D&D 3.5 The Archfey of Storms
#1
D&D 5e Solo Adventure!
Featuring one /severely/ buffed PC

Buff #1: Double-classing
1. I have two classes at 1st level. I level up both classes normally every character level.
    a. I am considered to be 2 PCs of my character level for the purpose of balancing encounters
2. Proficiencies, cantrips, prerequisites, hit dice recovery, and the like are tied to character level, which is progressing as normal
    a. I still hit level 3 at 900exp and level 4 at 2700exp and have +2 proficiency for both classes at both levels.
3. Consumable resources stack unlike when multiclassing
    a. Spell slots, channel divinities, hit dice, ki points, action surges, etc
    b. Abilities do not stack. I’m looking at you, Extra Attack
    c. Action economy is the main limiting factor on the PC. This is intentional. I just have more resources/options at my disposal.
4. Pick one class as “Primary” and one as “Secondary”
    a. I gain everything from your primary class as normal.
    b. I gain 1 saving throw, 1 skill, and the multiclassing proficiencies from my secondary class.
5. I'm free to multiclass either the primary or secondary class as per normal multiclassing rules. Keep the distinction between “primary” and “secondary” class lines.
    a. My primary and secondary classes can be different subclasses of the same main class. Remember: consumable resources stack, abilities do not.

Buff #2: Extra Feats
Extra feats at 1st, 5th, 11th, and 17th levels. These must be feats, not ASIs. These align with the start of each Tier of Play. Feats define playstyles and sometimes whole characters; it’s nice to have them at level 1 without having to be a human.

Buff #3: Legendary Resistance
So one bad roll doesn't spell the end for me. I have [character level] points to use per day. I can spend 1 point to turn any failure into a success, or vice versa, or to cancel out the effects of enemies’ Legendary Resitance/Action/whatever. Unused points don’t roll over. Certain abilities/traits/feats will be upgraded to Legendary Resistance bonuses. These will be detailed on acquisition.

Buff #4: Boosted point buy
30-point buy. A little extra power is nice. Follows the PHB's rules except I can buy a 16 with 12 points. This doesn’t come up, but is here anyway.

Buff #5: Race+
A very slightly over-top race. Technically, it's equivalent in power to the Half Elf, Mountain Dwarf, or Eladrin, but it's designed to mesh with everything I'm planning to do. Details later.

Buff #6: Customization!
The entire spell list is open to me when selecting for spells. Class features will occasionally be swapped around for level-equivalent abilities. Gaining a new level of spellcasting will be accompanied by other features. I'll try to keep things balanced, but if I break the game, I'll just make the encounters harder.

Soft Rules:
PHB, DMG, MM, EE, UA, and anything else that comes out are all available for me to rip from. Unearthed Arcana: Waterborne Adventures plays a particularly large role. Additionally, things are going to be re-flavored so I can make my character concept work.

Lastly, I want this to go on for a while. I'm going to try very hard to knock out, but not kill.


Character Creation!

Race: Fey. A /true/ fey. Not one of those silly, half-mortal elves. Mechanically similar to Half Elf.
-Ability Scores: +1 Str, +2 Con, +1 Cha
-Size: Medium
-Speed: 30ft
-Languages: Common, Elven (Sylvan would have been more appropriate, but I'll pick it up later)
-Skills: Deception, Investigation
-Fey Ancestry
-Trance
-Darkvision 60ft

Background: Noble (Marquis, though not yet recognized)
-Skills: History, Persuasion
-Tools: dragonchess
-Languages: Undercommon
-Equipment: fine clothes, signet ring, scroll of pedigree, 25gp
-Feature: Position of Privilege

Characteristics:
-Age: 139 years old. Completely arbitrary, sort-of young.
-Height:

14 = 8[d10]+6[d10]

5'10" tall

-Weight:

2 = 2[d4]

128 lbs. Tall and slim.

-Appearance: mid-length blue-black hair, short for an elf. Purple eyes. Deep-tan skin, on the verge of brown.
-Alignment: Chaotic Neutral
-Trait: I don't like to get my hands dirty and I won't be caught dead in unsuitable accommodations.
-Trait: I'll change my mood or my mind as quickly as the wind changes direction.
-Ideal: Aspiration. I seek to prove myself worthy of my aunt's favor by matching my actions against her example.
-Bond: I will face any challenge to win the approval of my family.
-Flaw: In fact, the world /does/ revolve around me.

Ability Scores:
15 > 16 Strength
10 > 10 Dexterity
14 > 16 Constitution
13 > 13 Intelligence
10 > 10 Wisdom
13 > 14 Charisma


Level 1

Primary class: Paladin
-d10 hit dice
-all armor, shields
-simple and martial weapons
-Saves: wisdom, charisma
-Skills: athletics, insight

Secondary class: Sorcerer
-d6 hit dice
-Saves: constitution
-Skills: arcana

Features:
-Divine Sense is replaced with Expertise (deception, investigation) [Rogue level 1 ability]
-Lay On Hands re-flavored as "otherworldly vitality" [Paladin 1, will scale with character level]
-Spellcasting [Sorcerer 1]
---Based on Cha. Spells are known. Full caster. Spellcasting focus allowed. No ritual casting.
---Cantrips: Prestidigitation, Thaumaturgy, Eldritch Blast, Shape Water
---1st level: Hex, Shield
-Stormborn [Storm Sorcerer 1]
---Primordial language is replaced with Sylvan. My sorcery comes from my fey heritage's natural magic.
---additional spells known: Fog Cloud, Thunderwave
-Tempestuous Magic [Storm Sorcerer 1] (I'm ruling right now that I can use this when I spend spell slots on smiting)

I'm collapsing both the paladin and sorcerer hit dice into d8s. Roll for starting gold.

22 = 1[d4]+4[d4]+2[d4]+1[d4]+3[d4]+4[d4]+4[d4]+3[d4]

220gp to start with.

Feat: Ritual Caster
-Unseen Servant
-Tenser's Floating Disk

Shopping time!

245gp in total.

Combat Essentials: Chain Mail (75gp), Greatsword (50gp), Spellbook (50gp), Arcane Focus-Crystal (10gp) [185gp total]
Explorer's Pack: Backpack, Bedroll, Mess Kit, Tinderbox, 10 torches, 10 rations, Waterskin, 50ft rope [10gp total]
(sell the torches for 5cp)
Also: Potion (50gp)

That leaves me with 5cp. Woo.

I'll be calling my greatsword a "longsword" for style's sake.


Actual adventure to follow below.
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#2
I am Rollo of the Cloud Court. My aunt is the Archfey Rime, Queen of the Cloud Court.

As is tradition in the family, now that I have come of age, I must earn my title by making a name for myself on the material plane. I am disowned and banished from the Feywild until I find my own way back. It's harsh, but my Auntie says it'll be a fun little adventure. She tosses me a periwinkle crystal shard saying it'll help with my magic.

We're in the courtroom of Auntie's castle. The rest of my family is here, as are other members of the Court, to watch, wish me well, or pray for my demise. Auntie opens a Gate. Massive double-doors appear in the middle of the courtroom and swing outwards into nothing. I gather my things, take a breath, and step through.

Two things I notice immediately. First: the music in the air stops. It's one of those sounds that you don't notice until its gone, and now it's gone. Second: what happened to all of the colors? Everything is dull and washed-out. The doors behind me slam shut, and now I'm all alone. Where did Auntie drop me off?

Allied obelisk.

Ominous settlement.

Alone, metaphorically speaking, that is. There's a large black stone pillar in front of me with spiraling etchings of some kind going around it. There's a bunch of people - humans, I think - in dark robes and hoods standing around. How do they take my dramatic appearance?

Waste / Danger.

Someone shouts, "The demons send one of their own to destroy us!" and the panicked screaming starts.

I use Thaumaturgy to shout "Calm down! I come in peace!" Does anyone listen?

No, but...

My shouting catches their attention, but causes even more panic. Brilliant. At a loss for what to do, I try to catch someone, anyone, and try to get them to listen. Can I get a hold of anyone?

Yes.

I manage to grab one cloaked fellow by the arm and hold him fast. "Listen, friend, I'm not here to cause trouble. I'd be more than happy to explain myself if you could get the others to stop and listen for a minute." [persuasion DC 20]

24 = 20[d20]+4

The man looks at me nervously, but seems to understand. I let go of him. He cautiously backs away and then sprints behind a building.

The plaza with the obelisk is empty now. Etchings from the structure continue onto the ground and spiral outward into a circle about 10 paces across. Several yards beyond that, the buildings start. They look rather simple, somewhere between a straw hut and a tent. Even further on, I can see a ring of sharpened logs encircling the settlement. Everything looks to be centered around the obelisk. Can I read the etchings?

No.

They use some script I don't recognize. A group of three, including the one I spoke to, come up to me hesitantly. "So...you are /not/ here to destroy us?" Nope! They sigh in relief. One of them calls out, "False alarm!" and the others start coming out of hiding. I ask them what they're doing here and why they're so jumpy.

Lie / The innocent.

They say they're being terrorized by demons. They thought I was the latest monster sent to ruin their plans. [passive insight vs deception]

12 = 12[d20]

I'm pretty sure they're lying to me. Now I'm curious. I ask what the obelisk is for.

Separate / Nature.

They say they use it to help keep the demons away. Is that so? I tell them outright that the obelisk is worthless. The runes don't match the [Sylvan word for bad liar]'s continuum and would fail at the slightest bit of external stress. It couldn't even stop me from Gating into it's [Sylvan word for circle] space. [deception vs insight]

22 = 16[d20]+6

9 = 9[d20]

They give each other worried glances. They admit they just assumed it would work, and are surprised that I'm able to recognize the runes. They ask what I think the obelisk actually does. [arcana DC 20]

9 = 6[d20]+3

I've got no bloody idea. Hazarding a guess, I tell them "It's probably used for a demon /summoning/ ritual instead of a banishing one." Did I hit the nail on the head?

Yes, but...

[insight DC 15]

15 = 13[d20]+2

They're stunned, and say as much. They go on about being tricked, etc, etc. I'm not really paying attention anymore. I'm pretty sure these folks knew what this structure was for. One of them asks if I'd be willing to come and speak with their shaman. "He needs to know about this." Betting there's no actual shaman, I go along willingly.

They take me to some random building in the middle of their shanty town. The interior...has character. It's littered with books. Torn pages are pinned to the walls. The man inside is less shaman and more librarian, complete with fancy clothing and crooked glasses. Can I read anything on the pages before the conversation starts? [investigation DC 20]

20 = 15[d20]+5

I pick up the words 'separation' and 'nature'. The Librarian closes his book in haste and cleans some papers off of his desk before turning to us. "What's the meaning of this interruption!? Who is this...elf?" One of my escorts whispers into his ear. Can I hear anything? [perception DC 15]

14 = 14[d20]

No. But I get worried looks from the Librarian. Does he take my presence well?

Yes.

He ushers my escorts out and closes the door behind them. He then asks me who I am. "I am Rollo of the Cloud Court, nephew of the Queen of Storms." I show him my signet ring which bears Auntie's seal. I tell him I'm looking for a way into the Feywild and would greatly appreciate any assistance or advice. Does he react to my nobility? Does he know anything about the Feywild? Is his response positive?

Yes, and...

No, and... +Twist: PC / Alters the location

Yes.

The Librarian apologizes profusely for his lack of etiquette and knowledge of the Feywild. "I am but a humble shaman of this tribe." I point to the books and papers he has around. Are any of them in an obscure language?

Yes, and...

"You're quite well read," I say, "for a mere shaman. Better than me, I'm afraid. I can see some Dwarvish script and that passage over there is in Sylvan, but I can't even recognize the writing on that page or that one." Does this rattle the man?

No.

"Part of my role is precisely to decipher these foreign tongues." I ask for what purpose, and he claims it is to understand the monument the town is built around. Like the others, he claims that demons occasionally harass them and that - "just between you an me, my lord" - they're drawn here by the obelisk. He says that most of the townspeople believe the obelisk shields them from the fiends, and that my arrival may have poked another hole in that flimsy white lie.

I think he's BS-ing. [insight vs deception]

6 = 4[d20]+2

14 = 14[d20]

But the Librarian is much more in-control of himself than the other townsfolk, and I really can't tell for sure.

The man mentions that his research involves "passageways between the worlds", specifically how the demons are making their way here. He suggests that maybe something he uncovers in his research would help me get wherever I'm going. I am clearly an elf of great magical talent. "If it wouldn't be too great a favor to ask of you, my lord..."

Well, I /am/ clearly a fey of great magical talent. I've got nothing better to do. What does he want?

Steal treasure from the magical school.

He ushers me over to a map of the town. He points to one building which he claims was supposed to be a schoolhouse. In the aftermath of one of the first demon attacks, a passageway was revealed leading to some underground structure. He believes there may be an artifact connected to the obelisk down there, but the way is too dangerous for any of them. He apologizes for not offering me anything more than a hunch.

The town would be more than happy to provide for me while I prepare. The community is too small for any proper inn or store, but the carpenter has an empty bedroom and I should be able to find everything that I need just by asking around.

Yeah, that's not going to cut it. I tell him I am willing to help, but I will require my own lodgings and a personal attendant while I remain here. "I expect them to be ready for me when I return from the schoolhouse."

"What, now? You're going in /now/?" Yes, why not? I'm already packed and geared up for an adventure. I head off to the schoolhouse. The Librarian follows me all the way, pleading to at least wait till after lunch. Psh, I'm fresh and prepared already. Let's get this over with.

There's a crowd watching with mixed expressions as I tear down the boards nailing the stick-shack's door closed. "Wish me luck," I say before popping inside the building.
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#3
The interior is a lot neater than I was expecting for a building that needed to be boarded up. On the other hand, those boards weren't holding anything in; the walls are made of sticks and I could probably force my way through if I wanted. I start by spending a few minutes calling up my Unseen Servant. He can carry my non-essentials while we walk.

There are tables and chairs arranged in rows in the center of the building. A space has been cleared for what looks like a ramp leading underground. That's the entrance. The ramp continues for several meters underground and then takes an abrupt u-turn towards the left and levels out. Do the walls look natural?

Yes.

I don't see any kind of stonework or anything. It appears to be a natural cave. Maybe a burrow? But the way the tunnel curved and leveled out wasn't very natural-like. The tunnel continues spiraling until I /think/ I'm heading in the same direction as the entrance ramp. It then slopes gently downward for about 60m before spiraling /again/. [Survival DC 15]

2 = 2[d20]

At this point, I am thoroughly disoriented. The tunnel at least has the courtesy to not branch out or anything. Eventually, my boots clack on a half-degraded tile. I can make out stonework amidst the dirt and tree-root walls. Continuing onwards, noticeable flagstones appear on the floor and some kind of brickwork starts holding the wall up. It was gradually getting darker as I descended down the tunnel, but starts to brighten up again. It levels off at a comfortable not-quite-daylight once the masonry appears in earnest.

Once in the structure proper, the hallway starts to twist and turn arbitrarily. It doesn't seem to be descending anymore, but doesn't seem to want to go anywhere either. There are mushrooms and some kind of blue-green grass growing through the cracks in the flagstones.

3 = 3[d6]

[Grey Ooze; Does it ambush?]

Yes, but...

[passive perception vs stealth]

9 = 7[d20]+2

I hear a slopping sound and stop. Looking around, I notice some oil dripping from the wall. [nature DC 15]

5 = 4[d20]+1

Eh. I must just be jumpy. As I walk on by, a slimy tentacle whips out at me from the wall.

17 = 14[d20]+3

10 = 1[d6]+1+4[d6]+4[d6]

It slaps me right on the back and I hiss as some acid bites into my skin. Turning around, I notice that a good chunk of my chain mail is dissolving away.
[initiative; me, ooze][ooze health]

7 = 3[d20]+4[d20]

21 = 1[d8]+8[d8]+3[d8]+9

I tell my servant to back away. I'm not having the rest of my things ruined by this creature. Thunderwave!

14 = 11[d20]+3

12 = 4[d8]+8[d8]

The black blob jiggles at the force, but weathers the brunt of it. I, however, use the accompanying winds to make some distance with the creature. Then I run back up the hallway as far as I can go, and make sure my servant stays behind me. The slime slithers towards me like some kind of liquid snake. I shoot at it with my Eldritch Blast as it approaches, but I have an easy time keeping out of its reach.

[Does something block my retreat?]

Yes.

4 = 4[d6]

[2 mud mephits. How many turns? Initiative? Health?]

2 = 2[d4]

9 = 8[d20]+1

23 = 5[d6]+2[d6]+5[d6]+1[d6]+2[d6]+2[d6]+6

22 = 3[d6]+2[d6]+2[d6]+2[d6]+4[d6]+3[d6]+6

[2 free turns of eldritch blasting]

8 = 4[d20]+4

[LOL. That hits.]

15 = 11[d20]+4

10 = 1[d10]+9[d10]

Two big-nosed, goblin-looking things emerge from the ground behind me. [arcana DC 15]

19 = 16[d20]+3

I recognize them as mephits, the water/earth variety. I've seen these things back home. They are /the most/ annoying beings in the universe. They slap at my floating equipment, disrupting my Servant. They don't seem immediately aggressive, but are blocking the passageway. I have to hold my ground and blast the ooze once more.

5 = 1[d20]+4

22 = 19[d20]+3

8 = 2[d6]+3[d6]+2[d6]+1

Gods damn you! My chain mail is in ruins! Pinned between the slime and the mephits, I'm forced to shoot at the blob up-close.

23 = 19[d20]+4

16 = 12[d20]+4

7 = 7[d10]

This time, the ooze reacts, writhing for a bit at the smoking hole I left in its body before going still and loosing cohesion. It spreads out like a puddle of water. I think it's dead. I turn to the mud imps to find them looting through my pack. I yell at them to get their filthy /everything/ off of my stuff. Do they respond?

Yes, and...

Well, they stop. One gives me an odd look, flies up a little, and coughs mud at my face. The other starts droning on in a voice that sounds like the squish of stepping in something's droppings.

12 = 12[d20]

I narrowly avoid the vomit-mud, and the offending imp goes back to hovering over my belongings, dripping everywhere. Disgusting. I hate these things. But I do know how to deal with them. I pick two loose pebbles off of the floor and use Prestidigitation to color and etch them like a magical crystal, modeling them after my Auntie's. I get the mephits' attention once more and show them the crystals. I make a show of offering them the gems and the shooing them away. Do they understand my intent? [intelligence DC 11]

16 = 15[d20]+1

[deception DC 15]

9 = 3[d20]+6

They look horribly offended and scowl at me. The one still on the ground coughs up his share of mud at me now.

16 = 16[d20]

Again I step around it. The flying imp, equally peeved, punches me.

16 = 13[d20]+3

[LR-nullifying that] First they get mud all over my things. Then they vomit at me. Now they want a fight. The /most/ annoying beings in the universe. And with these acid burns and the current state of my armor, actually a threat. I spend what energy I have to heal myself up. The mephits fly up to face level and punch me.

4 = 1[d20]+3

One swings. I lean back to avoid it and the imp goes careening into its buddy, knocking it off course. [disadvantage]

6 = 3[d20]+3

5 = 2[d20]+3

I draw my sword and place a Hex on the stumbling mephit before slashing at it.

24 = 19[d20]+5

15 = 4[d6]+6[d6]+2[d6]+3

[recharge]

1 = 1[d6]

[repeat last turn]

21 = 18[d20]+3

3 = 2[d6]+1

[concentration]

16 = 11[d20]+5

25 = 20[d20]+5

24 = 6[d6]+6[d6]+1[d6]+6[d6]+1[d6]+1[d6]+3

I cleave one mephit in two and it explodes in a shower of goop.

17 = 17[d20]

4 = 3[d20]+1

[Mephit #2 should have attack before me]

10 = 7[d20]+3

I manage to avoid most of it, but the other mephit isn't so lucky. It drops to the ground and tries to extricate itself from it's buddy's remains, all the while whining with all its might. It punches feebly at my shins.

8 = 5[d20]+3

18 = 15[d20]+3

I take my opportunity while it's tied up in goop to get in a good hit.

19 = 14[d20]+5

17 = 12[d20]+5

15 = 1[d6]+6[d6]+5[d6]+3

[recharge, two turns]

6 = 6[d6]

The mephit slides out of the sticky mud and vomits its own at me.

10 = 10[d20]

It gets all over me and I find it hard to move. I struggle at the bonds briefly before realizing I can use Prestidigitation to instantly clean myself. The mephit is not amused by my magical trickery. [recharge]

3 = 3[d6]

It comes at me once again.

22 = 19[d20]+3

4 = 3[d6]+1

It punches me square in the face. I return the favor with my sword.

14 = 9[d20]+5

[concentration]

9 = 4[d20]+5

11 = 4[d6]+2[d6]+5

This one, too, explodes in goop. An excellent start to my grand adventure. I clean off my things with Prestidigitation; there's mud and slime everywhere. I clean a spot to sit down on for a bit [short rest] and keep watch for more dangerous critters. Then I re-summon my Servant, and head further in.

14 = 6[d8]+2[d8]+6

I move more slowly this time, keeping a watch for puddles or other, more obvious monsters. [passive perception success] I notice an odd hole in the inside wall of a sharp bend, positioned just so that most people going in my direction wouldn't notice it. Fallen bricks and encroaching tree roots have exposed it, though. I stop and examine the hole. [investgation DC 10]

9 = 4[d20]+5

Looking around, I don't really find anything. I assume it was probably a spot for an odd-shaped brick. I step forward and feel a flagstone depress under my feet.

12 = 8[d20]+4

An arrow flies out of the hole and clatters harmlessly against what's left of my armor. I guess I need to keep an eye out for traps as well.

I continue, slowing down even more and watching for traps and ambushes both. The passageway continues to twist around arbitrarily. After several minutes, I hear the hollow, distant echo of a high pitched wail. It's faint but eerie, and makes me worry how easily my own footfalls are carrying throughout this winding tunnel. The sound continues for about a minute before fading away. [nature DC 15]

10 = 9[d20]+1

Not a clue what made the noise, though.

Soon after, I find a door at the side of the passageway. It's a solid iron door, in excellent condition despite the general ruin of this place. I press my ear up against it. Do I hear anything?

Yes, but...

I briefly think I hear a rhythmic clacking, but it fades and I'm not sure if I imagined it or not. I try to open the door, and thankfully, it's unlocked. The room beyond looks to be an eroded ballroom or incredibly opulent antechamber. Wide steps lead down to a sprawling two-floor room. The remains of large tapestries and paintings line the walls in between columns that can no longer support either the ceiling or the intended atmosphere. The floor is made of cracked marble tiles with murky water pooling on the right. There's a crumbling balcony above the little pond. Tree roots hang down from the ceiling and mushrooms grow from the floor. The room is slightly brighter than the hallway, though I can't see any source for the light.

Immediately suspicious of the water, I fire Eldritch Blasts into it pool at random, hoping to disturb anything that might be hiding in there. Is there a response?

Yes, but...

A few rats start at my attack and scatter from their drinking hole, but nothing else. I use Shape Water to clear it up and sift through it, just to make sure. It seems safe. A quick glance around the room reveals two entrances besides my own: a door to the balcony above and a small side-door on the left.

There is a lot of ruined junk around the room, but it's all evocative of the decor in the Cloud Court. It seems a waste to let this finery rot away, so I spend some time searching the room for anything of value I could take back up with me. [investigation DC 20]

7 = 2[d20]+5

Everything I touch dissolves or crumbles. There's no hope for anything here. I spend some time refreshing my Servant. Then, I peak through the small door on the left. It leads to a corridor that follows the contour of the ballroom. I'm immediately hit with an acrid odor. My guess: more black slime. I close the door and head back up the steps to where I came in.

The original tunnel appears to hairpin-around onto itself, but never crosses its own path. After a few minutes more of cautious walking, the tunnel ends at a pair of wooden double-doors. They look to be in good shape and I can sort of make out carvings on them. I try to decipher them before attempting the door. [investigation DC 15/20]

8 = 3[d20]+5

It's all a jumbled mess and I can't tell apart carving from decoration. If there was some meaning to this door, it's lost on me. I try to open it, but it's stuck. I shove at it with my shoulder. [strength DC 15]

12 = 9[d20]+3

It doesn't budge. Not wanting to venture through the smelly, probably-ooze-filled hallway, I hack at the door with my sword. It takes two good swings before the old wooden doors fall apart. The room is smaller than the last, but just barely, and more waiting chamber than ballroom this time. There's a row of decorative armors along one wall - most of them fallen over or eaten away at - and a couch that's broken in half. The remains of a chandelier litter the floor. Rotten tapestries and would-be paintings cover the wall. Fungi are invading the tattered rug in the center of the room.

There's a steam mephit, floating above one suit of armor, pointing and laughing at me. I gesture to shoo it away. It strikes a shocked pose, aghast that I would even suggest such a thing. It makes several angry squeaks while gesticulating at me, but I don't actually speak any of the Elemental languages. The enraged little thing charges at me when I don't respond.
[initiative; me, mephit]

24 = 10[d20]+14[d20]

The creature flies at me while fading into the air [Blur]. I step forward to engage it.
[trap check; 1=triggered, 2=sidestepped]

2 = 2[d2]

[my attack]

11 = 6[d20]+5

17 = 12[d20]+5

10 = 2[d6]+5[d6]+3

[mephit health]

21 = 2[d6]+4[d6]+5[d6]+5[d6]+2[d6]+3[d6]

[concentration]

11 = 11[d20]

I slash through the air where I think the mephit is, and I elicit a squeak for my efforts. The imp bellows steam in my direction.

1 = 1[d20]

7 = 7[d8]

[recharge; trap check]

5 = 5[d6]

2 = 2[d2]

I swing at the haze once more.

24 = 19[d20]+5

13 = 8[d20]+5

12 = 4[d6]+5[d6]+3

Another agonized squeak, and then a pulse of steam.

10 = 10[d20]

I manage to cover my exposed parts for this one and avoid the brunt of the heat. The mephit is gone. Now that I have some peace, I take the time to search this room as I did the last.
[investigation DC 15/20]

20 = 15[d20]+5

The first thing I notice is an upraised tile underneath the tattered rug. Searching the room I see some holes in the wall on the other side of the armors. Another trap, which I somehow managed not to trigger in my fight with the mephit. I avoid the area as I continue my investigation of the room.

While searching, I ponder the presence of the mephits. The first two may have just been coincidence, but a third? Of a different type, too? Unusual, to say the least. Maybe that obelisk is drawing them here? Are these the so-called demons the townsfolk have been worried about?

[roll for treasure]

76 = 76[d100]

[1-3=individual treasure; 4=coins from treasure hoard; 5=objects from treasure hoard; 6=items from treasure hoard]

5 = 5[d6]

5 = 4[d6]+1[d6]

12 = 12[d12]

While searching, I find five small, blue-green, cut gemstones that I think were part of the chandelier at one point. They're pretty if nothing else, and I put them in my backpack.

I also search through the armors along the wall. They're in pretty bad shape, but so is my chain mail. [investigation DC 20]

23 = 18[d20]+5

Is there anything there?

No.

I find some grimy, intact gauntlets and a battered-but-wearable helmet. Okay, my stuff's not in /that/ bad a shape.

[perception DC 20]

19 = 19[d20]

Done looking through the room, I take a look at the exits. There are two more doors. A simple wooden one opposite my entrance, and an iron one on the same side as my entrance. The iron door looks a lot like the one from the passageway leading into the ballroom. I decide to try that first. It's stuck. I push against it and ram it, but it holds fast. Do I feel like shooting down the door?

No, but...

I give up on that one and move to the wooden door. It's also stuck.

18 = 15[d20]+3

Frustration lets me break this door open. There's another winding hallway beyond. I refresh my Servant and proceed with caution. I'm not in the best shape to get into any more fights.

While walking, I can hear my boots echoing down the corridor. [perception DC 15]

19 = 19[d20]

Something's wrong. The echoes don't really match my footsteps. I stop walking. The echoes continue. I hold there for a minute. The rhythmic clang of metal on stone persists. It fades in and out, pauses occasionally, but keeps going of its own accord. With the way these passages wind about and carry sounds, I can't tell where it's coming from, or even how close it is.

I try my best to creep down the hallway.

7 = 7[d20]

11 = 11[d20]

It's a really pitiful attempt, but I feel better for trying. This hallway is long. It snakes around as much as the first hallway, but with long stretches of straight path that descend gradually. There are no more flagstones; everything is marble tile. The deeper I go, the better kept everything seems. After a point, I can start making out decorative columns in the hallway. It's still all clearly ruined, but more like it was abandoned 500 years ago instead of 1000. The very air seems to glow with light letting me see as clearly as on cloudy day.

[perception DC 15]

7 = 7[d20]

A tile gives way underneath my foot and I know I've triggered another trap. Green mist sprays up from the floor.

8 = 3[d20]+5

8 = 8[d10]

I cough at the foul air. It makes me dizzy and nauseous, and I have trouble standing even after it fades away. That was the last straw. I'm done for now; too much excitement, too much injury. I backtrack to the waiting room.

I tell my Servant to clean up a spot, set up camp, and start cooking dinner. I do my best to prop the broken doors back up and brace them with the remains of the couch and armors. Staying away from the upraised tile, I drag some armor scraps over to further barricade the doors. If anything wants to come in, it probably could, but it should at least make its presence known.

I've been here for several hours now and it's at least late afternoon. But, cut off from the sun as I am, I don't really have a sense of time.

I fuss over my armor for a bit but don't even have the tools to attempt to fix it. Dinner is basic dried travel food, but some magical flavoring later and I'm in candy heaven. I investigate the trap further, see if I can figure out what exactly those holes are for. [investigation DC 20]

14 = 9[d20]+5

I don't know and I'm not in the mood to trigger it to find out. I use Shape Water to gather up the remains of the steam mephit to get something to drink. I trance for a few hours and laze about for a few more. Does anything interrupt my rest?

Yes, but...

The metallic clanking gets noticeably loud for a moment and jolts me to attention. I gather my sword and prepare, but it fades away again and I loose track of it. My rest is otherwise peaceful. Once done, I call up my Servant again to pack up my things and help me get into my armor again. Then we're off, down that same hallway.
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#4
Can I remember where that poison trap was? [intelligence DC 15]

11 = 10[d20]+1

No. But this time I know it's there and search for it step-by-step. [perception DC 15; advantage]

4 = 4[d20]

9 = 9[d20]

Does the trap still work?

No, but...

I could have sworn that the trap was /right here/. This part of the hallway is unfamiliar, so I couldn't have gone much farther. Did I pass it? Is it up ahead? Where is that trap!? After a point, I'm sure I've passed it, but it never triggered. Hopefully, that means it's empty.

After a couple turns, I hear the clanging again. It's distant, but noticeable.

2 = 2[d6]

[perception DC 15]

11 = 11[d20]

[2 violet fungi; roll for health; they have surprise]

20 = 4[d8]+7[d8]+4[d8]+5[d8]

20 = 2[d8]+6[d8]+4[d8]+8[d8]

[so many attacks!]

3 = 3[d4]

3 = 3[d4]

11 = 9[d20]+2

10 = 8[d20]+2

15 = 13[d20]+2

8 = 6[d20]+2

8 = 6[d20]+2

16 = 14[d20]+2

[2 hits]

14 = 8[d8]+6[d8]

Suddenly, purple tendrils lash out from the ground at me! [initiative; me, fungi]

27 = 2[d20]+19[d20]+6[d20]

[fungus 1]

1 = 1[d4]

16 = 14[d20]+2

2 = 2[d8]

By the time I get my bearings, I've been beaten back and forth by these tendrils. I see they are coming from two odd-looking purple mushrooms. [nature DC 15]

20 = 19[d20]+1

Violet Fungus, I think they're called. I should be safe as long as I stay out of their reach. I disengage and step back to the last turn a few meters behind me. One of the fungi creeps slowly towards me, its tentacles flailing madly. The other shuffles along behind it. I shoot at the closest one and step around the bend. As with the ooze, I have no problems staying out of their reach. Does anything impede my retreat?

Yes, but...

I hear the clanking getting louder. I think it's coming from behind me. This stretch of the hallway after the bend is long and straight for over 200ft. Even if the clanking is getting closer, I don't yet see what's making it.
[# of free turns]

4 = 4[d4]

21 = 17[d20]+4

10 = 6[d20]+4

10 = 6[d20]+4

12 = 8[d20]+4

18 = 14[d20]+4

[5 hits]

6 = 6[d10]

5 = 5[d10]

3 = 3[d10]

7 = 7[d10]

3 = 3[d10]

I shoot down one fungus when I see a man in a full suit of armor turn the corner into the straight passage of the hallway.
[armor initiative and health]

10 = 10[d20]

32 = 5[d8]+2[d8]+5[d8]+2[d8]+7[d8]+5[d8]+6

The man doesn't attack me immediately, so I concentrate on the fungus.

17 = 13[d20]+4

6 = 6[d10]

The fungus shuffles closer. I shuffle back and shoot it. I tell my servant to take my backpack off and put it on me. The armored man moves closer, stomping his metal boots on the marble tiles.

10 = 6[d20]+4

7 = 7[d10]

Repeat last turn. I notice that the armored man is armed with two swords hanging off his belt. He walks slowly but deliberately towards us.

24 = 20[d20]+4

8 = 4[d10]+4[d10]

I kill the fungus with a well-placed blast. Turning to the armored man, I call out and wave to him. He doesn't respond, he just keeps walking.
[perception DC 15]

8 = 8[d20]

The man approaches and calls out in a hollow voice, "Leave or be killed." Simple enough. I'm in no shape for a fight either. I ask if he'd be willing to let me pass and return to the surface. He repeats, "Leave or be killed." I tell him I'd be more than happy to go if he'd show me the way out. For whatever reason, he takes this badly and breaks into a run after me. Not wanting to face off with this man with my current wounds, I turn tail and run.

I take the corner and another one. The man is plodding along behind me. I'm just a touch faster than him, though. I come up to a fork and take an arbitrary path without stopping to think. If I keep going, I think I can outpace him.
[which path?]

1 = 1[d2]

The fork I chose twists in on itself. Did the man follow me?

No.

I go several meters down the path before I notice the echoes of my footfalls are the only ones left. I stop to catch my breath and look around. There doesn't seem to be anything obviously harmful in the area. I continue on for a few feet before I come to a small pit in the middle of the hall. Looking down the hole, I can see an unusually dense patch of mushrooms growing on the bottom. I think I see a Violet Fungus in there, but it's far enough down that I shouldn't have to worry about it. I take a seat by the hole to rest and patch myself up. [short rest]

12 = 5[d8]+1[d8]+6

Does anything disturb me?

Yes, but...

After a while, I hear the clanking again. I guess that's my signal to get up. I continue on down this fork. It starts spiraling and then opens back out, ending at a T-junction. Not having much to base my decision on, I go down the left path. I only make it a few steps and around the bend before I come across a cave-in. The dirt and stone is packed in tight and there's no way forward. To the right then! When I make it to the T-junction, I notice that the echoes are louder. [insight DC 15]

20 = 18[d20]+2

I think Mr. Leave-or-be-Killed is walking down this hallway. I hurry down the right path. It goes on for a bit longer than the left, but abruptly ends. No cave-in or anything; the hallway just ends. There's even a particularly nice brick wall laid out in front of me. I press my back to the wall, draw my sword, and prepare for a fight.

Does the man take the right path?

Yes.

He turns the corner, sees me, and delivers his signature line. "You're not giving me much of a chance," I respond. He pauses and then repeats himself.
[perception DC 15]

14 = 14[d20]

[insight DC 15]

10 = 8[d20]+2

I'm starting to think this man's not right in the head, but I can't quite put my finger on it.

[I have come up with a plan to get out of this and realize that I need to roll for more monsters' HP now, instead of after 'the reveal']

22 = 5[d6]+6[d6]+5[d6]+4[d6]+2[d6]

15 = 1[d6]+6[d6]+1[d6]+5[d6]+2[d6]

The man starts running towards me. There's nothing for it but to fight now.
[initiative; me, armored man, other things]

29 = 16[d20]+8[d20]+5[d20]

The man is 15ft away from me when I decide to charge him. The hallway is 10ft wide giving me enough room to comfortably step around him so that his back is to the dead-end. Thunderwave!

11 = 4[d8]+7[d8]

8 = 7[d20]+1

6 = 6[d20]

7 = 7[d20]

The man goes flying and clatters to the floor. I use the recoil to fly away from him and turn to run.

[arcana DC 15]

14 = 11[d20]+3

(I am 35ft away) While up close to the man, I finally realize what's wrong with him: he's not a man! It's a walking suit of armor. A really cool trick, but a pain if you wanted to negotiate. The suit of armor gets up and gives chase. It barely manages to dash up to me and doesn't have the opportunity to attack. To my surprise, however, the swords at his side fly out of their scabbards and reach me before the armor does, and they have the opportunity to swing.

17 = 14[d20]+3

15 = 12[d20]+3

I throw up a Shield while I have the chance. It blocks the swords and the residual magic lets me fly back another 10ft.
(I am now 10ft away from everything)

I put some distance between myself and the magical objects by running down the spiraling hallway, back towards that pit with all of the mushrooms. I step around the pit and turn to face my adversaries. The swords have managed to keep pace, by the suit of armor is trailing behind. How many turns did I buy?

4 = 4[d4]

One sword looks to be in really bad shape, cracks running along its blade. I shoot that one.

19 = 15[d20]+4

3 = 3[d10]

The swords swing at me in tandem.

4 = 1[d20]+3

8 = 5[d20]+3

[epic-ness of that failure]

82 = 82[d100]

22 = 19[d20]+3

7 = 6[d8]+1

(3 turns left) The unbroken sword swings brashly and misses me but hits its half-cracked buddy really hard. The damaged sword shatters and the pieces fall to the ground. I finally pull out my own sword and duel with the remaining one.

11 = 6[d20]+5

23 = 20[d20]+3

9 = 8[d8]+1

(2 turns left) A swing and a miss. I try again.

13 = 8[d20]+5

16 = 13[d20]+3

6 = 5[d8]+1

(1 turn left) Can third time please be the charm?

20 = 15[d20]+5

8 = 4[d6]+1[d6]+3

21 = 18[d20]+3

[Damn. I have to LR that] The suit of armor is now in the fray. I try to shove it backwards into the pit. [athletics vs athletics]

18 = 13[d20]+5

4 = 2[d20]+2

The suit of armor goes tumbling down into the hole and lands with a crash. The sword still swings at me.

6 = 4[d6]+2[d6]

7 = 4[d20]+3

I decide that now's the time to drink that potion I've been holding on to.

7 = 1[d4]+4[d4]+2

9 = 6[d20]+3

While I'm at it, why not heal myself with my last bits of magic [Lay on Hands]?

11 = 8[d20]+3

[Does the suit of armor climb? athletics DC 15]

7 = 5[d20]+2

6 = 4[d20]+2

The armor is struggling to get some purchase on the pit walls; I'm back to fighting fit; and the remaining sword is cracked. Let's duel!

11 = 8[d20]+3

18 = 13[d20]+5

12 = 5[d6]+4[d6]+3

A good hit and the second sword is thrown into a wall and breaks in half. The armor is still struggling to climb out of the pit and I can easily blow it to pieces from up here. It takes several minutes, but the thing eventually stops moving. I thank my lucky stars that nothing seems to have been drawn here by the noise.

I take a few minutes to catch my breath and call up my servant again before dumping my extraneous things on him. I actually came out of that well energized. Onwards! Let's see if I can find whatever relic the Librarian sent me down here for. Coming back to the fork where I first avoided the suit of armor, I take the other path. I'm slow and cautious once more. I haven't forgotten the ooze that's ruined my armor.

I continue for a long while down that path. It's a straight line almost all the way up to a wooden door. There's actually a fork before the door, but the other way caves in 10 meters after. I open the door. The room beyond is interesting.

This room is as large as the 'ballroom'. It looks like I came in from the right side. There's a large archway in the front with some wooden double doors, and a similar door to mine on the left side which has fallen down and is host to some mushrooms. The front half of the room contains lumpy rows of clustered fungi - maybe rows of chairs or other wooden furniture that has long since rotten away. At the back of the room are semicircular steps leading up to a black-stone column which extends all the way to the ceiling. There are marble tables around the column, what looks like a pulpit, and some thoroughly ruined banners behind it. The tables are covered in coins, jewels, and other trinkets.

I approach the stairs but am interrupted by some raspy laughing. [perception DC 15]

19 = 19[d20]

I notice a pile of dust twitching. I step away from the alter and approach the dust. Another mephit reveals itself. It looks a little disappointed. I try to ask it what it wants. It cocks its head to the side and throws glittering sand at me. [arcana DC 15]

11 = 8[d20]+3

The mephit stares at me for a few seconds, clearly expecting a reaction. I don't know what it tired to do to me, but whatever it is didn't work. And this little dust-ball is going to hut for trying to mess with me.
[Initiative: me, mephit. Roll for mephit health]

23 = 19[d20]+4[d20]

22 = 4[d6]+5[d6]+5[d6]+5[d6]+3[d6]

[my attack]

19 = 14[d20]+5

8 = 1[d6]+4[d6]+3

The mephit flies up and exhales a stream of dust at my face.

7 = 7[d20]

It gets into my eyes, and I can't do much other than rub at them and swing my sword blindly.

17 = 12[d20]+5

16 = 11[d20]+5

9 = 9[d20]

15 = 6[d6]+3[d6]+1[d6]+2[d6]+3[d6]

I feel the mephit claw at me.

6 = 2[d20]+4

16 = 12[d20]+4

19 = 15[d20]+4

17 = 13[d20]+4

6 = 4[d4]+2

6 = 4[d4]+2

[recharge]

5 = 5[d6]

Again, I swing blindly at the little brat.

11 = 6[d20]+5

8 = 3[d20]+5

11 = 11[d20]

I finally get the dust out of my eyes and notice that there are now /two/ mephits. The cackle at me with malicious glee. One claws at me and the other sprays its dust.

18 = 14[d20]+4

4 = 2[d4]+2

It's too much for me and I pass out.

1 = 1[d4]

I wake up to the little critter trying to drag me across the room. For what purpose, I don't know. We've made it halfway across in whatever time it's taken me to regain consciousness. I try to pretend I'm still out cold. [deception vs passive insight]

24 = 18[d20]+6

The mephit seems to buy it. The thing has taken off my backpack and chain mail. I don't know where my sword is. I use Thaumaturgy to make the sound of clanking armor behind the mephit. I try to disguise the verbal component as a cough. [deception vs insight]

20 = 14[d20]+6

16 = 16[d20]

The stomp of metal on stone echoes through the hall. Does the imp react much?

No.

I guess it's used to the sounds of falling rubble and walking armor. Is there any water about?

Yes, but...

It's beyond my reach right now. I try to see where the mephit is dragging me. [investigation DC 15]

7 = 2[d20]+5

I can't make anything out. Nothing for it I suppose. I kick the mephit's legs out from underneath it. [athletics vs acrobatics; I have advantage]

15 = 10[d20]+5

12 = 7[d20]+5

17 = 15[d20]+2

I trip it, but the mephit catches itself in the air with its wings. Surprise blown!
[initiative]

19 = 9[d20]+10[d20]

The mephit is startled and flies back, spraying its dust at me once more.

1 = 1[d20]

Again, the blasted thing gets in my eyes. I decide to just run from the mephit. Which way do I go? [1=alter, 2=door, 3=trap, 4=fungus row]

2 = 2[d4]

[which door?]

3 = 3[d3]

19 = 19[d20]

I run up to a wall, stumble over something, and keep going. I manage to blink my eyes open and see that I'm in an unfamiliar hallway. Does the mephit give chase?

No.

The thing is content to just rifle through my stuff. Do I know about dust mephits' vulnerabilities? [arcana DC 20]

14 = 11[d20]+3

I search around. A few more steps down this hallway is another pit. Are there dangerous things in it?

Yes, and...

...Oh...There's an ooze there. It starts slithering up the pit. [roll for health]

15 = 2[d8]+3[d8]+1[d8]+9

I run back inside the room and dash for the alter. Does the mephit attack?

No, and...

It doesn't even look my way as I run past it and over a table, scattering coins onto the floor. The ooze chases me slowly. Does the mephit react to its presence?

Yes.

I'm not worthy of its notice, but the ooze sure is. The mephit panics and takes flight, moving away from the gelatinous monster. I Eldrtich Blast the ooze from behind a table.

15 = 11[d20]+4

4 = 4[d10]

It moves towards the direction of the blast, but I duck around the alter and shoot it again.

9 = 5[d20]+4

9 = 9[d10]

Does the mephit help?

No.

It just watches us intently. The ooze eats up the coins I spilled to the floor. One more blast should do it.

13 = 9[d20]+4

7 = 7[d10]

The ooze writhes and dissolves much like the last one. The mephit then comes over and pokes at its remains. Is it hostile to me now?

No.

I don't think the mephit considers me a threat. Can I use Shape Water to animate the remains of the ooze?

Yes.

I make the slime carcass reach up and grab the mephit. [performance vs insight]

19 = 17[d20]+2

1 = 1[d20]

The mephit screams and flails in panic, splashing at the acidic water, before flying all the way up to the ceiling. [minor acid damage]

1 = 1[d6]

I Eldritch Blast it and then duck under one of the tables.

20 = 15[d20]+5

10 = 10[d10]

Well, the mephit knows I was screwing with it now. I hear angry rasps, but it doesn't take any action. I stick my head out and quickly duck back under the table. Does it fall for my feint?

Yes.

A stream of dust spews from the little monster. Most of it is blocked by the table, but some of it kicks up from the ground into my eyes. [advantage on save]

20 = 20[d20]

20 = 20[d20]

[WTF, really?] I roll out from behind the table for real this time and blast the imp.

17 = 13[d20]+4

1 = 1[d10]

5 = 1[d20]+4

It misses me and splats against the floor. I drop on top of it elbow-first.

12 = 7[d20]+5

4 = 1+3

5 = 5[d20]

It explodes in a ball of dust and again blinds me. The /most/ annoying beings in the universe.

It takes me a moment, but I finally clear the dust out of my eyes. Is there anything else that wants to kill me today? No? Are you sure? Good.

I take my first opportunity to examine the room in detail. [investigation DC 15, two separate rolls]

21 = 16[d20]+5

16 = 11[d20]+5

[arcana DC 15]

22 = 19[d20]+3

I gather up my things, but can't find my sword anywhere. During my search for it, I discover a magical trap on the side of my room that the mephit was dragging me towards. Stepping around this patch of mud on the floor causes a jaw to spring up from the mud and bite whatever is nearby. Playing around with it for a few minutes, it looks like the mephit tossed my sword into the thing, the little jerk. I'm afraid I'm not getting that back.

Looking at the black column, I realize it's part of the obelisk. The same inscriptions appear and spiral around the structure. I think there used to be more inscriptions on the floor and ceiling of this room, but those have long eroded away. One of the banners is relatively intact and doesn't crumble at my touch. I pack it away to show the Librarian.

There are a lot of goodies on the alter tables. [roll for treasure hoard]

27 = 1[d6]+6[d6]+3[d6]+6[d6]+5[d6]+6[d6]

8 = 4[d6]+3[d6]+1[d6]

8 = 2[d6]+6[d6]

75 = 75[d100]

7 = 4[d6]+3[d6]

4 = 4[d4]

8 = 8[d12]

180 = 49[d100]+90[d100]+36[d100]+5[d100]

2,700cp. 800sp. 80gp. That's a total of 187gp in coins.
7 pure-black onyx gemstones worth 50gp each. They resemble the obelisk.
1 potion of growth
1 immovable rod
1 potion of animal friendship
1 potion of greater healing

14 = 2[d10]+6[d10]+1[d10]+2[d10]+3[d10]

Make that 173gp in coins. Stupid ooze.
Reply
#5
Aside from a /giant/ pile of coins, I find three small bottles filled with unknown liquids of various shades of red and brown. I place them in my backpack; I'll figure out what's in them later. There are seven black gemstones, each cut into eight-sided figures. One face of each gem has a symbol etched into it. I can find each symbol at least once somewhere on the obelisk, but the gems don't cover all of the symbols. Letters? Important words? Hieroglyphs? Maybe the symbols on the obelisk aren't actually words, but reference these stones?

There's also an metal stick about 2ft long and 1in in diameter. It has the familiar spiraling runes on it, but only a word or two with an arrow pointing to one end of the stick. There are regular slash marks etched into one side all the way down its length. Fiddling with the end with the arrow, I find a button - not exactly hidden, but not too obvious either. I press it and toss the stick, ready for some kind of magical trap. The stick just floats there in the air. I grab it, but find that I can't move it, no matter how hard I pull. I even manage to climb on and hang off it, putting my whole weight on the thing. After a few more minutes of fiddling, I press the button again, and the stick and I both drop to the floor. A floating stick with a toggle button, then.

I call up both my Servant and a Floating Disk. I'll have my servant collect the coins and gather them onto the disk while I clean my things of the ubiquitous dust and pack up the new-found treasures. Wielding the button-stick in one hand, we backtrack along the path I came in by. There are thankfully no branches to get lost down, though the trail is long and windy. Is the return eventful?

No, but...

Remember that poison gas trap? Well I sure didn't. I stepped right on it on my way back. There was a brief hiss, but nothing else. I let out a sigh of relief. That probably would have killed me in my current state. I stop by the first fungal pit and collect what remains I can find of the two broken swords. I'm going to need a new one, and these wouldn't be the worst to make them out of. Throw them on the disk with the coins.

[arcana DC 15]

14 = 11[d20]+3

I forget to refresh the Disk once. It winks out near the entrance to the grand ballroom, its contents spilling onto the floor. I make a new disk and try to gather everything back onto it. [investigation DC w/e]

15 = 10[d20]+5

29 = 8[d10]+8[d10]+2[d10]+10[d10]+1[d10]

I'm pretty sure I've lost some coins in the process.

Back on the surface, I find that the once-schoolhouse has been boarded up again. I guess they'd thought I'd died or something? How long was I down there? I could have sworn it was only a day. No matter. I bust open the door with Thaumaturgy and lead my disk out. Is it daytime? Are people about?

Yes. +Twist: PC / Alters the location

Yes.

It's the middle of the day and my emergence gets everyone's attention. There's a commotion about the small pile of coins behind me. The Librarian hustles over and physically pulls me back to his hut before a crowd can form. He does a double-take at the disk and the coins before clearing a path to move them into his hut. I ask if he has a box or chest that I can put the coins in.

Yes.

He has a small chest. I transfer the coins into it and let the disk fade away. He asks me what I found. I tell him about the windy passages, the frequency of mephits, the formal and well-decorated rooms, the walking armor, and the alter with the obelisk. Are the mephits the demons the townsfolk have been talking about?

No.

When I describe the mephits, he looks dumbfounded. That's a bit worrying. I also present him with one of the black gemstones, saying I found it in a prominent place in the alter. The symbol matches those on the obelisk. I ask if that's the magic object he's looking for. [deception vs insight]

23 = 17[d20]+6

16 = 16[d20]

Yes.

"Yes! This is just what I needed. Thank you very much." I ask him what he thinks it is. He believes it is a magical focus for the obelisk, but needs time to study it, just to make sure.
[insight vs deception]

8 = 6[d20]+2

3 = 3[d20]

I give him the stone and don't bring up the fact that there were others. I do bring up the stick I found. Does he pay it any mind?

No, and...

He waves it off as a basic measuring device before I even show him the button. Cool. It's mine then. I ask him about the preparations I requested. Has he organized them?

Yes, and...

They've cleaned out a storeroom at the edge of town and furnished it with the basic necessities for my stay. I'll also have someone to call on and guide me around the town. Excellent. I tell him I'll be keeping the box of coins as payment for my service and that if he wants me for anything else, I'm available. I then get up and make for my new hut.
[persuasion DC 15]

13 = 9[d20]+4

I don't know what I was expecting, but my hut does not live up to it. It's a 15ft wide cylinder of sticks with a padded bedroll, a fire pit, and a cast iron pot. And when he said edge of town, he wasn't kidding. Spikes dug into the ground marking the edge of the settlement could be my front door.

Kindly / Defeated.

I'm not too keen on my attendant either. He's an old, old man who lives in one of the adjacent huts. From my first five minutes of interaction, I can tell he's quite the bootlicker. Can I tell whether or not he's planning to gather my secrets and present them to the Librarian (or whoever else is in charge)? [insight DC w/e]

16 = 14[d20]+2

No.

I think the man just likes doing whatever he's told. Probably not a spy for the Librarian, though. Either way, my stuff should be safe with him. I tell him to start preparing whatever meal is coming up next and point me towards whoever can make me a sword. Does the town have an actual smith?

Yes.

A quarter-circle around the rim of the town is an actual smithy. Has the smith worked on weapons before?

No.

She has no experience making arms or armor, but she can try. Mending my ruined chain mail shouldn't be too hard since most of it is still intact, but the sword will take time and she can't promise the best results. Fair enough. I dump my mail, the broken sword pieces, and most of the box of coins at her shop, and leave her to her work. She balks at the pile and says the town doesn't use coined money like this. "Just consider it raw materials then."

[50gp and my current armor for new chain mail. 15gp and the broken flying sword pieces for a longsword (not a greatsword). One week to craft for me.]

I then head over to the apothecary. Surely this town has an apothecary?

Yes.

Does he carry healing potions?

Yes, and...

Actually, he specializes in them. The town has no real doctor, and it's basically up to him to keep everyone healthy. I'll trade him a turquoise stone for a potion, then. [persuasion vs persuasion]

13 = 11[d20]+2

3 = 1[d20]+2

He'd gladly trade a potion for such a pretty rock. I buy two of them. I also bring up my unknown bottles. Can he help me identify them?

No, but...

He's not too keen on playing around with unknown liquids that have been sitting around for several hundred years. If I'm that interested, he gives me some tips to figure out what they do just by sampling a drop or two.

I return to my hut for food and rest. I won't be doing anything too dangerous until my armor is restored.

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Level up! 750XP in total

HP increase:

16 = 6[d8]+4[d8]+6

Features:
-Fighting Style: Defense [Paladin 2]
-more Spellcasting [Paladin 2; specifics detailed later]
-Divine Smite [Paladin 2] reworked to Thunderbolt Strike. I deal lightning or thunder damage (my choice on hit) instead of radiant. I deal extra damage to constructs and elementals instead of undead and fiends. It's thematically more appropriate and should be equivalent in power. Again, ruling that this triggers all of Storm Sorcerer's shenanigans.
-Font of Magic [Sorcerer 2; scales with character level]
-Metamagic: Quickened Spell and Subtle Spell [Sorcerer 3] because separating this from Font of Magic was silly. These two together are really a single ability.

Spells:
-The paladin's slots stack additively with the sorcerer's. I have a total of 3 (from sorc) + 2 (from pally) = 5 first level spell slots.
-I gain an additional [charisma modifier] spells known. There is no distinction between my paladin and sorcerer spells.
-Cantrips:
---Swapping Shape Water for Thunderclap. I can't believe how many times I wish I had this with me in the dungeon. Also Shape Water < Prestidigitation or Thaumaturgy
-1st Level:
---Absorb Elements, Feather Fall, Detect Magic

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

1 week of downtime while my equips get ready.
1 gp/day for modest lifestyle (7gp total). I'd try for more, but the town doesn't have the facilities.
50gp to scribe Detect Magic into my spellbook.
1 gp/day for information gathering (7gp total). What's up with this town? Who is the Librarian? Why do I have the feeling these folks are keeping secrets from me?

[investigation DC w/e]

13 = 8[d20]+5

[persuasion DC w/e]

17 = 13[d20]+4

[middling results with an overall passing grade]
I spend the week schmoozing with the townsfolk. I do my best to subtly broach a conversation about the obelisk or the demons every chance I get. They are willing to talk but either avoid or ignore my more pointed questions. Between a combination of slipped tongues and overheard conversations, I can piece together this:

Yes. +Twist: Emotional event / Changes the goal

The whole town is, in fact, a demon worshiping cult. Even more troubling, I think they've captured a demon and are actually trying to extract its magic. Why go through this trouble for something as simple as magical ability is beyond me. I'm betting the Librarian is behind this; he's the only one who really seems to know what's going on.

In between my detective work, I experiment with my potions. Can I figure out what they do? [investigation DC 10/15/20; advantage b/c apothecary's tips]

11 = 6[d20]+5

22 = 17[d20]+5

One of my potions is a more concentrated version of the basic healing potion. Another grew an ant I tested it on to twice normal size for a few minutes. The third made the normally gruff town dog really friendly towards me.

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

When I finally get my arms from the blacksmith, I decide to confront the Librarian. Do I find him in his hut?

No. +Twist: PC / Alters the location

I search all over town, but can't find him. [investigation DC 15]

16 = 11[d20]+5

Someone mentions that he may have gone into the schoolhouse. Excellent! His hut is unattended! I peruse everything! Lets see what kind of secrets this man is hiding.

[How much time do I have?]

4 = 4[d4]

Are his mysterious books and notes still there?

No.

There are papers scattered everywhere, but all of it is mundane: language dictionaries, Magical Rituals for Dummies, that sort of thing. The more interesting notes I've glimpsed are gone, as is the gemstone I gave him. Okay, then. I gather up my supplies and head into the schoolhouse. I call up an Unseen Servant while the Bootlicker packs my things, and then have my more competent and loyal servant make sure my things are correctly in order.

Any sign of the Librarian's passage through the entrance tunnel? [survival DC 15]

7 = 7[d20]

Can't tell for squat. I'm betting he's come this way anyway. Screw caution; I think something's up. And he'd hear me coming either way. I head to the alter room at a brisk pace. Any interruptions?

No.

The path is clear. No oozes, no mephits, and the only suit of armor clanking down the hallways is mine. I call out for the Librarian as I approach the alter room. Is he there?

Yes.

I ask him what he's doing. "It's still dangerous down here." [Is he being evasive?]

Yes.

[insight vs deception]

18 = 16[d20]+2

7 = 5[d20]+2

He wasn't expecting me and flubs something about "needing to see this for myself." I tell him to drop the act. I know about the demons. Does he take it well?

Yes.

In fact, he looks a bit pleased. "In that case, could you help me? There should be six more stones like the one you gave me around here."

I want to know what exactly he wants them for. "I thought you said you knew?" I have the gist of it, but I don't understand his plans. Will he elaborate?

Yes, but...

He says he needs the other stones for a proper demonstration. Can I tell if he's trying to trick me? [insight vs deception]

22 = 20[d20]+2

10 = 8[d20]+2

[Is he?]

No.

He seems genuinely sincere. I tell him I'll look for one. I head down the hallway with the ooze-in-a-pit I ran into while blinded. Once out of sight, I'll take one gem out of my backpack, walk around for a few minutes, and return. "You're right. There was another just down the hall." [deception vs insight]

14 = 8[d20]+6

14 = 13[d20]+1

[I just realized that the Librarian should have +4 to deception. This doesn't change the outcome of previous rolls.]

The Librarian looks a bit surprised that I found the stone so casually, but takes it nonetheless. He then goes back to the alter and places the two stones at deliberately odd angles around the pillar before stepping back. There's a rush of air and the space around the pillar seems to split open. I can make out a vague form moving around inside the split. The Librarian kicks one of the gemstones away and the split closes back up.

He outright admits that he's a follower of Asmodeus. The people of this settlement were routed from their home many years ago for being part of the cult. The leaders had them gather by this obelisk because it was rumored to be a crossing-point between planes. They wanted to summon a devil to get revenge on "the closed-minded, self-righteous asses" who ran them out of the city. It took about a year to get everyone organized and by that time, a small town had sprung up. The leaders finally had what they needed to begin the summoning. Unfortunately, the devil was not pleased. It tore up half the town, killed the cult leaders, and wrecked all of their plans. By a stroke of luck, the devil ran into the obelisk and was trapped. The town has been living in fear of it breaking out ever since.

All of the leaders, mages, and researchers of the group had died. No one left knew how the obelisk worked or how to contact Asmodeus or any other greater devil for help. The Librarian has been trying to piece it all back together ever since. His goal right now is to try and weaken the devil before attempting to release it. If he and the others can extract some of its magic for themselves in the process, then all the better. The worst part of it all is that this underground maze and alter are new developments and he doesn't quite understand the implications thereof.

...

I tell him he still has my support. He's kinda being an idiot, but he still has my support. Does he know how to weaken and/or release the devil?

Yes, and... +Twist: Organization / Helps the hero

Releasing the devil is easy. He just needs five more of those black crystals. "They should be around here somewhere." Weakening the devil, on the other hand, will require more preparation. He wants to draw its magic out, but needs...

Introduce a new NPC.

Humble philosopher.

...the help of an old colleague of his, a Philosopher. They worked together in the city, but was never part of the cult.

Festering forest.

Last the Librarian had heard, the Philosopher was moving out into the countryside for inspiration for his treatise on the difference between natural and divine magics. He asks if I'd be willing to search for him. Sure. Can he point me in a direction?

Yes. +Twist: Organization / Helps the hero

Absolutely. Half a day's walk to the southeast is a riverside town. From there, I can hire a boat towards Brightwood (he assures me everybody knows the place). I'm sure to find him if I ask around there. It would only be a couple days round-trip and that he'll be here studying this alter in the meantime. He also says to mention his name if I come across any other followers of Asmodeus.

Cool. I guess I leave tomorrow morning. Bootlicker can stay here and keep my hut tidy.
Reply
#6
Is the trip to the riverside town eventful?

Yes.

What happens?

Guide / Good.

Restless Dwarf musician.

Following the Librarian's directions, I happen upon a stocky bearded man strumming a ukulele. We're heading to the same town. I strike up a conversation. He calls himself a dwarf (I've never seen one in person before) and a traveling minstrel. Why is he heading to the town? [Does he actually have a reason?]

No, and...

"Why go there? Because it's there!" Good a reason as any, I suppose. How's his music? Do I like it?

No.

I tell him as much. If this is the best music this land has to offer, I'm not impressed. If this is the best music his kind has to offer, I pity the deep folk. [Does he take it well?]

Yes.

"Ye elves are all the same. Critics, the lot o' yeh." (Why does everyone keep thinking I'm an elf?) I offer to prove myself and ask for his ukulele. [performance DC 15/20] I'll add musical accompaniment with a Subtle Prestidigitation. [advantage]

8 = 6[d20]+2

4 = 2[d20]+2

He laughs in my face. "If that's what passes for music to ye elves, I pity you too."

It's mid-afternoon when we reach the town. The dwarf and I part in friendly antagonism. Is there anything immediately interesting happening?

No.

It's a quiet town built around the river. Much bigger than the cultists' little village, though. By the looks of things, they get a fair number of traders coming through. I head to the docks. Can I find a ferry to Brightwood?

Yes, but...

NPC negative.

Well, the Librarian was right. Everyone here knows Brightwood. Problematically, no one's willing to take me there. Can I get a straight answer for 'why not?' from anyone?

No.

More random townspeople keeping secrets from me. Awesome. I head to the fanciest inn I can find; I don't think I'm getting a ferry today. Is there an inn that meets my expectations?

Yes, but...

There's a relatively nice place by the riverside near the docks, but they say they're booked. [Position of Privilege] I flash my signet ring, bearing my Auntie's seal, and proclaim myself to be a nobleman of a distant land. "I will not be denied a room." Do they comply?

Yes.

The innkeeper gets very flustered and apologizes. They're holding several empty room that will be used by a trading caravan once it arrives. The caravan's due early tomorrow afternoon. I tell him that will be fine and I'll settle it with the caravaneers personally, if it comes to that.

I ask the innkeeper about getting a ferry to Brightwood. Does he know anything?

Yes.

Why are the ferrymen unwilling to take me?

Oppress / Environment.

"They're afraid of the woods mi'lord." Would you care to elaborate?

Giant snake.

There's some kind of monster in the woods. The 'Bright Snake' they call it. Is this a recent development?

No, but...

The Bright Snake is an old legend in these parts - Brightwood gets its name from the snake, actually - but the townsfolk generally didn't think much of it. They all stayed away from the forest, but no one believed in the legend. A few years ago, all sorts of spooky stuff started happening at the edge of the woods. "You could see the lights from the river, you could." A man from the big city came by to check it out and never returned. No one's wanted to go in since.

Was this the same time as a local Cult of Asmodeus was routed? Was the man who disappeared the Philosopher?

Yes, and...

No.

In fact, the townsfolk initially thought it was the Cult's doing. That's when the mayor called in some help. The man who came in wasn't any sort of philosopher, though. Maybe a druid if you believed the rumors. The Philosopher was supposed to have come by this town. Does the innkeeper recognize his description?

No.

In that case, I offload my things into my room before summoning a Servant to unpack for me while I investigate. Can I find a lead anywhere in town on the Philosopher? [investigation DC w/e]

21 = 16[d20]+5

I find some fishermen who remember him passing through. They confirm that he went into Brightwood. Was this before the Bright Snake made its appearance?

No, and...

He came by well after the rumors had started around. Did he find someone to take him into the forest?

Yes.

The fishermen point me to the only person in town still willing to go there. He's an old, retired ferryman. I find him soon after sundown drinking with some buddies. Is he willing to take me into the forest?

No. +Twist: Organization / Helps the hero

I point out that he ferried the Philosopher. He says that's only because he was an old chum. "Aren't you worried about him, then?" "Nah! The coot knows what he's doin'." I tell him I also happen to know the Philosopher - in fact, a mutual friend, the Librarian, asked me to go find him. The Ferryman starts when I drop the Librarian's name and asks me to follow him to his house. He asks me how I know the Librarian. I tell him I'm playing his inter-dimensional errand-boy for a bit. [insight DC 20]

7 = 5[d20]+2

[Eh, day's almost over. I LR that] Once inside his house, I tell him I know about the current state of Cult of Asmodeus. That's kind-of why I'm here. [persuasion DC 15]

9 = 5[d20]+4

He starts once again, and eyes me skeptically. Will he take me into Brightwood?

Yes.

He's hesitant, but agrees. "I'm not waiting around for you to come back, though!" Okay, but what about coming back once I've /found/ the Philosopher? He says the Philosopher knows how to get in touch with him. He'll find me tomorrow when he's ready.

Next order of business is to find the mayor. I bust out my Position of Privilege. Is he available to see me?

Yes.

It's late in the evening, but the man is free for an audience. I ask him what he thinks of the Bright Snake legend. Does he believe in them?

No.

"Superstitious nonsense." Does he remember the Philosopher or the man who disappeared? What does he think caused their disappearance? More importantly, who was the man he called in from the city?

Yes, but...

Giant spider.

Argumentative guide.

He doesn't recall the Philosopher, but he does remember the investigator he called. He was expecting a Cult of Asmodeus thing going on can called for a ranger/detective to clear it up. Honestly, he thinks everyone was probably eaten by spiders or other more 'mundane' monsters. Brightwood's a dangerous enough place without throwing magical-snake-forest-guardians into the mix. Really? I was under the impression it was settled.

Yes, but...

There used to be an outpost there, a couple huts and a supply shack by the riverside, but he stopped sending people there when they stopped coming back. Wait, how many people have gotten lost in the woods?

8 = 6[d20]+2

Including the Philosopher and the Ranger. There were two people manning the docks there, and a larger search party he sent out when they stopped responding to mails. Yikes. No wonder people don't want to go. He asks me if I'm planning to go as well. I sure am. Does he have any advice for me?

Yes.

Move away from goal.

He advises me not to go. I laugh it off. I thank him for his time before making my way out. I leave with a vague threat about how my family would be furious if I never returned. [intimidation DC 15/20]

14 = 12[d20]+2

It didn't seem to have quite the effect I had in mind. Oh well. Back to the inn for some food and rest.

The next morning, I call up my Servant again and pack my things. Does the Ferryman call me before the merchant caravan arrives?

No.

The caravan finally rolls into town around lunchtime. My ride's not here yet, though. I use Prestidigitation to turn one of my ancient copper pieces superficially into a platinum piece. I approach the apparent leader of the caravan and apologize for taking his room. I give him the platinum as a peace offering and say that I meant no disrespect. [deception DC 10]

15 = 9[d20]+6

He takes it well. I ask what he's selling. Anything I'm interested in?

No.

Clothes, jerky, farming tools, furniture. Nothing catches my eye. Where did he come from, then? He points me up the river to the 'big city' I've been hearing so much about; it's a day-and-a-half away by boat. He plans on staying in this town for a few days before heading back up. Do any caravans travel down the river towards Brightwood?

Yes, and...

This river sees quite a bit of merchant traffic. Brightwood itself was never a stopping point for most caravans, but there are towns and cities further down that they trade with.

The Ferryman approaches me then. I say my goodbyes to the caravaneer and follow the Ferryman to his boat. It is a glorified rowboat, but at least /I/ won't have to do the rowing.

Is the journey to Brightwood eventful?

Yes, but...

Malice / Illusions.

We approach the Brightwood docks at twilight. I can see from the river that the outpost is horribly, horribly overgrown. [nature DC 15]

14 = 13[d20]+1

As we approach the rickety docks, I feel something under the boat. [wisdom saves DC 11; me, ferryman]

10 = 8[d20]+2

19 = 19[d20]

The boat rocks and jerks to the side. I worriedly ask the ferryman what that was. He looks at me confusedly. Another jerk and I draw my sword. "That! The jerking! I'm not keen on being on a wobbly boat while wearing full armor." The Ferryman has no idea what I'm talking about.

A large blue-green snake bursts out of the water. [initiative! me, snake, ferryman]

34 = 7[d20]+15[d20]+12[d20]

It's twice as long as the boat and wraps itself around the body of the vessel. It rears back and lunges at me, sinking its fangs through me chain mail.

3 = 3[d6]

The ferryman looks at me struggling and calls out, "What're doing!? Are you daft? You're gonna fall off the boat!"

"I'm /trying/ to keep this snake from eating us!" I call back. I swing my sword at the beast but it curves out of the way. [acrobatics DC 15]

17 = 17[d20]

The snake chomps down on my arm again.

6 = 6[d6]

"What snake?" the Ferryman calls out. "There is no snake!" [persuasion DC 11]

12 = 12[d20]

There's no snake? What? It's not invisible, is it? Why would I be able to see it if it /is/ invisible? [investigation DC 11]

19 = 14[d20]+5

Staring at the snake, I notice I can see right through it...Oh. I feel like an idiot. The illusion fades away once I make sense of it. The Ferryman is yelling at me in the way all old people yell at "them young'uns" as I settle back into my seat and we reach the outpost. [perception vs stealth]

19 = 19[d20]

23 = 19[d20]+4

I try to explain to him the concept of illusion magic as he ties the boat the the decrepit, half-rotten pier, but he's having none of it. "You could've capsized the boat! Then where would we be, huh?" He steadies the boat as I step off. The 10ft long pier seems to hold, and I head towards the shacks. As soon as I step on the grass, three brown blurs race out from the shurbbery towards us. [same initiative, just add wolves]

24 = 2[d20]+14[d20]+8[d20]

8 = 5[d8]+1[d8]+2

16 = 8[d8]+6[d8]+2

12 = 7[d8]+3[d8]+2

5 = 5[d8]

All three wolves pounce at me.

5 = 1[d20]+4

14 = 10[d20]+4

8 = 4[d20]+4

24 = 20[d20]+4

14 = 10[d20]+4

23 = 19[d20]+4

[2 hits]

5 = 2[d4]+1[d4]+2

7 = 4[d4]+1[d4]+2

18 = 15[d20]+3

17 = 14[d20]+3

The biggest of the bunch lunges at me again.

11 = 7[d20]+4

23 = 19[d20]+4

5 = 1[d4]+2[d4]+2

14 = 11[d20]+3

I've managed to keep the beasts from getting by me. The Ferryman in a panic jumps back into his boat and starts untying it from the pier. Another wolf tries to pull me down.

13 = 9[d20]+4

7 = 3[d20]+4

When I finally have a bit of respite, I quicken a Thunderwave!

13 = 12[d20]+1

2 = 1[d20]+1

4 = 3[d20]+1

12 = 4[d8]+8[d8]

It sends the two smaller wolves flying, but the larger holds its ground. [Does the pier hold?]

No, and...

The pier behind me collapses from the force of the blast, and I guess I wasn't quite off of it just yet. I drop into the muddy shore. I have just enough time to look back and see that the Ferryman has cast off before the large wolf is on me again.

6 = 2[d20]+4

22 = 17[d20]+5

13 = 10[d10]+3

It's really no match for my steel on its own, and I make short work of the beast. So much for my potion of animal friendship. [Thaumaturgy] I call out to the Ferryman to expect me back in a couple days. He gestures that I'm crazy and I return him a salute.

First things first: the outpost. I heal up just in case and cast detect magic before searching through the three buildings. Does anything ping my magic sensors?

Yes, but...

It's not in the buildings. There's something at the edge of my senses and as soon as I look in that direction, it darts out of my field of view. It was coming from the woods, and I didn't have the time to catch it in any detail. I try to chase it down. [survival DC 20]

4 = 4[d20]

...and loose track of it two steps into the thicket of trees. I'm not chasing an animal through a magical forest in the dark. Back to the buildings. Anything of interest?

No.

Rocks, weeds, dirt, and rotting wood. There's nothing of use here. The storage shed is empty; the search party probably took everything out of here on their way through. Most of the furniture is in disrepair. The intact drawers and cabinets hold nothing but small vermin - and on one occasion a crab. One of the huts has a...functional bed. I call out my Servant and have him set up camp inside the building while I continue my search. Bedroll on top of mattress is better than on top of mud and crabs, I suppose.

I'm a bit unsure what to do with the three wolf corpses right now. I decide to just toss them into the water. [passive perception vs stealth]

17 = 15[d20]+2

26 = 10[d10]+9[d10]+4[d10]+3

24 = 20[d20]+4

12 = 10[d10]+2

As I drag the first corpse to the edge of the river, there's a big splash of water and something pulls me under with an iron grip on my leg. I Thunderwave at it in hopes that it will let go.

6 = 3[d8]+3[d8]

16 = 15[d20]+1

It does not. Crap. It crunches down on my leg once more.

6 = 2[d20]+4

12 = 8[d20]+4

Thank you armored pants, for it is because of you that I still have my leg. I draw my sword and slash clumsily through the water at my foe.

20 = 15[d20]+5

13 = 8[d20]+5

10 = 7[d10]+3

I can tell I hit something since the creature thrashes and chomps down once more.

9 = 5[d20]+4

9 = 5[d20]+4

20 = 15[d20]+5

19 = 14[d20]+5

13 = 10[d10]+3

Another good thrust with my sword dislodges my leg. I scramble back to the surface to see a crocodile swimming away. There's another one swimming towards me however. I try to climb up the muddy banks. [athletics DC 15]

13 = 8[d20]+5

But I'm not fast enough. [initiative; me, croc]

23 = 20[d20]+3[d20]

[athletics DC 15]

12 = 7[d20]+5

Mundane methods of climbing don't seem to be working. I cast Fog Cloud and use the accompanying winds to pull me the rest of the way up the slope. Once up, I toss the wolves as far as I can into the river before dissipating the fog. Hopefully, their splashing and scent steer the crocodiles away from me. [throw distance? athletics DC w/e]

20 = 15[d20]+5

When the fog clears, I see the overgrown lizards having fun with their dinner a good distance from shore. Excellent. Hopefully nothing else will attack me tonight. I make sure the hut is sealed up as well as possible, the door and windows are shut, and there are no holes in the side of the building for snakes and things to sneak through. I wish my servant could keep guard while I slept, but alas, he is never long for this world.

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Level up! 1000XP total

HP Increase:

14 = 4[d8]+4[d8]+6

Features:
-Divine Health [Paladin 3]
-Sacred Oath: Oath of the Ancients [Paladin 3] (I'm not actually taking an oath. This is just another manifestation of my magic, and fits very nicely with my Fey nature)
---More known spells, yay!
---Channel Divinity reworked to Channel Heritage
-----Turn the Deviant: make Fey and Elementals run away for one minute. I'll describe how, why, and in more detail if it ever comes up.
-----Destructive Wrath: Maximize thunder/lightning damage, straight from tempest domain cleric.
-Hypnotic Gaze [Wizard 2 - Enchanter] to fill sorcerer's otherwise bland level

Spells:
-1st Level (4+3=7 slots):
---Ensnaring Strike and Speak with Animals are added from paladin
---swapping Hex for Hunter's Mark because it shores up a weakness and doesn't have material components
-2nd Level (2 slots):
---Gust of Wind and Levitate are added from sorcerer
---swapping Shield for Misty Step
---learning Suggestion
Reply
#7
In the morning, I pack and head into the woods. It's not nearly as ominous in the daytime, but there's an odd odor in the air and a light mist hangs hangs around the trees. Can I see any sign of the Philosopher, or the rescue party, or whoever else went missing? [survival DC 20]

4 = 4[d20]

I've got no leads, so I'll just walk forwards until I notice something. At the rate wild animals have been attacking me, I'm expecting trouble and keep my sword out. [what direction do I approach from?]

10 = 10[d12]

I eventually come across a great green wall winding through the trees. It looks to be a giant thorn bush someone's sculpted into a wall. [nature DC 20]

4 = 3[d20]+1

[arcana DC 20]

9 = 6[d20]+3

[history DC 20]

2 = 1[d20]+1

It's definitely not natural, but I can't tell what would have made it. The Philosopher was studying nature magic, right? Maybe this is his doing. I can't see though the wall, so it must be quite thick. I try pushing into it, but it's really rough going, and I'd rather not spend my day walking through brambles. I'll activate my immovable rod next to a tree at about chest height and climb up onto it. Standing on the rod and looking over the wall, I can see it stretching off in either direction as far as I can see. It's not just a wall. It continues deep into the woods like a sea of thorns. I think I can make out gaps and clearings beyond, but they're far away and surrounded by the bramble walls.

I hop back down and put my rod away. I'll circle clockwise around for a couple minutes. Let's see if I can't find a way in. [perception/nature DC 15]

5 = 5[d20]

7 = 6[d20]+1

I'm just about to turn back around when I come across a gap in the brambles. I step into what appears to be a corridor between the bushes. A sour odor hits me, stronger than before. I think it's coming from these wall-plants. The forest is a little dim, but I can still see fine. The mist, though not enough to impede vision, gives everything a light yellow glow. It reminds me a bit of the Feywild, actually, and I feel a pang of homesickness. The faster I can find the Philosopher, the faster I can get back to the Librarian, and the closer I am to getting back home. I head down the corridor, keeping an eye out for possible predators.

Hold on. I have a potion for this. I'm not sure how strong it is or how long it will last, so I keep it in hand. Hopefully, I won't have to fight everything that comes my way.

I head down the corridor. It runs perfectly straight for over a hundred meters before making two right-angle turns. Not natural in the slightest. It then opens up into a 'clearing'. The foliage is as thick as anywhere else, but the bramble walls have opened up. It's not quite a room either with the brambles jutting in and out and twisting around in right angles. There are a bunch of corridors leading away from this clearing. Picking one at random:

2 = 2[d4]

It opens into a T-junction. I can see from here that the left side dead-ends, so I head down the right. It branches again, with another obvious dead-end. Then the walls open out again. Still nothing. Another branch:

1 = 1[d2]

This one branches out in three directions immediately. Which way do I go?

1 = 1[d3]

After a couple minutes, I find myself outside the bramble walls. [survival DC 15]

11 = 11[d20]

Did I just go in a circle? I turn back around into the maze. Back to the four-way junction. Any signs of animals or tracks in any direction? [survival DC 15]

11 = 11[d20]

Damn it. I wish I knew more about tracking. Random direction, then?

2 = 2[d2]

This one continues for 100m before coming to a dead end. Gah! I'll hack down the wall then. It's only a tall thorn bush, right? A few good swings later, I'm into another opening. There are a bunch of corridors.

3 = 3[d5]

I opt for one on the other side of the 'room'. Another branch:

1 = 1[d2]

And again:

1 = 1[d2]

A dead end which I'll hack through again. [survival DC 15]

1 = 1[d20]

I broke into the middle of a corridor. Left or right?

2 = 2[d2]

Another branch:

2 = 2[d2]

[Survival DC 10]

4 = 4[d20]

Another opening. Which way, which way?

1 = 1[d3]

[perception DC 10]

7 = 7[d20]

There's another opening here. While looking for more corridors, I hear a large branch break behind me and a guttural roar of "ELF!!" I turn around and see an ogre push its way through a thorn bush. [initiative: me, ogre. Ogre health]

14 = 2[d20]+12[d20]

61 = 3[d10]+4[d10]+6[d10]+1[d10]+10[d10]+10[d10]+6[d10]+21

No time for negotiation! The ogre charges right for me, ripping a branch off a tree and swinging.

11 = 5[d20]+6

Do I know anything about these brutes? [history DC 15]

17 = 14[d20]+3

I know not to bother trying to talk to it. I stash my potion too; these are just smart enough to not be fooled by 'animal' magic. I cast Fog Could and duck out of the way behind a tree as the mist fills up.

[stealth]

13 = 13[d20]

2 = 2[d20]

[perception]

18 = 20[d20]-2

Clanking armor gives away my position immediately.

26 = 20[d20]+6

13 = 7[d20]+6

The ogre roars and swings somewhere near me. I take a few steps back, and then take out and activate my immovable rod, placing it horizontally at what should be stomach level for the ogre, then backing off out of the Fog Cloud. [stealth vs perception]

1 = 1[d20]

6 = 6[d20]

1 = 3[d20]-2

"WHERE YOU GO, ELF?" the ogre roars. I can hear it stomping around and fire an Eldritch Blast into the fog.

24 = 20[d20]+4

13 = 9[d20]+4

1 = 1[d10]

I hear an "Ughh!" of surprise. Does the ogre run into my trap?

Yes.

I can hear it stomp towards me and then "Oof!" as he runs into my barrier. There's another roar and I think he's trying to break it. I hope it holds. I have a clear idea of where he is now and blast him again.

20 = 16[d20]+4

23 = 19[d20]+4

2 = 2[d10]

Does the ogre continue to fight the unbreakable, immovable 2ft piece of metal in his way?

Yes, and...

I hear more frustrated roars and some kind of thumping in the fog. How may turns do I buy?

2 = 2[d4]

I keep shooting him!

13 = 9[d20]+4

22 = 18[d20]+4

15 = 11[d20]+4

7 = 3[d20]+4

5 = 5[d10]

I ping him twice more before he lumbers out of the fog to my right. I give him a quick salute before running back into the fog. [acrobatics DC 15]

5 = 5[d20]

I trip over something on the ground and land on my stomach. I get up and see a branch flying through the air at me.

14 = 8[d20]+6

24 = 18[d20]+6

It sails over my head and breaks against something behind me. I shoot at where it came from.

13 = 9[d20]+4

21 = 17[d20]+4

2 = 2[d10]

I hear the ogre run at me and ready myself for another attack.

18 = 12[d20]+6

10 = 4[d20]+6

I see the tip of a branch swing around in front of me at face height. He's close then. I charge the ogre with my sword.

8 = 3[d20]+5

16 = 11[d20]+5

...and step into empty fog.

8 = 2[d20]+6

15 = 9[d20]+6

The ogre smashes the ground to my right. Let's try this again.

11 = 6[d20]+5

10 = 5[d20]+5

Huh? Where is that ogre?

14 = 8[d20]+6

14 = 8[d20]+6

Another crash to my left this time, accompanied with a roar of "ELF!!" Sword's not doing squat; I'll blast him then.

8 = 4[d20]+4

13 = 9[d20]+4

21 = 15[d20]+6

22 = 16[d20]+6

16 = 8[d8]+4[d8]+4

17 = 12[d20]+5

I shoot into the fog and am met with a branch to the gut for my efforts. At least I know where he is now.

10 = 5[d20]+5

13 = 8[d20]+5

23 = 17[d20]+6

22 = 16[d20]+6

10 = 5[d8]+1[d8]+4

13 = 8[d20]+5

OW! Okay. Don't melee with the ogre. I step back away and search for my immovable rod. It should be around here somewhere. Can I find it?

No. +Twist: Organization / Helps the hero

[which organization?]

3 = 3[d3]

I hear a voice from outside the fog. "Hey! Oaf! Don't break it!" I hear the ogre grumble a "Sorry". I shoot at the voice and make my way out of the fog.

23 = 19[d20]+4

20 = 16[d20]+4

10 = 10[d10]

The ogre screams in rage as I run out of the blinding cloud. Can I see who spoke to the ogre?

No, and...

No sign of anyone else. The ogre leaps out of the cloud after me and attacks.

10 = 4[d20]+6

I spin out of the way and strike the brute with my sword. Enough trickery. I drop the fog and [Hunter's] Mark it.

11 = 6[d20]+5

11 = 6[d10]+2[d6]+3

The cleared fog doesn't reveal whoever spoke. It does, however, reveal that the ogre has torn up and knocked down every bush and tree within the fog.

25 = 19[d20]+6

[LR!!]

16 = 11[d20]+5

18 = 9[d10]+6[d6]+3

21 = 15[d20]+6

20 = 8[d8]+8[d8]+4

25 = 20[d20]+5

OW! Why am I in melee with an ogre!? This was a horrible idea!

11 = 6[d20]+5

14 = 7[d10]+4[d6]+3

Okay, maybe not /that/ bad an idea. I've exhausted the beast and with a slash across its legs it finally falls onto its belly, unconscious. Quick! Whatever spoke! Can I find it? [perception vs stealth]

4 = 4[d20]

5 = 2[d20]+3

Damn it! Nothing. At least I know this ogre was working for someone. I drive my sword through its head. It's not working ever again. I heal up and retrieve my rod. I'm a bit bruised, but overall fine. I keep moving. There are two openings in the brambles and the broken wall the ogre came through. I decide to follow the ogre's trail of destruction. [Which way does it go?]

11 = 11[d12]

It's more or less across the 'clearing' (well /actually/ a clearing now) from the way I came in. Beyond is another 'clearing', or maybe a wide hallway? I see something very briefly before it darts up into the trees. I have the chance to Mark it before it leaves my sight. I follow it, whatever it is, wherever it's going.

20 = 13[d20]+7

5 = 5[d20]

2 = 2[d20]

Not for long, it seems. I loose track of it immediately. Maybe I'll have better luck if I climb the tree? [athletics DC 15]

11 = 6[d20]+5

Maybe I'd have better luck if I didn't fall on my butt. Well, my quarry's gone, and I can't find it, so my Mark's useless. I let it drop. The ogre's trail more or less ends too. I guess it was walking between the walls till it heard me. What now? Back to random wandering? I've been in this maze for hours. In fact, it's bloody lunch time, so I guess I'll sit and have a meal. [short rest]

4 = 1[d8]+3

11 = 8[d8]+3

[perception vs stealth]

20 = 20[d20]

19 = 12[d20]+7

I hear a very quiet hiccup from the tree above me. I guess I shouldn't have dropped my Mark. I decide to call out, "If you show yourself, I promise not to hurt you." [persuasion DC 15]

24 = 20[d20]+4

I get an "...Um...Hello?" for my trouble. I look up into the tree. A pixie is cowering behind the higher branches. A pixie! Fellow fey! I immediately switch to Sylvan and introduce myself. The pixie gets a bit flustered, but is much more at ease. "Oh gosh, Oh gosh! I didn't know someone important was going to visit!" She flutters down from the tree as I tell her why I'm here. Her eyes dart back and forth across the clearing before she speaks. "Um. Maybe you should come with me." Absolutely. She's the best lead I've found yet. I might even get back to the Feywild today.

She knows here way around the maze, and doesn't have to think for too long at each junction. Is the journey eventful?

No, and...

It's not been a minute until I can hear voices beyond a wall. I make to hack through it, but the pixie stops me in a panic. "Please, please, please don't break the walls here." She says to go through it before flying over. I'm not going through it; I'll fly over too. Levitate up and kick off the trees to move across.

The 'clearing' beyond is completely walled in by the brambles. If you didn't fly over or break through, there's no way in or out. There are a lot of pixies gathered here - an upwards of 20 - and there seems to be a heated debate involving a lone Satyr. As soon as I crest the brambles, there's a panicked cry from one of them and all of the pixies scatter. I feel the need to call out, in Sylvan obviously, that I don't mean any of them harm.

They do not listen. Within seconds the clearing is empty spare me, my guide, and the Satyr. The Satyr does not looked pleased and begins to argue with my Guide about bringing strangers into their haven. I butt in. *cough* Nephew of the Queen of Storms *cough*. [does he care?]

No.

He flips me off and goes back to arguing. I stomp my foot on the ground and Thunderclap, following up with Thaumaturgy thunder-and-lightning display. [intimidation DC w/e]

20 = 18[d20]+2

The Satyr falls backwards in surprise. My Guide faints in shock; I make sure to catch her before she hits the ground. I hear a couple pixies in the nearby treetops start sobbing. Maybe that was a bit much.

Now that I have /everyone's/ attention, I introduce myself again. I'm looking for The Philosopher and/or a way back to the Feywild. Does the Satyr (considering everyone else has run away) know anything?

Yes, but...

He stumbles around the issue for a bit, says he has bad news, but doesn't actually say anything. "Get to it friend. I've had a pissy last couple days." The Philosopher is probably dead. And there used to be a fey crossing here, but it's faded away. Please don't kill us.

Oh. Brilliant. What was the Philosopher doing that got him 'probably dead'?

Negligence / Enemies.

The small fairy enclave in these woods have some enemies, nasty creatures that want to take over the forest. The Philosopher was a friend of the enclave, but also a newcomer with little to no stake in Brightwood politics. The pixies sent him as an ambassador and neutral party to negotiate for their safety. He never came back. Then the bramble walls started springing up, the fey crossing closed, and the enclave has been cowering in fear since.

Question 1: Who was he negotiating with?

Goblin.

He was supposed to meet with the goblin leaders.

Question 2: Where can I find these goblin leaders?

The goblins kind of disappeared once the brambles grew. They really don't know. Most of the pixies have been hiding and the Satyr hasn't gone searching since his friend was killed.

Was this friend one of the humans in the outpost at the edge of the forest?

No.

It was another Satyr.

Question 3: Do they know about the disappearing humans?

Yes.

The Philosopher was concerned, which is why he volunteered to speak with the goblins.

And you sent him off on his own when you knew people were disappearing?

Yes, and...

"They're just goblins. We never thought they'd do anything."

Question 4: So a Satyr was killed. Do you know how?

No.

"She was less killed and more...disappeared along with everyone else."

Question 5: And has anyone here looked into these disappearances?

No, and...

"If we hide for long enough, it should all go away, right?"

*Facepalm* This all started a couple years ago, yes?

Yes, and...

Bramble walls, smelly mist, vanishing people, dragon attack, crazy animals, everything started to happen all at once.

Crazy animals? Dragon attack? You mean this mist isn't because we're alongside a river? Dragon attack!? What in the infinite sky has been going on here? I'm met with a shrug. The Satyr has no idea. The pixie in my hand comes to, a little dazed. You fey aren't responsible for the brambles or illusions, then? Nope. They don't know who is, either. There's debate on whether it's the goblins or the dragon.

Well, since they don't know where the goblins are, do they know where the dragon is?

No.

*Facepalm* (Spineless airheads. No wonder Auntie doesn't like having pixies in Court.) Do they know /where/ the Philosopher was supposed to meet the goblin leaders?

Yes.

Good. And what did they mean about crazy animals? The pixie says in a terrified whisper, "The trees have eyes." What, like a treant? The Satyr says to be careful when the songbirds stop singing. That's when people disappear. I point out I haven't heard a bird sing since I entered the forest (and, come to think of it, that's a bit odd).

The pixies in the trees have been listening intently to this exchange. There's a brief pause where I can hear that, yes, the birds aren't singing. In fact, it's pin-drop silence. Then one pixie from above yells out "He knows where we are!" and suddenly everyone's screaming in panic. I manage to grab hold of my Guide and the Satyr and prevent them from running. I wait for the pixies to scatter /for real/, but they don't. They're just flying in haphazard circles crying, screaming, and occasionally fainting.

[Thaumaturgy voice amp] "Order! Order! Calm down everyone!" Why are all of you so jumpy? If the dragon wanted to do anything to you, you'd be dead already. Your goblin enemies are gone and you can probably assume they're dead, along with everyone else that disappeared. What else is there to be scared of in this forest? Wild animals? The forest is literally empty. I haven't seen or heard anything since a small pack of wolves and they were way beyond the edge of the brambles. The ogre? It's dead now, too. Are there other monsters? Because I've spent half a day in this forest and found none of them. [Persuasion DC 15/20]

20 = 16[d20]+4

It calms them down a bit. They stop screaming and flailing, at least. I tell them to keep calm. /I'm/ going to investigate the Philosopher's disappearance. /When/ I come back, the /whole/ enclave and I can discuss /all/ of the oddities in the forest. Between all of us, we should be able to solve this mystery. There's some tentative nodding from my audience. Good. I ask my Guide if she's willing to take me to the meeting place.

Yes.

Random thought: does anyone else here speak common?

Yes, but...

My Guide, the Satyr, and another pixie are the only ones. Everyone else knows only Sylvan. How about Goblin? Does anyone speak Goblin?

Yes.

The Satyr and two other pixies, but not my Guide. I tell the Satyr to come along with us.

Yes, but...

He's reluctant, but I pull him by the arm and he follows afterwards. I'm assuming I'll run into goblins at some point. The Guide knows her way around this maze. Is the journey eventful?

Yes, but...

PC negative.

Trick.

To maintain my dignity, I need to 'waste' another Levitate on getting over the bramble walls. I funnel my energy into an extra spell slot to make it happen. The Guide sits invisible on my shoulder whispering directions in my ear. The Satyr follows behind, making sure to keep me between him and everything else. This meeting spot is kind of far away.

[Wisdom saves! DC 15]

18 = 16[d20]+2

19 = 19[d20]

18 = 16[d20]+2

We eventually come across a giant snake that rears out of the ground and hisses at us. None of us fall for the illusion, though it thoroughly spooks my companions. I think someone doesn't want us to get where we're going.

Too bad for them, we get there. It's an actual clearing around a small, oval pond. Thankfully, it's a bramble clearing, too. The pond is about 50ft on its longest side. The water's a murky green. No immediate signs of goblins or the Philosopher, so I take my time and give the place a thorough search. [investigation DC 20]

9 = 4[d20]+5

[survival DC 15]

17 = 17[d20]

[perception DC 15]

15 = 15[d20]

I find broken branches and a footprint in the mud leading me to believe something was moving north-ish. Curiously, the imprint is a bare humanoid foot. Can I tell if it's goblin? [nature DC 15]

5 = 4[d20]+1

I don't know what goblin feet look like. I assume they're shaped like this. I also notice that, while we were searching, a couple of squirrels have been looking very intently at us. I decide not to point it out to my companions.

Scratch that. I chug my animal friendship potion and cast Speak with Animals.

19 = 19[d20]

6 = 6[d20]

"Hey, squirrels, whatcha doing?" [persuasion vs insight]

21 = 17[d20]+4

14 = 14[d20]

One perks its ears in alarm and runs off. The other responds "Spying on you. Why?"
Reply
#8
"Just curious. Who are you spying for?"
"Big scaly thing."
"Oh. That's cool. How come?"
"It doesn't eat us."
"Good for you. Do you want some nuts?"
"Yes."
"I'll give you some if you come down here and talk for a bit." I whisper to the pixie to get some nuts for the squirrel. She looks at the whole exchange with wonder and confusion but flies up a tree to look for food. Meanwhile, the squirrel comes down. I let it sit in the palm of my hand.

"Hey, what's that blue glowy thing?" It asks, pointing to my crystal.
"A present from my Aunt."
"Can I eat it?"
"I promise it doesn't taste good."
"Can I have some nuts now?"
"Sure." I motion to my Guide to give him a nut.

"Do you know where the 'big scaly thing' is right now?"
"No," it says between nibbles.
"Have you seen any goblins?"
"What are goblins?"
"They look like me but small and green."

Yes, and...

It points to the Guide. "Is that a goblin? I've seen that."
"No. Small and green, without wings."
The Satyr buts inn, apparently on the ball with this, "They sometimes carry shiny sticks."

Yes, but...

"Oh! Those! I don't like them. They want to eat me."
"You've seen them nearby then?"
"Yes."
"Where."
"On the ground, between the spiky bushes."
"Have you seen them today?"

Yes.

"Were they by this pond?"

Yes.

"Did they move that way?" I point towards the footprint.

Yes, but...

"That was a long time ago. Can I have another nut?" I thank the squirrel, give him another nut, and let him go.
"Could you not tell the dragon that we spoke?" [persuasion DC 15]

18 = 14[d20]+4

"Okay." I tell the others my findings. Good news: goblins are confirmed alive, hopefully. Bad news: the dragon employs squirrels. The trees do have eyes.

We follow the tracks, then. [survival DC 15]

6 = 6[d20]

3 = 3[d20]

[LR- I don't want to lose this lead] Incidents?

No.

The tracks lead up to a wall. [perception DC 15] [investigation DC 15]

17 = 17[d20]

12 = 7[d20]+5

I think I hear voices on the other side. I ask the pixie to peak over the bushes. She really doesn't want to. I'll drag the Guide and the Satyr through the bush then. [dex save DC 15]

1 = 1[d20]

5 = 5[d6]

On the other side is a gathering of goblins, much like the pixie enclave. And like the pixies, they were excitedly discussing something. When my companions and I appear through the bush, they look at us, scream something I don't understand, and draw their weapons. Several draw bows and run behind trees and bushes. Another bunch come at us with small swords. One goblin with half-decent-looking armor stands in the middle of the two groups and shouts directions. I yell out that we come in peace. I nudge the Satyr, expecting him to contribute something in Goblin, but he ducks behind me without a word. In the middle of all this, the Guide has turned invisible and fled somewhere.

[Initiative! me; satyr; goblin boss; archers; swordsmen]

70 = 20[d20]+14[d20]+19[d20]+2[d20]+15[d20]

[health]

24 = 2[d6]+1[d6]+6[d6]+6[d6]+4[d6]+5[d6]

2 = 1[d6]+1[d6]

6 = 5[d6]+1[d6]

7 = 2[d6]+5[d6]

7 = 1[d6]+6[d6]

8 = 2[d6]+6[d6]

5 = 4[d6]+1[d6]

30 = 1[d8]+6[d8]+3[d8]+3[d8]+5[d8]+7[d8]+5[d8]

The armored goblin waves a dented, dirty shield in the air and a volley of small arrows rains down on us. Well, on /me/ since my companion is currently using me as a shield.

22 = 18[d20]+4

7 = 5[d6]+2

I cast Fog Cloud, covering the entire melee in mist. I turn to the Satyr behind me and bodily shake him. "Talk to the goblins! Tell them we're friendly!" Does he listen?

No, but...

"They'll kill us if you don't!" [persuasion DC 15]

7 = 3[d20]+4

The Satyr isn't having it. He's stunned in fear.

11 = 7[d20]+4

8 = 4[d20]+4

24 = 20[d20]+4

17 = 13[d20]+4

5 = 1[d20]+4

17 = 13[d20]+4

Yes.

Yes.

No, but...

18 = 14[d20]+4

21 = 17[d20]+4

9 = 5[d20]+4

10 = 6[d20]+4

7 = 3[d20]+4

18 = 14[d20]+4

No.

4 = 2[d6]+2

I can hear the goblins gathering around us. Some swing through the mist. One catches me on the shin with the tip of its blade, but my armor deflects the worst of it. Another hail of arrows comes clattering around us. Letting go of the uncooperative Satyr, I Thunderclap.

5 = 5[d6]

32 = 9[d20]+10[d20]+4[d20]+9[d20]

I hear things falling through the ground and goblins yelling in pain. The force of the blast briefly parts the fog right around me and I see three goblins near us. Two clutch their ears and the other is on the ground. Then the fog closes back in. I walk towards where I last saw the armored goblin, who is clearly the leader. In fact, can I hear him over the cries of the other goblins? [perception DC 15]

10 = 10[d20]

No, I can't tell any of the yells apart from one another.

Yes, but...

Yes.

13 = 9[d20]+4

13 = 9[d20]+4

19 = 15[d20]+4

24 = 20[d20]+4

6 = 4[d6]+2

No, but...

No, and...

No, and...

No, and...

23 = 19[d20]+4

6 = 2[d20]+4

As I make my way to the center of the fog cloud, there's a sustained yell and a goblin lands on my head and stabs at my shoulder. I throw him off into the whiteness before he leaves any serious injuries. I begin searching through fog for that leader goblin. [investigation DC 15; disadvantage]

6 = 1[d20]+5

23 = 18[d20]+5

Yes.

Yes.

15 = 11[d20]+4

12 = 8[d20]+4

17 = 13[d20]+4

9 = 5[d20]+4

No.

Yes.

Yes, but...

23 = 19[d20]+4

5 = 1[d20]+4

21 = 17[d20]+4

19 = 15[d20]+4

8 = 6[d6]+2

I hear the Satyr scream in pain. If he dies, I lose my ambassador. New plan: I release the Fog Cloud. Is the goblin leader within my reach?

Yes, and...

Well I was close! He's right next to me, and as surprised by that as I am. I try to catch him with my Hypnotic Gaze.

15 = 16[d20]-1

It doesn't stick. The leader shakes his head and stumbles backwards. One goblin has the Satyr by the throat. The others focus fire on me.

8 = 4[d20]+4

20 = 16[d20]+4

24 = 20[d20]+4

15 = 11[d20]+4

22 = 18[d20]+4

13 = 4[d6]+1[d6]+2[d6]+6

I cast Suggestion on the leader [and convert 3 1st level slots > 3 sorc points].

16 = 17[d20]-1

[LR!]"You should call off your troops. We only want to talk!" Does the leader speak common?

Yes.

The leader blinks at me before yelling and waving his shield again. The goblins look around at each other and reluctantly stow their weapons. Most of them, anyway. One drags the Satyr over to me and the Leader with a sword pressed to his throat. Another two keep their swords leveled at me. While this is happening, I make myself another 2nd level spell slot. I nudge the Satyr. Does he start talking?

No.

He's trembling with nerves. Great. Fine. Bringing him along was pointless. I say to the goblin leader that we come here on behalf of the Brightwood fey enclave. A friend of ours tried to speak with you a couple years ago but disappeared. Might you, by chance, know why? The Leader seems stunned by this. He replies in (actually quite fluent) Common that the goblin clan's leaders never returned from the meeting either. Does he know what happened to them?

No.

And good riddance to them too. Now he's the chief of the clan again and everyone's better off for it. They never even bothered to search.

Seriously? Does no one in this forest care about what's going on?
Nope. The Satyr finally speaks up: the ones who cared are the ones who are gone.
Well, /somebody/ here is causing all of this. I remember someone yelling at the ogre while we fought. That wasn't either of you, was it?
No. Also, you fought off the ogre?
Yes, now who are the other factions or organizations in this forest? You've lived here your whole lives, I take it. Surely you know who /else/ lives here.
The only other intelligent things in this forest are the humans and the dragon.
It's not the humans 'cause they're all gone, too. Process of elimination: where's the dragon?

The Leader looks around shiftily. He doesn't think it's a good idea to go looking for the dragon. Are there squirrels about? [perception vs stealth]

1 = 1[d20]

1 = 1[d20]

[How on earth is this a success?]
I can see some of them scampering about the trees above us. A handful are definitely paying attention to us. I don't know Draconic, so I yell out in Common at the squirrels. "I know you're watching, Dragon. I want to know what's going on. Meet me tomorrow morning at the pond, an hour after sunrise." Turning to the goblin leader, I ask if he wants to join in the meeting.

Yes.

He says he'll be there. I tell him to expect the fey there as well. He grins and titters at that, letting us go. I ask him if he minds us waiting here for a few minutes. I am quite unsteady on my feet. In fact, I'll compliment his on his battle strategy. If I was just here to fight, I would be dead right now. [persuasion vs insight]

17 = 13[d20]+4

10 = 11[d20]-1

He basks in my compliments, puffing his scrawny chest out in pride. [short rest; 1 HP is not a good place to be]

4 = 1[d8]+3

I also drink one of my healing potions.

5 = 2[d4]+1[d4]+2

Once I'm feeling good enough to walk, I head back towards the fey's meeting spot. I should hopefully be a little safer there than with the goblins or on my own. Much like the pixies' hideaway, the goblins' one doesn't have an opening in the brambles. I have to crawl my way out again.

13 = 13[d20]

4 = 4[d6]

I'm in bad enough shape that I decide to drink another potion.

7 = 1[d4]+4[d4]+2

Any sign of the Guide?

No.

I guess she ran once trouble started. Does the Satyr know the way?

Yes.

I'll let him lead then. Interruptions?

Yes. +Twist: NPC / Appears

[HP rolls]

14 = 1[d8]+8[d8]+2[d8]+3

2 = 2[d4]

27 = 4[d8]+3[d8]+4[d8]+8[d8]+3[d8]+5

[passive perception vs stealth]

12 = 6[d20]+6

8 = 2[d20]+6

While the two of us are walking through a bramble clearing, the Satyr stops. His ear twitches and he pats me on the leg. I think I know what he was looking at: there's an orange furry thing glaring at us from behind a tree. [initiative! me; satyr; ranger; bugbear]

28 = 18[d20]+2[d20]+3[d20]+5[d20]

I draw my sword and prepare for an incoming attack [dodge]. [Target? 1=me, 2=satyr]

1 = 1[d2]

The orange, furry /humanoid/, realizing we've spotted it, runs out from behind its tree with a large, spiked wooden club in its hands. It leaps over a bush and brings the weapon down on me.

14 = 10[d20]+4

16 = 12[d20]+4

[Target? 1=me, 2=satyr]

1 = 1[d2]

12 = 8[d20]+4

18 = 14[d20]+4

8 = 6[d8]+2

I parry it aside as two arrows fly out from behind the bush. I didn't see the man crouching there; green and brown leathers and face paint camouflaging him excellently against the forest background. Does the Satyr do anything useful?

Yes.

While I'm wrestling with the furry one, the Satyr pull a flute from its belt and begins to play. A Gentle Lullaby floats through the air.

9 = 8[d20]+1

The man behind the bush stumbles while standing up and then crouches back behind the bush. I don't know what the Satyr was trying to accomplish with his music, but the fuzzball attacking me doesn't care. I throw off another blow and slash at the brute.

18 = 13[d20]+5

Kid gloves come off when I'm bleeding. [Thunderbolt Strike, 2nd level; Destructive Wrath] I funnel the last bits of magic I have into my swing. Lightning crackles along the blade. I tear through the club the fuzzball lifts to block. I tear through the fuzzball. There's a flash and a boom as my blow connects and the creature explodes, severed limbs and torso tossed every which way. No blood; the lightning cauterized the cuts.

34 = 7[d10]+3+8+8+8

The Ranger gets up from behind his bush. Seeing my wholesale destruction of his companion, he turns to run. The Satyr stares at me in shock. Leaving my dumbstruck 'friend' behind, I chase after the archer. [Chase!]

3 = 3[d20]

The Ranger runs down a bramble hall, over a bush and around some trees. He stumbles briefly as knocks against a beehive and is harassed by bees. I duck under the swarming bugs as I tail him.

14 = 11[d20]+3

10 = 4[d4]+1[d4]+3[d4]+2[d4]

5 = 5[d20]

The Ranger steps on an angled log. It bucks forward kicking dirt up at my eyes.

11 = 6[d20]+5

I blink it out as I stay on his tail.

17 = 17[d20]

3 = 3[d20]

He ducks under a low-hanging branch and swings upwards at it. A mass of centipedes falls on me as I pass underneath.

6 = 3[d20]+3

19 = 19[d20]

2 = 2[d20]

I shake them off as I run. The Ranger vaults over a large bush.

15 = 15[d20]

I do the same.

3 = 3[d20]

12 = 9[d20]+3

12 = 12[d20]

[insight vs constitution(deception)]

21 = 19[d20]+2

8 = 7[d20]+1

I can see the man breathing heavily and faltering. Is the bees' venom making itself known? I keep my pace. I think I can run him down.

14 = 14[d20]

6 = 5[d20]+1

14 = 14[d20]

20 = 20[d20]

6 = 5[d20]+1

9 = 8[d20]+1

18 = 18[d20]

We wind through the brambles, past another pond, different from the first. The Ranger steps over a rock but trips. It gives me what I need to close the gap and I tackle him to the ground. [athletics vs acrobatics; ranger as disadvantage for exhaustion]

13 = 8[d20]+5

9 = 7[d20]+2

21 = 19[d20]+2

He gets up, breathing heavily and swings a shortsword at me.

5 = 1[d20]+4

21 = 17[d20]+4

4 = 2[d6]+2

He catches me in the rib, but I whack him with the back of my sword.

24 = 19[d20]+5

11 = 8[d8]+3

He falls unconscious. [Was he leading me anywhere?]

No, and...

I tie his hands and legs and bring a loop of rope around his mouth to gag him. Do I know where I am? [survival DC 15]

13 = 13[d20]

I lost track of where we were going while running. I decide to drink my last healing potion. Make it count, little bottle.

10 = 3[d4]+1[d4]+1[d4]+1[d4]+4

Or not. It's getting late. Light is quickly leaving the forest. And I don't know where I am. Is there any decent plane to camp?

Yes, but...

[survival DC 15]

15 = 15[d20]

I find myself a small grotto underneath a mossy boulder. No signs of other animals, so it's a good a place as any. I call up my Unseen Servant and have him set up camp. I find myself a nice patch of grass to sit down on and relax. After dinner, but before going to sleep, I steal the Ranger of all his valuables. Does he have anything of worth?

No.

I snap his bow in half; bend his shortsword and toss it over a bramble wall; strip off his armor, ball it up, and shove it deep into another wall. I double check my ropework. Hopefully it holds. I toss the Ranger in to the grotto and sleep between him and my belongings and the entrance.

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

1750 XP in total, now
Reply
#9
Do I get up on time for my meeting?

Yes.

Does the ranger try to escape in the night?

No.

I wake up sometime around first light. The ranger is snoring. I get out of the grotto, summon my Servant and try to find my bearings. I can't really tell north from south and none of the trees look familiar. Are there any small animals - like, say, squirrels - about?

No.

Just trees and rocks. Looks like I'm not keeping my appointment. My Servant brings me breakfast and starts packing up my crude camp. I shake the ranger awake and drag him outside. Is he cooperative?

No. +Twist: Physical event / Hinders the hero

I remove his gag in an attempt to start a conversation and he bites my finger. [athletics vs athletics]

11 = 6[d20]+5

17 = 17[d20]

He headbutts me in the stomach, pushing me down. He falls on top and rolls off immediately. I notice one hand is free. He slips off the loops of rope around his legs, gets up, and starts running, most of his upper body still bound in rope. "What the hell?" I shout at his retreating form. He goes around a bend and I loose sight of him. I never even figured out why he attacked me.

Once I'm packed, I head off in the direction the Ranger ran. I call out in Sylvan as I go, hoping to catch one of the pixies' ears. Or anything else for that matter. Is there a trail I can use to follow the Ranger? [survival DC 15]

12 = 12[d20]

There's no sign of him, and once I reach a fork, I'm sure he's long gone. The forest is surprisingly quiet this morning. Not even the buzz of insects.

6 = 6[d35]

4 = 4[d4]

1 = 1[d2]

1 = 1[d2]

4 = 4[d4]

I wander the forest for what has to be an hour. And this is the THIRD TIME I walk by that one half-fallen tree. Frustration overtakes me. I hack down the nearest bramble wall and start walking in a straight line, cutting down every offending plant in my path. [passive perception vs stealth]

17 = 11[d20]+6

11 = 5[d20]+6

7 = 1[d20]+6

[health]

7 = 3[d6]+4[d6]

4 = 3[d6]+1[d6]

29 = 1[d8]+6[d8]+5[d8]+6[d8]+6[d8]+5

I spot a very familiar orange fuzzball crouching behind a rock. I sigh and draw my sword. "Bring it fuzzball! I need to let off some steam." [initiative; me, enemies]

48 = 13[d20]+3[d20]+17[d20]+15[d20]

24 = 20[d20]+4

6 = 4[d6]+2

7 = 1[d20]+6

A goblin cackles from above as an arrow flies down from the treetops. Those nasty green snots have betrayed me!

10 = 6[d20]+4

The orange one hurls a large rock in my direction, but it flies to the side. I Eldritch Blast the goblin.

22 = 18[d20]+4

7 = 7[d10]

I hit it square in the chest and the pest topples from its branch.

9 = 5[d20]+4

15 = 11[d20]+4

18 = 12[d20]+6

Another arrow sticks at my feet, but I'm not sure where it came from. The orange one runs up and attacks me, and actual metal sword and shield in its hands.

24 = 20[d20]+4

10 = 3[d8]+5[d8]+2

15 = 10[d20]+5

24 = 20[d20]+4

7 = 5[d6]+2

12 = 6[d20]+6

It blocks my sword with its shield and strikes me as I recoil. Another arrow lands clatters against my armor. I think it came from my right.

8 = 4[d20]+4

14 = 9[d20]+5

8 = 4[d20]+4

19 = 15[d20]+4

18 = 12[d20]+6

5 = 3[d6]+2

The beast-man is content to defend himself as I'm being peppered with arrows. I Misty Step behind the bushes where I think the arrows are coming from. Can I see my assailant?

No.

Wrong bush, damn it.

10 = 6[d20]+4

8 = 3[d20]+5

I parry the beast's blow, it parries mine. I fish my crystal out of my pocket with my free hand and hold it up to the beast [Quickened Levitate].

3 = 2[d20]+1

He flails around as he floats up to the treetops, grunting in surprise.

16 = 12[d20]+4

22 = 18[d20]+4

5 = 3[d6]+2

18 = 13[d20]+5

13 = 7[d20]+6

Where the hell is my last attacker? The arrows seem to be popping out of nowhere. [perception]

20 = 20[d20]

Aha! Found you! I run over to the meddlesome goblin. Seeing me come for it, the goblin ducks around a sapling and dives into another bush.

19 = 13[d20]+6

I shoot the bush the goblin ran behind. [and 1st lvl > 1 sorc pt]

17 = 13[d20]+4

15 = 11[d20]+4

9 = 9[d10]

I lance a hole clear through the bush. The goblin squeaks in pain and falls half out of it. The orange one is crawling upside down under the tree branches towards me. I ask in Common why he's attacking me. Does he answer?

Yes.

Master told us to.
And who is 'Master'?

No, but...

Not telling. It's a secret.

I ask him if the Ranger told him what happened to the last fuzzball that crossed me. [Prestidigitation] My sword sparks briefly.

No.

He either doesn't know or doesn't care. I float him up higher, saying I'll drop him if he doesn't talk. [intimidation vs insight]

7 = 5[d20]+2

8 = 8[d20]

He says he doesn't care. "Fallen from higher." I shoot him a couple times [and make 2nd lvl slot from 3 1st lvls]

2 = 2[d10]

4 = 4[d10]

10 = 10[d10]

2 = 2[d10]

He's above the treetops now, and well bruised from my assault. Will he talk now?

No.

I release my spell, and as he floats gently down, I cast Suggestion. "I think your master would very much like to meet me in person. Alive. Take me to him, please."

6 = 6[d20]

"Okay," he responds. He sheathes his sword as he lands and waves me to start following. I ask him if he wouldn't mind walking more slowly. [persuasion vs insight]

20 = 16[d20]+4

18 = 18[d20]

[Short rest while we walk]

4 = 1[d8]+3

9 = 6[d8]+3

6 = 3[d8]+3

[events?]

Yes.

Haggle / Masses.

[perception vs stealth]

17 = 17[d20]

16 = 9[d20]+7

I notice the faint glitter-and-tinkle of pixie dust. I whisper in Sylvan that he's taking me to his 'master' and I should be getting to the bottom of this soon. [deception vs passive perception]

20 = 14[d20]+6

Any response from the pixie?

Yes.

I feel a pat on my shoulder and the pixie flies off. [insight DC 15]

4 = 2[d20]+2

The two of us walk for an hour and a half, maybe two hours. The sun is nice and high in the sky now. I'm not actually sure the beast-man knows his way around the labyrinth. I'm about to call him out for leading me in circles when the two of us turn into a long, wide corridor - straight as an arrow for maybe 200m and completely cleared of impeding plant-life. I can see the dead end in the distance. People and creatures line the corridor towards the end.

There's the Ranger, a makeshift wood-and-stone spear in his hands. One man - older, with hair graying at the roots, in loose-fitting robes and a necklace of colored stones, holding an intricately carved walking stick - I think is the Philosopher. The hair, nose, and slightly hunched posture all fit, but I wasn't expecting the clothes. Five more human men and one woman, two of them in chain with real weapons, the others in loose hide and holding sticks. A lady satyr, two goblins armed and armored, and a third orange, fuzzy beast-man. Squirrels, songbirds, and a fox stand at the larger creatures' feet. Everyone's eyes are on me and my escort.

Is there anywhere I can Misty Step to to get out of this corridor?

No.

I could try my luck Stepping up, but I'm not sure I'd make it over the brambles, and either way, the fall would be nasty.

A little healing [10pts] to top me up might be worthwhile right now.

As I pass by the old man, I ask if he indeed /is/ the Philosopher. Everyone in the hall tenses and points weapons at me as I do. He waves them all down and nods his head. At least I've found him. And the other humans. And my ambushers. [nature DC 17]

21 = 20[d20]+1

As I walk by the fox, I realize it's kind-of out of place. It looks like a desert fox, in fact: a light red-yellow fur, very short coat, and big ears.

Dimly / Juvenile.

With no hope of grabbing the old man and running out of here, I resign myself to facing my captor. I was expecting a gargantuan, regal, ancient drake - the foundation for the Bright Snake legend - who despite terrorizing the town for centuries has managed to keep itself hidden. I was not expecting the bouncy, wide-eyed, shorter-than-me hatchling. [nature DC 15]

20 = 19[d20]+1

Despite the predominantly black coloration, the cranial fin and lack of horns indicate it's Green. The narrowed eyes and bared teeth indicate it's angry.

The dragon steps forward, meeting me in the middle of the corridor. My escort grabs me by the shoulders as the other guards encircle us. "You broke /two/ of them! Two!" the dragon yells in my face. What did I break now? The dragon keeps ranting, "Do you know what Mama does when someone breaks my things? She eats them, that's what." It glares at me like it expects a response.

I'm sorry?
You should be! Why are you such a jerk?
Because I don't know any better? What, exactly, did I break?

The fat one! You broke the fat one! It was the only one I had. And then, you broke the yellow one - the ranger calls out, "he means the Bugbear" - yeah! The bug-thing! And then, you tried to steal him *points a claw to the Ranger who nods*. And /then/ you tried to steal /him/ *points to my escort who looks confused*. Do you even know what 'mine' means? It means they're /mine/! You can't have them. You can't play with them. You can't break them. You're! Not! Allowed!
The dragon huffs and walks beyond its ring of guards.

I guess I should apologize. Wait, what am I apologizing for? They attacked me first! "If your buddies weren't so bent on killing me, I wouldn't have had to kill them!" It was all self defense. If you wanted something from me, you could have just asked. You know, like /I/ was planning to do before I was jumped three times by your lackeys. I was going to be in and out of this forest within a day, the philosopher in tow, without a fuss. I would have been happy to /pay/ you. I would have been happy to /work/ for you. I would have /returned/ him in, like, three days, tops. Instead, everything in this forest has tried to kill me and I'm pretty sure you're at fault for that. So, no. I'm not apologizing for defending myself from the poorly-led thugs of a sophomoric, wanna-be ruler dragonling.

Get your cronies out of my face before I reduce them to gooey chunks, and I'll still be willing to negotiate. [intimidate (dis) vs insight]

21 = 19[d20]+2

22 = 20[d20]+2

3 = 3[d20]

The dragon seems visibly stunned at my outburst. It shuffles in place, looks down at his feet, and starts talking to itself - I assume in Draconic. The crowd around me is a lot less eager with their weapons now. The Philosopher breaks away and approaches the dragon. There's a brief discussion. The dragon finally looks back at me. "Sorry..." it says and nods at the bugbear holding my shoulder. He lets go and the circle widens around me just a bit.

Good. Apology accepted. Now it's time for proper, /civilized/, introductions. [Position of Privilege] I present myself as pompously as I can: Rollo of the Cloud Court, Marquis-Apparent of the Flashing Sky, nephew of her Majesty, the Archfey Rime, Queen of Storms. [performance DC w/e]

16 = 14[d20]+2

The humans look confused, the goblins impressed, and the satyr shocked. She runs over to her master and whispers in the Dragonling's ears. Can I hear what she's saying? [perception DC 15]

12 = 12[d20]

I couldn't make it out, but the Dragonling makes a 'dawning comprehension' face. That's right. This satyr might have come from the Feywild. She knows who I am.

6 = 5[d20]+1

The Dragonling decides to copy me and starts listing off titles it's obviously made up on the spot. He goes on for a solid 3 minutes, but the whole display - with stutters and pauses while he thinks of things to say - is laughably cute, especially when the goblins join in suggesting titles. I do catch some useful tidbits, though:
1) It's a boy
2) He calls himself Rillia
3) One of his titles is 'Bright Snake the 2nd'. Maybe his mother or father was the first?
4) Another title is 'Toy Collector'. Given his introduction, that's a little ominous.

Is the Dragonling - Rillia - close enough for my Hypnotic Gaze?

Yes, and...

[Initiative! Me, Rillia]

18 = 4[d20]+14[d20]

17 = 15[d20]+2

8 = 6[d20]+2

10 = 8[d20]+2

We stare into each other's eyes for a moment before I start talking. I tell the little lord that I've come for the Philosopher. A mutual friend of ours, the Librarian, has run into trouble with a devil and would like the old man's help. I understand that he is a valuable ally of yours, but if you spare him for 3 days, maybe a week, we can have this business sorted out and your friend returned to you.

Rillia is nodding and swaying noticeably, now. The smarter members of his entourage start to look concerned. I ask the dragonling if he's alright. [deception vs insight (many)]

26 = 20[d20]+6

[nvm - no one can beat that]
He says he's fine and waves off the others' concerns. His speech is slurring, a serpentine hiss replaces his 's'-sounds. So, can the Philosopher come with me? [persuasion DC 15 (adv)]

5 = 1[d20]+4

8 = 4[d20]+4

No! He'sss mine! I sssaid you can't play with him.
How about a trade then? I have three pieces of turquoise. Quickened Prestidigitation to make them glow and sparkle. Is this enough to buy his services for a few days?

No, but...

...I'll trade 'm for ~you~.
Um...
I've never ssseen a Mar-keey before. I want one. And I 'ready know you're sssuper ssstrong.
Sure, I'm willing to work for you. But you should know that it'll have to be short-term only. I plan on returning to the Feywild as soon as possible.
No. I'll thhhink keep you. You're a ssspeshal one.
I'd rather keep my autonomy, thank you. How about a devil instead? You can have the one we're trying to get rid of. Devils are rare enough, but the opportunity to capture one? That's once-in-a-lifetime, no matter how long your life! [persuasion DC 15 (adv)]

13 = 9[d20]+4

5 = 1[d20]+4

Who caresss? If I can have you /and/ the Philosssopher, I can get myssself a devil anytime I want.
Not true. The Librarian is the only one who knows where the devil is. And neither I nor the Philosopher can force that information out of him. But, if you let me do this on my own - as your friend, not your toy - I could get you the devil and any other exotic creatures I find in my travels. Think of all of the other toys you can get if you just lend me the Philosopher now. [deception (adv) vs insight]

13 = 7[d20]+6

8 = 2[d20]+6

20 = 20[d20]

No. I can get all of that by trading for you. Oh! Better idea! I don't even have to trade. When I make you mine, you'll jussst do it all for me anyway. He nods to the bugbears who grab me by the arms. [athletics vs athletics x2]

8 = 3[d20]+5

19 = 17[d20]+2

25 = 20[d20]+5

11 = 9[d20]+2

I Misty Step. Can I make it to a treetop?

Yes.

I find myself in a heap across the branches. Another Step down to the forest floor away from Rillia's corridor?

Yes.

Animals! Are there any in the trees?

No.

No spies right now. Brilliant. Is there anything to hide behind?

No, but...

I don't think I have the time to fashion a proper hiding place here. Is anyone coming after me?

Yes, and...

5 = 1[d4]+4[d4]

Damn. The Ranger, the Philosopher, my escort Bugbear, and two goblins turn a corner into the corridor I'm in.

[initiative; me, the above order]

23 = 4[d20]+4[d20]+5[d20]+5[d20]+5[d20]

the Bugbear is on me before I can even draw my sword.

9 = 5[d20]+4

The goblins hang back and shoot arrows.

17 = 13[d20]+4

8 = 4[d20]+4

The Ranger closes in, clumsier with his spear than the sword and bow I broke.

6 = 6[d20]

16 = 16[d20]

The Philosopher stays back and tosses a ball of fire at me.

13 = 9[d20]+4

It fizzles out mid-air before reaching me. I draw my sword and prepare to parry [Dodge]. With the Bugbear and Ranger in front of me, the goblins don't have a clear shot. Hopefully I can hold out for a more opportune moment to attack.

15 = 11[d20]+4

Do the goblins approach me?

No.

They decide to stay back and shoot.

7 = 3[d20]+4

19 = 15[d20]+4

1 = 1[d2]

13 = 9[d20]+4

The idiot goblins fire into the melee, one arrow embedding itself into the Bugbear's armor. Does he reprimand the goblins?

Yes.

13 = 13[d20]

7 = 7[d20]

I bat away the Ranger's blows. The Philosopher yells to make some room. Both the Ranger and the Bugbear take a step back as vines and grass at my feet twist and grip my legs [Entangle].

13 = 10[d20]+3

The vines didn't quite get a hold of me, but I can pretend that they have. [deception vs insight (many)]

21 = 15[d20]+6

10 = 10[d20]

3 = 4[d20]-1

3 = 2[d20]+1

6 = 4[d20]+2

I ready to parry again [Dodge]. Keeping up the pretense is going to hamper my movement anyway. The Bugbear gives a toothy grin as bears upon me, he goblins deciding to follow now that I'm stuck in place.

19 = 15[d20]+4

13 = 6[d8]+5[d8]+2

6 = 2[d20]+4

15 = 11[d20]+4

1 = 1[d20]

18 = 18[d20]

4 = 4[d6]

19 = 15[d20]+4

7 = 7[d8]

The beast-man gives me a nice bruise on the ribs, and a fireball burns one forearm. But I weather the onslaught and find my moment. Thunderwave! Destructive Wrath! I'll catch everyone but the Philosopher with it.

10 = 9[d20]+1

14 = 14[d20]

8 = 8[d20]

5 = 4[d20]+1

My four assailants go sprawling. Not one stands back up. [Tempestuous Magic] I easily fly over the writhing vines and run up to the Philosopher. He holds his walking stick up to block as his skin turns a rough and dark brown.

3 = 1[d4]+2[d4]

The two armored humans and the last bugbear enter the corridor on the other side of the now-wilting vines. [add to initiative order] [how many turns to reach me?]

10 = 3[d20]+7[d20]

2 = 3[d4]-1

The bugbear leads the charge and the humans follow. The Philosopher uses the distraction to back off.

17 = 12[d20]+5

7 = 4[d10]+3

14 = 10[d20]+4

The bugbear and I exchange blows, but I decidedly come out better from that exchange. The Philosopher turns and runs around the corner.

Second verse, same as the first. Thunderwave into the three warriors in front of me.

5 = 2[d8]+3[d8]

8 = 7[d20]+1

5 = 4[d20]+1

2 = 1[d20]+1

It tosses them back, and launches me forwards. Turning around the corner, I see three more humans standing in front of the Philosopher and the satyr. [initiative]

34 = 20[d20]+14[d20]

The humans behind me approach behind their shields. The ones in front of me attack with spears.

23 = 20[d20]+3

9 = 6[d20]+3

21 = 18[d20]+3

8 = 3[d6]+3[d6]+2

The satyr pulls out a flute and begins to play.

15 = 13[d20]+2

I've seen this before and I'm not falling for it. I ignore the music. The bug bear finally gets up and approaches while the Philosopher shouts "Keep your distance from him!" Too little too late. Thunderwave the back line again.

14 = 8[d8]+6[d8]

20 = 19[d20]+1

11 = 10[d20]+1

20 = 19[d20]+1

One human goes flying. The other covers her ears, but keels over where she stands. The bugbear grits his teeth and roars back in defiance. I fly behind the bugbear, so that now everyone is in front of me. Bring it lads.

The bugbear stays close and bashes a crude flail against me.

14 = 10[d20]+4

The remaining humans stab at me with their spears from afar, while the satyr and the druid run.

10 = 7[d20]+3

9 = 6[d20]+3

17 = 14[d20]+3

I strike at the bugbear two-handed.

10 = 5[d20]+5

He steps easily out of the way. My tiredness must be showing.

6 = 3[d20]+3

14 = 11[d20]+3

19 = 16[d20]+3

7 = 6[d6]+1

20 = 16[d20]+4

[LR - force miss]

13 = 8[d20]+5

[LR - force hit]

7 = 4[d10]+3

I catch the bugbear on the shoulder, but he's still in fighting shape. Another round of attacks and parries.

14 = 11[d20]+3

7 = 4[d20]+3

6 = 3[d20]+3

12 = 8[d20]+4

17 = 12[d20]+5

13 = 10[d10]+3

With a fortunate opening, I run the bugbear through. Do the humans run?

Yes, but...

They take off in the direction of the Philosopher and satyr. I chase after them, letting them get a bit ahead while I heal up with the last of my power. I chase them into a bramble-clearing. and vines snap up at my feet.

13 = 10[d20]+3

Tearing my feet out, I see the Philosopher and the satyr behind a boulder. The humans turned and stopped, expecting me to be restrained, but seeing me unhindered, they seem much less sure of their ambush. "Get him while he's stuck there!" the Philosopher yells. The humans spread out and poke at me from a distance.

4 = 1[d20]+3

6 = 3[d20]+3

7 = 4[d20]+3

"Useless fools!" the Philosopher yells running out from behind his boulder, and with a sweeping gesture he casts a spell I know well [Thunderwave 2nd level].

14 = 7[d8]+4[d8]+3[d8]

21 = 16[d20]+5

I stand firm against his magic and reply with my own: Hypnotic Gaze.

15 = 13[d20]+2

[LR - force failure] He drops his staff in the daze. "Tell your buddies to stand down!" I say. [persuasion (adv) vs insight]

24 = 20[d20]+4

21 = 17[d20]+4

6 = 4[d20]+2

"He's right," the old man responds. "Stop fighting. We cannot defeat him." The humans audibly sigh.

"Now," I say, "where has Rillia been hiding through all this?" Excellent timing on his part, I'll give him that. Rillia chooses this moment to plummet out of the sky and gas the entire clearing.

23 = 1[d6]+6[d6]+5[d6]+1[d6]+6[d6]+4[d6]

I cough and sputter at the noxious fumes. My vision starts to blur and I'm unconscious before I hit the ground.

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Level up! 2825XP total

HP Increase:

16 = 4[d8]+6[d8]+6

Ability Score Increases:
- +2 Cha [Paladin 4]
- +2 Cha [Sorcerer 4]

Spells:
-Cantrips(5 total):
---learning Mage Hand
-1st Level(4+3=7 slots):
---Swapping out Hunter's Mark
---Learning Command
-2nd Level(3 slots):
---Learning Spiritual Weapon
---Learning Calm Emotions
---Learning Moon Beam

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Also, how many of my Thunderwave victims died? That one bugbear I stabbed is gone, but the other one is up in the air. Both goblins are clearly dead. That leaves the two armed humans and the Ranger.

6 = 2[d2]+1[d2]+1[d2]+2[d2]

The bugbear and the Ranger live! The redshirts do not.
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#10
When I wake up, I actually feel quite good, all considering. I'm tied to a tree. I can see the Philosopher sitting nearby leafing through my spell book. The ranger is hovering over him, more focused on me than anything else. I don't have my armor or sword. Can I see my pack?

No.

The Ranger notices I'm awake and nudges the Philosopher. The old man smiles and nods at me before walking off. I ask him if he knows where my stuff is.

Yes, and...

They've gone through my belongings quite thoroughly. They've emptied my pack of coins and gems and tossed them into Rillia's budding horde. My sword and mail are being worn by someone. The Philosopher's currently going through my magical effects. Rillia enjoyed himself for a while with my growth potion, and accidentally broke the immovable rod while enlarged. The mundane gear they've packed back into my bag so they have something ready for when they travel. "And finally, welcome to the clan," he says before leaving me alone with the Ranger.

I ask the Ranger what that last line meant. Does he respond?

No.

He just scowls at me. I ask him why he joined up with the dragonling. Does he respond?

Yes.

He says he didn't have a choice, and that I won't either.
Wow. That's encouraging. So...It's like totally mind control, right?

Yes.

Does he still have his autonomy? Say, if he wanted some ice cream, can he just go out and buy it? Or does he have to run it by Rillia first?

Yes.

He doesn't know what 'ice cream' is, but he can still do more-or-less what he wants. Rillia just gives him orders every now and then.
I ask if he's ever tried a coup de'etat.

No, but...

He's thought about it. The Philosopher told him that the spell can't be broken. Something about dragon magic.
Cool. I guess I can roll with this, then.
The Ranger squints his eyes at me. I ask him what he's doing. He says he doesn't believe me one bit.
I ask if there's a chance I'll be getting my magic things back after the Philosopher's done with them.
He says it's not his business.
I ask if there's a reason I'm not gagged. I am quite obviously a mage after all.
He's pretty sure I can cast whatever I want, even if I /was/ gagged. "Fuckin Elves."
So why, then, am I alive?
The Philosopher is concerned about his friend with the devil business. He saved you and convinced Rillia that you'd be more useful alive.
You know, I pulled the capture-the-devil thing out of my pants yesterday.
Doesn't matter. The master's all excited about it now.

Has the Philosopher returned yet?

Yes.

He comes back with an excited Rillia, a bored bugbear, and three very concerned humans. I tell Rillia, "Again, I'd be happy to work for you without the mind control." "Too bad," is the response. The humans spread out, spears shaking in their hands. The bugbear forces my head against the tree and holds my eyes wide open.
Rillia and I have another staring contest.

[Wisdom save DC 12]

4 = 2[d20]+2

[LR - force success]
Can I decipher the nature of the spell? [Arcana DC 20]

12 = 9[d20]+3

[LR - force success]
It's similar to my Hypnotic Gaze, but with a splash of Geas. A very powerful Geas. Would it be possible to fake the effects?

No. +Twist: Physical event / Hinders the hero

[Wisdom save DC 12]

22 = 20[d20]+2

The spell creates a telepathic bond, sort of like a familiar. No way to fake that. Would it be possible to only let a part of the spell through? [Arcana DC 20]

16 = 13[d20]+3

[LR - force success]

Yes.

I'd very much like to try.

[Intelligence save DC 12]

10 = 9[d20]+1

[LR - force success]

[Wisdom save DC 12]

13 = 11[d20]+2

Will Rillia know the spell hasn't taken hold properly?

No, and...

He should be oblivious to it.

[Charisma vs Charisma]

10 = 6[d20]+4

8 = 7[d20]+1

[Concentration DC 5d4]

16 = 2[d4]+3[d4]+4[d4]+4[d4]+3[d4]

10 = 5[d20]+5

Oops. I manage to pick apart the spell as it's being cast on me, but I underestimated the amount of magic going into it. The ritual takes several hours, and despite my best efforts, I lose my focus part way through. The halves I split the spell into collide and distort. I did change the spell, but I'm not sure how.

The next thing I know is that I'm waking up to...sunrise? Sunset? Something. Still tied to a tree. The Philosopher is in front of me again, staring intently at a twisted metal stick. He holds it out, taps one and, and moves his hands away. The stick stays in the air for a few seconds before wobbling and falling. He notices I'm up and offers to untie me get some breakfast.

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Terms of the compulsion

1) I cannot intentionally undermine Rillia. Anything more than a passing thought results in [character level]d10 psychic damage. I can only take damage from this once a day.

2) I have to follow direct orders from Rilla. Any instance where I do not, I take the above damage. No daily limit.

3) Rillia can communicate with me telepathically. He can perceive through my senses without my notice.

What's the snafu I caused?

3 = 3[d4]

Inform / Travel.

4) When Rillia makes contact with me, there's a chance I'll teleport to his position. This is not voluntary for either of us.

Starting / Illness.

5) Mental contact leaves me nauseous for an hour, as if by the Poisoned condition.

Pursue / Wishes.

6) I do not have to follow direct orders, just work in Rillia's best interest.

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