    Default Re: RHoD 5e IC

    Paul Mauser
    Half-orc Artillerist Artificer AC: 18 HP: 38/38
    PPer: 14 PInv: 18 PIst: 11
    Conditions: -- Concentrating: --

    "We did originally set out to find valuables. I don't know what a wagon would be doing out here, though. Does someone who doesn't have a bunch of armor on want to swim over and check it out?"
    He looks around, hoping someone else will volunteer for the job.

  30. - Top - End - #90
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    Default Re: RHoD 5e IC

    Leif Fochlucan
    Tiefling Wildfire Druid
    HP: 38/38, AC: 16
    Conditions: None
    Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 2/2

    "I didn't know you were so sheepish," Leif gently prods at Paul, "I'll go have a look."

    Leif then hops into the water and, when she's within thirty feet of the wagon, casts the Shape Water cantrip to get a better look at what the metal might be.
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

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